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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 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.
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