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Modeling an F1 Wheel with Autodesk Alias Subdivision

Modeling an F1 Wheel with Autodesk Alias Subdivision

2h 6mIntermediate2021-07-06

Authors

Veejay Gahir

Veejay Gahir

Automotive and Product Design Specialist

Course details

Have you ever wanted to explore the world of concept modeling but didn't have the time to learn a new interface or application? With Autodesk expanding the capabilities of Alias to include subdivision modeling, you can now dive into concept development without having to learn a new interface or application. In this course, Veejay Gahir demonstrates a typical workflow by taking a sketch of a Formula 1 race car steering wheel and showing how to model and render a fully realized version in Alias. Veejay shows how to import the sketch, use subdivision (SubD) modeling techniques to create the basic shape, and add details like buttons and switches, and logos. With the capabilities of Alias coupled with the unique commands developed exclusively for subdivisions, Alias users can now use a familiar interface to learn a new skill.

Skills covered

AliasAutomotive DesignAutodesk3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationDeep Dive (X:Y)

Concepts

0. Introduction

  • 01 - Sub-D modeling for concept development

1. Getting Setup

  • 02 - Using the exercise files
  • 03 - Importing an image
  • 04 - Alias vs. subdivisions vs. Maya

2. Creating the F1 Handle

  • 05 - Defining the handle footprint - Extrude method
  • 06 - Defining the handle footprint - Retopology method
  • 07 - Extruding the handle footprint
  • 08 - Finishing the handle endcaps
  • 09 - Applying mirror and join to the handle
  • 10 - Fine-tuning details around the handle model
  • 11 - Reflecting the handle to create left- and right-hand parts

3. Creating the F1 Body

  • 12 - Defining the body footprint
  • 13 - Extruding the body footprint
  • 14 - Adding endcaps to the body
  • 15 - Reflecting the body to create left- and right-hand parts
  • 16 - Applying mirror and join command to the body
  • 17 - Creating the center pad
  • 18 - Creating the digital display

4. Creating the Buttons and Toggles

  • 19 - Creating the push buttons
  • 20 - Creating the toggle switch
  • 21 - Creating the rotary dial method, part 1
  • 22 - Creating the rotary dial method, part 2
  • 23 - Creating the ABC dials

5. Final Model Analysis

  • 24 - Working with layered shaders
  • 25 - Applying a simple layered shader
  • 26 - Forcing decals onto one side only
  • 27 - Adding logos to the F1 wheel body

Conclusion

  • 28 - Next steps

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