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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.
At this stage, we're ready now to create some quads from our handle base. So, in chapter four, let's open up scenes > 04_02_F1_Handle_Quads. On the right-hand side, we can see at the very top, this will be the end result of this particular video. And you'll notice that not all of these are quads some of them are still ngons. It's not that important to have everything converted to quads; we can always do some of these at a later date. In fact, it makes more sense to do it at a later date, because it becomes a little bit more obvious on the break-up.
So, let's hide that. Open the layer below, which is Handle_Base. Let's go ahead and dissect this now. I'm going to use the Interactive Split Tool. And again, let's do the obvious ones first. And this last one, I want to go from this vertex point, right to the middle here. Now I want to Q out of this command, let's go to vertex mode, let's select that middle one W and we're going to move it across like this. So, we've got three ngons right in the middle. Like I mentioned, we're going to deal with those at a later stage.
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