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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 take this handle base. We're going to create a solid from it. And we're also going to add some bevels. So in chapter four, let's open up file 04-03 handle solid. And let's go into our perspective view. Let's change this color again to a lambert. Slate and let's to the extrude command under the F1 shelf which is this icon here. Let's extrude it down and Enter. So now we're going to put some more splits right down the middle with the insert edge loop tool we're going to put one right down here. I'm going to put one right down here.
Out of those two. Remember we do have the option, unless I just want to eyeball exactly the middle. Double click, using multiple edges and then just saying 1 and can click here and click here, like that. And then this just reset the tool. So those splits go right the way through the pop, they do stop at the end gone, and that's typical of Maya. So now we're going to go to the interactive tool, and let's just finish that off. We'll say, yes. We'll say yes to that, and we'll go right the way through this part as well, so we're going to go the Insert Edge Loop tool, and let's just finish off this leg here.
I'm going to stop right there like that. Interactive, wait to accept Y to accept and then q to quit the command. So we have basically created quads for the whole model. Now let's go in and slick some edges. So, double-click, hold the shift down, double-click, the bottom edge, let's just check that we've selected everything, we have to do this side now, like so. And let's just, insert a bevel. Let's just leave the defaults as they are. We have no triangles, so that worked out quite nicely. Let's go back to our interactive split tool.
Go from here, down to here, Y to accept. Y to accept. And then, Q to quit the command. At this stage, let's do a quick three on the keyboard to smooth it. It's very rounded and bulbous on the end so we're going to sharpen those up. Let's go back to number one, insert edge loop tool, let's put one right in here, one there. One down there, Q. Let's go to Object Mode. Press 3, and that's a lot nicer. Let's go back to our top view. Layer editor, let's put on our reference image.
Now you'll notice this is a common problem in Maya, and this is a problem I've created. My reference image has lost its link to this source. So to correct this, we're going to select the reference image. Let's go to our attributes. Let's go over to the file, and relink that file. So the handles looking quite good, I'm quite happy with that. And that's completed now the next stage will be to fine tune this handle to give it some crown.
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