Join Veejay Gahir for an in-depth discussion in this video The main footprint, part of Modeling an F1 Wheel in Maya.
- View Offline
…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.…
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.
- 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