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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 do a few final checks between these buttons and the body to make sure that everything is in the right location and in the right scale. So first of all when we select the body, hold the Shift down, select one of those button bases and hide unselected objects. I'm also going to change the color back to a grey lambert like so. So, if we zoom into this area, select both components, press 3. You'll notice that we don't have enough clearance between the button base and the body. In the top view, you can see very clearly that the button is too big.
We can, of course, just scale the button base down like so. But if engineering have come back to us and said that the button needs to be this diameter, we need to change the recess. So one way we can do this is, with the button selected, let's go back to our Layers, and I'm just going to template the layer that holds that button. Go back to the body, press 1. Go into the top view, right mouse button and let's select these vertex points. Let's press 3 again, I'm going to untemplate that button and simply scale like this until you achieve the correct clearance.
We would have to do this for each one of these recess points, but it's a good check to do right now before we send this data on to engineering.
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