Modeling the wheels
It's about time to give our Lamborghini some wheels. So let's model one,
which of course you can duplicate three times :-) We start with a reference
image and will map that reference image on a rectangle. Create a
rectangle (can be Analytical) and parallel map the reference image on it.
To create a perfect square rectangle, just press and hold the Shift key,
while creating the rectangle. Scale the rectangle to the proper dimensions, so it covers the wheel in
the blueprint.

The used reference image (scaled down to 60%)

Reference image mapped on the rectangle, scaled down and set in position
First create a new level called 'Wheel'. Then start with the profile (as seen from the front of the car) of the metal
part of the wheel. Because your reference image is only 2 dimensional, you
have to use your imagination a little to get this done. We use the NURBS
curve tool to create the profile curve in front view. Remember that you need
to click two or three times in the same place to create sharp corners! More
clicks means sharper corners, but more then three points at the same place
is useless ;-) When done, rename the curve to 'Profile'.

Profile curve of the wheel...
Detailed view of the seam in the wheel
Take a front view and create a new horizontal two points NURBS curve, which
will be used as a rotation axis for the profile curve. To create a perfectly
straight curve, start the NURBS curve tool, click to enter your first point,
press and hold the Shift key, move the mouse horizontally and click again.
Move the rotation axis to the centre of the wheel. When done, rename this
curve to 'Axis'.

Rotation axis added (perspective view)
Now we will rotate the Profile curve around the Axis. First make sure the
profile curve is perfectly positioned at the top of the wheel, or else the
wheel gets distorted. To do this, first
select the Axis (in the Select Window), press and hold the Shift key
and then select the Profile. Next, apply the Rotate tool from the
NURBS tool bar. Before accepting the Rotate tool, set the Resolution to
12:

Rotate tool activated, Resolution set to 12
Accepting the tool creates the basic outer shape of the wheel. In the Select
Window a new level is created, called 'mesh..'. Inside that level you will find
both the profile curve and the axis curve. The good part is that you can now
edit the shape of the profile curve and the mesh will immediately adjust to
show you the new shape. So you can tweak the shape until you are satisfied
with it.

After applying the Rotate tool you have the basic shape of the wheel
Next, create a 12 point NURBS circle, which has the same radius as the inner
side of the wheel.

A 12 point NURBS circle added (the red circle inside the wheel)
In the Select Window, duplicate the red NURBS curve, and size the duplicate
curve down. Use the Size tool and also check the 'About Pivot' option.

Size tool activated, About Pivot option checked..
Make it just big enough to contain the inner wheel screws. See next image.
Remember that the order in which you created the curves here is important.
So a new curve should always be at the bottom of the hierarchy. The
importance of this will be shown later.

The inner NURBS curve added...
Select both these curves in the same order you created them and apply the XSect tool from the NURBS toolbar.
Use default tool settings. The result is that the space between the selected
curves is closed. A new level, called 'Mesh' is added to the hierarchy in
the Select Window. Rename this mesh to 'Wheel plate'. Change the view
and check if the wheel plate mesh is correctly positioned and move it into
position when necessary.

The space between the two curves is closed using the XSect tool
Now select the inner NURBS circle inside the Wheel plate mesh, duplicate it and
make it just a little smaller (see next image). Then take the inner circle,
duplicate and resize that, so it has
just enough space for the centre axis of the wheel. Move the small circle
just a little inwards (when seen from the side). Because these NURBS circles
are also in the Wheel plate level, the shape of the mesh remains closed and a
small cone is created at the centre of the wheel.

New NURBS circle added, and moved a little inwards..
Make all the current wheel parts wireframe invisible (WF Inv), so we get a clear
view window and have room to model the other details on the wheel. As we can
clearly see on the reference image, the wheel plate contains five larger 'air
holes'. In the Wheel level, create a new NURBS circle (12 points will do)
that has the size of one of these large air holes in the wheel. Make sure
your circle does not touch the outer rim of the wheel (see next image).
Rename your circle to 'large hole'.

New NURBS curve added to model one of the large holes..
To cut a hole in the wheel plate mesh, we use the Trim tool. The Trim tool
icon is located at the far right of the NURBS toolbar. You may need to drag
the NURBS toolbar a bit to the left to see the icon.

The position of the Trim tool
Using the Trim tool is easy. Select the 'large hole' circle, press and hold
the Shift key and then select the Wheel plate level.
Click the Trim icon and accept the tool. The NURBS circle is cut out of the
Wheel plate mesh, leaving a nice hole. Also, after applying the Trim tool, a new
object is added to the hierarchy. This is a so called 'trimcurve'. This
curve defines where the wheel plate mesh is cut. Deleting the trimcurve from
the hierarchy immediately restores the wheel plate mesh to its original
state.

Trimcurve added to the hierarchy
Because the Trim tool created the trimcurve inside the mesh level, we can now move our original
NURBS circle to a new position and repeat the process. The Trim tool will
add a new trimcurve to the hierarchy every time. This allows us to create
the other four holes easily.

All holes created with the Trim tool
Working with trimcurves can cause an
unexpected problem, which leads to terribly deformed meshes. The trimcurve
has to lie within the UV space of the mesh (as mentioned in the RS user
manual). See next image: It is not allowed to put circle B across the line
between the starting points of the circles that define the cross section
mesh. The starting point looks like a small triangle on both the outer and
inner rings of the mesh (see arrow in next screenshot pointing at the
starting point of the outer ring). If you break this rule, your mesh gets deformed!
If this occurs, select the trimcurve in the hierarchy that causes the
problem and open it's properties at the Spec tab. At the bottom of the
Property Window, check both the Wrap U and Wrap V options and the
deformation problem
should be gone!

It is not allowed to put circle B across the
line between the starting points of the
Set the Wrap U and Wrap V options!
circles that define the cross section mesh.
Later on we will add some more smaller holes to
the mesh for the wheel screws. For that we will also use trimcurves and we
know there is a good chance you will get into troubles at that point. The
troubles again will be caused by the starting point of the mesh. Only this
time the Wrap U and Wrap V options are not going to be much help, because
later on we will use these smaller trimcurves in combination with the Weld
tool. When the Wrap options are checked, the Weld tool does not work
properly. So, we need to plan ahead in this case. As you may know, you can
also change the starting point of either the mesh or the curves afterwards.
The disadvantage of that solution is that it also affects on the holes you
already made: they will change shape and position. Not what you want ;-)
Have a look at the next image, that shows how the starting line only
crosses the large hole, but not the smaller one. This is what we are aiming
for eventually:

Starting line only crosses the large hole, not the smaller ones!
To give the 'air holes' the proper shape (also see reference image at the
beginning of this chapter), we need to build 3D cylinder shaped objects from
the curves. The process is simple: duplicate NURBS circle, scale, move a few
times and finally apply XSect to create a cylinder shape. Each cylinder will
consist of four circles. Then we will use instances to create 4 more
cylinders. Here we go:
Go to wireframe display.
Select the 'large hole' circle in the hierarchy, press and hold the Ctrl
key and drag the red transformation handle a little forward to duplicate the
circle. Select the duplicate circle (called 'copy of large hole'), duplicate
that again (use the Ctrl + d keys) and resize this copy: make it just a little bigger.
Select the second duplicate curve (now called 'copy1 of large hole'), press
and hold the Ctrl key and use the red transformation handle to move that a
little backwards again. This again creates a new circle, called 'copy2 of
large hole'. Now we have 4 curves. Multi select these in the order they were
created, select the XSect tool again, set the Closed option and
accept the tool. A cylinder shape is created. Also a new mesh level
containing all 4 curves is added to the hierarchy. Rename the mesh level to
'cylinder'.

XSect tool selected with the 'Closed' option set..
Now move the cylinder to the hole which we previously cut out from the Wheel
plate mesh. To prevent render errors, we need to scale the cylinder down
just a tiny bit, so that the trimcurve is between the inner and outer
cylinder walls. See next image: the red arrow points at the trimcurve (dark
red color).

Trimcurve (red) inside the cylinder (white) Instances
used to create the other four cylinders.
With the cylinder created, it is easy to create the other ones using
instances. An instance is created as follows: select an object, press and hold
the Alt key and drag one of the objects transformation handles. Now you have
an instance, which basically is a very memory efficient copy of an object.
We created all the instances from the original cylinder object. To create the holes for the wheel screws, we perform the same
procedure as for creating the air holes. Create a NURBS circle, rename it to
'wheelscrewhole' and use the Trim tool to cut holes in the 'Wheel plate'
object. Note that you do not need to create cylinders, only holes. When done, you may want to save your work now!
  
The hierarchy so far...
The holes for the wheel screws added...
New hierarchy with screw holes...
The holes for the screws are shaped like cylinders pointing inwards. So we
use the same procedure like we did for the air hole cylinders to add the
cylinder shapes. Here we go. You may want to set the outer mesh, the
cylinders for the air holes and the instances to WF Inv to clear the view.
Select the NURBS circle, used to cut out the first wheel screw hole (we
called it ' wheelscrewhole '). Make sure it is positioned a little
behind the first screw hole you created in the Wheel plate (so, it's at the
rear side of the wheel). Duplicate that NURBS circle and move it a bit
backwards. Multi select both circles and apply the XSect tool. This creates
a hollow cylinder and adds a new mesh to the hierarchy (see next image).

New cylinder added to the hierarchy.. The cylinder added at the rear side of the wheel..
Create four copies of this cylinder and move them in position behind the
other wheelscrew holes. To close the gap between the wheel plate and the
cylinders we will use the Weld tool. The weld tool will add a so called
Weld object to the hierarchy. Make sure the cylinders are not too far
away from the trimcurves. In the Select window, select the trimcurve
(in our example ' trimc53' ) and then multi select the cylinder (in our
example called ' mesh9' ).

Mesh and trimcurve selected..
Note the gap between the cylinder and the Wheel plate..
Click the Weld tool and in the Weld tool control bar set both 'Size1' and
'Size2' to a value of 0,05.

Weld tool selected and its options set..
When you now would accept the tool the weld would probably not look good.
You see a twisted mesh added to your scene. This is easily fixed before you
accept the tool!

A nasty twist in the mesh!
To fix the twist you have to tell the Weld tool which parts of the meshes
need to be connected. Turn the view cam so you can see the cylinder from the
side and press and hold the left mouse button and draw a line as shown in
the next image. Make sure you stay inside the boundaries of the cylinder.
Then rotate the view, so you also can see the wheelscrew hole and draw a
second line as indicated in the other image. Then accept the tool. Repeat
this process for the remaining wheelscrew holes and cylinders. Then save
your work!

First draw a line here...
Then here and then accept the Weld tool.
Just one more detail to fix. If you look closely to the reference image at
the beginning of this chapter, it is clear that the air holes are not
complete circles. This effect is easy to do. Just slightly tilt (rotate) the cylinders
and move them
into
the outer rim of the wheel, so the wheel covers part of the cylinder. See
next images:

Slightly tilt the cylinders in the direction of the blue arrow...

Then move them into the Wheel plate..
When done you can render an image that looks like this:

The wheel completed.. let's move on to modeling the tire!
Now save all your hard work before continuing!
The Brakes
When you take a look at the reference image of the wheel (beginning of this
chapter), you can clearly see the Brakes (basically a disk with many small
holes in it). We are going to use analytics, instances and the Macro
recorder to build one. You can build the rest of the details yourself then
;)
Make sure you saved your previous work, so you can clear the view window and
start fresh. Take a front view and create an Analytic Cylinder and rename it
to 'Brake'. Make it not too thick. The brake is punctured with many
smaller holes and all these smaller holes are made in series of five. We
will create these smaller holes using one small analytic cylinder and four
instances of that cylinder. Create a small cylinder at the rim of the Brake
(at the 12 o'clock position) and rename that to 'small hole'. See
left side image. Take a top view and extend the small hole cylinder,
so it sticks out on both sides of the Brake cylinder. (see right side image
for top view).

Brake disk and a small cylinder at 12 o'clock position
Top view (it sticks out on both sides of the Brake cylinder)
Then, just like in the reference image add four more instances
(not duplicates!) of the 'small hole' and place them diagonally below
the first one. When ready, drop the small hole and its instances in a level
(select them and press the 'd' key)

Instances added and positioned diagonally...
your hierarchy looks like this..
Now for the magic... Press the F8 key to invoke the Numeric Window. Select
the small hole level (the one containing the instances) and from the top
menu bar select Macros -> Record (Ctrl + m). This starts the Macro
recording mode. All actions taken from here are recorded and can be played
back later. Select from the top menu bar Edit -> Instance. A new
instance of the 'small hole' level is added to the hierarchy. Select this
new instance level, click the Transformation tool tab and click the
Rotate icon. Click at the center of the Brake cylinder, click again
at the cylinder called 'small hole'. Now the Rotate tool is activated. Move
the mouse pointer to the Angle field in the Numeric Window and enter a value
of 30. This rotates the instanced level 30 degrees around the center of the
Brake, counter clockwise. Select Macros -> Record (Ctrl + m) again to
end the macro recording. Now, with the new instance level still selected,
press Ctrl + g to execute the current macro (the one you just
recorded). Another instance with five holes is added to the hierarchy. Keep
on repeating this macro, until you have created a circular pattern of small
holes. See next image:
All small holes created using instances and a macro!
Almost there! Select the small hole level and all its instances and again
drop these to a level. Your hierarchy looks now like shown in the next
right hand image. Then multi-select the original Brake cylinder and
the small hole level (containing all the instances!) and perform a Boolean
Remove. After that your hierarchy looks like shown in the center image. A
test render shows the Brake cylinder after the Boolean Remove.

The hierarchy before Boolean Remove....
and after...
and here a test render with the results.
Now select all the brake related components and drop them into a level.
Position the brake cylinder inside the wheel and scale it to the proper
size. You can now of course add more details like rings and screws, if you
like. We are moving on to the next chapter, the tires.
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