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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 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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