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Help Getting Started Modeling This Car Rim


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  • Bronze Contributor

Even with all that I have learned here at C4D Cafe and other sources, I keep getting stuck on modeling certain things. When I look at the shape of the spokes of this rim, I think to myself, that I can model that. I tried extruding that curvy shape, make editable, but then that's where the trouble begins. I started using the Polygon Pen and snapping to the splines I drew, but I just keep getting stuck. Can someone point me in the right direction?

 

I will be reusing parts from other rims for the center area, it's mainly that curvy spoke shape and extruding and all of that.

2037317050_2021KiaForteLXSRim2_NoStroke.ai

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  • Bronze Contributor

Hi and thanks for that starting point. I will open your file and see what sort of mess I can create. I need to re-watch the old Vertex Pusher videos I bought years ago. I seem to have forgotten some of those techniques.

 

The other shape is my biggest issue. That funky Y-shaped part gives me problems.

 

I can usually get by with the holes and parts from other models. Plus, in Corona engine, I use the RoundEdges shader to provide nice rounded seems and edges at render time when I can't model it myself. I'm sure that's not the preferred method, but it gets the work done.

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You should base the overall topology density on the primary details, which in this case, as you have identified, are the y shaped sections.

Here's the minimum topology you need to describe those...

 

image.thumb.png.4a308929b0d6f1459c9848f426f390d3.png

 

I started flat here and would expand this out to either side to define (half) the pentagon sections, then it would be into an array to get the radial copies, and then the adding of depth...

 

CBR

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5 hours ago, BigAl3D said:

Hi and thanks for that starting point. I will open your file and see what sort of mess I can create. I need to re-watch the old Vertex Pusher videos I bought years ago. I seem to have forgotten some of those techniques.

 

The other shape is my biggest issue. That funky Y-shaped part gives me problems.

 

I can usually get by with the holes and parts from other models. Plus, in Corona engine, I use the RoundEdges shader to provide nice rounded seems and edges at render time when I can't model it myself. I'm sure that's not the preferred method, but it gets the work done.

Or do what Jay said, when I think about it, his approach might be better. In any case you might try both and try to learn from issues you encounter.

U-Render Quality Assurance Specialist | C4D Cafe Contributions

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Don't get me wrong - what I suggested wasn't instead of what Igor said previously, but more the next stage after it ! Great plan to start with discs and whatnot to define the main areas, and to establish some penta-side base geo like he did, which will guide you for where to align points to in the centre of the pentagonal holes once you have isolated a single section, and you can expand that and begin cutting the forms into it like I showed...

 

CBR

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