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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 I'm going to show you how we can snap and organize our vertex points into a more logical order. So if we open our file in Chapter Two, F1_Snapping, let's go into our top view and zoom in. We'll shade, and we'll put wireframe unshaded as well. Let's select our endgun. And let's take a look at some of these polygon points. Now we want to ensure that this middle row of polygons is exactly on axis zero. So if I right click, select vertex point, and let's just, press W to move. Let's just move these off the grid for a second like this.
Now if I press the x key for grid, I can snap that vertex point right back exactly on that grid. Pull the x down, I can snap it. As I get closer to a grid, that vertex point will naturally want to snap right onto that grid. I can also move two vertex points or multiple vertex points at the same time. Select, press the x, and then they will snap like that. But what if my vertex points are staggered like this? If I pick both of them, press the x, and snap, you'll notice that it snaps the mid-point, but the two vertex points have missed their target.
There is another way of doing this. I can select both of those vertex points, and at the very top, I have the option to insert an explicit coordinate. And in this case, I'm just going to type in zero for X. And you'll notice it takes both of those points and corrects them at the same time. I could also move one vertex point in line with the other and then move both of them at the same time like this. In this case I'm going to press the v for vertex and I'm going to bring my cursor down and hover close to the target like this and then just release.
And now I can select both. Press the x for grid, and they can snap the grid like that. Now, we can also do this in the perspective view. So I'm going to go to my channel box layer editor and switch off the reference image. And select the polygon plane. And if we move the vertex point now in the missing axis which is the Z axis, I can also hold down my V, pick my Z axis and then select close to a target like so. So you don't have to work in a pure 2D plane. You can actually work in 3D.
Let's do that again. Press the v, pick the corresponding axis, and then just snap close to your target vertex like this, and release. So that's just a very quick way of tidying up the vertex points, ready for the next step which will be creating the quads.
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