All right, Now let's try and work on these ridges, on the seats.
It isn't going to be exactly like this, but if we can just get it enough
to kind of hinted that
so that it feels like that's what we've got, I think that'll be good.
So let's take these and I'm going to duplicate these shifty enter
and then I'm going to press em and move them to the scene collection here.
And I'm just doing that in case I screw it up, in case
I don't do a very good job the first time.
At least we still have the originals hidden away here.
So if we take a look at these,
we've got modifiers on these
that we've got a mirror and a subdivision.
So I think if we press shift Z and come down here
and turn off optimal display, we can see how many polygons we'll have
if we apply the subdivision surface modifier.
And with these here, I don't think this is enough to get these ridges
and I don't think this is enough even to get not as many as these. So
I think we're going to
need to increase the subdivisions a bit on this.
So I'm going to turn this up to three and I'll hit the one key.
And I think this will allow us to at least
get enough ridges on here that it kind of looks like that.
That's that's what we're going for here with this amount of polygons.
I think we can get pretty close here.
All right.
So I will press shift Z to go back to solid mode.
And let's go ahead and apply the mirror
and apply to the subdivision surface.
And if we tab into edit mode, this is what we have.
So we need to choose the edges that are going to be the indentations
and the ones that are going to be the raised parts.
And as we do this, I think it'll be good to have some curvature on this.
So I'm going to add a subdivision surface modifier one more time.
Just keep it at viewport level one and I'll turn on the page here.
All right.
So now where should this edge be?
Right here.
I'm going to hit the two key and maybe we want it to be
right here
and maybe right here.
Let's try this.
So if we want this edge to be right here, I think what I want to do is
first of all, select a point on the back and move the cursor to it.
And then I want the pivot point to be at the 3D cursor
and it looks like it already is. Yeah.
So we've got 3D cursor selected there.
I'm going to alt click this edge, I'll hit the two key to go to edge mode again.
And then let's also change from global to local transformation.
And you can see now because I turn to this object
in object mode, our local axes are in line with the object.
From here.
I think I want to scale in a bit in the Z and the ex.
Let's try this.
I'm going to press s shift y to turn off the
y axis and I'm going to bring this in just a little bit like that.
Okay,
Now that we've got that, let's add a couple of edge loops,
maybe one right here and maybe one right here, and then I'm going
to bring these down a bit and bring this up a bit.
And let's see how those look. Let's see
if maybe I can hit G two times and slide this one down a bit.
And same with this one here.
All right.
And then maybe I want to bring these down a little bit more
into here
and into here.
Let's try that.
All right.
So we've got that basic edge there.
Let's now try and get the vertical pieces here.
So if we go to the front view,
we can see that this is the center line.
If we go every other edge out,
what do we get here?
I'm going to go out
and I'm using every other edge because we're going to need an edge
in the middle of each of these to pull out some two for that curvature.
So we've got one, two, three, four, five, six,
seven, eight, nine, ten ridges.
That's probably enough, because once we get out here, they get kind of small
and there's kind of an open space there.
So, okay, so let's say we're going to bring these in.
Let's say from this point back here,
we bring these in in the Z and the Y axis, but not the X.
Let's try this, but let's press the key
and shift X and let's see how this works.
I'm going to bring these in just a little bit like this.
Let's now take
these edges that have remained on top
in between the ones we just scaled in.
And let's bevel these all press control B
and pull these out to kind of flatten them a bit.
Kind of like that.
Yeah. Okay.
But I want them to come out a little bit more.
So let's scale in the Z and the Y out.
So S shift X and I'm going to hold the shift
key down and let's bring those out just a little bit more like that.
See how that works? Yeah.
And it looks like we might be able to smooth that
a straight auto smooth and bring that up a bit.
Okay.
Yeah, I brought it up to about 75 or so.
All right, so let's say we've got that.
Let's bring back the car, body and the doors and take a look.
I feel like,
though, I could take this center edge and scale it out
a bit in the X so it isn't quite
as sharp out there.
And once again, I'll bring back the car body and the doors.
Yeah, that's kind of what I'm looking for.
Okay, so now let's do that for the bottom seat.
Let's come down here and we want to well, once again,
I'll press shift Z and turn off the optimal display
and in here, let's go ahead and increase this
to three.
And yeah, I think that might give us
enough geometry to do this for the bottom.
So let's now apply the mirror
and apply the subdivisions and then let's add
another subdivision with only one on here and I'll turn on the cage.
Now let's find an edge back here,
something like this that we can bring in like this.
So let's find our center point down here,
maybe right here, shift s two,
and then with this edge selected,
let's then scale this in the Z and the X, right?
Which means we turn off the Y.
So s shift y, hold that shift key down
and let's bring this in a bit like this
and then let's add some edges, just like we did
on the other one like this.
You have that goes, okay,
now let's work on these here.
So do we have the edges that we need?
So we've got this one here.
Well, we've got a center one here, an edge.
Yeah.
It looks like we're going to have to do some rearranging a little bit,
and I'd like these to be more straight, so.
All right, So let's go ahead and select all of these.
How far out we want to go.
I guess I'll go
now. Let's go on out to here.
And this edge doesn't continue, so we'll have to add these with all.
Just click here.
So what I want to do now is get these more straight on the ends,
and to do that we're going to need to scale in the X,
but we don't want Blender to see this all is one unit.
We want to see it as each individual edge.
So I'm going to go back to Global
and then instead of 3D cursor, I'm going to change this to individual origin.
So it's going to see each one of these as having its own origin.
So now I can press s X
and as I scale in, it's going to begin to kind of flatten these a bit.
And the ones on the end, I don't want to push too far,
so I'm going to d select these now
like this, and then I'm going to take these out a little bit more
like that.
So they're just a little bit straighter.
Okay,
So now I need to get these in line with everything.
So this looks like it's okay here.
This one.
I could move out like this
and this could be the middle one here and therefore have an edge here.
So you see, I'm trying to get an edge
at each crease
here on the top one to kind of match like this.
But then this one can be
this outside edge and this outside edge.
And then if we add one in the middle, we get that.
But then we can move these around to match those up.
So that's what I'm going to try and do, is just get each one of these
matched up pretty well.
And it looks like now this one could
maybe come this way,
this one could be here in the center and this one would need an edge.
Then in there,
I'm just trying to match them up now,
the way we have them on the top.
I'm going to come out here now and match these up.
So this looks pretty good.
This should be like this.
Maybe here I'll add an edge in here
to get that matched up.
Let's say that this one needs
to come over like this.
We probably need one in here.
This one could come
over like this, and we'd need one in here.
Like this.
All right, So do we have all the same edges now?
I think we do.
So if we took this edge and this edge, every other one along here.
But nope,
like this.
There we go.
Like that.
Now, we could add our edges in here as well.
Let me go back to 3D cursor.
So we've got our pivot point down here
and once again, let's scale in the Z and the Y.
So press s shift X
and let's bring these in a bit.
Okay?
And then all of these in the middle, just like we did before.
We're going to give these a bevel
here, here.
And so we'll press control B and bring these out
like that.
Yep. And then maybe we smooth it again.
Here we go.
Is that about what we're looking for?
For that?
Yeah, I think they're not as
they don't seem to come out as much.
So let me scale them out in the Z and the Y.
So s shift X, let's bring them out just a little bit more like that.
All right.
Let's see how this works.
Now I'm going to bring back the car body.
Well, let's just bring back everything, I guess.
Bring it all back.
And except for those seats that we want
to keep hidden, let me select those and hide those.
And there we go.
Yeah, that's actually pretty good.
The only thing I'm not real fond of are these little puckers.
I think we might be able to fix that with our smoothing tool,
with the smoothing brush in the sculpt tools.
We will work on that coming up next.