Majik Tutorial: The Turbine-Style Sports Rim 1-20  21-40  41-46

 From: Mike K4ICY (MAJIKMIKE) 12 Oct 2012  (1 of 46)
 Hi gang, I finally get to produce another Moi3D tutorial! It's been a few months. Make this pro-looking "Turbine"-style sports car rim with tire: This model will make good use of some of the newly added features to MoI V3's Beta. This tutorial's purpose is to only give the modeler some pointers and inspiration. I can't guarantee that following this tutorial will yield the same result or be free of the many pitfalls and glitches common to a NURBS modeling. First draw a circle in TOP View. I suggest working everything to real-world dimensions. To make our fairly complex "turbine" shape, we'll be stating off by actually editing a NURBS surface! NURBS surfaces are defined by control point grids and trimmed edges, so we'll need to define an 'N'-number of control points to work with. The circle you create will be made with a pre-set number of control points. Twelve in this case. Enter the word 'Rebuild' in the command entry field at the bottom of the MoI interface. I suggest assigning a keyboard shortcut to 'Rebuild'. I use [Alt-R]. NOTE: Looking at the model example above, the main turbine shape has five "mags" or pillars and five holes. The number of control points and the ratio of points selected and not selected will determine the number of pillars and their relative shape. In this case, I start off by Rebuilding the circle to have 20 points. Go to FRONT View and draw a curve, starting from the center (origin) of the circle with a planned number of control points and work your way to the side. A few extra points near each side with help buffer and define the points we need to work with. Let's Revolve by Rail... Select the curve and use the circle as the rail. The center origin will be the axis. Show Points to see the control point/grid structure of the new circle plane. Here is where your personal touch comes in... Note the picture below: I've selected concentric groupings of points in the structure that have a logical arrangement to them. Leave at lease two radial rows unselected - in the inner and outer regions - to act as a buffer and also at least one 'spoke' line (from center on outwards) of points unselected. In the Z direction, Move those selected points away from the normal of the surface (as shown). The distance is not critical. Notice that there is now some kind of dip in the new ridges. We don't want them in this model, so select the adjacent un-moved point groupings in the 'spoke' areas. Move those in Z upwards until the ridges levels out. We are now ready to give this new "(baking) pan" shape that 'turbine' look. Trust me with this... We need two cones, so use the defining circle of the shape to make a cone that is the same diameter and is planted right at the top surface of the shape. Make a copy of the cone and move it above, but don't forget to delete the bottom plane circles that cap the cones. We just need the cones. Using Moi3D's Version 3 Beta - We are going to twist the top cone along its total center axis from the point to the center of the bottom circle. I used 60 degrees, but this is up to the modeler. Now go to the FRONT View and use the handle-bars to [FLAT]ten the cones! Inspect the point structure of the two cones. The top surface has a 'spiral' pattern and the bottom one has a version of the special kind of cage that makes simple revolved primitives. This is what we want. This is where we use the Flow tool... Please study my tutorial: "Twirl (or Whirlpool) An Object using V3's Flow Command on a Revolved Surface" http://moi3d.com/forum/index.php?webtag=MOI&msg=4647.1 Select the pan shape object and execute the Flow command. Select a relative area near the seam or side edge of the reference surface. The 'reference' surface is the bottom circle nested on top of the pan shape. The 'target' surface is the spiraled circle at the top. Note the new twirled version of the pan shape. Now to use the V3 Beta's Twist tool again: Twist the pan shape via its center origin axis and do so at about a third of the spiral twist. I used 20 degrees of Twist. An enclosed "pan" is good if you want to make models of kitchen utensils, but we want to make pillars for a tire rim. Draw a line from FRONT View where you want to cut the bottom parts off of the shape. Use Trim to cut the bottom regions off of the shape. You'll now have holes! Here is where things could get tricky... If you were going for a complete model, you would need to define some thickness to this shape. You could do it with Offset, but when I tried, the results were not good. So we'll need to "fake the funk" and create some way to give the appearance of thickness. Which is all we need if we are only just to use this model for rendering and concept creation. Select the hole edge trim curve and just Offset it. This will be your mock thickness. Another NEW MoI3D V3 tool! :-) Extrude the offset curve using the "Tapered" Draft feature. Use an angle that approximated the tapered quality of the shape's opening. Make Circular Array copies of this drafted extrusion to match the openings arrangement. Use the Blend tool to create a bridged surface. Join those surfaces, and now you have thick areas to the opening areas of the shape that may show up in a rendering. Unless you are happy with this cool 'star' shape at the center of the rim, we need to re-construct something nice looking there. You can simply first cut a small area by trimming a circle - but I thought this would be a good time to use the NEW MoI V3 tool: Trim by Isocurve! Make a profile curve to match something you would like to see in the middle. Revolve it. Lower it down to where it will look nice, but keep it somewhat just above the shape's remaining parts. We need to use Blend here, but maybe it would be a good idea to rotate the Revolved shape so that the seams match. Use a G2 mode Blend between the two edges. NICE HUH!

 From: Mike K4ICY (MAJIKMIKE) 12 Oct 2012  (2 of 46)

 From: Michael Gibson 13 Oct 2012  (3 of 46)
 5470.3 In reply to 5470.2 Another cool one Mike, nice use of the "vortex" style radial flow! - Michael

 From: TpwUK 13 Oct 2012  (4 of 46)
 Nicely done mike .... The rim is certainly created in a way that i have not seen before, so i guess that shows the unique way of your thought process there, the tyre sent me racing back to my childhood and Meccano® kits, love it, well done. Martin

 From: Rich_Art 13 Oct 2012  (5 of 46)
 5470.5 In reply to 5470.2 Very cool.. (again) Thanks for the tut... Peace, Rich_Art. ;-) | C4DLounge.eu | Our Dutch/Belgium C4D forum. |

 From: Frenchy Pilou (PILOU) 13 Oct 2012  (6 of 46)
 Ah cool Tut :) Will be translated in French as soons as possible :) --- Pilou Is beautiful that please without concept! My Gallery

 From: ed (EDDYF) 13 Oct 2012  (7 of 46)
 Wow Mike - you really take MoI to a whole new level! BTW - If you post the obj I'll render a quick animation for you. Ed

 From: Mike K4ICY (MAJIKMIKE) 13 Oct 2012  (8 of 46)
 (long day...) Thanks guys!!! Can you see how I tried to use most of the new Version 3 features? ;-) I really don't know how I managed to conjure up the idea of twirling an augmented NURBS surface, but I did have the general idea for the spiral-shaped rim in mind for a while. And up until the other day, I wasn't really sure how one could be made without a lot of surface editing with networks and sweeps. The styling I came up with here for this rim has a really bubbly/swirly look. I took a look online of some nice rims out there and I have to tell you - the design detail that goes into some of them are a kin to designing jewelry, but on a larger scale. And then there is the structural and functional engineering! > nice use of the "vortex" style radial flow! Hi Michael - I think that the "whirlpoolizer" tool would be a wonderful addition to the Twist tool dialog. ...an extra button or check-box on the Twist dialog window. I know they are different animals, but that might be a logical place to add it. More as a related option-switch to Twist - so it doesn't have to become a new dedicated tool. > ..the tyre sent me racing back to my childhood and Meccano® kits. They were called "Erector Sets" here. I had a few sets myself. The tire also reminds me of the many of the Lego varieties. They were coveted items among me and my brothers' Lego collections. > BTW - If you post the obj I'll render a quick animation for you. Ed Ed, I'd be very gracious to see a nice render of the model. Thanks! An animation? WOW! I posted the .3dm file and some really poly-heavy .obj files in a .zip file placed on MediaFire... But new .obj's could be made from the provided .3dm's if lower poly levels were needed. If any of you are interested in rendering or just taking a close look at the model - download this zip file here: http://www.mediafire.com/file/zpiuf7tv17me8ah/turbine-sports-rim-out.zip EDITED: 23 Jun 2017 by MAJIKMIKE

 From: BurrMan 14 Oct 2012  (9 of 46)
 5470.9 In reply to 5470.8 Import. Apply 3 materials. Clcik render! (ooop's, 4 materials.....) Image Attachments:

 From: Rich_Art 14 Oct 2012  (10 of 46)
 5470.10 In reply to 5470.9 Nice but the rubber looks more like hard plastic than soft rubber. I think it should look more like as seen on the attachment. Peace, Rich_Art. ;-) Image Attachments:

 From: blade_master777 14 Oct 2012  (11 of 46)
 5470.11 In reply to 5470.10 Anyone have a axle? Attachments:

 From: Frenchy Pilou (PILOU) 14 Oct 2012  (12 of 46)
 Cool render! --- Pilou Is beautiful that please without concept! My Gallery

 From: Mauro (M-DYNAMICS) 14 Oct 2012  (13 of 46)
 Thank you Mike for this tutorial,hope you'll post on your website (it's easier for me if i need go there than explore all Moi's threads ) you technique can be useful in many other situations I've opened your 3DM file than export in OBJ:i've found few areas where mesh is not regular (that's normal in complex surfaces) this can generate artifacts when render so i choosed a complex lighting set-up:open space-sun-real asphalt floor and also applied a glossy white material for the rim (i've just modeled 3 different rims and tires so i mounted my PIRELLI P7 on your rim) i also did a close-up shot to see if appear any artifact:it's OK...although a not-perfect mesh (maybe a stronger close-up should show the problem,but..you see the whole wheel or the car,not a little imperfection in a little area of the rim) thanks again:M Attachments:

 From: Mike K4ICY (MAJIKMIKE) 14 Oct 2012  (14 of 46)
 Thanks guys! Burr - Nice render! Blade - Nice touch with the black coating and gold type! M - I made note of that issue with the Fillet. I don't know if it's an error in the Fillet mechanism, of if the architecture of the surfaces I'm trying to fillet would naturally cause that type of discontinuity within the fillet result. This might be a case where I would go back and replace the fillet with a series of blends. Well, I think some kind of "match surface edges" tool would yield at least some help there.

 From: Michael Gibson 14 Oct 2012  (15 of 46)
 5470.15 In reply to 5470.14 re: fillet - that's probably the same issue mentioned here were closed fillets are not always smooth at their seam area: http://moi3d.com/forum/index.php?webtag=MOI&msg=5376.1 I do have a fix for that coming in the next v3 beta, hopefully it won't have any other side effects, we'll see. - Michael

 From: BurrMan 14 Oct 2012  (16 of 46)
 5470.16 In reply to 5470.10 """"""""Nice but the rubber looks more like hard plastic than soft rubber. """"""""" It's leather..........

 From: Mike K4ICY (MAJIKMIKE) 16 Oct 2012  (17 of 46)