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Creating the button base

From: Modeling an F1 Wheel in Maya

Video: Creating the button base

In this video I'm going to show you how to create Let's select one of those bases, we're going to Now we're just going to go to object mode, select the So back to our F1 shelve.

Creating the button base

In this video I'm going to show you how to create the base for the rotary dials, and also the buttons. So let's go to chapter 03, and we're going to open up file 03 03 F1 button base. Let's select one of those bases, we're going to hide unselected objects, let's go to our top view. Press w to move, and let's move that closer to 0, 0, 0. Now in polygons, let's create a cylinder. If I double click, these are the parameters for this polygon, and we'll just say create.

I'm going to go into one of my end views down here, and then let's just set the correct height, select vertex press v, hover over a target vertex and release. Same again for the bottom. Now we're just going to go to object mode, select the component, and now we're ready to put some splits into this part. So back to our F1 shelve. And let's use the cyclone here for the interactive split tool. Let's go round the center portion like so. Y to accept, Y to accept. Im going to Q out of this command. Right mask button, select faces and then just delete those.

So we basically created a manifold part right now. So now I want to go back to the interactive split tool which is this icon. Put one split like this. Track over the top, and at this point I'm just going to return. So now I'm going to move some vertex points. This one to here, and this one to here. And then q to quit the command. So this is the overall shape that we're aiming for; now we just simply have to put a few more edge loops in there, and we're completed. So let's go here to this icon, let's double click. Now we have to sometimes double click on the left hand side down here to open up view options. And reset the tool, exit out of that and put one in here, one in here, put one over the top like so.

And one down here like this. Q to quit the command, so this should tie up those radiuses quite nicely for us. So, if I say object mode, press number three. That looks quite nice. That's exactly what we're looking for. Press one. Now I want to show all objects again. So, let's go to this icon. Let's just delete this one. So, we've created this out of Global 000 and we want to reposition it back into the correct location. So let's go to w, top view. The triad is right in the middle which is correct. So all we have to do now is press v, and then just move this button over like so.

At this point, let's go to our prospective view, you can see the button is sitting a little bit lower. So what I have to do now is press the v again to move this triad up to here. You'll notice because the triad is not at the top of the part this is still incorrect. So we need to move that triad to the very top vertex first. Just press insert. Press the v, hold on the blue axis, snap, and let's press insert again.

Now we can move the whole button down, but before we do that, let's press v, and I'm going to put my cursor right on this vertex point here as the target, release, and if we go to one of our end views, like so, We can see that is the correct height. These buttons here are very simple. They're just simply a case of putting in another polygon cylinder like this. Then in the top view, let's move it to the right location. Press R to scale. W to move. In this case, we don't need eight segments, so we can go to poly cylinder, and change this down to six segments.

And the reason for that is it is always better to use the minimum number of segments that you really need. then it would be a case of simply scaling this way, or we could go to the vertex mode. This, W, press v, blue axis, place my cursor right on the top, and that's at the correct height We could also do the same for the bottom. Press the V, let's set the correct height.

So that's the base for the rotary dials and the buttons completed.

Show transcript

This video is part of

Image for Modeling an F1 Wheel in Maya
Modeling an F1 Wheel in Maya

41 video lessons · 1374 viewers

Veejay Gahir
Author

 
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  1. 1m 30s
    1. Welcome
      57s
    2. Using the exercise files
      33s
  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 39s
    1. The main footprint
      1m 25s
    2. Creating quads
      1m 10s
    3. Create a solid
      3m 44s
    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
      58s
    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
      26s

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