Texturing a Volk racing wheel in 3DS Max 2012 - My files - CG Tutorials - The Free 3D Models

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Texturing a Volk racing wheel in 3DS Max 2012
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Hi there. I am C. Andrei and this is my first tutorial on this website. In this tutorial I will explain you how to model a Volk racing wheel in 3DS Max 2012. We will use a blueprint of this rim. So, in a short resume you will learn how to model a rim and also how to model a rim using a blueprint. I will try to be very detailed because all my articles are like that and If somebody needs help at the final of tutorial , don’t hesitate to ask. We are here to help you.

Step 1

We will start by making a plane in the view port. On that plane we will add the texture (the blueprints) of the rim. Before making that plane. Be sure that you are in the orthographic mode and not in the perspective mode.  You should never model in perspective view.   So be sure that you are in the orthographic mode and top view :


Step 2

Now, go to the Create tab > Geometry and choose "Plane” .

Step 3

With the cursor in the viewport, click and drag to create the plane . Doesn’t matter how big you will make it, because we will modify this . Just create the plane :

Step 4

Having the plane selected go to the modifier menu , because we need to change some settings on this plane . As we know, the blueprint of the rim, have a resolution of 1024x768 so, the plane should have the same dimensions . And to see it better, put 1 at the "Length segs” and "Width segs”

Step 5

In this tutorial will use a tool called "Array” . This tool will rotate our model around the pivot. The pivot of you object will the point 0 of the viewport . The middle of this plane should be in the middle of the viewport too. So, select the plane > right click > and click on the little square from the "move” option . After that , put all the values to 0 .

Step 6

Now we should put the texture on the plane and start to model. Go to the material, and pick one. Near the diffuse color you will see the map button. Click on it and choose bitmap (because we will use a image like diffuse ) . A new window will open, and you need to choose the image with the rim and press ok.

Step 7

You will see that the sphere from the material tab has changed. Click on that material and rag it on our plane . And you should see the Volk rim on our plane.

Step 8

The last thing that we need to do before modeling part is to lock in place the plane. Select him > right click > object properties and check "Freeze” and uncheck "Show frozen in gray”.

Step 9

Now let’s start to model . Start by making a plane and place it in the same spot as me. I will pick 2 points as reference. Be sure that those 2 points are touching the edge of the spoke :

Step 10

Convert the plane into an editable poly, then pick the vertical edges and connect them with a single edge. Don’t change the other settings, leave everything at 0, because the connecting edge should be in the middle .

Step 11

Delete the left polygon and start to model. You just need to pick an edge, hold shift and drag. Move the vertices like me and you will have the same result. So now, follow the images :

Step 12

Now, having the object selected go to Mirror and make the same settings as below . We used "Instance” because if we will modify the first half, the other one will be automatically modified

Step 13

Again, follow the images as you did at step 11 :

Step 14

As we can see into the image, at the end, the spokes are a little bit bended. So we will bend them too. Watch the images and try to make the same bended shape as me .

Step 15

Now we will make that inside edge . Pick the same edges like me, hold shift and in the side viewport, drag them down.

Step 16

Use both viewports to put the vertices in the same place as me (don’t rush) :

Step 17

Now we will use a tool called "Array” . This tool will spin our object around the pivot. But before that, we need to put the pivot at the point 0 . To do this , select both parts of the spoke that we have made, go to Hierarchy > Affect Pivot only. Now, right click on the those parts (which I hope you have them still selected ) and press on the little square from "Move” . The same window like before will appear . Put all the value to 0, in both columns. Even if in the left column the number will be deleted .

Step 18

Keep those parts selected and go to Tools > Array and this window will appear :

Step 19

Click on the right arrow from rotate and in the Z column, put 360 (because we want to make a spin on 360 degrees. At "Type of Object” check instance and in the "Array Dimensions” choose 1D and put 6 in the "Count” box (because the rim have 6 spokes).

Step 20

You should have something like this :

Step 21

If you will pick the right side of a spoke and lift it a little bit, you will see that we have a copy of it . We don’t need that copy anymore and you need to delete it . Just select them and press the delete button.

Step 22

Now select all the wheel spokes > right click > convert to : Editable poly . After this, select one spoke, press the attach button, and click on the other spokes to attach one to another until you have a single object .

Step 23

A - Maybe you have seen that we have a little space between our spokes. We will solve it. If you have a smaller space , if your spokes are intersecting , don’t panic. We will solve it . I will explain only for one time , because its useless to say each time the same things. So , Where you have a space between your spokes , select 3 vertices like below.

B - Having those vertices selected , click on the little square from "Weld” and if the vertices will not weld automatically, increase the value until they will weld.

C - Do the same thing for each space that you have between your spoke and you should have this :

D - I forgot to tell you that some vertices are also not welded. Some vertices from the middle of the spoke, so do the same thing : Select the same vertices as below.

E - Click on the little button from weld , and put a low value to weld them , don’t put a higher one because them you will weld more that you need and you will create a mess.

Step 24

Some important details : to be sure that the distance and the angle between the middle vertices is equal we should check it with a cylinder, because if its not , we will not have a nice and perfect round shape. If you want to check it, select all the vertices from the middle of the rim, and you can count it to see how many you have (or you can do it faster by watching in the modifier panel.

Step 25

As you can see , I have 24 Vertices , so I need a cylinder with 24 sides. You need to make a 24 side cylinder, put it in the middle of the viewport by putting all the values to 0 and then , increase the radius of the cylinder until it will touch in inside border of the rim. Like in the image.

Step 26

Now, select the rim, zoom in as much you can, and put the inside vertices of the rim, over the vertices of the cylinder (use only the top view, in orthographic mode). Like this we will create a perfect rounded shape when we will apply a smooth modifier. Do the same thing for each vertex from the middle of the rim.

Step 27

Here is what you should have after you have made the step 26 (don’t delete the cylinder because we need him again – just hide it to check your result) :

Step 28

Do the same thing for the exterior . At the exterior, I have 60 vertices. So, I will increase the radius of the cylinder, I will also increase the number of sides and like at the step 26, I will zoom in as much as I can and I will put the vertices over the cylinder vertices . BUT this time , try to put the vertices on some edges of the cylinder. Where you have that space between the spokes, try to do like below : But only for the selected vertices . The first image is BEFORE and the second image is AFTER . I have selected them to see about what vertices I am talking.

Step 29

Here is what you should have at the end of this process :

Step 30

I have made the spokes a little bit thicker. I did that by selecting the interior borders and drag them a little bit to the interior . Check the before and after image . This is just an optional step . If you like the thickness of your spoke its ok, skip this step.

Step 31

Now we will move forward and we will make that center of the rim. As you can see , the middle is a little bit pushed to the interior, in a nice and smooth way. We will do the same thing. First , select the entire border of the middle , then, using the Scale tool and the top view, hold the shift button and scale down the border. This will create new edges and you should scale down those edges until to that chromed ring.

Step 32

Turn the view a little bit and push the new border to the interior a little bit using only the Z axis (the blue one).

Step 33

Connect the selected edges in the first image, then , using the same Z axis, drag them a little bit to the interior :

Step 34

Step 35

If you will apply a smooth modifier it will look like below. We need to sharp some edges. To do that, we need to chamfer them :

Step 36

Select the same edges like below, then, chamfer them with a small amount , like me. And then, use mesh smooth to see that the edges became sharper.

Step 37

In the 3D world, one of the rules is to avoid triangles on your mesh, on the mesh that you want to be smooth. In lowpoly object its ok, but in high poly object , try to avoid this. We created some triangles on our mesh when we chamfered those edges . Watch the image below because I marked the spots where you should look to see that I am right.

Step 38

I zoomed in, and using target weld, I have welded the vertex (A) to the other vertex (B) . Do the same thing for all triangle on you mesh. BUT, each time, weld the same vertex. The one which is in the interior of the spoke .

Step 39

Now we will chamfer that edge from the center of the rim. Select the same edges as me and chamfer them with a low value, to make the edge sharper :

Step 40

In order to make some polygon economy, select the same polygons like me, then press the detach button, to detach them

Step 41

Now attach them back .Having the rim selected, press the "Attach button” then click on the detached part of the rim. Why are we doing this ? Now after we attached the object back, the vertices will not be welded and we will not chamfer them. Like this we will have very sharp edhe and we also make some economy on polygon counting. Apply a smooth modifier and you should have a sharp edges just like me :

Step 42

Create a tube, with the same values as me. You can see the values in the image . We will move forward to create the exterior part of the rim ( we will add the bolts later) . After you created the tube, place it in the middle of the viewport (you know how to do that).

Step 43

Switch to a side view, and now you need to decide what style of rim do you want to have. I will try to make the same Volk rim, by watching some images, to see how much is the rim pushed to the interior

Step 44

Convert the tube into an editable poly , then detele the selected polygons :

Step 45

45. Now attach that ring to the rim, to make a single object . Then select the same borderd as me, and click on the square from the "Bridge” button and put the same values as me :

Step 46

Press the OK button and keep the edges still selected because we will chamfer them. So, having the edges still selected, chamfer them with a low value, > 1 or 0.8

Step 47

If you watch again the image from the step 43, you will see that the rim have a small lip. Lets do that lip. Select the same edges then connect them. Now you can decide if you want to make the lip bigger or smaller. I will try to make the same rim and if you want to make the same as me, you should put my values :

Step 48

Select the same polygons and extrude them with the same value as me

Step 49

Grab these edges and push them to the interior a little bit using the Z axis

Step 50

Now chamfer the selected edges with a value between 1-1,5

Step 51

Follow the images to create the exterior part of the rim. I have used only the move and scale.

Step 52

Select these polygons, and hold shift and drag them up . We will create another object and we will use it to the other end of the rim. To be equal with the front end.

Step 53

Select the new created object , and go to mirror and make the same settings :

Step 52

Select these polygons, and hold shift and drag them up . We will create another object and we will use it to the other end of the rim. To be equal with the front end.

Step 54

Attach that part back to the rim and then weld the vertices :

Step 55

Chamfer the selected edges with "1.3” as value.

Step 56

Switch to the bottom view, grab the border , hold shift and using the scale tool, decrease his size until you will be at the same level with the interior front border

Step 57

At the moment we will stay on this view. Because we need to model the interior of the wheel . Select these edge, then click on the bridge button and bridge them using the same settings as me :

Step 58

Do the thing for the other spoke :

Step 59

Zoom in to see the edges very clearly . After you zoomed in, you need to pick those 4 edges and bridge them with the same value as me . And after that , you need to do the same thing for each spoke .

Step 60

Now we need to bridge the rest of the edges :

Step 52

Select these polygons, and hold shift and drag them up . We will create another object and we will use it to the other end of the rim. To be equal with the front end.

Step 61

Chamfer this edge with a low value 0,8<>1,0

Step 62

Select the interior border, and using the scale tool, hold shift and decrease the size and create new edges :

Step 63

Turn on the top view, select and chamfer this edges with 1 as amount :

Step 64

The edges of the spokes are not sharp enough . We can make them sharper by adding an edge between the top and the bottom side. To do this, select the same edges, and then connect them :

Step 65

The last thing we need to do on the modeling part is the holes where the bolts will be. It will be useless to fill that hole which is behind because you will never see it when you will use the rim on a car . Like this you can save some number of polygons and also some time . So, select these edges and then decrease the size until you will reach the interior limit of the holes. :

Step 66

Now select these edges and connect them like this . You need to have an edge in the middle of the hole, and an edge on the exterior limit of the hole. Play a little bit with the connect settings :

Step 67

Select these edges, and chamfer them like me :

Step 68

Delete those new polygons. And then, grab the hole’s edge hold shift and drag it to the interior :

Step 69

Here you have 2 vertices, if you will move the vertex you will see that is another one below :

Step 70

If you moved that vertex to check what I have said press CTRL+Z to undo your action. The, clock and drag to select the vertices and press the weld button. This thing should be don’t in every single spot marked on the image . Where are the red circles, you have 2 vertices one above the other. After you have welded the vertices, you should check again if you have welded.

Step 71

Grab these edges, and drag them to the interior of the rim by holding the shift button.

Step 72

This is the last step . Select the new created edges , and the connect them like me :

If you have any problems following this tutorial. Don’t hesitate to ask. I will respond to anyone. Have a nice day and I hope you enjoy it.

Category: My files | Added by: silviuq12
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