The
easiest way to make the rim is to
create a cross-section curve and
then lathe it around an axis. Create
a new file called "tire.max."
In the top viewport, create the
curve shown below.
Now create this second curve for
the hub cap:
For
each curve, add a lathe modifier
and then add a Meshsmooth on top
to create the rim and hubcap. Under
the lathe modifier, change the number
of segments to 24 or more so that
you only need to use 1 iteration
in the Meshsmooth to conserve polys.
Also make sure that you are lathing
along the x-axis by clicking the
button labeled, "X" under
"Direction" and also make
sure you click the "Max"
button under "Align".
You will also have to position the
lathe axis for the rim, simply do
this by expanding the lathe modifier
and clicking on the "Axis"
part of the modifier and then dragging
the axis in the viewport. Both the
rim and the hubcap should have their
axes in the same position. After
all that, you should have this:
Tire
Rubber and Treads
The
first part of the tire, the rim
and hub cap, were relatively easy.
This part is a tiny bit more complicated
depending on how you do it. The
way I chose to do it is similar
to the way that Thomas
Suurland did his treads on his
website. The actual pattern of the
treads is up to you because all
my references have different tread
patterns so it's not really a big
issue what they look like. Put your
polymodeling skills to work and
create something like the image
below. You should set it up so that
it can interlock with a copy of
itself at the back and at the front.
Now you have to make an array of
these objects and then attach them
all together and weld vertices between
them. To make an array, select the
object and then under the "Tools"
menu select "Array." The
settings I used are shown below
but yours will probably be a little
different. I duplicated it 50 times.
The number of copies will determine
the radius of the tire. You have
to use settings that will make them
sit nicely next to each other with
no spaces. The next step is to attach
all the pieces into one piece and
weld vertices between them. This
is the most boring part of this
tutorial because there are a crapload
of vertices to weld! If you are
feeling brave, you can use a "Vertex
Weld" modifier to automatically
do the welding for you but you have
to make sure you have the right
setting or you will get the wrong
results. This process uses a hell
of a lot of polys but if you want
the tires to look realistic, it's
better this way. You could also
use a bump map or a displacement
map if you are not planning to have
close-ups of the wheels.
Now
you need to add a bend modifier
to the tire strip to make it circular.
Set the angle to 360 degrees and
it should make a perfect circle.
Now
merge the file with the rim and
hub cap into this file and scale
them as needed to so that they are
the right size. Now hide the tread
and then create a curve as shown
below. It's rather untidy but doesn't
need to be perfect. Now lathe it
making sure that the axis is in
the same place as the axis of the
rim so that it fits perfectly on
the rim as in the second pic below.
Add a Meshsmooth to it.
3DTotal
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Now
unhide the tread and position it
on the tire. You might have to scale
it and make it a little narrower
but after that you should have something
like this:
The
last part of the tire is the air
valve tube which is easy to make
with a cylinder primitive and a
bend modifier. Just create a simple
one with a cap that looks a little
something like the image below and
the position it in the tire:
Well
now the tire is done, all you have
to do is merge it with the file
containing the car and then make
instances of the tire and place
them in the correct positions.
Well
the exterior of the car is complete
now. All that's left is the interior.
With the skills you have picked
up from this tutorial, that should
be easy for you.