Modeling the hood
It's time to start modeling the car now and we start with the hood. During
the modeling process we only build the right half of the car, the left part
will be created using an instance. These two parts will be welded together
in the end.
Make
sure you are in OGL (shaded) display. Take a top view, and zoom in so you
can clearly see the outlines of the car. Create an SDS rectangle, use 4
vertices in the U direction and 4 vertices in the V direction and use the
'Smoothen to nurbs' type, like shown in the next screenshot:

The options are set for the SDS rectangle
Draw the rectangle and position it right off centre on the hood, when seen
from the top (see next screenshot). While drawing the rectangle you will see
that the appearing object seems to be smaller then what you actually draw.
Don't worry about that, it will be corrected later on. While drawing the rectangle, you might
find it appears under the textured rectangle. If this happens,
simply move the textured rectangle down a bit, or move the SDS rectangle up
until it appears. When done, rename the rectangle (called subdiv2 or so) to
'Hood'.

SDS Rectangle in position
It may be
easier to work with an object that has a contrasting color, compared to the
background. To achieve this, select the Hood in the hierarchy, open the
Property window (press 'p' key) at the Col tab and select for instance a
bright yellow color. Your hierarchy now looks like this:

The Hood added.
With the Property window still open, click the Spec tab. In the Rendering
section, set the 'Interpolate Boundary' option. Note, that when you set this option the rectangle grows bigger.
Go in
Point Edit mode and select the all the left side points of the Hood. Check at the
Spec tab that the X-coordinates of these selected points are 0,00 (Selected Points
section, the left most position should be set to 0,00). This is important
later on when we create the whole car out of a modeled part and an
instanced part. You may also need to reposition the Blueprint level to align
it again with the Hood. Do not move the Hood, because you then will change
the X-coordinate of the object again.

X-coordinate of selected points set to 0,00
Click the Wire tab and set the
'No shading' option (this hides the solid look of the mesh) and uncheck the 'Hide Coordinates Handle in Edit Mode'
option and close the Property window.
Click on the Hood object in the
Select window and make sure you are in Point Edit mode (use the compass menu, or the Edit drop
down menu to switch edit modes). The Hood is displayed as a
grid with red dots. The red dots are points in the SDS rectangle you can
move around to change the shape. Note that when you click such a dot, it
changes to a yellow color. Also you see a coordinate handle appear. You can
use these to move points around.

Point edit mode selected
Now simply drag and move the points to match the right side outline of the
hood. It will take some time and effort to get the points just in the right
position. It is very important that you keep the lines between dots as
smooth as possible. This will give you the nicest renders in the end. After
some point editing you get something like this:

The right side of the hood modeled in top view
Now comes the tricky part: to make the points also match the outlines when
seen from the other views! This is the point when you have to be sure that
the reference images are properly aligned! First take a side view and move complete rows of
points, to make them match the outline. This take just a little practice.
Then move to a front view and repeat the matching process. As said before, try to keep the
hood as smooth as possible, to prevent render errors later on.

The hood seen from different angles, matching the outlines. Top right is
a test render.
When done, we are ready for the next step: editing the edges of the Hood.
So, take a top view and switch to Edge Edit mode:

Edge edit mode selected
We need to select all outer edges, except the left side. An easy way to do
this is to click the right side middle edge and click the Loop tool icon
(see next screenshot). Then click the Loop tool icon four times, and so
add the required edges to your selection. Then open the Property window,
click the Spec tab and in the Selected Edges section, set the Edge Sharpness
to 'Free'.

The first edge selected and 4 clicks later...
..all edges selected, except the left side.
Take a front view and hover the mouse pointer over a selected edge.
Note that the shape of the pointer changes into a small pointed cross. Press
and hold the Ctrl button and drag the selected edges down a bit. This
creates a small beveled side on the hood, giving it some depth.
A test render now shows corners that are too round. In the corners we
need sharp edges. Select all edges around the corners (as shown in the
screenshot) and for these edges, set Edge Sharpness to 'Free' as well. If
you now render the Hood, you see sharp corners.
note: The instructions you read for edge sharpness are suggestions.
The tutorial is meant to be a guideline, not a rule book
☺. If you prefer to use free
edges instead of sharp, or semi sharp, then by all means
go ahead! During proof reading of this tutorial, people showed they have
developed their own preferences with regard to SDS modeling. This, of course
is a good thing and we don't want to change that. Just try and see what
you think is best for your model.


These corners are too round...
Select these edges (including the vertical ones!)

Much better now! Sharp corners!
As said before in the beginning of this tutorial, we will make use of
instances to model the other half of the car. To let an instance create the
other half of the Hood, we need to make some adjustments in the hierarchy
first. Create a new level (press Shift + L key) and rename the new level to
'Lamborghini'. Drag and drop the Hood object in the Lamborghini level. To
create the instance of the Lamborghini level, press and hold the Alt key,
and then drag and drop the Lamborghini level on the Root. This creates a new
object in the hierarchy, called: instance0(Lamborghini). Your hierarchy now
looks like this:

Instance created!
The new instance object is in exactly the same position as the original.
They overlap and thus you see only half of the Hood. Now we will move the
instance into position using the Mirror tool. Take a top view, select the
instance in the hierarchy, click the Transformation tab and then the
Mirror
tool. Draw a small box at the top left corner of the original object. The instance
object immediately mirrors. To finish the operation, draw a second box at the bottom
left corner of the original object. This snaps the mirrored object in
position. Make a test render to
check your results. Maybe you also wish to do some more point editing to
enhance the shape of the hood. You could decide add some extra lights to the
scene and drop them into a separate level (Lights) in
the hierarchy. When ready, it is a good time to save your
work.

The Hood is complete and consists of an original and an instanced object
The fun part is that every modification to the Lamborghini level, will
immediately be done to the Instance as well. Try this: create an analytic
cube anywhere in the view window. Next drop the cube in the Lamborghini
level and notice that a mirrored version of the cube is created immediately! Now delete the
cube.. it's not part of this tutorial ;-)