First we have to create the wheels' shape. The shape is the half of the wheel cross-section
which is shown on the left:
We shall use splines to make the simplified shape; the one on the right. To create it, we
shall create the following figure with linestrip in front view:
We shall use Surface of revolution tool to create the wheel. This tool works the
following way:
- it rotates Source spline (cross-section) around the Rotation axis. Spline
can have any form, (e.g. our spline can be used) In our case, the First vertex (the
bigger one) lies on rotation axis. Also, we shall not need start and end capping.
Choose tool Create\Surface\Revolution and switch to side view. Activate the
spline (it will be drawn in blue) and click on it ones to pick the source spline (point where
you have to click is #1 on the image):
... then move mouse down (where the bigger vertex of spline is) and click second time to pick
rotation axis (#2 on the image above).
The dialog box will appear where you should enter objects' name and amount of intermediate
steps (16):
Hit OK and answer NO to both upcoming questions.
Switch to level of objects (by unpressing splines button in toolbar) and reorient object
(if necessary). If object looks normally (has normal proportions), than switch to level of
splines back (by pressing splines button in toolbar) and delete the spline. Then back to level
of objects.
The wheel might look like this:
Now switch the wheel to vertices level and weld the center vertices into one vertex (by
selecting them and using Create\Object\UniteSelect. tool):
Then you move the wheel to it's place and rescale it. Then accurately map texture onto it
and create four copies of wheels.
Finally you get complete mesh of the car:
The result file is HERE.