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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.
In this video, I'm going to show you two distinct workflows that we're going to be using to create this F1 wheel. If we go into a top view. And let's just create a very simple entity, like a circle. And hold down the x, snap it, and release. Let's go to the scale tool. Now let's just create an ellipse like that. The first method I'm going to use is called box modeling. So let's go to polygons, let's double click on Cube. Right now I've set it to a true cube, which is 22, 22, 22, all the same dimensions, and then let's say Create.
Scale it down. I want to move it to capture just the inside edge of this ellipse. Let's take it down a little bit further and then let's shade it and we'll put wire frame on shaded. Let's go into our perspective view. And the same, we're going to go, shaded, wire frame, unshaded. Right now, I'm going to click on this face, and then, just select that face, go back to my top view, and now, I'm going to extrude this cube. This is the icon for extrude. Let's use the blue arrow, which is perpendicular. We will move.
And then w to move up, and then e to rotate. G will execute the extrude command again for us, so simply press g. Move. Rotate. And we're just going to go through the same operation like so. And we'll do one more like this. Now one of the big advantages with box modeling, as you can see here is that everything we create starts off as a quad. So it's a very clean method to use for modeling. Let's go back to our top view, I want to q out of this command and I'm going to go to a new command under mesh called create polygon tool.
Let's take a look at the options. I want to reset this and I'm going to go with the default options. And this command here all I want to do is simply click along the outside profile, like this. Then I'm going to jump to the interior of this ellipse and again the same number of vertex points I'm going to click like so. Enter, to exit. And you will notice now on this polygon, we cannot see where those vertex points are. It's not very easy to find out where we digitized each vertex point.
So there is a way we can actually help ourselves there. We can go up to display, polygons. And then, vertices. So these are just temporary graphics that come up to help us in the next step, which is going to be dissecting this, using the interactive split tool. So let's go to, edit mesh, interactive split tool. Let's look at the options. We're just going to reset. Let's go with the default options, and you'll notice we have an orange marker that appears, that snaps to these vertex points. So, click, click the next one, and then, just say yes to that, or Y.
Let's go right the way through. Y will keep us in the command, so, I'm just pressing Y every time I want to execute that. And then Q to exit the command. At this stage I'm going to right click over the parts. I'm going to go to vertex mode. That's just window over a vertex. W to move, and then just fine tune these like so. I always try to have a nice radial flow of my vertices. In other words, I don't really want to see this. If I can avoid it. And let's drop this one back here and then right click object mode and select that polygon now.
Let's go back to our perspective, the icon to extrude is this one here. Let's just go ahead and extrude. Now, we're going to use the blue arrow, which is perpendicular to the facet. Then we're going to move it down like this. Then we can right click object mode, select W, and then we can move the whole entity up like so. So this is two distinct different work flows. And we're going to be using a combination of both as we move forward with this project of creating the F1 wheel.
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