This is a tutorial on one method of modeling a mag wheel with Rhino (Version 1.1). This was a project inspired by the Renderosity Rhino3D Forum's Challenge of the Month for October 2000. This is by no means the only, or best, way of modeling this item, it is just the way I happened to go about it. This page has many graphics, so be warned, it may take a while to load. Due to the fact there are about 60 images in this tutorial I have spilt it into 3 pages to make it a little easier on the bandwidth-deprived. In response to some comments I've received from my previous tutorials I've decided to try and include more of the reasons why certain steps are taken. Look for the paragraphs marked Logic. When following the tutorial commands accessible from the drop down menus will be referred to like this: File>Save. Commands in curly brackets can be typed in at the command prompt i.e. {Save}. In most cases both will be shown. Note, buttons are available on toolbars for all commands. I also highly recommend clicking the word "OSnap" at the bottom of the screen to turn on the persistant object snap dialog box. If you have questions or comments feel free to e-mail me.
The next step to take when deciding on how to model an object is, well, how to model an object! By this I mean that you need to analyse the object and plan out the easiest way to accomplish the model building. Every item should be broken down into small, manageable sections. Concentrate on the overall form first, then add details (often as separate objects) after. Keep in mind, though, as you build objects how they inter-relate to the other parts of the model. A little preplanning will go a long way to making the process smoother (and a little less daunting). Sometimes even drawing each part of the model out beforehand will help to sort out the modeling process (of course, I can't draw so I rarely do this!).
So, without further ado, let's get on with the modeling of a Mag Wheel. The end result should look like this:
Page 1 - In which we'll model the
outside rim and the spokes of our Mag Wheel.
Step 1 -
We're going to start with the outer rim of the mag wheel. This is
the area that the tire attaches to. First, create a new layer for
the rim (right click on the word "default" at the bottom of the screen,
the rest should be obvious) and call the layer "Rim". In the front
viewport use the Curve: Interpolate Points {InterpCrv} tool to draw the
cross section profile of just the top half of the rim (as illustrated).
The curve should be drawn the radius of the rim away from the centre (green
line) and should be open at the bottom. Line up the bottom 3 point
on each end of the curve so that it meets the horizontal axis at exactly
90 degrees. Make sure snap is on when drawing the first and last
points so they snap to the horizontal axis (the line the red x-axis line
is on).
Logic -
The top and bottom of the rim is essentially symmetric so there's no need
to draw the entire profile, we'll mirror it next. Also, it's probably
wise to start with the rim as that defines the shape we'll have to work
in to make the central portion of the wheel, it's also the only part we
have fixed dimensions for.
Step 2 -
Select the curve you just drew (make sure control points are not on, so
you can select the whole curve) and then select Transform>Mirror {Mirror}
command. For the start and end points of the mirror plane select
any two points along the indicated blue line. Having snap and ortho
on will aid you in drawing a line in the right place. Notice how
it was important to line up the last 3 control points so there is no crease
at the point the two curves meet.
Step 3 -
Turn on contol points for the curve (Edit>Point Editing>Control Points
On {PtOn}) and delete the central ones and move others around to refine
the shape to what you desire.
Logic -
The less points required to make a curve, the less likely you'll run into
problems when you make a surface from it. Keep everything as simple
as you can. It'll also result in smaller models later.
Step 4 -
Now we'll revolve a portion of the rim surface. Make sure control
points are off. Join the two curves together with Edit>Join {Join}.
Now that they are a single curve, select this curve, then choose Surface>Revolve
{Revolve}. When prompted for the revolve axis select any two points
along the vetical Y axis at world centre (along the green line). Having
snap and ortho on makes this easier. In the options box that appears,
select Exact and start at 0, end at 72, and check "delete curve to revolve".
Logic -
The wheel rim we're making will have 5 spokes. Since I'm inherently
lazy and would like to save needless work, I'm only going to make 1/5 of
the wheel (a 72 degree piece of the pie) and then duplicate it accordingly.
This will save multiple steps in filletting and matching angles later.
Step 5 -
It'll probably be helpful if we have some guides to work in so we can visualize
what the 72 degree wedge looks like. Create a layer and name it "Guides".
Switch to this layer and use the Curve>Arc>Center, Start, Angle {Arc} tool
to draw an arc along the outside of the surface we just made. Set
the first point, using "snap" to centre it, to world centre (green and
red intersection), then set the second point to line it up with the x axis
at one end of the surface (line extending from red line). Now type
72 to create a 72 degree arc. Turn on OSnap End and draw single segment
lines from the world centre to the end points of the arc. Now switch
back to the "Rim" layer.
Step 6 -
Now we are going to start on the spokes. Use the Control Point Curve
{Curve} tool to draw a sweeping curve, lined up with world centre and extending
through the rim surface. Turn the control points on for the first
spoke curve. Turn on OSnap Point. Now draw a second curve using
the Control Point Curve tool, snapping the first two points to the first
two points of the original spoke curve. It should follow a similar
curve to the first spoke curve but be separated at the rim end by a short
distance. It should also extend through the rim surface.
Logic -
We want the spokes to appear to branch from a single spoke into two sweeping
forks. By aligning the first two contol points of each of the two
spoke curves we can achieve this.
Step 7 -
Next we need to give both these curves the same sweep from top to bottom.
With control points on, select the end points of both the spoke curves.
In the front viewport move them up towards the top of the rim and, if not
already, into the rim surface itself.
Step 8 -
Select the next point of each curve and again, in the front viewport, move
them vertically (hold shift down to constrain the motion to vertical only)
until they cause the curve to follow a shallow sweep from top to bottom.
Continue to refine the shapes as necessary. See the final positions
I have decided upon for these points in the next step.
Step 9 -
Use the ellipse tool Curve>Ellipse>From Centre {Ellipse} to draw the inner
(lower) cross-section. This will be the shape of the spoke near the
centre of the hub before the spoke branches. Next use the ellipse
tool to draw a single outer cross-section of the spoke. This will
be the shape of the spoke where it meets the rim. Copy and Paste
this outer cross section so you have one for each spoke curve.
Step 10 -
Next we need to align these cross-sections to the appropriate points on
the curve. Rhino has some nice controls to do this. Use the
Transform>Orient>Perpendicular to Curve {OrientPerpToCrv} command.
Turn on Osnap Centre. Now move the mouse near the edge of the smaller,
inner cross-section ellipse. The crosshair will jump to the centre
of the curve. When prompted, click on either spoke curve (this is
the orientation curve). Move to the inner end of the curve and click
to deposit the cross-section ellipse.
Step 11 -
Repeat the previous step, orienting each of the two outer (larger) cross-section
ellipses to the other ends of the spoke curves. These end cross sections
should not extend out through the inner wall of the rim surface.
It is ok if they do extend out through the outer edge of the rim, though.
Logic -
To create cross-sections of curves that are not on an easily definable
plane, it is often easier to just draw the cross-sections on an orthogonal
view and then orient them on the curves using Rhinos various Orient commands.
It will become apparent in later steps why the end of the curve and the
associated cross-section should pass completely throught the wall of the
rim.

Step 12 -
Now to give the spokes some surface. Use the Surface>Sweep 1 Rail
{Sweep1} command. Choose one of the spoke curves as the rail and
each of the ellipses at it's ends as the two cross-sections. The
result should be as illustrated. Shade the perspective viewport and
rotate it around to inspect the point that the spokes intersect with the
rim. The entire surface of the spoke should pass into the surface
of the rim.
Logic -
Note how both rail sweeps use the same ellipse as a cross-section at the
inner end. They also end in copies of the same ellipse. As
a result they already appear to be one object at the inner end in the shade
preview. It is also important that they fully intersect the inner
surface of the rim as it will allow us to make a smooth join between the
spokes and rim.
Step 13 -
So let's make the junction between the spokes and rim a little smoother.
Use the Surface>Fillet {FilletSrf} command. Set the radius to a value
that gives pleasing results (in this case, given my scale, I typed in 0.75),
and Extend and Trim should both be set to "Yes". Click the spoke
for the first surface and the inner surface of the rim for the second surface
(or the other way around, it doesn't seem to matter in this case).
This creates smooth fillets at the intersection of the spoke and rim.
If it doesn't work, undo, then try again with a different radius.
Logic -
This command is very useful for making smooth joins between two surfaces.
Note how it also trims off the part of the spoke that was protruding through
the rim. Very handy! It was important that the spoke completely
intersected the rim, otherwise the fillet would not have been made where
we wanted it to. It can get pretty ugly!
Step 14 -
Right now we have two separate spokes, that join abruptly in the centre,
not seeming to really flow from each other. To remedy this, we'll
have to go through a couple of extra steps. First we'll define the
place where they join. Turn on the control points for one of the
spoke curves. Do NOT use OSnap to Point, but just draw a new control
point curve in the top viewport. Place the first point near the inner-most
point of the spoke curve's control points, but a little past it toward
world centre. The second point should lie directly overtop the second
point of the spoke curve. The third point should be placed in the
space between the two spoke surfaces.
Step 15 -
Use the Surface>Extrude>Straight {Extrude} command to turn this curve into
a surface that intersects the spokes.
Logic -
In many instances trimming operations with a curve do not work, but will
work with a surface. Out of habit I just go ahead and extrude a surface
to use in trimming operations to save having it fail.
Step 16 -
Copy and paste this surface so we have two to work with. Move them
both slightly away from where you drew the original curve, in different
directions, creating a small gap between them. Make sure that both
ends of both cuves are outside the actual surfaces of the spokes.
Step 17 -
We'll now use these two surfaces to trim the spoke surfaces. Select
the Edit>Trim {Trim} command, where the curved surfaces are the cutting
edges and the spokes are the items to be trimmed. Use the front surface
to trim the back off the front spoke. Use the back one to trim the
front off the back spoke. If that didn't make much sense check out
the image above. You should have been left with a slight gap between
the two spokes. You may find that you have to trim one of the spokes
twice. It just depends on where the spokes seam happened to lie.
Step 18 -
Delete the curved surfaces you used for trimming. Now to create the
surface betweent he two spokes we'll use Surface>Blend {BlendSrf}.
When prompted to select the first set of edges, make sure you select every
edge around the opening we just created with the trim on one of the spokes
(there may be several edge segments), then hit enter. For the second
set select all the edges on the opposite spoke around the area we trimmed.
Once you hit enter again you should see a nice new surface fill the gap
between the two spokes. Looks a little more natural now!
Step 19 - Yes, there is no image for this step! Since we've more-or-less made most of the spoke, it's time for a little cleaning up. I like to get all the curves and lines out of the way so I can better see what I'm doing. Go to Edit>Select>Curves and hit the delete key. We won't be needing them anymore.
Next page we'll be working on the central hub and getting to the point that this will actually look like a Mag Wheel!