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Unread 04-21-2012   #1
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Join Date: Jul 2011
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Default Rim Modeling in 3dsmax

I'm currently modeling/modifying a Chevrolet El Camino SS mesh, I want it to look like "Puppet" (modded El Camino in The Run. I am having trouble with the rims, I can model a car not the rims, I don't know how. Can someone grab a good tutorial on modeling a rim like this? It would be well appreciated!

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Unread 04-22-2012   #2
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You don't need to know a 3d max tutorial to do this. Since you learned the interface of 3d max, you should be able to find similar tools for 3d max and be able to follow other tutorials. My advice is to use multiple objects and then use it as a reference mesh for retopology purpose. There's a plugin which allows you to retopologize mesh in 3d max. Also you should split the rim in according to how much nails and the spokes there are. Find the Least Common Multiple of the spokes, nails... Use any shape that has a radial properties by the way. Split them by X or Y where X or Y is equal to number of spokes or nails and multiple them by 360/X or Y... The 360/X or Y shall be used as a determinator of where you should select. Contact me via MSN if you need help with this.

Last edited by Reptillian; 04-22-2012 at 07:44 AM.
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3dsmax, chevrolet, el camino, muscle, puppet

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