Any idea how can I apply this in blender http://www.danielbuck.net/index.php?page=rotor_tut/rotortut
You can use Bezier to create car brakes.
Hereās what I came up with:
What I did:
- Add a bezier circle and scale it by a factor of 4 by pressing S > 4 with the bezier circle selected.
- I then went into edit mode of the bezier circle and duplicated it with Shift + D. Then I scaled it down so the new bezier circle is half the first one by pressing S > 0.5.
- Then while still in edit mode for the bezier circle, I add another bezier circle and scaled it down by a factor of 0.1. I then moved the little bezier circle (which will make the holes in the brakes) up to the top.
- I started duplicating the little bezier circle (3 times) and moved each down a little while holding ctrl + shift so the little holes are evenly spaced.
- Then I started to move the bezier circle hole thatās closes to the center to the left, and the second closest bezier circle to the left, then the third closest, so that I get a nice curved patten for the hole alignment.
- After I have the four holes in place, I started to duplicate them and rotated them along the Z by 30 degrees each, making sure my pivot point is the 3D cursor.
- Finally, I went to the edit menus by pressing F9 on the keyboard and under the Curve and Surface panel, I changed the āExtrudeā value to 0.1 and Iām done
That was a great idea. Thanks for putting that up.
I have to say I was wrong when I said blender was a poly modeler only and I hope whoever I said that to sees this tut. Iād forgotten. So many features to keep track of.
There was, a very long time ago, another tutorial for creating wheels the same way. So after you have those sweet brake disks you can build some open wheels to put in front.
Iād probably convert to mesh and bevel after building the basic shape too and then if you UV map you can add a tangent shader for milling grooves.
Thanks for the brakes though. Really good. Another detail for that F1 entry.
Ok, well I tried this method. When I convert the curves it generates triangles and even after converting to quads adding a bevel is really impractical.
So I go back to my old idea of mesh only. Sorry. One of these days maybe real nurbs. You never know.
http://blendpolis.serverpool.org/t/14brems/brakedisc_tut.pdf
It is in german but the pictures should give you the idea. It basically compares Nurbs and Mesh modelling and tries to shows advantages and disadvantages of both methods.
Also, it is already quite old but I donāt think that anything is now totally different than it was at the time the tutorial was made.
Nice and cool! I never thought doing that in a better way and thats right you have to have imagination just to open your mine for anything, but Iām still learning just like you, hey you should post this as a working tutorial in the tutorial page people need real help like this one, thanks for that tut :yes:
So after you have those sweet brake disks you can build some open wheels to put in front.
Iād probably convert to mesh and bevel after building the basic shape too and then if you UV map you can add a tangent shader for milling grooves.
I was going to ask how can add more details to it, is it better adding a UV map or Normal mapping
Well, generally speaking a Normal map will require UV coordinates (not always but usually). After you have the high res Normal map youād apply that to the low res model. It isnāt possible to apply UV coordinates to nurb geometry without converting to mesh. [edit: in blender that is. at least for the time being.]
Did you mean Tangent vectors for input? That would give you the nice brushed metal effect? That wonāt work either. Kuhnen has an example up on the blender websites features list.
http://www.blender.org/cms/Material_Features.764.0.html
And also a good tutorial in the blenderart mag #8 Cars.
http://blenderartists.org/forum/showthread.php?t=87428
But for tangent shading you also need UV coordinates. According to the blender site,
Currently, Blender uses a meshās UV co-ordinates to define the direction of the shading (along the V axis). This means that models must be UV unwrapped to take advantage of tangent shading.
In 2.43 you no longer have to UV map for tangent shading. See http://www.blender.org/cms/New_Render_features.774.0.html
Its partway down the page.
GreyBeard
Maybe this is a little off, but I found that if you convert to mesh while the circle is not extruded or bevelled, then you can select the outer verts and extrude and scale up, and position the ābevelā that way from side view. Same for the drilled holes, if necessary. I just duplicated the top face and joined to the lower extrusion, removed doubles.
i know it doesnāt count as perfect, but itās a workaround I use.
In 2.43 you no longer have to UV map for tangent shading.
Yah, good to know.
I found that if you convert to mesh while the circle is not extruded or bevelled, then
Iāll be keeping that in mind too.
Hey I forgot how can I convert Bezier to mesh :o
Got it, Alt + c I forgot that I have to be object mode!
I know my answer may seem stupidā¦ but if you are wondering how to rotate them you can use the āspin dupā tool
ooopsā¦ sorry about my last replyā¦ that was meant for another forumā¦
how ever can someone pls tell me a good material to use for a brake disc i made?
something that will give a kind of ābrushed metal lookāā¦?
I should also mention that Iām a newbieā¦ Iāve used blender only for a couple of weeks