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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 to create the main body footprint using the Create Polygon tool. So, in chapter two, let's open up file F1_Footprints. On the right hand side, under the channel box layer editor, you'll note that we have the reference image visible and at the very top, we have a layer that represents the end result of this particular video. Let's hide the main body footprint. And let's take a look at this reference image. If I Ctrl+A for attributes, and if we go down to the bottom to Image Sensor, you'll notice that we have; x is 0, y is 0 and z is minus 0.05.
And the reason why I've dropped it a fraction in z is because, if we go to our top view, we will be creating a flat planar polygon on top of this image plane. If they are both at the same value of z, sometimes they can interfere, and it's hard to distinguish between the two. So, let's go ahead to Mesh>Create Polygon Tool, and let's open up our options. Let's just reset that tool, and it's very simple. We're going to click along the outside profile like so. We're just going to roughly capture this shape.
Now, the emphasis here really is just getting this polygon done quickly. Because we will refine and tune it at a later stage. On the last polygon point, just Enter to finish the command, let's shade, and then we're going to put wire frame on, shade it again. Remember that it's selected because it's green, so we can go straight up to Display>Polygons>Vertices. If I click outside of this now, in other words, deselect, you'll notice those vertex points turn to purple.
I select the polygon, they go yellow. I can actually go back up to Display>Polygons>Vertex Size and change this size to six to increase those vertex points. But for now, we are going to leave them at three. So, we've just created, very quickly, the profile that represents that main body, and in the next stage we are going to fine tune these control points.
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