modelling a tire quick in blender


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26 responses to “modelling a tire quick in blender”

  1. So once ive made a tire, how do i go about making it ready for a game? can i bake some sort of bumpmap so i can have a lower res model look as detailed in a game? or is that the sort of thing that will only be possible on the massively pricey pieces of autodesk software?

  2. One very important suggestion: You make something that works, but is not right, specially when it comes after to texturing/shading. You use Ctrl+R do make sharp corners (due the subsurface modifier). It's wrong because you will have a lot of vertices in the same places – duplicate vertices. In the end of your model, if, in Edit mode, you select everything and do W > Remove Doubles you may see a lot of vertices that are eliminated. This is a very important tool because duplicate vertices make the object more heavy and can be a pain when it comes Texturing and/or shading. So, how correctly make some edges sharp with subdivision surface? In edit mode Select the edges you want to be sharp and, in the Vertices Data (right side bar in Transformations, under the coordinates), you will find something called Mean Crease (or only Crease in newer versions). 0 is no Mean crease at all, 1 is full Mean crease that gives you a full sharp edge.
    Good video and everything good to you!

  3. "GO AHEAD AND ROTATE IT, UH….. YOU HAVE TO PRESS….. K?, SO, ROTATE Y 90 DEGREES. SO GOING TO YOUR AUTOGRAPHIC VIEW, FRONT VIEW, THIS IS WHAT YOU HAVE?"
    as a beginner, i dont know any shortcuts, or hotkeys, or where those menus are coming from that pop up on your screen. this is just confusing. i like your tire though. good shit. 🙂
    for the record, i figured out the rotating. i got completely lost on the mirroring. 53 seconds into your video. lol
    i suppose this type of stuff isnt meant for everybody.

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