Modeling an F1 Wheel in Maya
Illustration by Richard Downs

Modeling an F1 Wheel in Maya

with Veejay Gahir

Video: Comparing and saving renders

This video, we're going to take a quick discussion about how to fine tune some So let's go ahead and do a quick render of this model. Let's go in and check the size of this image. That's better.
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  1. 1m 30s
    1. Welcome
    2. Using the exercise files
  2. 17m 3s
    1. Setting the project defaults
      1m 24s
    2. Setting the scene units
      1m 57s
    3. Customizing shelves
      3m 8s
    4. Importing the reference image
      2m 26s
    5. Checking the footprint in Alias Design
      3m 19s
    6. Comparing different workflows
      4m 49s
  3. 40m 29s
    1. Using the Create Polygon tool
      2m 12s
    2. Snapping polygons
      2m 58s
    3. Creating quads with the Interactive Split tool
      3m 15s
    4. Creating a solid with the Extrude tool
      1m 47s
    5. Adding a chamfer using the Bevel tool
      6m 7s
    6. Understanding the Insert Edge Loop tool
      2m 47s
    7. Mirroring across the centerline with Duplicate Special
      2m 54s
    8. Alternatives to Duplicate Special
      2m 2s
    9. Understanding the Combine and Merge commands
      1m 59s
    10. Using the Merge Vertex tool
      5m 16s
    11. Using the software renderer for quick renders
      2m 29s
    12. Using mental ray for higher-quality renders
      3m 27s
    13. Understanding mental ray's Approximation Editor
      3m 16s
  4. 16m 39s
    1. Adding button recesses with Boolean operations
      2m 51s
    2. Creating quads using the Interactive Split tool
      3m 19s
    3. Creating the button base
      5m 23s
    4. Creating the button indent
      3m 39s
    5. Scaling the buttons
      1m 27s
  5. 11m 40s
    1. The main footprint
      1m 25s
    2. Creating quads
      1m 10s
    3. Create a solid
      3m 45s
    4. Fine-tuning the handle
      2m 45s
    5. Mirror across the centerline
      2m 35s
  6. 20m 56s
    1. Creating the paddles
      4m 46s
    2. Modeling the rotary dial
      8m 26s
    3. Modeling the center pad
      4m 35s
    4. Modeling the digital display
      3m 9s
  7. 18m 8s
    1. Create an alpha in SketchBook Pro
    2. Rendering exercise
      4m 49s
    3. Positioning lights and adjusting light attributes
      5m 18s
    4. Render settings
      3m 3s
    5. Comparing and saving renders
      4m 0s
  8. 26s
    1. Next steps

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Watch the Online Video Course Modeling an F1 Wheel in Maya
2h 6m Intermediate Apr 17, 2014

Viewers: in countries Watching now:

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.

Topics include:
  • Importing the reference image
  • Snapping polygons
  • Creating quads and solids
  • Adding chamfered edges
  • Mirroring across a center line
  • Adding buttons and handles
  • Positioning lights
  • Setting up your render
3D + Animation CAD
Veejay Gahir

Comparing and saving renders

This video, we're going to take a quick discussion about how to fine tune some of these components, and how to take advantage of some of the render settings. So let's go ahead and do a quick render of this model. That's sort of why it's taking a little bit longer than I expect. So I'm going to go up to my render settings. Let's go in and check the size of this image. We're going to knock that down to 640 by 480, let's check the render options, that looks good. I'm going to check my quality .25, so let's go ahead and re-render this.

That's better. So it's a little bit quicker. And I want to do some comparisons myself. So what I'm going to do here is I'm going to change the, left hand handle to a different color. So we'll set the handle. Let's go over to the Attribute editor. Let's go over to the blend. And I'm going to change the color of this, to a darker blue, like so. And I don't want to re-render the whole model because I only changed one component. So I'm going to go ahead and just render my region, which is this icon here.

So now I can do a direct comparison between the two. I can go ahead and fine tune, and then just render by region again. Another very useful function is to render using the Interactive Photorealistic Rendering, which is IPR. Here's a good example of this. Let's zoom into this rotary dial area with the decals, and let's go ahead and render. Now I notice some of my decals here are slightly off center, or in a slightly different position. For example this 5. And I need to adjust this. So I could always go in and adjust the decal in the re-render. It could take a lot longer.

So the first thing I'm going to do, is I'm going to go to my Layer editor. Go to Layers. Set all the layers to Reference. And now with my decal layer, which is this one here, I want to set that back to it's normal condition. So now I can just go ahead and select any one of these entities here and I won't inadvertently pick a handle or the body. So what I can do now is I can pick one of those decals, press W to move. Let's re-render before we start. I could save this image, then I could just fine tune it, and then re-render again.

You can see it takes a little bit longer, it's not giving me really good feedback straightaway. I could select a region like this, move, and use render by region. That's a better solution for fine tuning, but IPR allows you to window over everything. It jumps into wireframe mode first, then I can window over everything, it renders, then as soon as I move, it will update the IPR rendering like this. If that's still taking too long, let's go back to IPR.

And I can render a smaller region like so. So I can just fine tune and every time I move that decal, it will update. Some of the limitations of IPR, it doesn't always honor all the characteristics of Mental Ray. But once you got your decal in the correct position, I would just go ahead and do a complete rendering like so. Remember at any stage, you can save, you can move, and you can re-render, and then we can also compare that rendering back to the previous saved condition, like this. Once this saved, you can also go to this icon, and delete.

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