ABSTRACT

With the mesh at the current stage, I could then start the modeling of the asymmetrical body and hood elements, and add most of the details that de ned the form of the car. At this point I decided to raise the base density somewhat. I did this mostly to preserve memory, but also to continue modeling on the mesh with a higher intersection level (body, hood). I opted for displacement and chose the elements to be treated as such (tires, hood, break drums, wheel caps, frame and so on). I decided to use displacement mapping to save time, not because it was the only possible solution. Every element that was displaced could be modeled in the traditional way, but in some cases it would have become time consuming and would have made differences in quality which would be hardly visible. The car was now given its “serious” looks (Fig.03) and needed only a few smaller details and displacement maps.