Blender Modeling a Realistic Tire/Wheel for Beginners | Auripher ∞ | Skillshare

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Blender Modeling a Realistic Tire/Wheel for Beginners

teacher avatar Auripher ∞, Creator

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction!

      0:49

    • 2.

      Modeling the Tire and Rims

      66:08

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About This Class

We are going to create a realistic wheel in Blender. Everyone can follow this class since it covers the very basics of blender and everything you need to follow the different videos. Even though it is advisable that you know your way around Blender a little bit for better understanding of the concepts being taught during the class. I want to make it as enjoyable for you as possible since I know for a fact that Blender may be very confusing at first. Hence, I showed all the shortcuts on screen and explained all the procedures so you can clearly understand all of my actions.

We will learn about:

· Lots of essential tools and tips

· Modeling

· Modifiers

· Advanced high poly editing

· Realistic approach in Blender

My intention is that after ending this class, you will be able to create wheel models on your own and feel much more comfortable while using Blender.

It has been an honor for me to help you. Feel free to ask any doubts or even post your final results, that would make me very happy!

~ Auripher

Meet Your Teacher

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Auripher ∞

Creator

Teacher

I'm Auripher, a 23 year old seasoned video editor and digital content creator from Spain. I started my creative almost a decade ago, it was my passion and enjoyed learning new techniques every day. Now, with thousands of hours of experience, several courses taught, lessons, made videos, social media posts and tons of content created, I have achieved my dream level of skill and want to share my journey. The time is now and I'm here to help all of you. Let's collaborate and stay in touch, we will reach far together!

LIVE - CREATE - INSPIRE ?

Contact me: auripher@gmail.com

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Transcripts

1. Introduction!: Welcome everyone to this class. Today, we're going to learn how to create this tire that you are seeing now on screen in Blender. This will be a step by step tutorial, and you can follow along even if it's your first day in blender. Also, at all times, you will see on screen the kits that I'm using so that you don't get lost. This is a high poly tire, and we will start it by just using a simple plane. And we will edit this plane, give it a shape, then apply some modifiers, and at the end, we will achieve a very nice looking wheel. We will learn a lot of useful techniques to achieve realistic looking tires, and you can use this tire in any of your projects for your cars, trucks, robots, or anything else that includes a tire. We will also add some simple rims and materials so that you get to see how to customize this tire for your projects. So without wasting any more time, let's dive into it. 2. Modeling the Tire and Rims: So here we are in this new project, and we're going to start by deleting everything. So we're going to press the letter A to select everything and press delete. And now we have nothing here on the scene, but we will create a plane. So to create a plane, shift A mesh, and we add a plane. And with this plane, what we're going to do is that we're going to edit it. But first, we will add a mirror modifier so that the tire will be symmetric, and this will save us a lot of work. So to add the mirror, we will leave the plane here as it is. And we're going to go to top B by pressing number seven on the numpad, and we're going to go to edit mode by pressing Tab, and we will add a loop here to cut the plane in half. We can do this by pressing Control R. And this will place a loop. We can press right click so that it goes in the center, and now we have the plane split in half. What we want to do is delete half of it. So I'm going to delete this left side, for instance. I'm going to select this phase with number three selected so that we can select the pace. And we're going to press delete in phases. Now we just have half of the plane here, and we will directly add the mirror modifier. So to add the mirror modifier, we go into Object mode. We go here to the modifier stab. We click Add Modifier. We can type mirror, and by default, mirrors along the exacts, which is exactly what we need. So now we have everything set up. If you cut the plane, along the axis here, you would need to meter along the Y axis, so you wouldn't need to change this. But what we want to make sure is to enable clipping here, and we can leave merge on here because we will need it probably later. And you can leave the merge on here. It can be useful. So what we will do now is to start modeling the tire. So if you're asking, how will we make the tire out of a plane? Well, there is an interesting concept that we can use here, and it's a good technique to edit something like a tire, which is symmetry, and it has a repeating pattern. So let me just draw it here so that you can get an idea. And I'm going to just try to make an example here. So imagine that this is our tire seen from the side, and this is the center of the tire like this. What we're going to do is that we're going to edit just a section of this tire, let's say, some part here, and I'm going to change color here. And as you can see, what we want to do is create something like this. So what we want to do is that we want to actually edit only this part of the tire that's within these two lines. We're going to change again the color so that you fully get the idea. So this red part of the tire is the one that we want to actually model. And then we will use some modifiers to duplicate it and bend it so that it goes around 360 degrees. And then we would just be pasting this thing that we have created. Along the tire. And by using maybe 20 or 30 or 40 of these segments, we'll fully create the tire and it will snap perfectly so that it looks seamless and perfect. So now I hope that it's a little bit more clear. And basically what we are doing all of the time is model this red section, which is a part of the tire and don't worry if it's flat because we will bend it accordingly, even though if it's a very small segment, let's say that this angle here is small, it means that this will almost be flat, but not entirely flat. Anyways, I'm going to erase this And you can delete the annotations by holding down Control and clicking. So another iter be more clear, let's go back to the object. And I'm going to go to edge mode by pressing number two, and I'm going to select this edge, and we're going to extrude it so E, then X, something like that. And what I will do is I will adhere to loops. So control Rs, curl the wheel, and let's place it here in the center by clicking right click. What I will do is that I will just move this one a little bit to the left. So double tapping G, G and G again. Now we can slide it somewhere here, close. And this will be the center of the wheel, the part that we divide it into. And here I will add another loop here, and we can now play a little bit with the loops. And here, there's something very important that you need to consider. And it is that when we are modeling this tile, we want the profile from the bottom to follow the shape of the profile on the top or the other way around. Why do I say this? Because let's see that if I select this loop and I press G, then Y? Can create this pattern here. So now if I go back to Object mode, we have created this. So if you remember from what I didn't draw before, we'll basically duplicate and paste this section of the wheel a lot of times. So if you press Six D and duplicate it and move it along the Y axis, you can see that we have this part of the tire and we want it to perfectly snap here. So as you can see now, it perfectly snaps. And this happens because we have moved both the top and the bottom together. And that's because we have pressed G and Y while having both vertices from the top and bottom selected. If, for instance, now I go to the vertex mode by pressing one and I press G, then Y with this vertex. Because I have moved this up, this upper profile doesn't snap or doesn't fit nicely with this one. So if I go to Object mode and press Shift D and move it along the Y axis, you can see that this it doesn't snap. There's no way that you can snap it. And even if you pressed it on top, it doesn't snap either. And here we have a problem. So that's very important. Whenever we make adjustments here, we want to make it in both sides. So if we move this towards the top, so G then Y like this or like this, we want to always select both of them. Otherwise, they will not fit like this. They will fit perfectly. And this is very important. So always keep in mind and never make adjustments to only one of the sites like this because then you lose the proportions, and it doesn't snap anymore. So always consider that. We're going to press control until here. And I'm going to show you one trick before continuing. And it's especially very useful in cases like this now where we are quite sensible to making any mistake. And then if we realize this a little bit later, we need to go back to fix. So we're going to go to edit and we're going to go to preference And what we're going to do is that we're going to go to system, and we're going to increase here the undo steps. This is very useful because by default, the number is quite low. And this by increasing it a lot, they have 150, but you can add much more. This will make it possible that after editing a lot, if we realize a mistake, we can go back 150 times by pressing Control set. And this is very nice because we can just fix a mistake that we have committed a long time ago. So increase this quite a bit, and we will be probably using it a lot because otherwise, if it's like a 30 or something, sometimes you realize a mistake and you cannot just go back. You will press control that, but there will be a point where you've not to go back anymore, and it's very annoying. So this is very convenient here, and now we can start. Since we want the wheel to be quite realistic, we will need to add more edges to make the shape smoother. So we're going to start by just moving this down to G and Y. And what we want is that we want these edges, this transition stability bit smoother. Right now, it's very sharp and also here, this is a very sharp turn here. So we can just add some bebl. To do this, we can just select this edge and press Control B, and we can turn the wheel to add more edges. But for now, I'm just going to do one here. Because we don't want to add so many. Otherwise, we will have faces that are very small, and it will be trickier later to cast the shadows and to get the bevels, right. So see that if I press the control be here, it's good if you want one or two. But if we add a lot like this, we have these faces, but they are very small, and then this can cause problems if we want to bevel because the faces and edges will overlap, and this will be very hard to fix later. So we're going to try to keep it as low as possible while still making it look good. So here, maybe I will adjust two like this. And you can see that we have a quite harmonious shape, which looks very nice. Now what we can do here is that we will extrude this again along the X axis. And what I will do is that I will move this a little bit closer here, and maybe this one as well, a little bit closer. I'm going to select this entire face holding number three and G along the Y axis, and I'm going to move it down like this. So we are creating this interesting shape. Here I will add small bebo. Something like that. I'm going to select this edge here and I'm going to move it a little bit along the X axis, so G x. And what I will do now is that I will change the view and I will go down like this or press number one, make sure that this edge is selected, number one, and I'm going to press G then Z like this so that we're going to start creating the side of the tire. I'm going to press E, then Z to extrude on the Z axis, and you can see we have this. We're going to press E again. And what I'm going to do here is first select this edge and add a bevel here. Maybe even three times here. One again. We're going to select this edge here on the bottom. We're going to make it relatively straight like this. Maybe at Some sort of curve here and now we're going to start closing it. So something like this, like this and we're going to finish it here. Now, what we're going to do is that we're going to add a bubble, I would say in these three parts here, maybe not here at the end. We will add bubble here for these two, small, something like this. I think that I will add small one here. So clicking it, Control B, something like that. And I think I will move this one here a little bit down. So G, something like that. If you hold down shift, remember that you can make these subtle movements. G, while holding down shifts is much more convenient. So like this, as you can see, this starts to look a little bit like the rubber part of the wheel. And then the rim of the wheel would be down here. By the rubber part, I mean the part of the wheel that's not the rims. So if you make the wheel, this would be the rim of the wheel. Something like that. And all of this is made out of rubber, which is what we are designing. Not the center. This would be made out of metal, and we will do it later just to clarify, and now we can continue. What you want to make sure, though, is that the proportions are right. This is very important. So you have to kind of imagine the size of the wheel. So this wouldn't make sense if I just go press S and Z. This wouldn't really make sense because, yeah, looking from the top, it can be right. But there's no way that the tire depends on the purpose, but usually the tires are much thicker on the side. So you kind of want to have this right. And something like this, I feel it looks quite proportional. So now we have kind of the general shape. What we want to do now is to add some extra details. And these details will be like relief or, let's say, stuff that comes out of the wheel. Let's say, like topography, kind of, we will extrude low faces up so that they are like the things that the wheels have. They are not entirely flat. They have certain patterns that they make the wheel have more grip and this is what we want to do. So let's go back to top view. So here on top view, what I'm going to do that. I'm going to select this edge here on the bottom, all of it. You can see all of the edge, and I'm going to extrude it. So along the y axis, something like this. And this will create some separation between the extruded parts, which will be those faces and the non extruded parts. We will not extrude anything from this edge. Otherwise, if we were to extrude and not leave a gap, then it wouldn't look like we have extruded. We would just make the tire higher, but we want to leave some gaps. You will see exactly what I mean with this thing that we have left here, these extra faces extruded later when we start applying the array modifiers. So I'm going to select these two faces, and I'm going to extrude them upwards. So E and Z, Z something like that. But what we can do is that we can select all the faces that we want to extrude. Let's say this two as well, and maybe this, something like that. Even this one. And we will extrude them along the axis or E and Z. Something like that, we can always change this stuff. But for now, I think it looks good. So here on this side, if we go back to front view, this might not look proper now, but don't worry. This is how it should be. But maybe you want to actually make this edge, follow a little bit more the round shape. So we want to just move a little bit, this edge here, going to one, front view and pressing G on the X axis, we can kind of follow the curvature and z a little bit, like that. Looks a little bit better. And now we have this shape. It starts looking good, but it's a little bit hard right now to see the geometry. You can see that if I'm looking like this, it's hard to see when the edges change like this here. You cannot really tell that there's a gap here, especially when looking it here. And if you go to seven, it just looks flat and this is not really convenient here because we really want to see what we are doing when extruding. So we can go here and we can enable cavity and we will enable also depth of fill. We can choose the type to both. And you can see now it's much more clear when we have these edges and these extrusions. So here we can continue adding some details. So I will go to top view and remembering that we always need to edit on both sides. So whenever we move the top edge, the bottom edge has to follow or the other way around. So maybe I'm going to press G and Y here, and I will add something like this, and I will add a bebel here, maybe even two. And what I want to do now here as well, is to add some bevel to make it look a little bit smoother, and we will not have this very sharp 90 degree edges here. So to do this, we want to bevel these top faces, but we don't want to bevel this in the middle because if we press Bble now, you can see that we are also bebling here in the middle, and this adds nothing but extra geometry, and it will create some issues because if I even increase it more the bevel, you can see that now we have weird things art ing. This is not what we want. So we only want to bevel the surrounding faces and not the faces that are inside. So only this, for instance, we can do the same here by holding down shift like this. We'll select the top faces. Here we can just click Shift and hold on control and shift and kind of go around like this. But here we can just press shift. If we hold down Control and Shift, it will just create the shortest path between one edge and the other between the last edge and the one that we are selecting, and it can be convenient. But here, it's a little bit tricky sometimes because there are more edges that go around. So if we select this edge here and we want to go here, it will take this edge here as the shortest path. But if we select here on the side, and then this edge here on the bottom, the shortest path from this edge to this edge are the edges here on the side, which makes it very convenient because it will select all of this line that we're trying to select. So now what we're going to do is press Control B. Then add slide bubble. Not too much, something like this. If we go to front view, this is a good amount, I would say. And now I will make some last adjustments. First, I would want these things that stick out to be a little more square shape. So we can just increase the scale a little bit on the Y axis. So we're going to go to Object mode and press then Y. Something like this, they look a little bit better. And to add a little bit of a difference so that these two are not so similar in this one, I will actually select this phase, and we're going to kind of go back to where we were at the beginning without extruding this phase. So in order to do this, we could press Control set a lot of times, but we would lose all that we have created here. I just want to go back on this part. I'm going to select this phase and this phase, the two, and I'm going to press Control plus to extend the selection, and I will press it once more like this. And you can see that we have selected all of this extrusion here and I can now delete these phases, but first, I will diselect these two edges here like that, and I actually will delete this selection here of the edges of the bottom. Like this. And now I can just press X and delete the edges, and we have this. So now if I go to Vertex mode, I will select these four here, press F, and this four and press F. Now we were back at the beginning. Now it's quite convenient. And I'm going to press Control R here, and I'm going to create two loops, and I will leave them here on the center. Maybe I will move them a little bit closer. So I will select both of them and scale them on the y axis, so S the Y to make them a little bit smaller. And I will select these two and extrude them. So I will go to side and I will extrude them exactly the same level as this one. To do this, we can use snapping. So if we press E, then Z. It's a little bit hard to make it exactly as high as this. We can go very close, and now we press E and Z. We can move it kind of to match this, but we can use snapping. So we click this and we will snap it on this edge. We'll use this edge from this space here to determine the height of this one. So I will select edge here. I I press G out and then Z and then place the mouse here, you can see that we have the exact same height here, which is very convenient. And then these two faces, I will beble. So control B and beble. And for the beble we cannot really snap. We can do something like this. And then we could just go to Hemode and press G, then Z and match this one here. So now we have something like this. I like how it looks, and I think that this is looking quite good. I'm going to add just one last detail here that it's quite nice at the end, is that I will go to this site here, and I was like, let's say this one. Maybe I will move this a little bit lower. So GG, double tap G and placing it somewhere like this. And I will select these two edges, and I will press Control B. Something like this, and I will extrude them outwards. Just very little. But first, I will disable sting, and I will extrude outwards a little bit. So E, something like this, if they are acting weird, you can just at E and extrude wnrmals. This will fix it. So just something very slight, something like this, and that's maybe even too much. So oat E, like this. And if we have done this, we will delete those pass. So clicking shifts, clicking all these four phases three and four. So X, delete phases, like this. And now I'm happy with the look of this. So it's time to add the modifiers and start replicating the shape of the wheel. So this is very simple. We are here in object mode, which is where we have to be. We're going to minimize this mirror for now, and we're going to add another modifier, which is called array. It is. And you can see that it copies the same object on the side, kind of like a mirror again. But see that it's placing it here on the X axis next to it, and this is not what we want. We want to place it after this, so it has to be positioned on the Y axis. So we're going to type zero on the X, and we're going to type one on the Y, and it will not be exactly one, but this is the separation between these origin points of the object. So I'm going to go to the side view by pressing number three. And we have to reduce this factor of Y. Maybe for you, it's different. It will not be the exact same number, but we want to adjust it so that they match perfectly so that they touch one to the other, but very slightly. So I'm going to show you how to do it. You hold down shift to make it slow and you kind of drag it down or up until they are very close. Something like this. Now, you can see a little bit if you increase the count. How the wheel will look. And this will be kind of the pattern of the wheel, which is quite nice. But for now, we'll keep it at two, because what we want to do and it's very important is to make sure that these are as close as it's humanly possible. So I'm going to just separate them a little bit now, and I'm going to go very close here, very, very close to this edge like this. I zoomed in a lot, and now I'm going to start moving this again. And when you see that it starts to get close like this, what you're going to do is that you're going to press Shift Z so that you go to wireframe or you can press up here to wireframe. It's Shift Z, not Control Z. Don't get confused with these two because otherwise, you'll go back. And what we are doing is that we're moving this edge here towards here. You can see we want to move this here until they are one on top of the other. Okay? They will never be exactly one on top of the other, but we want them to be as close as possible. So we will start moving this a little bit, decreasing it. And as you can see for me, zero dot 85 places these two edges very close to one another, but it's not close enough. I want them to be much closer. So now if I drag here, while holding down shift, it's not going to work anymore because the step of the movement is too big, so I will have to start writing and adding more decimals. So eight dot five, and I will try typing number three here, 0853. It's not enough. So I will actually need to drop it 0848, something like this. And this, you can see that it has placed this edge that was before on the right side. Now it's even too far away. So I need to place it a little bit further back. So 849, you can see now they are very close. So when you are something like this, what I want you to do is that you need to get even closer. So let's zoom in. And moving. And if you use them in a lot, you will see that the edges start to be far away again. And now I will move this a little bit more. So 849, two, for instance, this is too far. So 8489. So this is starting to look very close. 08489, and I will try putting four. And as you can see now, this is very close. And this is what I usually do. I go up to five decimals of trying to be as close as possible, and you can go another one. But this is right now extremely extremely close. I will go back and zoom away and just press T Z. And like this, if we increase the count, we can make sure that they are super close to one another, and this is very, very convenient. What we will do now is that we will increase it quite a bit. And as you can see, this will be the pattern of the well. You can always still go back here and change. So if you go to Edit mode, you could just select certain things like this. Let go to Vertex, and I could just press G then Y. If we want this to be smaller like that, of course, then we would need to go back and adjust the factor. But if we just go here and scale it down on the Y axis, for instance, the factor will remain the same. So you can kind of achieve a shape that you like. So that's why I will kind of want to make it a little bit more square shapes, something like this. I think it looks good. I'm going to verify that this is still very close and it is, okay? So, something like that. And now what we want to do is that we want to actually bend this so that it kind of goes around in a circle. So to do this, we need to add crater modifier, which is called simple deform. Simple deform. And as you can see, this looks super weird now because it doesn't have the right settings. So we want to go to bend because we want to bend this array in a circle, and this will not look good still, and it doesn't matter if you change the angle. This is not what we want to do. What we want to do is that we want to add an object here so that it has an origin for the bend that will determine how to bend this array. So we have to go to Shift A and making sure that we are in object mode. We will add an empty plane axis. And now when you select this origin, you can click here and select the empty. And now when we rotate the empty along the X axis, because we want this array, this array here to be rotated along the X axis so that it will kind of go in a circle. You will see that if we enable the form, you can disable it here. It's quite useful sometimes to see what's going on. But now if you select the axis here, like this and you rotate it on the X axis. You can see what's going on. We start to kind of get the shape of the wheel. In fact, what you want to rotate it is -90 degrees, so -90 like this. And you can see what we have. This is starting to look quite good. But here is when we need to actually open again the array. Also, we need to turn on merge here, very important this option. We will increase the count a little bit, and we will increase the angle to 360 or you can just drag. But you will see what we achieve with this. See that now at 360. First, it doesn't actually connect. Okay? This is completely fine, and it was expected to happen. So don't worry if it doesn't connect, we will fix this now. But with the count, you can actually decide a little bit how big you want the wheel to be. So if you increase the count, you can see what happens. Now here it's a matter of actually choosing the proportions that look good to you. If you go too much, then the wheel starts looking very out of shape, very weird and not realistic. And if you go too low, it kind of looks way too thick. It depends. If you want the wheel to be for something very robust and like a truck, maybe you want the wheel to be a little thicker. If you want it to be a car, maybe something like this is okay. But we're going to go for an in between. So something like this, I like how it looks. I want my w to be quite robust. So I will decrease it a little bit. Maybe 44. I think it's a good shape. I could see this wheel existing in real life, as well. So I like how it looks now. Now we're going to fix this here. Also remember that you can still go back to Edit mode. And if you want, you can just press S and skelet along the axis or however you want, and you can still go back and modify certain things. So if you want, you can just, for instance, select this and extrude the inside. And if you want to place like something like this, maybe it's quite nice. I will just maybe extrude it down a little bit, maybe even this one. Extrude inside. It looks good. I think it looks quite good as well. Is that an extra detail. Now what I will do, maybe is that I will go to Toby and I will scale it down on the Y acid so Y a little bit. And I will move this edge GG little bit closer here. And maybe this edge as well here that's kind of falling behind Gigi and I will place it here. This kind of adds like an interesting bubble. We could select also these edges here on the top, like this and add the bubble. But for now, I will leave it like this. So now we will fix this gap here. So we're going to press number three to go to the side view, and we want to connect this. So what we have to do here is exactly the same as we did with the factor. So I will minimize the array here, and now we have to increase the angle a little bit more. So in order to do this, if you drag, you will see that you cannot go higher than 360, but you can type. Higher. So let's go 361. You will see they get closer. So we're going to zoom in a lot, something like this for now. And I'm going to perceive that and we want these two I just to be close. If you don't see properly enough, you can just select the object and perceive that, so they will become orange at least, and you can see them. So 361.5. Now that's a little bit even too much. So if I go dot four, it's not enough. We're going to zoom in a little bit more, so it will be probably 45. Yeah, a little bit more, 45 and another five exactly. Now they are very close, but just if you think that they are very close, go and zoom in a lot, and you will see that they are quite far. And I like to put again, maybe another decimal here. So five, five. Let's try three or four. It's not enough. Maybe seven. It's not enough. Maybe four, five, five, and eight. You can see that they get rounded the numbers, so sometimes you need to delete so four, five, five, and nine. Yeah, I think this is close enough. So now if we zoom out and press siivee, you will see that this is how it looks. But we need to make one final adjustment here because even though these vertices are very close, they are still not connected, and we want to connect them so that the tire is a continuous object and it doesn't have any gap or discontinuity here because even though they are very close, they are not connected. So we want to connect this of course, save us a lot of issues with the shading and the materials. So what we have to do here is that once we are happy, let's make a check. I'm happy how it looks. Maybe I want to change one last thing is that I don't like this thing on the center, this gap on the center, and I think it's a little bit too thick in comparison with this on the side, that are a little bit smaller. In fact, they are not really symmetric here. This gap here is smaller than this one here, and this one here is the largest one in the middle. We can adjust this a little bit quickly, but the one I'm more concerned is the one here there. So to change this, I'm going to go to Top B. And I'm going to actually hide the simple deform and the array. So now it's much easier to work with. We can see we have this empty object that's kind of here showing, and maybe these lines are getting you confused and you are thinking that these are edges. Just you can hide it. Now, you can press the letter H or hide this. But we're going to rename it first, and we're going to bend origin maybe like this so that we know and I'm going to actually add empty empty. Like this, so that we know it's an empty object, and it's for the invent origin of this modifier. And I'm going to change the name of a plane to tire. Okay, what we want to do now is, as I said, we want to make this a little bit closer. So what I want to do is I want to select all of these edges here. So all of these and move it towards here. So this is very simple if we go to top BO like this, and we can press heap that and switch to vertex select, and I'm going to box select all of this. If you don't have box select enabled, you can go here to this tool and press all W, and it will change till you have the box select here like this, and I'm going to press G then X. Sap set now you can see that the gap is a little bit smaller, and you can change other stuff if you want. Maybe if you want this to be different hep set, you will move this slightly egg, but not too much. Something like this looks good. Maybe we can even remove this line here. So if we hold down and click Control X, we can get rid of it, and maybe now we can press like this, use that and move all of these on the Xaxis. But I will not really do it because we lose a little bit of resolution here and it looks a little bit worse. Maybe we could do something with these two ages so maybe you select these two and we press later I two inset. I mean, we can extrude something, but this is up to you. I will leave it like this, and I will enable this two again. You can see now it's better. There's no big gap anymore here, which is good. And we have this good looking tire. That's very nice. So now there's a very important step to do, which is to apply these modifiers. But what we're going to do is that we will enable, again, this empty object. So you can see it here. Little bit hard to see. It's very small. You can always scale it up if you want, so you press S. You can actually now sit a little bit better. What we want to do is that I will select both of these. So both of these selected, very important. And I will just make a backup. I will just press Shift D and move it along the X axis like this. And with these two selected, there are copies here. You can see 001, tire 001. I will press the letter M, and I will click here new collection, and I will name it tire back up. Just in case we need to fix something later because remember that when we apply the modifiers here, there's no way back. And when we apply the modifiers, it's called destructive editing, which means that we will apply everything, and we will not have any more the control of disabling this, and we will not be able to go back to this individual piece. So even though it's necessary, we still want to keep this kind of as a backup. If we mess up something, we can always go back and use this again and duplicate this. And this is a very nice thing to have. But what we will do is that I will just hide it because we will likely not need it, but just in case, because as I said, if you go to this and to apply them, you go to the object mode with the tires selected, and you go from the first on the top to the bottom. So you put your mouse on top of the mirror and you press Control A, then Control A for the array and Control A for the simple deform. Nothing has changed, but check what happens when you go to Edit mode. Of all the vertices, everything here. So now this is a very high poly object. There's a lot of things going on, and now it's much harder to change anything here on the wheel. If we wanted to change the separation between these two, then we would have a problem because we need to just try to select everything here like this loop going around the wheel. So that's why we need to be happy with what you do before applying the modifiers. So when we are here, actually the middle, we don't really need to apply. So we can apply the array directly, but making sure that we have merged on like this. And then the simple deform Control A, apply. Now there's something very important here. I didn't apply the mirror because we can add the rims of the wheel by also keeping the mirror on. So whatever we do on one side of the wheel will happen on the other side. So if I just click two in edge mode and select this, if I press the letter F to fill, you can see that now we have the tire kind of completed, and it will copy on the other side as well, which is very nice. But I will press Control Z. Once we have this, there's something very important that we have to do, which is the fact that we still didn't connect the gap here that was think we still didn't connect this, and this is very important to fix. Otherwise, there's no way this will render properly because we will have overlapping geometry at some point. So in order to fix this is very simple, we just go and select everything. So in edit mode, just go to Vertex mode and press the letter A. Now what we want to do is to go to mesh, go here to cleanup and go to merge by distance. And you can see here, remove 30 vertices. You should see something similar. Otherwise, it means that whenever you placed your vertices very close to each other, they were not close enough to actually merge. So that's why we wanted to place everything so close up to four decimals so that they actually get merged. However, if they didn't merge for you, you can increase this a little bit, but not too much. Otherwise, you will start merging all the faces, but you can see that if you increase it a little bit, it starts, you can see decreasing and merging more and more vertices. So of course, whenever you use this tool, clean up And merge by distance, you need to make sure to have it at a very low distance. So 0001 is the one that comes by default, which removes 30 vertices for me. And I'm pretty sure the 30 vertices are the ones that are here. But of course, you can go select everything mesh, clean up merge by distance. If you apply it again, it shouldn't merge, of course, because they are merged already. But you can increase this a little bit. Maybe another decimal go very slowly, and then it should merge.