Archive for September, 2018

Update on The Beast

It’s been a few days now since my last update on Project: The Beast (WIP) so I thought I’d share a little more about this journey. I’m currently on restart #3 of the project. As I’ve watched some additional tutorials on modeling cars, I would realize that a decision I made early was going to make the process a lot more difficult.

Useful Learning

Although the tutorial I’m going to link below uses Blender for the modeling tool of choice, what I really like about it is how Kevin explains WHY he does things certain ways rather than just saying “Do this, then do that…”

Modeling a 3D Car by TestedPancake

Progress report

While I’ve made a few updates on the mesh for the body, I’ve spend a lot of time lately working on other pieces and parts. I was going a big crosseyed trying to find vertices to tweak on the body and needed a break.

Beast Wheel

Mag wheel created for my 1968 Charger modeling project.

Beast Lugnut

Lugnut created for my 1968 Dodge Charger project.

I’ve shared both of those on ShareCG as well for others to download and use however they’d like.

Then I created a custom logo badge for the front grill. Normally it would say “Charger” there, but I’ve changed that to say “Beast”.

Beast Badge

Custom badge for the front grill of my 1968 Charger project

It even looks pretty good on the grill itself…

Beast Grill

Grill, with custom badging, for my 1968 Dodge Charger project

Project: The Beast (WIP)

This post will be updated with my work in progress snapshots from a new modeling project I’m working on. My girlfriend’s favorite car is the 1968 Dodge Charger. If you look around for existing 3D models, it’s easy enough to find a 1969 Charger. But the 1968 had a few differences mostly on the front and back ends. While I can find a 1968 model on Turbosquid, $125 is more than I am willing to pay for a single piece of hobby content.

I’ve watched a few tutorials on modeling a car in Hexagon and I think the one that has the method that works best for my mind is Master Hexagon – Car Modeling Basics available from Daz 3D.

I did however borrow setting up the reference panes from an older tutorial on YouTube Modeling a Car, Part One, Hexagon.

I’m not going to write a lot about how I’m doing this. I didn’t intend for this to be a tutorial. Merely a place to capture the work as it progresses.

BTW, in full disclosure what you’re seeing is my 3rd start on this project. I trashed the first two as the mesh was getting too difficult to tweak and smooth out. This approach has worked much better.

Pre-Modeling – Reference Panes


Reference planes about to to be used for shaping the 1968 Dodge Charger model

Part One – Front wheel well

TheBeast321-Front Wheel Well

The first part of the Charger that I modeled. Basically the whole car “grew” from a single quad face over the top of wheel well.

Part Two – Front bumper

While I did model a bit of the front of the car, I jumped to the bumper because I made it a separate part of the object.


Half of the front bumper, including a small push bar and an integrated driving light.

Part Three – Hood and full fender

I finished out the front of the car before starting to move backward from here.


Half of the front-end of the car body plus the bumper that I finished in the last step.

Part Four – Roof and Windshield

I kept following back from the hood to flow up over the windshield and across the roof.


Showing the body from the front, extending the hood up and over the roofline.

Part Four A – Rear Window and Trunk


The rear roofline, back window, and the surface of the trunk.

Creating a Holey Cube

In Daz 3D’s Hexagon forums, one of our newer modelers asked about how to create a cube with intersecting holes from two sides. In his Penetrating a Rhomboid post, I suggested using the bridge function, which got halfway there, but I realized after he tried it that I could have been more complete in my description. So, this is how I did it.

Step 1 – Create the cube

I created a cube primitive with 8 tesselations to give me a nice center set of faces to work with on each side.

Holey Cube 01

The cube we’re going to pierce.

Step 2 – Make holes

I removed the 9 middle faces on each side, leaving the top and bottom solid.

Holey Cube 002

The center faces removed

Step 3 – Bridge two holes

I selected the edges around two opposing faces (click on one edge of each hole and use the Loop selection to select the hole). Then in Vertex Modeling, I chose Bridge and accepted the results.

Holey Cube 03

The first two holes bridged

Step 4 – Bridge the other holes

Then I repeated the process to bridge the other two holes. This creates the structure, but as you can see, the holes don’t go all the way through. Each bridge is blocking the view through the other.

Holey Cube 04

Both holes bridged

Step 5 – Tesselate the intersection

I hid the top of the cube (created a material zone with the top faces and hid that zone) so you can see inside the cube. I used Tesselate by Slice to slice each bridge as close to the other bridge as I could.

Holey Cube 05

Bridge overlaps tesselated

Step 6 – Remove the intersecting faces

Back inside the holes, I selected the new faces that were blocking my view through each hole and removed them.

Holey Cube 06

Intersections removed

Now you can see through, but if you look closely inside the hole there is a slight cap between the edges of each hole.

Step 7 – Weld the edges together

I admit to forgetting about the tools Hexagon offers at first. I started by manually going through and welding the vertices in each edge together. That was painful. Then I remembered the Average Weld function. It’s perfect for this as Hexagon is smart enough to figure out that those vertices are close enough to be welded. That went a LOT faster! Like a single click and it was done. 🙂

Holey Cube 07

Intersection edges welded

Step 8 – Test smoothing

Just to show I wasn’t quite done yet, I set smoothing level to 2. See that mess in the middle? That’s because there are still some faces from each hole that are overlapping there messing up the smoothing algorithm.

Holey Cube 08

Bad smoothing due to overlapping holes

Step 9 – Remove the overlapping faces

I removed the faces from one of the two holes, leaving the faces from the other one in place.

Holey Cube 09

Overlapping faces removed

Step 10 – Tesselate and weld

Once again I took the remaining faces and used Tesselate by Slice to create corresponding edges, making a grid in the center. Then I used Average Weld again to weld it all together.

Holey Cube 10

Intersection tesselated and welded

Final Product

Finally, with Smoothing turned to 1 you can see all my gaps and such are gone. I could adjust the edges of the holes a bit to make them more round instead of square, add some edges around the outline of the cube to keep it from smoothing too much, but that’s just tweaking it for the effect you’re going for really.

Holey Cube 11