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View Full Version : Modeling & Texturing a Tire?


Aaron Moore
06-19-2003, 06:10 AM
Hey, guys I'm going to need to model and texture a hi-rez tire... i was wondering if anyone has some hi rez pics of some slim low profile tires? I wanted to create a hi rez texture map. Also what techniques are best for creating the grooves for the tire treads?

Libor
06-19-2003, 09:07 AM
Sorry, no hires texture of tire:thumbsdow

But concerning modelling a tire, best way to do it is to model tire pattern flat (long bend of tilable tire track) and then use path deform modifier with circle shape as a path. You ll get nice ring without sides so then some edge extrusions towards center and you ve got nice tyre. If you will do it lowpoly and quads you can then apply meshsmooth so you obtain super detailed hires tire - no need of hires texture anymore:D

Just some planar mapped text on its sides...

Onno
06-19-2003, 10:13 AM
There's no best way. ;)

My way: create about 1/20 of a tube, model the thread, array it (instanced) and you're set.

Why high rez pictures? I think this (http://www.nl.pirelli.com/MEDIA/TyreCatalog/8900008_PZERONERO_big.gif) is good enough... or do you consider that high res? Anyways: when I model a car thread I just try to find out which tire is used for the car I am modeling, go to the website of the manufacturers and get all the info I need. For instance @ Bridgestone you can download PDF's with all the info and images you need on almost all tires.
See: http://www.bridgestone-eu.com/articles.asp?ID=136
Just analyze how the thread 'works', and try to filter out the symmetry and decide how many parts you need in the entire 'circle' / 'tube'.

Good luck!

Equinoxx
06-19-2003, 10:40 AM
check here . . .

http://www.hello-napalm.com/tuts/tut_tire.html

Aaron Moore
06-19-2003, 12:43 PM
Hey guys thanks... This is definately the method i was planning on using... Now a bit more specific question (cuz I don't have max with me right now... i'm just trying to study)

If one loop segment is really long... aka the groov has a deep taper, I'd porbably need to make a longer section... The thing is, I want to create equal segments so that there isn't any visible stretching, so I'm wondering if there are any good techniques for crating length wise segments easily without disrupting the creating of the mesh..... I was originally thinking about using surface tools, but maybe this wouldn't be a good idea... whats your opinion...

the napalm tutorial only does a small taper so with a longer segment it'll distort.

anyhow as far as textures are concerned, i was looking for an image about 4 times larger than whe image that was posted, and and straight side on view of the tire, so that I can make the necessary bump and text maps for it...

anyhow, thanks for your input.

-Aaron

CapnPanic
06-19-2003, 03:37 PM
the important bit to take away from that tut is that all you need to model is the repeating part of the tread, and then that can be manipulated into the whole tire...

if you have a tire that has really long tread blocks, that wrap around the tire, like the Yokohama Parada Spec 2 (http://www.yokohamatire.com/spec2-1102.asp) you can model it as it looks flat, and then use the slice tools in editable poly to give it some more segments cross-wise so that it bends nicely. it should be quick and easy, simply turn on the slice plane, line it up across the tire, hit slice, move it a bit, hit slice, etc, etc...instant extra segments for nice deformation :D

for nice tire pics, also check www.tirerack.com, or www.tires.com although i don't know how high res they have em...really for high res pics your best bet would probably be to go to a tire store with a digital camera and take em yourself (although you are sure to get some wierd looks)

good luck :beer:

Aaron Moore
06-19-2003, 05:43 PM
The thing with the slice tool is that the segments should actually be equal so that when wrapped around they properly align...

thing of a big V shape and how the tip of the v comes back into the \ / part so it looks kinda like a \V/ so in that sense the length segments need to align with the upper parts... kind of like an MC escher tire i guess :p

anyhow I'm sure i'll figure out some way once i get to a comp with max :p

just trying to model in my head i guess :)

g'night

CapnPanic
06-19-2003, 06:31 PM
well as long as your slice plane is aligned properly, so that it slices straight across the mesh, this shouldn't really be an issue. if needed you could always zoom way in and check your side view and tweak the verts manually if they were a little off.

i don't think there is any neat and tidy way to automatically add more segments, at least not using editable poly.

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