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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 quads from the N-gon that we created in the previous video. So, if we open up file, chapter two, F-one quads, let's take a look at the layer structure on the right hand side. You'll notice that, at the very top, we have a layer called body quads. This will be the end result of this particular video. So, let's go into the Top view. Let's hide the reference image, let's hide the body quads layer, and let's make visible the body footprints. Let's select this, and let's go ahead now, and start creating quads from this N-gon.
So, let's zoom into the corner. And I'd like to try and start with the most obvious quads. So, let's go to Edit>Mesh>Interactive Split Tool, and let's just start dissecting. This y t say yes and keep us in the command. Every time I click, and then just come back to the y. And at the bottom, these ones are quite obvious, and from the very top down to here, like so, and now I'm going to move across the polygon like this. Y. We're not worried, really, right at this moment, to have all these vertex points nice and regular and clean.
We can do that very quickly at the end, and I'll show you how. I'm going to put one more, right through here, like this. So, we have quads in everything except for this one area here and we're going to just go ahead and put one split right down, like so. Q to quit the command. So, now we have quads for the complete pass and we're just going to very quickly tidy up all these vertex points. Let's use the methodology we used in the previous video, which would be to just right click, vertex points, select all these vertex points here.
And because we are moving in the y axis, I'm going to go up to y down in zero then w and I'm just going to move them up like so. Do the same for this row, do the same for this row. And also, while they're moving, if you want to snap to the horizontal coordinate of this vertex. We can press v and then just snap like this. Let's do this one as well. it's a very simple work flow.
That ties up these points, quickly like that. So, this is the end result that I've achieved here, your result may well be slightly different. That's quite fine, we can actually go ahead and tweak these points at a later stage. So, let me get to this stage, now we're ready to extrude into a solid.
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