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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 want to show you how we're going to combine the two mirrored components. So, in chapter two, let's open up the file 09 Combine. If you look at the layer edit on right hand side, the second layer down is only duplicated and these are not two components that have been mirrored. Let's change the color of one of them and go up to rendering. Let's go to Lambert. And let's just choose a red color. Now, combining is actually a two step process. We have to combine the two components, and then we have to merge the adjacent vertices.
So, the first step is to combine. So let's select the two parts. Go to Mesh>Combine. Let's look at the options. It's a very simple command, we're going to leave the defaults. Apply and close. If I right-click on here and go to Vertex now, pick one of those vertex points, W to move, you'll notice that it peels away from its neighboring vertex. So, the next step really is to merge these vertex points. So, I spin it into an orientation like this, where I can see vertex and it's just window over those middle row of vertex points.
Then we're going to go up to Edit>Mesh>Merge. Let's look at the options. The only option, really, is, a merge tolerance, which we're going to leave at the default. And let's say, merge to that. So now, if I go vertex, select one of those vertex points, and move. You'll noticed that it's merged together, it's glued together. So, this is the result we're looking for. So, at this point, I want to select the part. Let's go back to Rendering. Let's just pick a Lambert for everything. And then, we're going to press number three to see the smooth mode. Now, at this point, I just look all the way around the part to make sure there are no triangles and everything looks smooth and consistent.
So, that's the main body completed.
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