Unlimited Faxes, No Fees, Dedicated Phone Number
Reach your customers at any time & place Market on a one-to-one basis.
Free php, mysql & perl web hosting. 29 Free PHP scripts with 1-click installations.



If your layout is not "modo Default" you should change it to avoid any confusion while working on this tutorial.
Layout -> Layouts -> modo Default.
You should change to the English system of measurement as this is the system which Chevy's 1970 Chevelle SS was built upon.
System -> Preferences -> Input -> Accuracy
Unit System: English
Default Unit: Inches
In addition, you should use advanced Tool Handles.
System -> Preferences -> Display -> Tool Handles
Selected Tool Handles: Advanced
Unselected Tool Handles: Advanced
Auto-Haul Display: Advanced
The first step in building our tire and wheel is to acquire as much reference material as possible. Actually having access to the car you are modeling would be best, you have you make do with whatever materials you can get. We also need to get the least distorted view of the object we are modeling as possible. If the picture of the wheel is taken on an angle, it's not a good reference background image and will throw off our modelling.
STEP 1.
Lets import the our main reference image and place it as a background for our perspective window.
File -> Import Image
View -> Adjust Background Image
In the Tool Properties (alt-space -> Tool Properties or listed below the primatives in modo Default layout) under Background Image 3D, click on your Perspective viewport to activate the image's placement change the Image to the appropriate one, adjust the resolution, set the Size H to 19.5 (roughly the width of our wheel at its widest point) and Projection to Front.
If you do not see an image, only tool handles, you must select "show background" under Visibility Options in the shading menu of your perspective viewport (which will say "Texture" / "Wireframe" unless you changed it).

STEP 2.
Switch to Wireframe viewing in the perspective viewport.
The Diameter of our tire, roughly is 26.5 inches, so we will start with a flat 25 inch in diameter Cyinder. So click the Cylinder primative tool and then the perspective viewport to activate it.
In the Tool Properties:
Verify that your postions X, Y and Z are Zero.
Size X: 13.3 (Radius)
Y: 13.3 in (Radius)
Z: 4.7 in (Depth of Tire Radius)
Sides: 30
Segments: 1
Axis: Z

STEP 3.
Press space to deactivate the Cylinder tool.
Now right click the little ball perspective viewport menu and click Duplicate, set the top viewport to Perspective GoochTone Shading and the bottom viewport to Front Wireframe. Switch to Polygons by pressing the Polygons button, then select the top and bottom 40-sided polygons.

STEP 4.
Press b for bevel then click the Perspective viewport to activate the tool.
Bevel the top and bottom:
Shift: -0.75"
Inset: 4.475"

STEP 5.
Press Space and bevel again, this is where the rubber mounts to the wheel.
Shift: 0.3125"
Inset: -0.8063"

STEP 6.
Press Space and bevel again:
Inset: 1.1625"
(You should be using your bottom viewport for reference while making these bevels)

STEP 7.
Press Space and bevel again:
Shift: -3.125"
Inset 1.0625"

STEP 8.
Deselect the bottom polygon and bevel the top:
Shift: 0.6875"
Inset 0.9375"

STEP 9.
Press Space and bevel the top again:
Shift: 1"
Inset: 4.7125"

STEP 10.
Select two polygons which suround the inner top circle and activate Loop Slice (Alt-C) Put the slice around where the back circular part is on the wheel, as seen in your lower viewport (44.75%).

STEP 11.
Select the Center top circle we've been using and bevel again.
Shift: 1.1875"

STEP 12.
Bevel again
Inset 0.1875"

STEP 13.
And one more time. Bevel.
Shift: -0.125"

STEP 14.
Deselect the center polygon and using the bottom viewport rotate (press y) the entire tire/wheel so that the top spoke lines up with a single side of polygons. You can't get it perfect, but get it close.
Angle: 16 degrees

STEP 15.
Now we have 30 sides on our object as we set with our cylinder in the begining we want 5 spokes, each use one side (30 - 5 = 25). We want the spokes evenly spaced (25/5 = 5). We will have a spoke every 5 sides.
From the top spoke, select five rows of two polgons as seen below skip one, then select five more, until you have come full circle.

STEP 16.
Select Group Polys in tool properties and Bevel our selected polgons inward.
Shift: -2.5"

STEP 17.
Using the stretch tool(h), flatten our bevel which we just made. Set the Factor Z to 0%.

STEP 18.
Hold CTRL and the left mouse button and roll over the ouside-most selected polgons to deselect them, then bevel the remaining selected polygons inward.
Shift: -0.25"
Press M and create a new Material and make it black. Switch back to Polygons from Material.

STEP 19.
Remove the Bottom 30-sided polygon, select it and press delete.
In between the spokes, select the inner-most, gray, three polygons as shown below and bevel them--Group Polys should still be on!
Inset: 0.3125"

STEP 20.
Press Space. Bevel just a little more, then delete the polgons to leave the holes.
Shift: -0.375"

STEP 21.
Select some of the black material, activate Loop Slice (Alt-C) and set the count to two, evenly spliting the polygons.

STEP 22.
In between each spoke, select the center-most black-polygon. Press M. Change the material to default. Switch back to polygon mode. Bevel the polgons outward.
Shift: 0.6563"

STEP 23.
We will bevel again to begin creating the tips of the screws.
Inset: 0.1188"
STEP 24.
Bevel Again to create the tips of the screws.
Shift: 0.4563"
STEP 25.
There is a slight bevel on the rim of the wheel in our reference photographs. Select the loop of the wheel which lies overtop of the tire (as seen below) and activate Loop Slice (Alt-C), set the count to 2. Place one Slice at 20% and one at 80%.
STEP 26.
Select the center loop with-in the loop we just Loop Sliced. Bevel.
Shift: 0.1875"

STEP 27.
Change the top viewport to "Vertex map" shading, switch to "Edges" by presing Edges, press tab, and select the edge loops which need to be given a sharper edge using weights. Press Shift-W to activate the weight tool adjust the weigt to 100% and click the top viewport to apply.

STEP 28.
Now do the same for the rest of the loops below whitch are in red. On the bolts, select the portion of the bolt you wish to tighten, in polygon mode. Hold Alt, convert the polygons to edges and apply the weight tool to the edges. Make sure to tighten the weights on the loops where the tire is mounted to the wheel. On the outside of the tire (front and back--back edge loop is not shown), use 60%-65% weight as it should not be entirely hard edged.

STEP 29.
Select the tire portion of the object, press m and create a new tire rubber material, and make it a dark gray. Next Switch to materials mode (press the materials button) and select the remaining default material (which is a majority of the wheel itself). Press M, call the material Chrome and make it white. Also assign the black material to the center cap where the Super Sport logo goes.

STEP 30.
We're now going to do the nozzel to fill the tire. It's located directly inbetween two of the spokes on the wheel's inner wall.
Bevel.
Use 0 for inset and shift.
Press h for stretch:
Factor X: 50%
Y: 25%
Z:
25%
Bevel.
Shift: -0.3438"

STEP 31.
Clear your selection. With-in the bevel we just made there is a single polygon appropriate to bevel the nozzle from--the one closest to the inner part of the wheel. Select the polygon and bevel it with shift 0 and inset zero. Press M and assign this small polygon a material called "innertube black" and make it a dark gray color.
STEP 32.
Bevel.
Shift: 2"
The polygons will intersect with the wall, so we must move our beveled polygon to alieviate the problem. Press T for move.
Offset Y: 0.45"

STEP 32.
We are going to flatten the top. Just bevel the selected polygon using 0 inset 0 shift.
STEP 33.
Switch to Vertex map. Lets adjust the weight to 75% on the loop shown below. Shift-W activates the weight tool.
