Modelling a tire

So I got this tire tile.
It has an array modifier and subsurf.

I want to bend it into a “doughnut” to actually become a tire.
Tried the bend modifier, couldn’t achieve anything at all.
Tried following a circle curve, which was something…

But what exactly is the best way to achieve this?
How would you do it?

Array + curve definitely. Was there something wrong with the curve approach?

Well, it does the circle.
But scales the height for some strange reason and I don’t really know how to get it right.

Also, for some reason, even if it is said to fit length of the curve on the array mod, it’s doesn’t do that perfectly.

Weird. It seems to be working fine for me. Have you rotated the curve in object mode or something like that?


Try it :slight_smile:

Like this?

You’d have to fix the edges so they go inwards and not out like that though.

I noticed you still need to fix some overlapping geometry too.


Quickly modelled what I mean with fixing the edges.

Blend file:


First thing i noticed though is that you used a pre-bmesh version of blender, so there are no faces :slight_smile:
Also, the start and end of the circle did not merge.

Umm…I’m using 2.63a and it works fine for me.
Well if the start and end didn’t merge you just have to adjust it a bit.

No offense but do I have to do it all for you? I showed you how it’s done. A little appreciation would get you further.

I am not saying that you have to do it for me. I just pointed out what was still wrong (Start and end not matching, which was actually my main concern).
Other then that, you achieved what I wanted.
And I am really thankful indeed.

Alright sorry. Can’t you just make it fit to curve and when you’re finished modelling just apply the modifier and remove doubles on the one edgeloop?

The reason there was no faces is not that you used the wrong version to save it, but I used the wrong version to open it, so forget I said it. :slight_smile:

Anyway, fixing it after applying, I guess that’s the way to go. I knew the follow curve thing would work if I applied it and fixed it.
I just figured, maybe people have other solutions… It seems blender needs a bit of an upgrade here… Maybe a new modifier :smiley:

I’ll try to fiddle around, even if this works, I will try to fiddle around and see if there are any other solutions just to expand my knowledge.

Ah alright then. Well I thought your problem was that it got all warped and stuff so didn’t see the seam as a problem. I thought the seam would get fixed with setting merge first and last on but it didn’t work. :S

does not this creates some distortion on the original shape cause of the curve ?

another way would be to make one segment then use the spin dup
that way i think it wont add distortion to the origiinal shape!

there was other threads on this subject last year with sample file!


Yes ofcourse it does. It makes it rounder but it is a heck of a lot easier than making the parts go inwards and calculating the degrees depending on how many parts you have. Although I’ve done that too at times.