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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 talk a little bit about the render settings for this particular model. My philosophy at this stage is that we are creating a concept model, so I don't want to extract every ounce of rendering capability out of this because we could get requests from different groups to send us quick images rapidly. And we don't want to spend a lot of time waiting for the rendering to be completed. We can always do this at a later stage. So, in this particular model let's go up to our render settings, and switch to mental ray.
Next thing I do is I always switch off default lights, especially if I've set my own lights up. Set your image size, set the format that you want to save to, and the biggest difference in 2014 is under the Quality tab. Notice at the top there we have something called Unified Sampling. This is new for 2014, we can always go back to our legacy sampling mode.
We will notice it's a little bit more complicated, and you have to have a better understanding of what these values will do, because they can have an adverse affect on the time taken to render the model. So for 2014 I would stick with unified sampling and it's just a simple slider that you can use. Most of the time I find that 0.25 does a great job. Let's just go ahead and render this. It's quite a nice result. We need to adjust some of these decals as you can see over here. Now let's zoom in to, an area like this, and let's re-render that.
The next thing I'm going to do is I'm going to save this, and let's go to our render settings, and let's change the quality to 0.5. Let's re-render. Now let's take a look between the two values here. You will notice that the first one took, six seconds. Which is this one, and a value of 0.5 took eight seconds. So slightly longer on the rendering time.
You'll notice the quality difference is negligible. Let's go back there, let's take it up to 2. Let's re-render. You'll notice it's taking considerably longer, so this render took 15 seconds, but again if I flip between the 2, the difference between a 6 second rendering and a 15 is negligible. So again, just be careful on the value of the unified sampling.
And again, I normally leave it at 0.25 and that gives me a great result. Other than that, rendering in Maya has become very simple in 2014.
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