3D Nuts! Tutorials - Modeling a Car Rim - Part 3
 

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Step 21
 
Select the row of edges as shown in the screenshot (select one and press the Loop button).

Move it a bit towards the inside of the rim and scale it up. This is basically the same as step 9 in which you performed this task for the other side of the model.

 
 
 
Step 22
 
Before we continue with the final part of the rim, the center with its screw holes, let's take a look at our progress so far and see how it looks 'smoothed'.

Select the TurboSmooth modifier from the Modifier List on the Modify tab. Change the Iterations value to 2 and enable the Isoline option.


As you can see, the side of the spokes are a bit too curved toward the inside, let's change that in the next step.
 
 
 
Step 23
 
Go to Edge sub-object level and select the edges as shown in the screenshot. (Use the same selection method as you did in step 17 in which you performed this task for a row of edges one row lower than this one.)

When you selected the loop of edges on both sides of all of the spokes, scale the edges down just a bit so the side of the spokes are slight curved towards the outside.
 
 
 
Step 24
 
Go to Polygon sub-object level and select the polygons as shown in the screenshot. Enable Soft Selection and scale the selected polygons down on the X and Y axis. Click the thumbnail for more detailed information.


 
 
 
Step 25
 
Disable the Use Soft Selection option. Click the Select Object button on the main toolbar.

Go to Edge sub-object level and select the row of edges and chamfer them as detailed in the screenshots. Click the thumbnail for more detailed information.

 
 
 
Step 26
 
Go to Vertex sub-object level and align the vertexes as explained in the screenshots. Click the thumbnail for more detailed information. 




 
 
 
Step 27
 
Go to Polygon sub-object level and select and bridge the polygons as shown in the screenshots. Click the thumbnail for more detailed information. 


 
 
 
 
Step 28
 
Repeat the same step for the other holes. Click the thumbnail for their exact locations.
 
 
 
Step 29
 
Go to Edge sub-object level and select the rows of edges as displayed in the screenshot and move them up. Click the thumbnail for more detailed information. 
 
 
 
Step 30
 
Go to Polygon sub-object level and select the polygons as shown in the screenshot. Enable Soft Selection and move down the polygons. Click the thumbnail for more detailed information. 



 
 
 
Step 31
 
This last step concludes this tutorial. While in Polygon sub-object level, press CTRL-A to select all polygons. In the Polygons Properties section of the Modify tab, click the Clear All button and than the 1 button.

Click TurboSmooth on the Modify tab to see the results.

Assign a shiny chrome metal material to your rim and render it.


For some variation, try using different Taper and Bias values when using the Bridge option to create the spokes, or start out with different segment values when creating the cylinder and tube. Using the techniques from this tutorial, you should be to create typical rim for almost any car brand. Using a reference photo of a real rim on the background will allow you to get the dimension and scale right.



I hope you enjoyed this tutorial and that it contributed something to your 3D Studio Max modeling skills.

Post your comments and questions here.

Check out our video tutorial about modeling a tire for your rim here.

Find more car modeling tutorials in our Car Modeling link category.

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