Texturing A Simple Tire

 
The tire and wheel I'll be texturing here is based on my "Building Simple But Accurate Tires and Wheels" article. The main differences are that this object has 36 points per section, with 12 sections giving me a total of 398 polys. I have selected the polys that makeup the tire and given them a rubber looking color. RGB 28,28,28. The remaining polys are a silver color for the wheel. RGB 192,192,192. No smoothing has been applied. It's pretty simple and could be used as is. I could add more detail with wheel nuts and studs but I want to keep the poly count as low as possible while keeping my "roundness". I could have just as easily used 24 points per section and reduced the poly count by 25%. The answer to adding detail while keeping poly counts low is the use of a good texture. Remember I am working in FSDSv1.6 but your modeling program should have similar methods for texturing.
 
 
I took a photo of a tire and wheel on a heating oil delivery truck and have removed everything in the background using my digital imaging program, Corel PhotoPaint 8. Then I resized it to 256x256 pixels. This takes care of the right or "outside" of the tire and wheel object.
 
 
 
My next consideration is the area of the tread. I had some images of different types of treads in my image library so I picked one that would look right.
 
 

In PhotoPaint I redimensioned the two images till I got the side image to 200 pixels wide and 256 pixels high. this gave me 56 pixels on one side for my tread. I resized the tread image to 56 pixels wide and then tiled them ont the Y axis and ended up with this. After I flattened the image I converted it to an 8 bit palleted format and saved it as a bmp file.

 
 
I textured the object's right side in the normal maner.
 
 
I could have textured the tread area with the front/back or top/bottom selections but it doesn't work real well. I found the the best answer was to apply the texture to each poly separately. To do this in FSDSv1.6 change to poly mode, select a poly, right click and select Texture.
 
 
Click on the Custom Texture button, then Texture Properties and navigate to where your image file is. Once you have assigned the file you will get a mapping window. The polygon is represented by 4 points connect by lines representing the edges. Move these points till you get the part of the texture image you want to appear on your polygon. Then repeat the process for the rest of the polygons comprizing the tread.
 
 
When your done your finished produce will look something like this.
 
 
Another example using the 15 point per section 7 section object on a model using the original tire and wheel process from my "Building Simple But Accurate Tires and Wheels" article but built in gMax. The whole model is about 2800 polys.