Modeling a Volk rim in 3DS Max 2012 (Part 2)
Used Software: 3DS Max
In this tutorial Andrei Cornea will explain you how to model a Volk racing wheel in 3DS Max 2012.
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 :
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).
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
Convert the tube into an editable poly , then detele the selected polygons :
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 :
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
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 :
Select the same polygons and extrude them with the same value as me
Grab these edges and push them to the interior a little bit using the Z axis
Now chamfer the selected edges with a value between 1-1,5
Follow the images to create the exterior part of the rim. I have used only the move and scale.
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.
Select the new created object , and go to mirror and make the same settings :
Attach that part back to the rim and then weld the vertices :
Chamfer the selected edges with “1.3” as value.
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
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 :
Do the thing for the other spoke :
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 .
Now we need to bridge the rest of the edges :
Chamfer this edge with a low value 0,8<>1,0
Select the interior border, and using the scale tool, hold shift and decrease the size and create new edges :
Turn on the top view, select and chamfer this edges with 1 as amount :
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 :
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. :
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 :
Select these edges, and chamfer them like me :
Delete those new polygons. And then, grab the hole’s edge hold shift and drag it to the interior :
Here you have 2 vertices, if you will move the vertex you will see that is another one below
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.
Grab these edges, and drag them to the interior of the rim by holding the shift button.
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.