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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 we're going to talk a little bit about software rendering using the Maya Software Renderer. During the modeling process, there come times when we have to communicate our current condition with other groups within the organization. There are various ways of doing this, and I want to show you one which is called Maya Software Renderer. So let's go to Render Settings at the very top here. And you'll notice with Maya Software Rendering, we have two options. We have a Common tab, and we have the Maya Software tab. Let's move to the Maya Software tab. I'm going to change the anti-aliasing quality to a high quality.
Leave everything else as it is. Let's close this down and let's render. Let's move this window over a fraction. And, you'll notice that the render is actually hard edge, which is exactly what we would expect. Let's select the model. Press number three to smooth and rerender. Again it comes up with a hard edge. So Maya software doesn't honor the smoothing that's executed by using the number three. What we have to do is actually subdivide this model. So let's minimize this. I'm going to pick this model here press 1 and then let's go up to polygons.
And then we're going to subdivide it using this option here. Now, you'll notice, under the attributes, there is a new node called poly smooth face one. I can take this slider back to 0. I can move it to 1. I can move it beyond one, as well. But be careful when you do that beyond 1 because it actually does increase the complexity of this part quite considerably. Let's go back up to rendering. And let's apply a more shiny texture like a blend. And let's color this red. And when we're rendering, you have a couple of options and to View, I can go to Camera Settings, and I can go to Resolution Gate.
This is a useful function because this outer border represents exactly the border that we will see on the final rendering. So it helps me position my model carefully right inside, to maximize the space available, like this and let's render. And that's quite a nice result for this stage of the modeling process, and that's using Maya Software Rendering.
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