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Creating the paddles

From: Modeling an F1 Wheel in Maya

Video: Creating the paddles

In this video, we're going to model the paddles for the F1 wheel. In chapter 5, let's open up scene 05 01, F1 paddles. So right now, let's link these 2 paddles on this side. In this case I missed the handle, so I'm just Okay the handle itself is obscured mainly by the red handle in the main body.

Creating the paddles

In this video, we're going to model the paddles for the F1 wheel. In chapter 5, let's open up scene 05 01, F1 paddles. So on the right hand side, we have a layer structure and this is a snapshot of where we are in this particular project. So right now, let's link these 2 paddles on this side. The opposite side, holding the shift down, I'm going to select the image plane, hide unselected objects. In this case I missed the handle, so I'm just going to select the handle and then go to hide selected. Okay the handle itself is obscured mainly by the red handle in the main body.

So we're going to have to take some guessing work on exactly how the handle would look. But typically, this information will be provided in a drawing by engineering or human factors. So let's delete these on the left hand side and let's create a brand new handle. Let's go to polygon cube. I want to move and let's scale like this. Now let's go into our perspective. And let's scale that back down like so. I want to select a face.

Back into the top view, W-2 move and let's just move it out to this position here. Now I'm going to extrude again, so I'm going to go back to my extrude command, extrude one more time, E to rotate, and W to move down just a fraction like so. Let's G to re-execute the extrude, and we're going to stop right here. Q to Quit. Now we're going to put some splits into this. So back into our Insert Edge Loop tool. Let's just Reset that. I'm going to put one split right down the middle there, and one down the middle here.

Q to Quit. I can select this edge completely by double clicking it, R. Let's just scale that up like this. going to put one more split right in here Q, and I want to select this edge. And I'm going to scale this as well. We can also go to vertex mode and then just move these vertex points to their appropriate positions like this. Remember, this is a constant case of just tweaking and adjusting. So this point here, I'm going to smooth this model, so let's just go to Object Mode, press Number 3, smooth.

It's not too bad. We can go back in and just readjust these like so. And if need be we can go to X-ray mode which is this one, so we can still see the image underneath, and that's looking pretty good. If we go back to our perspective view, let's remove the reference image we can see it's very soft and rounded. So, we're going to go back to object mode, press 1. Let's select these faces and we can move those down.

Let's see what kind of effect that has, like so. We can add some edge loops in. going to put one in here, and one on this side. One on either side and then I'm going to put one in the horizontal orientation like this. Q to quit the command. Let's go back to object mode and 3 to smooth. We need to put one more in at the edge here. Q to quit, object mode and 3, and that's looking quite good. We can go back in there and continue to fine-tune this.

Bit that's taking box modeling from a cube into the shape that we are looking for. The lower portion is exactly the same methodology, And on the opposite side you can see this is what I've done for this particular model. It’s a very similar methodology, but during the smoothing process that will give you an indication of where we are and then we can fine-tune from there. So once it's set up correctly we can just go ahead, hit W, and we can move it down.

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This video is part of

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

41 video lessons · 1094 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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