|
15. ANOTHER RENDERING
- STARTING TO LOOK LIKE A CAR :)) |
Mirror
all that you have created, attach to each other and weld vertexes.
Now Mesh Smooth all parts with the Iteration set to 2 and render
the Perspective view port. It should be looking Very Smoooooooth.
He he - I'm getting cocky. Please see below the result I've got.

This
is a default Max Ray trace map set on a standard material as reflection
map. No lights on the scene. But try not to worry about mapping
for now (this should be the final step)
|
16. IF YOU WANNA
START FROM HERE, HERE'S YOUR CHANCE |
This
step I wil not explain because I've seen Models of Audi that did
not have this part exactly as shown bellow so I think is better
that you create your car by you imaginary model and not just to
copy the original. Anyway this part is for download
here. So, don't worry too much about it.
TIP:
When you're not sure of your result try a temporary mesh smooth
and render the scene from different angles just too see If everything
is ok. Just remember not to work with mesh smooth because it will
take all that your video card can give without leaving resources
for the rest.
|
17. THE 3D MODEL
OF THE WHEEL |
Now
you must understand that working with the same tools for hours will
annoy you and you'll not have the same efficiency, therefore we
will now create a nice looking wheel for our car. First of all,
hide everything in the scene and leave unhidden the planes we mapped
at the beginning with the car blueprints to get the proportions
ok (I hate scaling it later). Start by creating in the right viewport
a tube that match the size of the one in the blueprints. Take care
of the front viewport as it will show you how long the tube should
be. You should get something like this.
Set
the height segments to 6, the cap segments to 2 and the sides to 36
(the 3D Max default is 18, and if you change that is a good thing
to make them multiples of that default value)
Next, select the tube and convert it to an editable mesh. Go to sub
object / vertex edit level and select the vertexes shown in the image
bellow. We'll do this just to give the tire a realistic look. We will do it a
little bumpy to follow the profile of a real race tire.

Select
only the exterior vertexes. (a good idea would be to turn on Ignore
Back Facing ). Your selection should look like in the first pic
above.
3D Studio Max automatically counts the number of vertexes
you have selected and if you created the tube after my instruction,
you should have 180 selected vertexes. Select only the exterior
vertexes. (a good idea would be to turn on Ignore Backfacing.
Now, with those 180 vertexes selected, go in the right viewport
and Uniform Scale by X and Y up to 103 for x and 103 for y. (as
I said before - uniform scale)
|
18. SOME MORE
FILES TO DOWNLOAD |
Try
a mapping in sub object level with these 2 Pics
here. The pics in the archive were found on the internet on
a website that also had a tutorial on building a wheel and the alloy.
Can't remember now the website. (Sory to the webmaster or writer
of that tutorial)
|
19. THE MAKING
OF THE ALUMINUM ALLOY |
Now,
no matter what your result is we will move to the next section and
we will build the aluminum part of the wheel (aluminum because we'll
try it an the race track afterwards) :)
Start by creating in the Right view port another
tube (sides 38, height segments to 5 and cap segments to 1). Apply
a mesh smooth modifier with an iteration of 2 and after selecting
the inside vertexes like in the picture bellow, scale them a little
to the interior and a little to the center of the wheel. - See the
pic bellow.

The
final result should be something likethe one above. This one has
a ray trace map applied to it. Even if it is aluminum, it is good to have a crom aspect.
|
20. REFINING
THE ALLOY - FINISHING THE WHEEL |
Now
for creating the alloy we will create first a cylinder in the right
view port. Set height segments to 1 and sides to 14, radius to ...
hmm 12 (I think). You'll see that these numbers can be changed to
give another look to the alloy. Convert the created object into
an Editable mesh and go to sub object level / polygon. Start selecting
the exterior polygons like this (select one, one not, select the
next one, one not …..). After selecting those polygons try
extrude, bevel and rotate with them for obtaining this.
The
all thing should go like this: select > extrude > bevel >
rotate (and repeat this step four times or more). The next thing
… yes, you got it. MESH SMOOTH. Here's my result after applying
a ray trace map.

Next
will be moving to build the rest of the car.
|