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Once you've drawn your initial product design, it's time to take it to a 3D program for modeling. Veejay Gahir takes the initial sketch of a Formula 1 steering wheel from the first part of this series and shows you how to model and render a fully realized version in Maya. He shows how to import the sketch, use box and freeform modeling techniques to create the basic shape, and add details like buttons, dials, and decals. Finally, Veejay shows how to add texture and lights and render out the final view of your model.
This course uses an F1 wheel as an example project, but the techniques can be applied to any other automotive or consumer product. For more information, watch the first part of this series, Sketching an F1 Wheel in SketchBook.
This video i'm going to show you how to add the recesses, onto the body for the buttons and dials. To chapter three, let's go straight to file 03_01_F1_Button_Recess. If we take a look at the layer editor on the right hand side, the very top, this is going to be the end result of this particular video. Let's hide that layer and open up the next two layers, to show the cutters and the chamfer. So we're going to use the Boolean operation for this particular example. Where we would select the body, and then we would select the cutter, and perform the operation.
So before we get started, I want to show you something on our shelves at the very top. You'll see that I have a shelf called F1 Shelf. If you haven't had a chance to populate a custom shelf for yourself, you can import my one, and you can start using this to show you how it can speed up the workflow. Simply go to the left hand side into the arrow, let's go to Load Shelf. Go to the desktop, exercise files 03. And in there there's a folder called F1, and there you'll find the mel script for the F1 shelf. Once you've loaded it, you can change it, you can move the icons, you can delete them, it's entirely up to you.
So let's get started with this cutter operation. I want to select the body, hold the Shift down, select one of the cutters, And then I'll go to Mesh, Boolean. let's tear this off and I'm going to use the difference command. If you look at the options there's very little options. We're going to go with what we have. And you'll notice when I flip this round, this is not the result that I'm looking for. So let's take a look at what the problem could be. I'm going to z out of this command. Now Boolean operations are very sensitive to the normal directions of the faces.
So, let's just check those out. So, i'm going to select the body. Let's go to Display, Polygons, Face Normals. We'll look inside the cavity here, you can see all the normals are pointing inwards. We're going to reverse these. Let's go up to Normals, Reverse. Let's perform that operation again. So I'm going to select the body, hold the Shift down, select one of the cutters, and then say Difference. And that's exactly the result that I'm looking for.
With the body still selected I'm going to hold Shift down, pick another cutter, and just press the g to re-execute the command. Shift+Select+G. So we're going to work our way, through this part like so. And that is exactly what we are looking for. So in the next stage now, we're going to tidy up these vertex points to make quads.
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