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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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