Modeling an F1 Wheel in Maya
Illustration by Richard Downs

Using the Merge Vertex tool


From:

Modeling an F1 Wheel in Maya

with Veejay Gahir

Video: Using the Merge Vertex tool

In this video, I'm going to show you how to use the merge vertex tool and some So in to Chapter 2, if you open up file 10, So, let's take a look at this. Next I'm going to go to edit mesh, merge vertex tool, open Again, select the vertex, go to the target, and it merges at the midpoint.
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  1. 1m 30s
    1. Welcome
      57s
    2. Using the exercise files
      33s
  2. 17m 3s
    1. Setting the project defaults
      1m 24s
    2. Setting the scene units
      1m 57s
    3. Customizing shelves
      3m 8s
    4. Importing the reference image
      2m 26s
    5. Checking the footprint in Alias Design
      3m 19s
    6. Comparing different workflows
      4m 49s
  3. 40m 29s
    1. Using the Create Polygon tool
      2m 12s
    2. Snapping polygons
      2m 58s
    3. Creating quads with the Interactive Split tool
      3m 15s
    4. Creating a solid with the Extrude tool
      1m 47s
    5. Adding a chamfer using the Bevel tool
      6m 7s
    6. Understanding the Insert Edge Loop tool
      2m 47s
    7. Mirroring across the centerline with Duplicate Special
      2m 54s
    8. Alternatives to Duplicate Special
      2m 2s
    9. Understanding the Combine and Merge commands
      1m 59s
    10. Using the Merge Vertex tool
      5m 16s
    11. Using the software renderer for quick renders
      2m 29s
    12. Using mental ray for higher-quality renders
      3m 27s
    13. Understanding mental ray's Approximation Editor
      3m 16s
  4. 16m 39s
    1. Adding button recesses with Boolean operations
      2m 51s
    2. Creating quads using the Interactive Split tool
      3m 19s
    3. Creating the button base
      5m 23s
    4. Creating the button indent
      3m 39s
    5. Scaling the buttons
      1m 27s
  5. 11m 40s
    1. The main footprint
      1m 25s
    2. Creating quads
      1m 10s
    3. Create a solid
      3m 45s
    4. Fine-tuning the handle
      2m 45s
    5. Mirror across the centerline
      2m 35s
  6. 20m 56s
    1. Creating the paddles
      4m 46s
    2. Modeling the rotary dial
      8m 26s
    3. Modeling the center pad
      4m 35s
    4. Modeling the digital display
      3m 9s
  7. 18m 8s
    1. Create an alpha in SketchBook Pro
      58s
    2. Rendering exercise
      4m 49s
    3. Positioning lights and adjusting light attributes
      5m 18s
    4. Render settings
      3m 3s
    5. Comparing and saving renders
      4m 0s
  8. 26s
    1. Next steps
      26s

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Watch the Online Video Course Modeling an F1 Wheel in Maya
2h 6m Intermediate Apr 17, 2014

Viewers: in countries Watching now:

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.

Topics include:
  • Importing the reference image
  • Snapping polygons
  • Creating quads and solids
  • Adding chamfered edges
  • Mirroring across a center line
  • Adding buttons and handles
  • Positioning lights
  • Setting up your render
Subjects:
3D + Animation CAD
Software:
Maya
Author:
Veejay Gahir

Using the Merge Vertex tool

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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