…continued from the previous tutorial. This tutorial will show you how to model a tire in Autodesk 3ds Max. It is not hard either.
Creating the model in 3ds Max starts out as a Cylinder object, and is modeled in low polygon mode with tight edge loops. A TurboSmooth modifier is applied, and the hard edges keep their shape.
Only one half of the model is worked on. Then a Symmetry modifier is used to mirror both halves together. Two polygon sets are Detached as Elements.
Then in Mental Ray, the materials can be applied and rendered. This 3D graphic can be seen up at the top right. Watch the video on YouTube or read it below.
Watch the Video:
Start Modeling in 3ds Max
Make a Cylinder object. Make sure AutoGrid is on. Sides = 48. Height = 5.
Right click the object and choose to convert to Editable Poly.
Select both side poly’s, use Inset to create an inner circle. Then use Bridge to create the hole.
Create the same number of inner edge loops. Ring the inside edges. Connect = 4.
Create a smaller Cylinder in the middle. Height = 3. Sides = 16.
Move the cylinder and resize the Height as seen below.
Click the Attach button to join both pieces.
Every six segments select the polygons of both cylinders then click Bridge to create each spoke.
If the cylinder segments were a bit off, then select all the poly’s of the middle cylinder and Rotate.
Hard Edge Modeling with Turbosmooth
Add a TurboSmooth modifier and you see some polygons need hard edges to keep their shape.
To fix this we must add edge loops to constrain the geometry when turbosmoothing.
Select half the polygons seen below and delete. We will work with this half, then mirror it later.
Now Ring the edges below then go to Connect and add 4 edge loops.
Begin shaping the middle by selecting each loop and pushing in on the Y axis.
Chamfer the edge loops below. Turn on TurboSmooth to see the hard edges.
Select all the outer edges of the inner cylinder. Scale these edges to give more depth.
Turn on Turbosmooth and you get a more realistic model.
Separate things by Detaching the polygons below. Choose Detach to Element.
Finish the Model
Fatten the model a bit with a new edge loop. Pull it out a bit on the Y axis.
To create treads, first select the most outer loop and Rotate just a bit to slant the egdes.
In Polygon mode select the two outer segment polys. Click Bevel settings. Choose Bevel By Polygon. If you go to TurboSmooth right away you will see the mesh smooth out. We can fix this.
To sharpen the corners, select those polygons, then right click and choose Convert to edge. Now go and Chamfer those edges by a small fraction.
Go back and turn on TurboSmooth, with Smooth Result checked. The chamfering of these polygons, keep them from collapsing in turbosmooth.
Add a Symmetry modifier above the Editable Poly. Under Symmetry, go to Mirror. Check Weld Seam. Set the correct Parameters, so you see the mirrored half. Then move the mirrored piece to join the original.
Turn on TurboSmooth with 3 Iterations, and check Smooth result. Turn off edged faces, and we get simple, but realistic treads. Remember that this is a very high poly count model. Good for using 3ds Max to render a still image.
To the left is a clay rendering (see how to render a clay model in 3ds Max). To the right is the same model with 3ds Max mental ray materials. See the Mental Ray materials in 3ds Max.
Other 3ds Max tutorials in this series:
More 3ds Max Tutorials: