Modeling an F1 Wheel in Maya
Illustration by Richard Downs

Modeling an F1 Wheel in Maya

with Veejay Gahir

Video: Modeling the center pad

In this video we're going to complete the center pad for the F1 wheel. So, let's go ahead, and we can delete those entities. Let's go to polygons, cube, and I'm going to That's close enough for now, and we're just going to take it out like so.
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  1. 1m 30s
    1. Welcome
    2. Using the exercise files
  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 40s
    1. The main footprint
      1m 25s
    2. Creating quads
      1m 10s
    3. Create a solid
      3m 45s
    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
    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

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Watch the Online Video Course Modeling an F1 Wheel in Maya
2h 6m Intermediate Apr 17, 2014

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.

Topics include:
  • Importing the reference image
  • Snapping polygons
  • Creating quads and solids
  • Adding chamfered edges
  • Mirroring across a center line
  • Adding buttons and handles
  • Positioning lights
  • Setting up your render
3D + Animation CAD
Veejay Gahir

Modeling the center pad

In this video we're going to complete the center pad for the F1 wheel. In chapter five, let's open up scene 05_03_F1_Pad.mb. Now you'll notice in the layer editor at the very top, I've got a layer called Pad. And this is basically a progression, of how I created this Pad. It's a very simple entity. And it's just very simple polygon modeling. So, let's go ahead, and we can delete those entities. Go into the top view, let's take a look at our reference image, let's after frame that.

Let's go to polygons, cube, and I'm going to scale this up and move it down a fraction. That's close enough for now, and we're just going to take it out like so. Let's go to the attribute editor, polycube node, now if it this, it's because we've added a transformation node to it already, so let's take it back down to one. I'm going to go to object mode, select. Let's go to our delete history, freeze transformations, and reset transformations. Now, we won't have the option to change the poly cube node, but what we can do is we can go to our inter edge loop tool.

Go to multi edges. And we want three in there, and we want three in this direction. Let's Q that command, and let's not select these faces, and we're going to simply delete them. Now I want to go to shaded mode. And we're going to do X-ray mode as well. So, let's move some of these vertex points, W. And what I want to do now is, very quickly, capture this shape like so. At this point, when you go back to object mode. Press three and you can see here, if I take off X-ray we're just missing the adder profile.

So, we go back to vertex mode, and we're going to pull these points till we get somewhere close like this. Take a little bit more time than I'm taking. It's just the principle that we're showing here right now. At this point I'm going to go back to one. And, I've inadvertently moved this vertex point lower than this one here. That's not a good condition for any part that's going to be mirrored across the center line. I should move this one, to match this one or vice verse. Let's move this on, press the V down. And we'll snap it here. Let's go back to Object mode.

Press Three. That's good enough for now. And I'm going to go back to one. Perspective. Let's go to our scale tool, let's scale this right down, to a relatively thin part like so. Three shows us that we're very rounded along the edge here, so I'm just going to go back to one. Let's go back to our insert edge tool, I'm going to reset that tool. I'm going to put one split here, and one split here. Q, select the object mode. And that's not too bad at all.

Let's go ahead, and check this in all the different views. I'm going to frame on that. And let's go back to perspective. Pick the Model, Delete History, Freeze Transformation, Reset Transformation. And I want to Duplicate Special. Hold the Shift down, select this entity as well. Let's combine using this iCON, right mouse button. Let's go to Vertex Mode. We can window over everything. Edit mesh, merge. Let's just check that our tolerances are set at default at zero one, and we can merge that.

Now, if I go to Vertex Mode, what I'm looking for is that these two adjacent points should be glued together. You can also go into, face mode. We can pick these four faces, and can add a slight oval crown if we want to. And that's the center pad completed.

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