Modeling an F1 Wheel in Maya
2h 7mIntermediate2014-04-17
Authors

Veejay Gahir
Automotive and Product Design Specialist
Course details
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.
Learning objectives
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
Learning objectives
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
Skills covered
Maya3D AnimationRenderingMotion Graphics and VFXAutodesk3D ModelingProjectVisualization and Real-TimeAECProduct and ManufacturingAnimation and Illustration
Concepts
0. Introduction
- 01 - Welcome
- 02 - Using the exercise files
1. Getting Started
- 03 - Setting the project defaults
- 04 - Setting the scene units
- 05 - Customizing shelves
- 06 - Importing the reference image
- 07 - Checking the footprint in Alias Design
- 08 - Comparing different workflows
2. Creating the Main Body
- 09 - Using the Create Polygon tool
- 10 - Snapping polygons
- 11 - Creating quads with the Interactive Split tool
- 12 - Creating a solid with the Extrude tool
- 13 - Adding a chamfer using the Bevel tool
- 14 - Understanding the Insert Edge Loop tool
- 15 - Mirroring across the centerline with Duplicate Special
- 16 - Alternatives to Duplicate Special
- 17 - Understanding the Combine and Merge commands
- 18 - Using the Merge Vertex tool
- 19 - Using the software renderer for quick renders
- 20 - Using mental ray for higher-quality renders
- 21 - Understanding mental ray's Approximation Editor
3. Creating the Buttons
- 22 - Adding button recesses with Boolean operations
- 23 - Creating quads using the Interactive Split tool
- 24 - Creating the button base
- 25 - Creating the button indent
- 26 - Scaling the buttons
4. Creating the Handle
- 27 - The main footprint
- 28 - Creating quads
- 29 - Create a solid
- 30 - Fine-tuning the handle
- 31 - Mirror across the centerline
5. Additional Components
- 32 - Creating the paddles
- 33 - Modeling the rotary dial
- 34 - Modeling the center pad
- 35 - Modeling the digital display
6. Rendering
- 36 - Create an alpha in SketchBook Pro
- 37 - Rendering exercise
- 38 - Positioning lights and adjusting light attributes
- 39 - Render settings
- 40 - Comparing and saving renders
Conclusion
- 41 - Next steps
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