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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 our last operation, which was the Boolean operation. So, in Chapter three, let's open up file 03_02_F1_Button_Quads. So, on the right hand side, we can see from the layer editor, this will be the end result of this video. Let's hide this layer and open up the layer below. Let's go straight in to creating some quads here. I'm going to go in to object mode. Let's use our F1 shelf and this icon over here is the Merge Vertex tool.
So, I'm simply going to pick a vertex and slide it over like this. And the idea here is to just tidy up these vertex points and merge vertexes that look logically placed. We can always change these at a later date. So, as we move through this, we're trying to always create a four-sided polygon ideally. But in this case, for example, right in this corner, we may have to split this. So, let's go to the Split tool, which is this icon here. I can pick this point here and just say Yes to that. Q to quit the command. Let's do the same over here, I want to say g to re-execute, and then Yes, and this one we can put right down the middle like that.
Q to quit. So, continuing merging these vertex points. This one I'm going to undo. I'm just going to ahead, Q, let's go to Vertex Mode. I want to select that vertex, W, and let's just move it over here like this. Just Q that, let's split again. Using this icon, and then Yes, and then Q. So now, just move through the part, look for obvious quads, for example, here is a very obvious quad. Now let's just quickly go ahead and split that again And if you have to, there's no harm in coming through the middle here and splitting this triangle.
For example, if I need to, I can come from here like this, work down this ledge, and into the center. That's completely fine to do. Obviously, take these through underneath, and create quads under there as well. So, the end result that you're aiming for will be something like this. Now, your result will be different, it won't be exactly the same as mine, and that's perfectly fine. What we're trying to achieve here is, a complete set of quads for this body. Let's take a look underneath. And you'll notice underneath, I have one N-gon here.
Now, it doesn't really matter, because this is underneath the part, and it's a non-visible surface. So, if I select that, press number three on there, you'll notice it doesn't do any harm because our main focus will be from this top view.
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