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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 rotary dial that's located in the bottom left-hand corner of the F1 wheel. In chapter 05, let's open up Model 0.502 Rotary Dial. On the right-hand side, let's take a look at the layer structure. You'll notice at the very top, I've got a layer called Rotary Dial Workflow. This layer here. this is just a step by step walk-through of how I created the rotary dial. So let's go ahead and hide the rest of these layers, and let's use this as a guide to complete this rotary dial.
So in the top view, let's start off with a polygon cube I'm going to scale this cube and move it over a fraction like this. I'll mold this a little bit larger than I would do normally so that we can see it clearer on the demonstration. Let's go to attributes, poly cube, let's add two in that direction and two in this direction. Let's go to our perspective. And we're going to scale this down a fraction like this. At this point, I'm going to go ahead and pick these faces, one, two and we put it aside.
And let's go to our F1 shelf and simple extrude. We're going to use the blue vector. This extruded like that. Key to quit the command. And now we're going to pick edge, hold the shift down. I'm going to pick these corners like so. And let's delete them like that. The next step is to add some edge loops in. So then go to this icon for insert edge loop tall, and add one in here. Right now we've got the option to snap in the middle so I don't want that so I'm going to control z out of that. Let's open up our options, reset the tool and then let's drop one in right here.
Also I'm going to drop one in just above that, like that as well. Q to quit, next I'm going to pick this face, hold down the shift down, this face, Shift and multi-select. And let's choose R on the keyboard and scale those in like this. At this point, I'm going to switch to an end view. And we need to tidy up these rows because during the scaling process they've come out of the plane orientation.
Very quickly, go to vertex mode. We'll window over this row. Let's go to w, because we're moving in a z orientation let's type in z and I'm going to move that down. Let's do the same for the top here z zero and let's move that up like so. Let's go back to our perspective view That looks good. The next stage is, we're going to flip this over. We're going to delete the bottom faces. Let's delete those. And we're also going to delete these triangles. Incidentally, at any point, if this triad is getting in your way.
We can use the plus key to enlarge and the Minus key to reduce. Let's rotate this model back to its correct orientation like this. And now we can add a bevel to this portion here, right on the corner here to add some more shape to it. But what I'm going to do now is I'm just going to pull this up a little bit to add some crown. Let's go back to our tool, and I'm going to open up the options, and this time, I do want to put one right down the middle, like one here and one here. Let's re-set that tool.
Let's Q out the command. Now, we're going to go to edge. I'm going to pick this edge, pick this edge, and I'm going to go to the edit mesh bridge. And you'll notice, with the bridge command, under the attribute editor, we have the option for divisions. We want zero divisions. Let's do that again, we'll pick this edge here, this edge here, and this time, we're going to go into the bridge command options, and let's just change that down to zero right now, and we'll say bridge, select edge, edge, g to re-execute that command, edge, this edge and another g to re-execute that command, q to quit.
The next stage as we're going to go back to our split tool, going to go back to multi-edge. I want one multi-edge down there and pick that I'm going to put one right down the middle like so. Q to quit, reset the tall. And now I'm going to go back in to our top view. Let's select this entity. Do a number three to smooth it. This is what we have so far. But we know the rotary dial as a circular base. So we need to modify the base to become a circular shape. Let's go up to curves, create circle.
I'm just going to create a circle adding space like this. We don't need to move, hit the Minus and bring our triad down. And we'll press the V down for vertex and I'll drop that right in the middle of our rotary dial. Now we'll switch to scale and I'm going to scale the circle until it just reaches the outside edge of our rotary dial like so. Now, I want to switch to my rotary dial, vertex mode and select this vertex. Hold the shift down. This one, this one, this one.
We're still in the scale mode and I'm just going to scale these out like that. Now, we don't really want to touch off right on that circle. We want to be just shy of that. Like so. Let's go to object mode and one and then we can delete this circle. Now, it's not a perfect circle in the space, but for what we need and the rendering that we'll be doing this will be more than adequate. Finally, let's go to edge mode. Double click on an edge and I'm going to go back to my F1 shelf. Let's go to extrude and in this case we can click on this icon here which is, I'm going to rotate it around so you can see clearer.
This one here which switches to world space and I'm going to pull this down like so. I can go back to are edge loop tool. I could put one in the middle, I don't want that, so let's go back, reset the tool. I want to put one here and one right there. Quit the command, object mode, three to smooth. Now, we have options here to change the overall look of this for example we can go back in, we can pick these faces, W and we can move it down like so.
I can go back into one mode, pick edge mode, double click the edge, hold the shift down. And then we can go and put a bevel on those if we want to. Object mode and three. So we have a lot of flexibility in changing the shape here but this is the overall methodology that I use to create this shape.
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