Now let's
work on the spokes and I think we can maybe just create one
and then duplicate it on around.
And it looks like it's got a little cylinder on the bottom here
and then a bend here on what I'm going to call the top.
So let's use our curve tool for that.
I'm going to take these and let's give these names.
This is just the tire here.
This is the wheel outer
and this can be the wheel inner for now.
Let's hide these.
I'll hide the reference images as well.
Let's do that.
Take the cursor back to the center of the grid with shift us one
and then let's just go to the top view with the seven key
and let's press shift a curve and a path.
So for this, I think we really just need to bend it a bit.
Let's bring this in and bend it like this.
We could take
this and move it forward and maybe move this one up too.
So we're getting a little bit tighter of a curve.
Let's take this and move it in like this and then maybe
take this and hit E and extrude out here like this.
Let's try that.
So that I think generally has the right shape.
We will need to come down here to the properties
panels right here, the object data properties.
And let's well, let's take this down to three.
Let's see how that works
and let's scrolled down to the Bevel section and click and drag in the depth,
hold the shift key down to move a little slower.
Now we can press shift Z and see what it's going to look like when we convert it
to a polygon, see what the polygons are going to look like here.
And that's probably okay. I think.
So let's
right click on it and choose convert and convert to a mesh.
There we go. Now we've got that.
Let's come down here to the other end and let's add an edge with control.
R And with that edge there, let's hit the three key
alt click these faces right here and then let's
hit the E key and press enter and then press alt s to pull these out.
Just a bit like that.
There we go.
So now we've got this kind of shape.
Let's smooth it.
That cleans that up a little bit.
And then I think I'm going to move the origin of the object to this point
up here.
Let's select these edges right here and press shift this to
and then let's right click go to set origin and Origin to 3D cursor.
Now we can turn and scale and rotate from that point.
I think that'll be helpful as we try and put this in the wheel here.
All right.
So let's now bring back
our wheel inner outer and tire,
and let's see if we can get this in place.
So I'll go to the side view again and hit the G key
and let's move this over, scale it down quite a bit.
I guess we need to rotate it in the Z.
Let's do that r090 That brings it out like that.
And then we could rotated around the yry9 to zero and there we go.
All right, so let's begin.
Where should we begin?
I guess Let's begin in here on this piece in here.
And while we're here, let's just scale this down
like that.
Let's then hit the period key
and move this in to here,
go back to the side view, and then we're going to need to tilt it.
So let's hit our tilt it.
Let's move it in with the G key like that,
and then let's
scale this up so it connects like that.
Now I feel like that's too thin, right?
I feel like these have a little bit more thickness to them.
So let's tab and edit mode hit that a key
and let's use alt s again, see if we can bring these out.
So they're a little bit better like this.
Let's try that.
We're not really going to know, I don't think,
until we get at least one row around here.
So I guess let's start working on that and it looks like we're going to need one
row with it bent this way and another
row with it bent the other way.
And the same thing up here.
We're going to need a fewer number of them up in front.
But one row is bent one way and the other is bent the other way.
So it looks like four different rows bent in different ways.
All right.
Let's find the center of this piece here.
There it is.
And let's move the cursor to it.
Shift us two, and then let's take this object now
and move that origin into the 3D cursor so we can right
click choose set origin origin to 3D cursor, or now when we turn it,
we can hit our X, It's going to rotate around that point in the center.
Now we need to add an array modifier to this, but before we do, let's apply
the scale control A apply the scale and the rotation.
Let's do that Control A Apply the rotation.
Now we need something to spin this around.
We need to be able to have an object in the center
that we can spin to pull the arrayed spoke around the wheel.
So I think all we need is an empty just.
And an empty is just an object that has no polygons, that has no mesh to it.
It's just a point in space.
So let's press shift a empty and I'm going to use plain axes here.
There we go. So that's that's our empty.
Here it is here.
All right, So now let's come down here
and add an array modifier will pull this down.
Add an array Here, let me join this.
I'm going to right click between two windows.
Choose join area and bring this up like that.
So we have a little more room now.
So now if we take a look at this object here, we can see we've got two spokes
here, one right after the other, and we've got a count of two over here.
If we increase the count, it'll just keep moving out like that.
We want it to spin around that point in the center.
So instead of a relative offset from that first one,
we want an object offset, not roll this down
from an object that we choose and we're going to want that empty.
So I'm going to click on the eyedropper, click on the empty.
Now, we don't see anything happening and we've got 13 here.
We should see more spokes than that.
But if we take this empty here
and we spin it in the x axis, let's see what happens.
Are X Now as we spin it around, we can see
those are moving around that center point.
Now, how many do we need?
This is a good question.
Let's go to the side view and maybe up here
we'll turn on the reference images
and let's see how many we need.
I'm going to go back to that modifier by clicking on the spokes.
And let's click on this count here
and let's see, does that look about right?
We can, of course, click on the empty
and rotated in the x some more,
but if we go too far, it'll begin overlapping itself.
Let's select the spokes again and we've got a count of 24
and that looks pretty good.
So if we flipped these
with another 24, would that fill that in the way we're seeing here?
Well, we can try it going in the other direction.
Let's duplicate this shift to enter.
I'm going to pull back in the x axis just a bit like this
and it's going to do weird things and that's okay.
It's going to bring that back like this and then take away the array
modifier on this.
There we go.
So here's that one that we just duplicate it off.
Let's take
this and spin it around in the y axis.
Let's try this.
Let's press ry1 80
and now we've got it going this way.
So if we take this now and hit
the R key and rotate it,
can we get it to a place that we're seeing like this?
Yeah, let's try that.
So I'm going to bring this in here
a little bit tighter in there.
All right.
So now we've got it going in the other direction.
Now we just need to do the same thing again,
adding an array modifier and spinning it around based on an empty.
But the problem is, is
we don't want to use this empty because we're using it to spin these.
We're going to need another empty.
So in the next video, let's work on creating this other row of spokes.