Viewers: in countries Watching now:
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 are ready to fine tune this handle to add some contour to the shape. Now being a handle, we would typically SLA this part, or rapid prototype this part, and hand it to the driver. He would hold the part and he would tell us, give us feedback into areas that were not comfortable. Maybe we have to open up a radius. Maybe we have to tighten the radius. Then we would mark the parts, adjust the cab model, then we could wrap the prototype again and go through this iterative process. But in this case, in chapter four, let's open up file 0404.
I want to hide the top layer and let's go down one layer to handle solid. Let's take a look at how we could fine tune this. The first thing I'm going to do is go to edge. And I'm going to select the edge all the way around the central portion, like so. Let's go to R, and let's scale in the vertical. We can double click on this edge. And we can also scale in the vertical, like this. I'm going to R out of this, I'm going to Q out of that. We can also select faces, like so. If I scale this face, I've got a slight issue because I have a very small face here.
So in this case, what I'm going to do is I'm going to go to edge, double click, and let's delete that edge, go back to face, select one, hold the shift, double click, and now I can scale that face like that. Once I've got that into the right shape, I can go back and add the edge loop back in. Q to quit the command. There may be times when we want to add more edge loops like so, or we may want to delete them. So in this case, let's Q out of this. I'm going to go ahead and delete one of these edge loops. Let's go to the text mode, let's select this vertex, this one and this one, W and we're going to move it down like so.
And at this point we could also stack the object, smooth it with a number three. And I can get a better idea of how the shape is coming together. Let's set this ring of faces around here, R, and I'm going to scale this in, in just two dimensions like this. So it's purely a case of selecting faces, points and adding edge loops or deleting edge loops, to create the shape that we're looking for.
There are currently no FAQs about Modeling an F1 Wheel in Maya.
Access exercise files from a button right under the course name.
Search within course videos and transcripts, and jump right to the results.
Remove icons showing you already watched videos if you want to start over.
Make the video wide, narrow, full-screen, or pop the player out of the page into its own window.