Modeling your own F1 (part 1):
PovRay rendered F1

Introduction

In this Looooonnng tutorial I'll explain how to model a rather nice formula one racing car using sPatch. Following the different phases should bring you to a model usable with PovRay. Please note right now that this model might be tricky to export as a VRML file because of facet normal problems during export (I intend to write a little HTML page about these problems so stay tuned!).

Tip: Try to create your profiles with the same number of points I did or try to think forward to avoid difficult welding of surves with uneven number of knots.

Important: Model the different parts in different layers. It will make things easier as you will be able to disable a finished layer while working on another and will also allow you to export your model efficiently for render purposes.

Let's get modeling!

Phase 1: The air collector .. or whatever the real name is!
collector profile
extruded profile
Use add tool to draw a profile for the air collector in the YZ plan.
Extrude  that profile three times along the X axis.
Scale  and translate  the created profiles to obtained desired shape.
Extrude , translate  and scale the profile at the large end of the shape to give some thickness.
shaded collectorTip: To obtain the sharp end, scale down the narrow end until the knots overlap but do NOT weld them together as this would creat unwanted curves. 
Phase 2: The central body ... ahem I'm not good for names ;-)
half body profile
Use add tool to draw a profile for half the car body in the XZ plan.
Extrude  that profile along the Y axis.
Make a copy of the obtained surface. Flip that copy along Z.
Translate  the flipped copy along Z until the central surfaces overlap. 
Join the two surfaces together by welding (left click to grab a knot then still holding right button, right click on the knot you want to weld on) each of their corners.
Note: Flipping a surface under sPatch will invert the orientation of facet normal when exporting the model into VRML or DXF files.
wire frame body
shaded body
Phase 3: Combining the first two elements.
not joined
not joined (shaded)
Select  the air collector and place  it at the desire position, on top of the central body.
Use add tool to create segments to be used for joining the two objects.
Weld created segments to the air collector on one end and to the central body on the other as show on the right.
Use smooth tool to solve problems occuring when welding the rear end of the air collector.
 
welding
welding (shaded)
finished bodyNote: welding the two objects together creates the missing patches and acheives a seamless connection with curve continuity. The back of this part, where the air collector meets the main body can be a bit troublesome when trying to create the missing patches. Don't lose your calm, proceed with caution and use the Undo function if it goes wrong.

Phase 4: The nose.
nose profile
wireframe nore
Use add tool  to draw a profile for the nose in the YZ plan.
Extrude that profile three times along the X axis.
Scale  and translate  the created profiles to obtain the desired shape.
Use add tool  to draw a curve segment. Weld this segment horizontally between the two middle knots.
Weld the top two knots to the middle two knots to seamlessly close the tip of the nose and create the diving effect.
 
Tip closeup
shaded nose
Phase 5: Combining the nose with the rest.
not connected
The extra curve
connected
Move the nose part in place in front of the main body.
Use the add tool  to create a 4 points curve (don't connect it to anything yet).
Place that curve at the front of the main body, facing the top of the nose part.
Weld the two extremities of that curve to the sides of the cockpit. If you encounter curve problems, use the peak tool on the two extrimities once connected to the cockpit.
Create simple segments with the add tool  then use these segments to connect the knots facing eachother. 
Use another couple of segment to close the bottom of the cockpit.
almost finishedNote: This part is one of the most tricky phase of this tutorial. Welding these two objects together this way creates curve problems as sPatch tries to connect the different curves to form one. By following these instruction you should reach an acceptable result. however, since the creation of this model I found out a way of doing this more efficiently and I will explain it in my next tutorial.

Proceed to part 2