Lights please!
In this part we add some detail to the car model. We will model the inner parts of the headlights. If you have
created the wheels as a separate project, reload the Lamborghini.
To make clear what we are modeling here, we show a nice render of the end product:

This is what we will be modeling
Start with creating
a SDS rectangle that has the same shape as the Headlight Glass object.
Before you start, make sure you set all of the car objects 'WF Inv'
(wire frame invisible) except the Headlight Glass object. In top view,
create a SDS rectangle, using the Subdivision tool.
Set the Type to 'Polygonal' and leave the other parameters at their default
values, as shown in the next image:

The Subdivision tool selected, all options set
Use the Headlight Glass object as a template. Use all four corners, so the
shape of the face you create has the same dimensions as the Headlight Glass
object. After four clicks a new SDS face is created. Then click 'Accept'
(or select Accept from the Right Mouse button pop-up menu) to finish the tool. A new object is added to the hierarchy.

Four clicks and you have a new SDS face
The face now has a rather rigid structure. To fix that, we need to apply the
Smooth tool from the SDS toolbar.

The smooth tool in the SDS tool bar
Select the SDS object in the Select window, apply the Smooth tool two times,
to divide the large SDS face in more smaller faces.

Smooth tool applied twice
The object now consists of 16 faces. To make room for the actual light sources,
we need to transform the face into a box which has no top lid. Take a front
view, select all faces
and apply the Extrude tool from the SDS tool bar.

The Extrude tool
After the extrude you get a hollow box with no top lid, which is
exactly what we need to continue.

Extrude applied to all selected faces
Now apply some point editing, so the box fits into the Mudguard. Take a
close look at the next screenshot, because this is what you're aiming for.
Note that the corners of the object all have different heights and the box
now gets more or less shaped like a ' wedge with a twist'. Rename your
object to 'box'

The box is now ready
It is time to start modeling the shape of the space for the light sources.
This will be 'Booleaned' out of the box. Start with a SDS cylinder.
Use point editing to taper the last 3 rows of points of the cylinder a
little bit (no sharp point, just taper the shape a little). Then place the
cylinder so it overlaps a little at the rear of the box.

The cylinder overlaps at the rear of the box
Carefully move the cylinder in position. Note it sticks out on all sides, like
shown in the next screenshot:

Cylinder in position
Select the box, press and hold the Shift key and then select the cylinder. Apply the Boolean 'Remove'
from the Boolean menu to cut out the cylinder shape.

Apply the Boolean 'Remove'
The Boolean removes the cylinder from the box. Then after the Boolean
operation, select the Box in the hierarchy and open the Property Window at
the Gen tab. In the Volume section, set the 'Volume inverted' option.
For the cylinder the 'Volume inverted' option and the 'Paint in
Boolean Operations' option must be set. The next screenshot is a
render, because the OGL display of Booleans is not accurate enough to
properly show you what happens. The cylinder is cut out and also filled
with new faces in the box:

The box after the cylinder has been removed (test render)
We need to cut out a second cylinder, which is also a little bigger. You can use a duplicate from the first
cylinder. Open the Boolean level you just created. Now select the cylinder
and duplicate it.

The second cylinder is a copy of the first one
Note that all objects inside the Boolean level are Wireframe Invisible (the
names of the objects are written in Italics). Uncheck the WF Inv flag
for the duplicated cylinder, so you now can easily move that one a little to
the left (or right, depending where you cut out the first one). Then
slightly increase it's size. When done,
make it WF Inv again. If you now test render the scene, you will see that
the Boolean operation also works for the second cylinder.

Two cylinders cut out from the box
As you can see in the reference image at the beginning of this chapter, the
lights are partly covered. We will now model this cover. Create a SDS
rectangle with a U value of 10 and V value of 2. Rename the object to Cover.

SDS rectangle with a U value of 10 and a V value of 2.
Use point editing to match the shape of the box. See next screenshot:

The cover matches the shape of the box
Next use some point editing to create some room for the second cylinder
(also check with the reference image):

A small cut created using point editing
We must not forget the space for the Indicator Light. Go to Face Edit mode and select all
faces of the cover and apply the Knife tool (see next screenshot). Then select the two
faces at the left side (with the red dots in them in the screenshot) and
subdivide them. While subdividing, use the 'Groups' option:

Select the Groups option for the Subdivide tool!

Extra edge added. Faces selected and subdivided, to create room for the
Indicator Light
The two faces are then Extruded downwards and slightly rotated:

The Indicator Light created
To give the Cover some depth, select the edges as shown in the next image
and extrude these a little bit downwards, like you did before in earlier
steps in the tutorial.

Select these edges and extrude them downwards just a little bit
Next detail is a small hole on the right side of the cover object. in top
view, subdivide the face once, as shown in the next image. Then use point
editing to move the points so they form a nice square. While point editing
pay attention to the face that the cover object is not perfectly
perpendicular to the view. This shows immediately when you move the points,
because the surface starts to buckle. Simply take a side view, or front view
to correct any errors.

This is where the hole comes; face subdivided, points moved to form a
square
Next extrude the square face inwards and move it a little backwards to create the hole we need. The cover
is done, time to save your work!

Face extruded inwards creates the hole we need
Now for the next part, the spot lights. They are made out of three parts. These
are simply sets of NURBS circles, which are skinned using the XSect
tool. We create two separate objects (a rear end and a front end), because
that is easier with texturing later on. When you have created the first spot
light, duplicate it and resize it, so you have one bigger and one smaller
spot light.
To start with the rear end: in Front view, create an 8 point NURBS circle, duplicate it twice and move
the curves away a little. Select the first two curves and apply the XSect
tool from the NURBS tool tab. A cylinder is created. In the hierarchy a new
object called 'Mesh..' is added at the bottom.
Now for the front part: select the third curve and
duplicate it. Move the duplicate (the fourth circle) a little, Then
duplicate that one as well. Select the fifth circle move it away and size it
down just a little using the Size tool in the
Transformation tab. When applying the Size tool, also set the 'About
pivot' option. Then, once more, duplicate the fifth circle, size it down
again, just a little and move it inwards, into the spotlight. Repeat the
last step again for the 7th circle. Then, select circle 3, 4, 5, 6 and 7 (in
that order) and apply the XSect tool and this is what you get (see next
image):

Seven NURBS circles skinned to create the spot light
Now for the easy part: add a NURBS sphere and size it, so it fits in the
opening at the front. Move it into position and you're done!


NURBS sphere added and moved into position
One more detail to fix: one spotlight is just a little bit bigger then the
other one. The one directly under the Indicator light is the smaller one.
Select it and size it down just a little bit and our test render of the
completed headlight looks like this:

A render of the completed headlight
And don't forget to save your work before you continue!