One of my most beloved video games from the 2000s era was Need For Speed Most Wanted, and one of my favorite cars in the game was the Lamborghini Gallardo. I wanted to work on a car project beginning with creating a NURBS cage and ending with a high-resolution game-ready AAA car model. The NURBS cage was built in maya, freely tracing the shape of the car before cutting and rebuilding each curve for construction of the NURBS surfaces and subsequent conversion to polygons.
Once converted, I began modeling mid-level details and anything that wasn’t achieved at the NURBS level. I utilize bevels to create a sub-d mesh while maintaining a clean and efficient base mesh to be used in-engine. Some sections, like the rear bumper and rear diffuser, as well as the engine cover cutout, were much easier to model from scratch, or from existing topology created in the NURBS process. These sections were planned for and executed post NURBS-to-Poly conversion.
To Be Continued…