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The main footprint

From: Modeling an F1 Wheel in Maya

Video: The main footprint

We're now ready to move on to the handle portion of this F1 wheel. So, in Chapter four, let's open up file 04_01_F1_Handle_Footprint.mb. Let's hide that layer, and open up our reference layer. Let's go up to Mesh > Create Polygon tool, and then, Enter.

The main footprint

We're now ready to move on to the handle portion of this F1 wheel. So, in Chapter four, let's open up file 04_01_F1_Handle_Footprint.mb. On the right hand side, we can see into the layer editor at the very top, this will be the end result of this particular video. So, let's go to our top view. Let's hide that layer, and open up our reference layer. We're going to use exactly the same methodology that we used for the main body, and we're going to start off by creating an end goal. Let's go up to Mesh > Create Polygon tool, and let's just very quickly run along the outside, capture the profile.

I want to press Four to go to Wireframe mode. And then, Enter. While the endgun is selected, let's go to Verts, so we can see the vertex point. And now I'm going to go to the Modeling Toolkit. And let's use the tweak command. So, we're going to move, tweak, and let's just quickly pull these points into a more appropriate position, like so. Remember, I'm trying to keep a nice, radial flow between these vertex points.

And at this point, we're ready to start creating quads.

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This video is part of

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Modeling an F1 Wheel in Maya

41 video lessons · 918 viewers

Veejay Gahir
Author

 
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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 39s
    1. The main footprint
      1m 25s
    2. Creating quads
      1m 10s
    3. Create a solid
      3m 44s
    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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