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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 use the merge vertex tool and some other tools, to correct quite a serious problem that we have here in this particular model. So in to Chapter 2, if you open up file 10, merge vertex, the second layer down is called body merge vertex. So, let's take a look at this. First of all, we have to combine both these components if we're going to use merge vertex. So select both, mesh, combine. Next I'm going to go to edit mesh, merge vertex tool, open up the options, reset the tool, and let's get started with merge.
I pick one vertex point, drag it over to the target and it merges as we expect and as we've seen before in previous videos, this may not be the result that we're looking for. So let's go back to merge vertex, open up the options. Let's pick center. Again, select the vertex, go to the target, and it merges at the midpoint. Again, this may not be the result we're looking for, but those are the 2 options within the merge vertex tool. So I want to quit this command, select object mode, now they're both combined.
Let's take a look at how we can very quickly fix this edge down here. On the right mass button, I'm saying vertex to this. Now I'm going to go into an end view like this. Put it all on the flat in this whole top row, our vertex points down. So I'm going to slake these ones, pull the shift down, slake that one, and this one. Because we're moving in the z direction I'll type in z0 here and those are flattened. These ones here, we can't type z 0; we're going to do these manually. So I'm going to say, v for vertex point, and let's just move it to that vertex there, same target, and again, the same target, and this one I'm going to move that, as well, using the v option.
So, we've got some at the top here. What I'm going to do with these ones is I'm going to type in x0. And now I can move them across like this. And as I move them and I get close to my target, I'm just going to press the v down and then snap them to the edge. So let's clean that edge up in the x, and also in the z. Let's take a look in the top view. We've missed one vertex point here, so very quickly, we can go to v, and snap that that direction. And let's correct these ones here, so select that vertex, v Hover close to target like so.
Let's go back to our perspective view and that edge is looking quite nice now. So now we have to move this component over to the center line which is in top view, this line right down here in the grid. Now if I go to Object Mode, you'll notice they are combined here. So I can't move one component without moving the other. So what I'm going to do here, is I'm going to go to Vertex Mode, select all the vertex points. And you'll notice my triadal gizmo appears over here. It's going to be very difficult to snap that to the center with a triad there.
But what we can do, is if you press the insert button, we have the ability to reposition that triad. I'm going to press the v for vertex. And using this horizontal axis, I'm just going to move over to my target right there, release and press insert again. Now I can move all of those components and as I get close to the grid, I'm going to press x and there it snaps right to the grid. On this side here, I can use the face. It doesn't matter whether you use a vertex or a face, the result is exactly the same.
So again, we're going to move by pressing Insert. And I'm going to press v, and let's just snap this triad right to the very end Insert again, press x. And then we're going to snap the left-hand side right to the center line, like that. Right mouse button, Object Mode, select the components. Let's go into vertex mode now and we're going to finally just window over those middle vertices and we're going to go to Edit mesh > Merge. Now at this point, I'm going to close and I'm not going to execute that merge.
Because the is very small, we can't effectively select everything in there and say Edit Mesh > Merge. Let's go back to our Perspective View, right mouse button, pick a vertex point, move it up and down and that's exactly what we're looking for. Select the object. Press number 3 to smooth. Begin to just visually check there are no rogue entities or no triangles or ngons left. And that's a nice result for this main body.
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