Making complex cylindrical objects in 3D
For example: Wheels
3dsmax tutorial by Artistraaw
Picking your target
I have chosen a simple 5-spoke wheel (Work VS-RS)
Make sure your target has proper reference images
available online. Your skills and object complexity will
determine what’s sufficient for your needs.
Making blueprints (optional)
I recommend drawing a set of blueprints of the object you
are about to make. Especially if it is of your own design.
This will make the next step easier as you aren’t relying
on photos for base reference.
Setting up base
To make all the following steps easier I recommend
setting down lines that point the symmetry cross-
sections of your object.
Meaning you’ll be setting down borders for what section
of the object will be used to create the rest of it. Mark up
the angle of these cross-sections as you’ll use them later.
In my case this means the right half of one spoke. Pointed
to here with two cross section lines.
Setting up base
Set your base image on a flat plane at the center of the
scene. Setting it center will make working with objects
easier.
Pull out a cylinder shape with correct orientation to your
object. If your object has a complex face/bottom setting
it up right will make adjustments with FFD and Lattice
modifiers easier.
Set your scale correct at this point while you’re working
with a single object.
Setting up base
The cross sections you hopefully set down in the image
will now help you find the correct amount of segments for
your cylinder.
Keep adding segments until you find one with the optimal
amount of segments while the segments match up with
your cross sections.
Setting down your segments right will make sure your
object will be perfectly round after symmetrifying the
design and details.
Setting up base
When adjusting segments, make sure you have enough
of them so that you can model all the detail you need with
relative ease. Once you set down the segments and start
modeling it can be hard or impossible to add more later
down the line.
In my case the segments were essential to these 3 holes
found on the edge of the rim face. They will dictate my
segment count the most.
Setting up base
If at any point of your modeling you come to a point of no
return ALWAYS clone your current object so that you can
easily return to it. Backing up the scene works too.
I recommend always copying your cylinder before
modifying it. You’ll always want to have one at hand ready
to go anyway.
Setting up base
Once you’re happy with your segment count, delete
polygons outside of the area you’ll be modeling. Does
everything look correct? Took into account all shapes
and surfaces? If so..
You are ready to start modeling.
Modeling
Minor tips to help with modeling listed from here on out
as well as figuring out the symmetry.
I won’t be able to help you much further as your object
might be very different to mine. It’s your puzzle to figure
out the rest!
Modeling
Cylinders are your friends! Use them to cut into your
objects or to help with corner count calculation.
Seen here with those 3 small holes I spoke of before.
Using cylinders I’m able to have the smoothest possible
cut for the situation at hand.
Modeling
In my case I will be modeling the outer brim and spoke
separate from one another. You can also do this, just be
sure to keep the cylinder segment count the same if the
two objects will be joined together in the end.
Modeling
I recommend checking your object in its full symmetrified
form pretty early on to look for possible mistakes. Don’t
spend time on an object that might be broken.
Once you feel like you have arrived in a place where you
would like to see what your object looks like in its fully
rounded glory, pop out the symmetry modifiers.
Modeling
In 3dsmax, you’ll need to manually move the symmetry
around. To do this properly, use the Angle Snap tool.
Did you set down your cross section? The angle of your
cross section tells you the angle that the symmetry
modifier needs to be in to work right.
In my case this meant setting the Angle Snap to 6
degrees.
Make sure your symmetry has the right weld threshold
and that it’s slicing geometry.
Modeling
Symmetrifying usually points out issues in your topology
so take this moment to correct them out. The later you
leave things that need to be fixed the more difficult fixing
them becomes.
Seen here with the pit of a spoke having a rough spot.
Easy fix now, diffcult fix later on.
Modeling
Keep going back and forth between symmetrifying and
editing and slowly build up your object. You should now
have a pretty solid base and beginnings of a great model.
Modeling
If your object has parts that are only symmetrified from
side to side for example, leave them last but keep them in
mind through out the process.
In my case this was the airnozzle at the bottom of the
wheel.
Modeling
Hopefully this has opened some doors for your modeling
knowledge database. These kind of models can seem
intimidating, but it quickly goes from a daunting task to a
fun puzzle to figure out.
Thank you!