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Game Prop Creation in 3ds Max

Game Prop Creation in 3ds Max

with Adam Crespi

 


Explore the world of modeling and texturing game props and assets in Autodesk 3ds Max. Author Adam Crespi demonstrates how to create both small and large props, from tools to shipping containers. The course begins with cloning and instancing objects for ease of modeling and unwrapping, and segues into multiple methods of unwrapping and painting texture by hand in Adobe Photoshop. Adam looks at various plug-ins that assist with normal map generation as well as sculpting in Mudbox, a digital sculpting application that can add realism and detail to your models. Finally, the course shows how to add lights to a scene and preview the objects in-game.

Note: A familiarity of basic modeling and unwrapping techniques in 3ds Max and a working knowledge of Photoshop will help you get the most out of this course.
Topics include:
  • Laying out the overall form
  • Planning for modular textures and models
  • Adding the framing components
  • Laying out the UV coordinates
  • Creating bump maps
  • Painting diffuse textures
  • Setting up a library of textures
  • Converting bump maps to normal maps
  • Testing maps
  • Laying out a texture sheet for multiple tools
  • Using a high poly to low poly workflow
  • Baking out normals and ambient occlusion for rusty and dirty surfaces
  • Modeling furniture

show more

author
Adam Crespi
subject
3D + Animation, Game Design
software
3ds Max 2013, Unity 3D , Mudbox 2013
level
Intermediate
duration
6h 5m
released
Jun 21, 2012

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Introduction
Welcome
00:04Hi! I am Adam Crespi and welcome to Creating Game Props in 3ds Max.
00:08In this course, we'll look at modeling large and small props for games,
00:11starting out with the basic workflow; cloning and instancing objects for ease
00:15of modeling and unwrapping.
00:17Then we'll look at unwrapping and painting by hand textures in Photoshop.
00:21We'll look at diffuse, normal and specular textures, additionally using some
00:25plug-ins to help us generate our normal maps.
00:28Then we'll move into our digital sculpting application Mudbox, and look at ways
00:32to add realism detail to our objects.
00:34We'll look at baking out normals from there, and also in 3ds Max, working in high
00:39poly to low poly workflow, baking out normals and ambient occlusion for rust and dirt.
00:44Lastly, we'll talk about best practices for exporting out to Unity, the project
00:48structure, and cloning and instancing objects to get the best use of resources.
00:53We'll put in some lights and be able to test out our scene and see how it
00:56should look in the game.
00:57Now let's get started creating some game props.
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What you should know before watching this course
00:00This is an intermediate level course. A basic working knowledge of Autodesk 3ds
00:04Max and Adobe Photoshop is a prerequisite.
00:07I'll be introducing Autodesk Mudbox for digital sculpting as part of the
00:10pipeline, and also Unity 3D as the game engine to assemble this.
00:15No knowledge of those is required as I'll give you the tools you need to
00:18get started.
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Using the exercise files
00:00If you're a Premium member of the lynda.com online training library, you have
00:04access to the exercise files used throughout this title.
00:07In 3ds Max, we use a project structure.
00:10Choosing under the Max icon, Manage and Set the Project Folder.
00:143ds Max files reside in a project folder, and this allows Max to maintain
00:19relative paths to things like textures.
00:22The exercises are in a Max project called Game Props and in here the standard
00:273ds Max files, such as export for exported files, sceneassets with sub folders
00:33such as images for textures, and scenes for the actual 3ds Max scenes.
00:38Make sure to set your project first, and then open the scene, that way Max will
00:43find all the textures correctly.
00:45In addition to the 3ds Max project, I've provided a Reference folder that has
00:49images of the objects we'll be modeling.
00:51Good reference is important, so there is a selection in here to choose from, and
00:55to note the certain details so that our objects show up in the game correctly.
00:59I've also included in the scenes folder a version2010 folder.
01:03In here are exercise files for 3ds Max 2010.
01:06These will work with 2011 and 2012 as well.
01:10Finally, there's a file called Texture Library.
01:13It's a good idea to keep separate files of textures ready for use in
01:17a particular project.
01:18And that's what I've got here, starting out with the wood we would be
01:22painting in Chapter 5.
01:23If you're a monthly subscriber or annual subscriber to lynda.com, you don't
01:26have access to the exercise files, but you can follow along from scratch with your own assets.
01:31I want to talk about workflow briefly.
01:33I'm going to use the default 3ds Max user interface, and the default hotkeys.
01:38If you like to find these or customize them, they are available under Customize >
01:42Preferences or Customize User Interface.
01:45I'll also use the default user interface in Photoshop as well as the default
01:50hotkeys which are available under Edit > Preferences.
01:53Finally in 3ds Max, I'll try to keep my workflow as transparent as possible.
01:58I'm going to use the quad menu, right- clicking and using that in combination
02:02such as Ctrl and Alt to get to my quad menus for speed while I'm working.
02:07Remember that in 3ds Max there's always a dozen ways of doing something.
02:11So you may find the exact same way to make something in a different place in the
02:15user interface and that's perfectly fine.
02:17I'll note multiple ways to use things as they come up.
02:20So let's get started.
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1. Modeling a Large Prop (Shipping Container)
Overview of modeling a large prop
00:00In this chapter, we'll look at modeling large props for games.
00:04We'll start with the basic shipping container and look at methods for
00:07constructing this out of multiple objects, so that the construction is easier
00:11and more streamlined.
00:12We'll look at how to clone and use instancing to help us unwrap and model.
00:17Finally, we'll look at how to unwrap and effectively use up our texture space.
00:22What we're seeing more now in games, is that the silhouette really matters.
00:26Our processors have gotten more and more powerful to the point where we're not
00:30as restricted in polygon count as we used to be.
00:33However, texture space still matters, and we need to utilize our textures as well as we can.
00:39We can apply these methods on lots of other things; anything from trucks to
00:43coaches to even cars. Anything that is really a bunch of small things that make
00:49up what we think is one larger object.
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Laying out the overall form and planning for modular textures and models
00:00In this video, we'll start to build our shipping container.
00:03As part of that it's important to look at the reference first.
00:07We can see that the shipping containers are, well, as alike as we can mass produce them.
00:11We can also see that they vary in color and maybe just a little bit in surface
00:16detail, but essentially they're a modular construction.
00:20They come in standard sizes; 8 feet wide, 9 feet tall, and 20, 40 or 53 feet long.
00:27There are some variations with tanks and so forth, but really what we're
00:31concerned about here are just making the boxy ones.
00:34If we plan for a modular construction it will let us make one model and
00:38share textures around.
00:39As we can see in this image, although the containers are alike in
00:43construction, they vary in color.
00:46We have some kind of a logo on the side often from the company that owns it, and
00:50other markings at a non-door end and also on the door side.
00:54The other important thing when you're planning this out, in terms of unwrapping
00:58the container and building it, is that it's very difficult to see more than
01:02three sides of the container at any given time.
01:04As you can see in this view, we can see two sides of three of the containers,
01:09and one side of the others.
01:11In a game then obviously we're not running around to simply tour the containers.
01:14We are participating in the game.
01:17We can say reasonably that a marking might be mirrored from side-to-side on a
01:22container, and being that the player may be chasing something, avoiding
01:26somebody, and seeing these in different lighting, they're less likely to notice
01:31that it's the same marking on both sides.
01:33On smaller objects we may be able to see more of it at once,
01:37but on our containers, we can plan for some modularity and overlapping textures.
01:41We can also plan for some wear and tear.
01:43As we can see on this container, the outer shell is quite rusted through.
01:47We can use this to our advantage in randomizing rust and moving it around later.
01:51Now I'll go into 3ds Max and layout a bounding box for my container.
01:56In 3ds Max, the default units are in inches.
01:59We can change this under Customize > Unit Setup.
02:03Right now it's in Generic Units and under the System Unit Setup the System
02:07Unit Scale is in inches.
02:10The neat part is you can work in whatever units work for you.
02:13If you want to go in Imperial, great! Metric? Fantastic. Convert Between, not a big deal.
02:19Unity is going to bring things in into meters.
02:22So when we're ready, if we need, we can re-measure things, not rescale them so
02:27they come in correctly.
02:29I'll start up by making a bounding box, holding Ctrl and right-clicking and
02:34choosing Box on quad menu.
02:36I'll draw in a box, clicking and dragging for the width, and releasing and
02:40dragging for the height. Notice that didn't put in my size exactly.
02:44I'll close my Transform Type that I have opened here and go to the Modifier panel.
02:49On this box, we have our Parameters and we can enter in specific dimensions if we need.
02:54I'll put in a Length of 8 feet.
02:58Notice that Max converts for me.
03:00I put in 8 feet, and it converted it over to inches.
03:03I'll press Tab and put in a Width of 20 feet, and finally a Height of 9 feet.
03:11My field for Height is highlighted, so if I click and scroll in here it may
03:15actually change that.
03:16I'm going to make sure that I hit Escape to get out of that entry field.
03:20It's very easy to put in an exact number and accidentally scroll and change that value.
03:24Now I'm ready to position this.
03:27It's a good idea when you're building singular game assets, and these maybe in
03:30multiple scene files, to position them around 0, 0.
03:34I'll press F12 to pull in my Transform Type-In.
03:36In the Absolute World, I'll put this at 0, 0 and 0.
03:41That way the pivot is in the center at 0, 0 down on the floor.
03:46When I build my container within this bounding box, it will sit on the ground.
03:50So when I import it into my game engine, it won't be floating up a couple of inches.
03:54The idea is we're going to build one, make multiple textures, import it in the
03:59game, and swap around textures and materials as we need.
04:02We'll also be able to position and snap these in the engine as part of our
04:06layout, thereby saving on our resources in game.
04:09I'm ready to start building my actual container.
04:12The last step I'll do is to freeze this, right-clicking and choosing Freeze Selection.
04:18This way my bounding box will stay in place. I can snap to it but I can't
04:23accidentally move it and be off model.
04:25It's important to do a bounding box for objects.
04:28That way you can avoid model creep.
04:30Where you start modeling something and it's sort of grows in its dimensions as
04:34you extrude, and suddenly you're off proportion and your modularity, and your
04:38planning and sizing is way off.
04:41Starting out with the bounding box, make sure that you're consistent in your
04:44model and your size.
04:45So when you're importing in things fit together correctly.
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Adding the framing components
00:00Now that I've got my bounding box in, I'm going to make the corner boxes as part of the frame.
00:05I'll go back and look at the reference for a sec and make sure I've got the right pieces.
00:10As we can see in this image, these corner boxes, which actually hold the mating
00:14couplers for joining or stacking containers, protrude a little bit and it's
00:19important to make these, because they affect the silhouette of the container.
00:22Things like the corrugations and the internal ribs on the structure can be
00:26handled on a normal map, but getting the silhouette right matters.
00:31We can see in the other images, even when the containers are stacked, that these
00:34corner boxes do protrude.
00:35These are about 6" x 6" x 4" and I'm going to make them with an instanced workflow.
00:41Here in Max, I'll make it a little easier to see first.
00:44I'm going to right-click and choose Unfreeze All and then select my bounding box.
00:49I'll right-click and choose Object Properties.
00:52In the Object Properties, I'll check Display as Box.
00:56That way this displays as a wireframe bounding box of a box. Being that the box and
01:02the bounding box are actually a match, I can snap to the bounding box and work
01:06through it or see through it.
01:08I'll right-click on it and freeze it again.
01:11I'll also get my snap settings correct.
01:14I'll hold Shift+Right-click and make sure that Grid Points is not checked,
01:18Vertex is checked, and that Snaps Use Axis Constraints and Snaps To Frozen
01:23Objects are checked.
01:25Finally, I like to use the 2.5D snap, that way I don't accidentally snap
01:30something up on the Z axis when I only want an X and Y. I'm ready to start
01:35making my corner boxes.
01:37I'll hold Ctrl+Right-click, choose Box, and land a box in the scene.
01:42It is black and I'll deal with that in a minute.
01:45I'll go to the Modifier panel and I'll put in my length, width and height;
01:486 for the length, 6 for the width, and 4 for the height.
01:53Now about that black display;
01:54it's shading correctly, it's inside our box.
01:58We can see as I bring it out, it turns into the right color.
02:02I'll click on Realistic and changeover to Shaded for now and it won't be lit.
02:07Now I'm ready to snap this.
02:09What I'll do first is to zoom in.
02:12It kills me to see people working like this.
02:14You can't tell what you're doing. Zoom in close so you can see what's going on.
02:19I'll press Spacebar for selection lock and make sure my move is on the X and
02:24Y. I'm going to register the snap down on the corner of the box and snap it
02:30into the right place.
02:31If you're having trouble seeing the snap, orbit around. Move around as you need
02:35to get things on right.
02:37Now I'll snap this in.
02:38I will now switch over to a top view, hit Z to zoom extents, and make sure I
02:44register the snap and put it in the right place.
02:49With one box in, I'm ready to clone it.
02:51What I'll do is Shift+Clone it, in this case, on the Y axis, holding Shift and dragging.
02:58I'll pull it over and make it an instance.
03:01That way when I get to unwrapping, I unwrap one and they all unwrap correctly.
03:06As part of this, I'll click OK, go in the top view, hit Z to zoom extents and
03:12rotate this 90 degrees.
03:14I'll press A for Angle Snap.
03:16Notice up at the top, my snaps are on.
03:18The Angle Snap allows me to snap this rotation;
03:21in this case, every 5 degrees as the default.
03:24I'll press W for Move, make sure I'm on the X and Y axis, Spacebar for selection
03:28lock, register the snap, and pull it into place.
03:33I'll repeat the process, cloning and rotating these over all the other corners
03:38and then I'll snap the frames into place.
03:40I've cloned all of my corner boxes out, rotating them or mirroring them, so
03:44that from the original, the corners rotate around 90 degrees and mirror from top to bottom.
03:51Any number of ways of doing this will work.
03:53They are all cloned as instances and we can tell that's an instance by
03:57having four objects selected, the text box is bold, and the Make unique
04:02button is available.
04:03This way if I unwrap one, they all unwrap.
04:06I'll press Spacebar to release the selection lock and G to turn off the Grid;
04:10sometimes I like to have the Grid off so I can see what I'm doing.
04:13Now I'm going to start on the frame elements and I'll begin with one, holding
04:17Ctrl and right-clicking, choosing Box and clicking and dragging from the inside
04:22of a corner box to the inside of the corner box, and dragging up for the height.
04:28I can come back and put the height in later.
04:30I'll go to the Modifier panel, make sure the dimensions are right on, 6 x 228 x 4,
04:38and I'm ready to continue modeling.
04:40I do want to make sure my silhouette works. It shouldn't be 6;
04:44it should be 5 inches deep and then I can use my snapping and aligning to get
04:48these in the right place.
04:50I'll finish out the corner elements and then start to look at the side panels.
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Adding the side panels
00:00I finished adding in the frame elements adjacent to the corner boxes.
00:04I've put in the long top and bottom frame members as well as the ends, and the
00:08vertical supports on the corners.
00:10As you can see in these, they are all held back from the corner boxes by an inch.
00:14That gives me that silhouette and the space between the boxes correctly.
00:18Now sometimes folks have a question on this.
00:21Why does it look like this box actually sticks down into the corner box? I know I
00:25put that in the right place. Well here's why.
00:27I'll press F4 to go to a wireframe on shaded or shaded with edged faces.
00:31What we're seeing here is that the selection brackets go a little bit beyond the object.
00:36In Wireframe the object looks right.
00:38But when it's selected and shaded, they go a little outside.
00:42As long as it looks right in Wire frame and is snapped, you are good.
00:45Now these are all instanced side-to-side and top and bottom.
00:49The few variations are from the top sides to the bottom sides.
00:53As the top sides are an inch lower, so again, the corner boxes stick out.
00:58What this will let me do is add in Edit Poly Modifiers to start to reduce the polygon count.
01:04First, I'm going to put the sides in before I reduce.
01:07I'll go into our Left View by hitting L and I'm going to make either the door or non-door side.
01:13I'll hold Ctrl and right-click and choose Plane. My snap is on.
01:18I'm going to register the snap in a corner, drag down and land it inside that door.
01:23Now as I spin around here, holding Alt and the mouse wheel, we can see that
01:27this created on zero.
01:28This is because my snap is at 2.5D. That's fine, I'm going to move it over and
01:34put it where I want it.
01:35As a side note on the geometry here, I'll jump to the Modifier panel and make
01:39sure those Length and Width segments are 1 and 1.
01:42A quick way to do this is to right- click on the Spinner and it resets that
01:46spinner to the lowest value, in this case 1.
01:48Now I'll press W for Move, and click on the X axis.
01:53Then register that snap on a corner and pull that plane over.
01:58I'm going to land this just on the edge of the purple post, and then I'll
02:02move it in precisely.
02:04Down at the bottom here in 3ds Max, we have two ways of dealing with the Transform.
02:08I just switched over to Relative or here is back to Absolute.
02:13It's also called Offset Mode Transform Type-In.
02:16Now what I can do is move this door or other panel in by 2 inches and it moves precisely.
02:23This lets me get the extra shadow line right here on the corners.
02:27I can fill in the rest of my panels and I'm ready to start optimizing and
02:31unwrapping my shipping container.
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Unwrapping the sides
00:00I finished modeling the sides, tops and bottoms of my shipping container.
00:04Notice that one side, the big side here, is actually an instance of the other side.
00:10Because it's very difficult, as I've said previously, to see all of the container at once.
00:15We're on one side, we walk around and we can forget what the other side looked like.
00:19This is going to help me in my unwrapping.
00:22We can unwrap multiple objects in Max very easily.
00:25I'll pick one end, one side, the top and the other end, and I'm holding Ctrl to
00:34add to the selection.
00:35By turning on the wireframe on shaded or shaded with edged faces I can see
00:39the selection here.
00:41The two ends are not instanced, because one has doors and one doesn't, but the
00:45sides and top and bottom are.
00:48Now in the Modifier List I'll choose Unwrap UVW.
00:52We can unwrap multiple objects and it shows up as an instanced modifier.
00:56I'll open up the UV Editor. These are flat objects but their default mapping
01:01is a square, which means it would stretch the texture as we know them to be rectangles.
01:04What I'll do a lot of times here is to quickly flatten out all the mapping, so
01:09they all stay in the same proportion, because they're sharing an unwrap they
01:13will all flatten together.
01:14I'll press 3 for faces, Ctrl+A to Select All, and under Mapping, choose Flatten Mapping.
01:23Flattening has a threshold and spacing. This allows us to detail how do
01:28we flatten objects.
01:29In this case, this will work just fine because I'm flattening flat things.
01:33I'll click OK and there are all of my objects laid out. Here are both sides, the
01:39top and bottom and uniquely the end and the doors.
01:44And I have leftover space here for either scaling my UVs or fitting in my other
01:48frame elements in my unwrap.
01:50I'm stacking textures here and it's a very quick way to handle boxy objects like
01:54this while maximizing that texture space.
01:58I'll close this and now I'm ready to start working on the corner elements and posts.
02:02I'll use the same approach to those but I need to modify their polygons a little bit.
02:07We have a few polys we can optimize in the next video.
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Unwrapping one corner box
00:00With my panels unwrapped, I'm ready to start tackling frame elements.
00:04I will look first at one of my corner boxes. I'll select it and press Z to
00:08Zoom Extents on it.
00:10Remember that I had instanced these and rotated them.
00:12So they do actually rotate 90 degrees around from each other, and flip from top to bottom.
00:18These are used for mating containers together, and there are actually pins that
00:21will go into the holes on these, which we're going to draw, that help lock them
00:26in so we can stack them.
00:27In this case, the default Unwrap coordinates are not going to work.
00:31I'll going into the Modifier List and put an Unwrap UVW Modifier on.
00:36I'll open up the Editor and see what I've got, and we can see that the defaults
00:40are square mapped in the zero to one space.
00:43I'm going to unfold this object so that I can paint the sides uniquely.
00:47As although they're small, we can actually see all of the six sides of this
00:51depending on where we're standing.
00:53I'll press 3 for Faces, Ctrl+A to Select All and under Mapping I'll choose Unfold.
01:00Because it's a box, I can walk it to the closest face and get a pretty
01:04good unwrap quickly.
01:05An unfolded box looks like a T. This will work fairly nicely as we've got top,
01:11sides and bottoms all joined.
01:13The last thing I'll do is just to verify as I select by face which is which.
01:18You may want to turn off the Active Map dialog, the checkers here, to see
01:22which one is showing.
01:23It looks like this worked nicely, as the most exposed face of this, the top, is
01:28centered and the sides all joined.
01:31So this corner right here, if it has rust on it, will spill over and I can paint it nicely.
01:37The underside of my box, under here, which may be in shadow, joins onto the side
01:42and so I can paint that transition between those two edges.
01:46This is a good unwrap and now I'm ready to scale it.
01:51One last piece on this, remember these were instances.
01:55I'll right-click and choose Top Level and we can see here in the Modifier
01:58panel that the Unwrap UVW and Box are both bold, and the Make unique button is available.
02:05With one operation I've actually unwrapped all eight of my corner boxes.
02:10Because they're rotated, the textures will be in the right place when I paint them.
02:14Now I'm ready to start unwrapping the frame elements in the same way, working in
02:19instance pairs, or instance quads as needed, and unfolding these for positioning.
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Unwrapping one of each frame member
00:00With my corner boxes unwrapped and my side panels unwrapped, I'm ready to start
00:04on the other frame elements and I'd like to optimize them a little bit.
00:08Poly counts still does matter, although not as much as in the early days of gaming.
00:12Really were after is silhouette, but any chance, I can take to optimize or
00:16reduce my poly count, I should.
00:18Here's what I'll do to make sure they stay as instances for the unwrapped.
00:22I've selected one of my vertical elements and under the Modifier List, I'm going
00:26to choose an Edit Poly Modifier.
00:30This Edit Poly instance is between all of them.
00:33Now I can go into the Polygon submenu and select my end polygons.
00:39I'll press F2 to Shade Selected Faces and F3 to go into Wireframe. I can toggle
00:46back and forth on these display modes to let me see easier what's going on;
00:50whichever way works is fine.
00:52I'm going to pick all the phases and hold Alt and deselect all the middle ones.
00:58Notice that my window crossing toggle is set to Crossing.
01:01That's why I selected in the deselected.
01:04The other option here is to set it to Window and simply window around the end faces.
01:09Anyhow, I'll pick both of the ends, which are completely obscured by other
01:13geometry and delete them.
01:15This change is now applied to all four corner posts because they're instances.
01:20I'm ready for an unwrap.
01:21I'll drop down on the Modifier List, hit U to go down to the use section,
01:26and pick my Unwrap UVW.
01:29In here, once I'm unwrapping one, the unwrap will instance to the others.
01:33I'll open up the Editor and see how this looks.
01:36Again, I'm faced with the default squares and that's fine.
01:39I'll press 3 for Face, Ctrl+A to Select All, and under Mapping, I'm going to
01:46unfold it and see what it looks like.
01:49My unfold worked nicely.
01:51The last piece I'll verify here is which poly is which. Did I get the seam
01:55in the right place?
01:57I'll deselect and pick one and just see what it adjoins.
02:00This looks pretty good.
02:02Right in the middle here, this poly I have selected is one of the primary ones
02:06we're going to see, which means to the side is one side, and adjacent to it is
02:11the other primary polygon we're going to see.
02:14So these two that are right in the middle of this UV shell allow me to
02:18paint texture continuity across and this joint right here on the edge
02:23actually is inside the box.
02:25Although we need the polygons, we can't see the joint.
02:27So when I paint my textures, I'm safe.
02:30I'll right-click and pick Top-level and now all four of my corner posts are unwrapped.
02:36I'll do the same thing;
02:37optimizing out the end polys and then unwrapping the top, bottom, and end
02:42framing members, and then I'm ready to start laying out the texture elements
02:46for my texture sheet.
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Laying out the UV coordinates
00:00I've modeled and unwrapped the separate elements of my shipping container,
00:04and now I'm going to bring them together as one object for texture painting and import.
00:08First, I'm going to pick one of my elements, and really anyone will work.
00:12Right now this is a box with an Edit Poly and an Unwrap UVW modifier onto it.
00:18I'll right-click and convert this to a Poly.
00:22The texture coordinates, or the UVs, are now baked into this.
00:26So I'm going to right-click and attach it to the other objects.
00:30Once you've unwrapped an object those texture coordinates are applied.
00:34You can collapse it or attach it to things, or whatever you need, and those UVs
00:38are still there until you change them.
00:40I'll attach by using the dialog here, and picking the other objects in the list,
00:45picking the top holding Shift and picking the bottom.
00:49This attaches all my objects together, although it shows as just an editable
00:52poly. When I put it an unwrap UVW modifier on, I can see cleanly in the Editor
00:57there is all of my shells.
00:59Now I'm going to arrange them.
01:01I'll turn off the checkers and start to move some things around.
01:05Notice I'm scrolling back and panning over, so I have some additional real
01:09estate here to play with.
01:10What I'd like to do first is turn on the Select By Element Toggle and start to
01:15grab all the stacked elements I've made and pull them out of the way.
01:19I want to get a clear picture of what's going on.
01:22There is my long sides and here's my short sides and tops, and I'll leave that
01:26side where it is, and now I've got my elements pretty nicely stacked.
01:31Over here on the left side I have my top frames and vertical posts. On the
01:36bottom, those are all of my long frames, and this giant plus; those are actually
01:41the small corner boxes.
01:43When I'm getting UVs in, what matters is that I'm utilizing this zero to one
01:47space as effectively as possible.
01:49If you're loading an image in that is 1024 pixels on a side, whether or not
01:54you're using those pixels in the texture, you are still loading them into RAM.
01:58Memory is crucial in games and so we have to optimize our UV layouts.
02:03This is pretty good so far. These elements, my sides, top and bottom and door
02:09end and flat end, are about as big as I can get them.
02:13I may want to use the Freeform Mode and scale them just a little bit, to see if
02:17I get them any bigger.
02:18I'll hold Ctrl while I scale,
02:20to make sure that I don't distort my elements I've so carefully unwrapped, and
02:24then start to pick the pieces, and see if I can slide them a little closer to each other.
02:29This is also a good place to make sure in the Move tool, you constrain down to
02:33one axis, that way when painting a texture, you can slide things vertically in
02:38Photoshop or horizontally and not the off alignment.
02:41I'll pull these in and put them as close as I can.
02:45I want to make sure that my edges don't touch, that is, I don't have overlapping
02:49UVs where they shouldn't be overlapping, and also that the UVs are not touching
02:54the edges of that zero to one space.
02:57Now I'll start to bring in my other pieces.
02:59First, I'll take my longest elements which are my long sides here, I'll
03:04rotate them 90 degrees and I'll move them into the right place. I'll switch
03:08my Move tool back over to two directions, and I'll pull them in and stack
03:13them as well as I can.
03:15It looks like I need to scale these down just a little bit, don't be afraid to
03:18really zoom in and see where you need to go.
03:21I need to come off that edge just a bit.
03:23So I'll scale these, holding Ctrl again to maintain proportion, zoom out to
03:28check, and pull them into position.
03:32That's pretty good.
03:34What I'm planning on is, in the overlapping of these elements, I'm going to paint
03:38general grunge and rust along the length of it.
03:40These will simply share across all the elements and I'm banking on not being
03:44able to see all four long frame pieces at once, as part of my reasoning in
03:50simply stacking those UVs.
03:52Now I'll put in the other pieces.
03:54Again, selecting all the short frame elements, pulling them over into the
03:58best space possible, scaling down while holding Ctrl and moving them off my sides here.
04:05This may take a little time to do, but it's working pretty nicely, and I've got
04:10a place here where I'm using my texture space fairly decently.
04:14I don't have much more I can really scale.
04:17Lastly, I'll look at my corner boxes.
04:20I'll take them, pull them over and rotate them.
04:26How you rotate these is up to you.
04:28I don't mind that it's actually upside down here, because really what I care
04:31about is that, this is rusty and that is probably as well.
04:35I can paint this scene to match, so as long as I can see it, I can paint to it.
04:40I'll pull these into place, scale them down, and my UVs are ready for texture.
04:50With my corner pieces in place I can see I've got a little space left over.
04:54I do have the option here of taking one of those corner elements and pulling it off the others.
05:00That way I can paint separate textures for those to add a little more variety.
05:04It's always good to look for places where there are repetitive elements where
05:08you may want the texture to vary.
05:09As an alternate, if the bottoms are more rusted than the tops, I may want to pull
05:14the bottom corner elements off.
05:16Looking at the selection here in the Editor and looking over in the view to
05:19see what's selected.
05:21I can space these out, use up the rest of this space, and again I'm ready for
05:25painting, maximizing my UV layout.
05:28I'll right-click, choose Top-level and I'm ready to export out or render
05:33that UVW template.
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2. Texturing the Shipping Container
Overview of the texturing process
00:00In this chapter, we'll look at adding diffuse and a normal bump to our
00:04shipping container.
00:05We'll start out with a blank template, exported from the unwrap in 3ds
00:09Max, and layer on things like a basic color and company logos and markings on the containers.
00:16Then we'll start to add in layers of rust.
00:18First, some general rust, some streaks, and finally bubbles on the surface.
00:23We'll also look at ways of constructing a bump so that we can add more detail
00:27into our container than is actually there, because we kept our model fairly
00:31spare just for the silhouette.
00:33Finally, we'll look at how to make normal maps, taking them straight out
00:36of Photoshop from the grayscale, using both ex-normal and an NVIDIA normal map filter.
00:41Lastly, we'll test these out and see if our layered workflow worked in Unity.
00:46Did we get the container, one container across, and do the materials swap out
00:50easily, so it looks like multiple containers?
00:53All along, I'll be stressing a layered, organized workflow, so you've got easy
00:57changes and easy iterations and variations because we may see 20 or 30 of these
01:03in a given scene, and we want to be able to change them easily without making a
01:07unique map for each one.
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Creating a bump map for the corrugated sides
00:00In this video, we'll export the UVW template from our shipping container we've
00:05unwrapped previously, and then bring that export into Photoshop to start to
00:09paint the bump map for the corrugated sides.
00:11What I will begin with is selecting this shipping container, opening up the UV
00:16Editor, and exporting out or rendering the UVW template.
00:19I will select all of my UV's and choose Tools > Render UVW Template. I want to
00:26paint twice as big as I'm going to use.
00:28I'd like this map to be 1024 in the final version.
00:32So I am going to paint at 2048 square.
00:35It's always good to paint big and then reduce down if needed, or mipmap.
00:39I am going to leave the Options at the default, giving me green lines with white
00:44edges where they adjoin over a black background.
00:47I'll click Render UVW Template and there's my template.
00:51Now there aren't missing lines, it's just simply a magnification.
00:54As I zoom in, you can see the lines are all there.
00:57I'll click on the Save Image button, and save out this image.
01:00I'll call mine container template.
01:03I like to put template in the name of my temporary working files, so that if I
01:07need I can purge a directory and take out anything with that name.
01:11It also lets me know I should not load this in as a working texture.
01:14I am going to save this out as a TIFF image,
01:17avoiding compressed formats such as JPEG, because they may reduce or compress any fine detail.
01:23In this TIFF, I'll save it without an alpha channel, as I don't need the alpha on the lines.
01:28Now I'll pull this up in Photoshop and start to paint my bump map in.
01:32Once I have opened up my container template TIFF, I need to get it ready to use.
01:36One of the things I like to do is press Ctrl+I to invert those colors.
01:41So instead of black, it gives me white with pink lines.
01:44Then I'll desaturate, Ctrl+Shift+U. So now I've gray lines over white. Easier on the eyes.
01:51Finally, I'll double-click on the Background layer and rename this to
01:54template that way I know when I am saving out my final flattened image, I
01:59should turn this off.
02:00I'll make its blending mode Multiply and I'll click OK and then lock this layer.
02:06The reason to chose Multiply is that Multiply multiplies together the over
02:11and under color and divides by the color space, therefore the result is always darker.
02:16Multiplying by white is like multiplying by one. There's no effect.
02:20Now I'll make another new layer, slide it under my template and I'm ready to
02:24start painting my bump.
02:26I'll zoom in on one of my container ends first, and I'll start to make a
02:30marquee, that's going to be one piece of corrugation.
02:34I'll make this marquee fairly skinny, dragging it in and pressing Ctrl+0 to zoom
02:39out and see if I'm in the right place.
02:42As you can see, I had to zoom a little bit to get this to show all the lines.
02:45That's not a problem, it's just a reflection of the magnification we're working with.
02:50First I'll fill this in light gray.
02:52This will be my up color in the corrugation, the farthest out but they protrude.
02:56I'll like to reserve white in my bump maps for things that stick out further,
03:00such as bubbled rust.
03:03I'll click on the Paint Bucket and fill that marquee.
03:06I'll press Ctrl+D to deselect, V for Move, and hold Alt while I clone this layer to the side.
03:13Shift will help me constrain direction.
03:16Now I've got two of the same layers next to each other.
03:19I'm going to hold Ctrl and click on the layer thumbnail of that new layer.
03:23Now the selection is constrained to that layer.
03:26Finally, I am going to make a gradient, found here under the Paint Bucket tool.
03:30I am going to take my gradient, which goes from foreground to background, and go across this.
03:35But I need to make that black a little bit lighter.
03:37I'll click on black and pull this us up into a medium dark gray.
03:42Again I like to reserve black for deeper pits in the surface or dents.
03:46I'll click on the left side, hold Shift and drag that gradient across that
03:50marquee. That's the first part of the corrugation.
03:54Now I can clone this in the same way and make one zig, we'll call it.
03:58I'll right-click on the original, choose Layer 1, hold Alt and clone that over, X
04:05swaps the colors and G for the Paint Bucket.
04:08Well actually, here it is under my gradient again.
04:10And I'll fill that marquee with my lower color.
04:13Now I'll right-click on that gradient section, choose it, Alt+Clone it over,
04:19and rotate it around.
04:21I'll press Ctrl+T to get to the transform, flip it around holding Shift,
04:26and Enter to finish.
04:27That's one corrugation.
04:30I'm ready to flatten these layers by pressing Ctrl+E and Alt+Clone these
04:34along, snapping onto the other layer and repeating the process, cloning the
04:39corrugations along the container.
04:41Once I've got a few, I can press Ctrl+E to merge them down, and Alt+Clone four or five at a time.
04:48I'll tab out the menus, press Spacebar to pan over, and Alt+Clone another
04:52section of corrugation.
04:54Looks like I need a piece of one to finish and I will let it just run right off the edge.
04:59Then I'll use my marquee to select and delete any pieces that overlap other UV shelves.
05:04There is the start of my corrugations. These are very wide corrugations on this
05:09container, but when they're put into a normal map, it's going to look like it
05:12has a lot of detail.
05:14I'll finish this for the other sides, and then I'll start to do the bump on the
05:18doors and other unique components.
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Adding more details to the bump map
00:00Now that I've got my corrugations on the main sides and end of my shipping
00:04container, I'm ready to put other bump parts in.
00:07I'm going to look first at the corner boxes here. I'll press Z to zoom and zoom in on them.
00:14We've unfolded these boxes and we can see the UVs are overlapped here, as
00:18there's only two of these pluses available.
00:21What I'm going to do is use a circle in here to simulate the depth in the hole;
00:26in reality, it's going to be just black in the diffuse texture.
00:29First, I'll put a new layer in.
00:32My general rule in Photoshop is when in doubt use a new layer.
00:36If you are thinking about putting something else in, use a new layer.
00:39Keep this flexibility going all the way through.
00:42What I've also done is to save this as a PSD.
00:45What I like to do is to save this in a working directory.
00:50I've put a directory called working in my images folder in the 3ds Max project.
00:56That way when I'm browsing for textures, all these working PSDs are down a
01:00directory and don't show up on the list;
01:02only the finished textures are in images.
01:04In working then that's where I'll keep working PSDs with all their layers
01:08and extraneous parts.
01:10For this texture then, I'll rename that layer and I'll call it holes.
01:15I'll press M for marquee, but I'm going to switch over from a rectangular marquee
01:20to an elliptical marquee.
01:22I'll click and drag and hold Shift while I do to draw a circle.
01:26There is a circular marquee and I can move it around little bit if needed.
01:30I'm eyeballing the size so I can also take this marquee, and once it's filled,
01:35clone it over to the sides of this box.
01:38Now I'll fill this in my deep gray.
01:40Then I'll press Ctrl+D to deselect.
01:43Here's an option, deselecting, and then pressing V for Move, and Alt+cloning this
01:50piece produces another layer.
01:52However, the layers can be snapped together.
01:55Alternately, we can not release the marquee, so my hole is still selected in the marquee.
02:01Alt+clone it and it stays on the same layer.
02:05I'm making a modular map where I've got like elements here that are getting
02:09cloned around and I'm going to take all of these holes once they're done, and
02:13clone them down to the next collection of corner boxes.
02:18I've done this actually on the corrugations where I made one set of corrugations
02:22and cloned it along.
02:23Then I took that whole set, cloned it down to the next large panel, in this
02:28case the sides, and stretched it using my Transform tool by pressing Ctrl+T.
02:33I took that same modular element, cloned it and rotated it, to go up here on the
02:38end without the doors.
02:41I'll finish out these corner boxes, V for move and holding Alt to clone.
02:46Now I'll hold Shift to come straight down on a diagonal to match in with the
02:50box in the middle here.
02:52I'll clone this up one more time.
02:55As I'm not really sure which end is where, although I could find out, I'm going
02:59to put holes all over this.
03:00Now I'll press Ctrl+D to deselect and zoom out.
03:04With the holes layer whole, I'll hold Alt and Shift+clone or clone while
03:09constraining all the way down.
03:11So I get these holes to match up in the same place here.
03:14I'll press Ctrl+E to merge down the layer and there is all the holes in their
03:19bump on the corner boxes for my shipping container.
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Drawing the bump map for the door
00:00Now that I've got the corrugations in on the sides, and top, and one end of my
00:04shipping container, I'm going to add in the door panels.
00:07As we can see in the reference image here, we have a lot of variation in
00:11how the doors look.
00:12They almost all have some kind of locking mechanism and some kind of
00:16hinges visible on the side, but how they're corrugated varies widely
00:20between manufacturers.
00:22Some have closely space thinned corrugations, some have more corrugations and
00:26a pattern, some have just a couple that are fairly spaced out, and some look more solid.
00:32I'm going to make some that are fairly recessed panels in here.
00:35I've zoomed in on my template and I'll first make a new layer. Remember the rule;
00:40if you think about it, make a new layer for it.
00:43What I'll do is fill this in my light gray, because that way I have latitude in the bump.
00:47I can use white for the locking mechanism so they protrude out of the surface
00:51and with the corrugations go darker.
00:53If it's not already in the foreground color, press I to eyedropper the bump
00:57color, that light gray.
00:59Then G takes you to the Paint Bucket.
01:01But how do you fill it evenly? Here's a trick.
01:04I've got my template layer and I'm going to select it.
01:07I'll present W for Magic Wand.
01:10If you don't see the wand, click and hold and flyout the Quick Selection tool.
01:14In the Wand, I'll leave Contiguous on and anti-alias is off.
01:19When I click in the middle of the template, there is that selection.
01:22I'll expand this out, choosing Select > Modify > Expand and I push it out by
01:28three or four pixels.
01:30This way, in case there's any overlap in the polygons over the texture,
01:34I have an extra covering color there.
01:37Now on this new layer, I'll press G and fill that selection in. I'll deselect by
01:42pressing Ctrl+D and I'm ready to start lining in the places where my
01:47corrugations will be.
01:49What I'll do is press M for Marquee.
01:51Make sure you switch your marquee back to a rectangular, as it may still be in the
01:55elliptical from earlier.
01:56I'll start out with my marquee going cleanly inside, roughly diagonally
02:00from the corner, and I'm going to get it as close as I can and do kind of a wide
02:05panel recessed door here.
02:07With a marquee, you can always use the arrow keys to nudge it over or move it
02:11before you actually fill in a color.
02:13I'm going to put this temporarily on a new layer and fill this new layer in
02:17something, any other color.
02:18There is my filled square.
02:21I'll press Ctrl+D to deselect, V for move, and now I'm going to Alt+clone
02:26this so it looks right.
02:28There is 1, 2, and 3.
02:32These cloned out nicely.
02:34If they don't clone or if the spacing seems a little off, now is the time to adjust it.
02:39Here's how I'll make this work.
02:40I'll press Ctrl+E to merge down the layers.
02:43So now Layer 2 has all of these deep gray recesses.
02:47I'll press Ctrl+T for Transform and I can scale this up and down as needed.
02:52I am going to pull mine in a little bit so that there is a little more solid
02:56steel at the top and bottom.
02:58I'll press Enter when I'm done and I'm almost ready to put the panels in.
03:02Now I'll use my marquee again, clicking and dragging as close to the middle as I
03:07can get and deleting a section.
03:10Looks like I need to move this down just a little bit and I'll press Delete.
03:14There are my four-panel doors, ready for some additional work and gradients to
03:19make this look more stamped.
03:21I'll press Ctrl+D to deselect.
03:23Now I can leave this on one layer or merge it down.
03:26I'm going to leave it alone and I'm ready to start doing some beveling and
03:30gradients on the corners.
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Adding details to the doors
00:00With my basic panels in place on the door, now I'm going to make some gradients
00:04that slip nicely over.
00:06They give me the idea that these are pressed or stamped doors.
00:09Rather than having just straight edges here, they'll have beveled or chamfered edges.
00:14I'll zoom in on one to start.
00:16I'm going to work on a new layer, pressing Ctrl+Shift+N. Then I'll press M for
00:21Marquee and I'll start out with a marquee over part of this.
00:25It actually doesn't have to go all the way across.
00:27We can clone and overlap these ones they're done.
00:30I'll make sure that my foreground color is set to my deeper panel and my
00:34background is set to my lighter section of the door.
00:37I'll press G for Gradient and see if Reverse needs to be off or on.
00:42In this case, I think I can turn a Reverse off and I will click and drag my gradient down.
00:50Notice when I made the gradient I held Shift, and that constrained the
00:53direction straight.
00:54Now do I need to redraw this?
00:56Not necessarily. I'll press Ctrl+T and rotate this around, holding Shift to
01:02constrain on the 45 degrees degrees.
01:04Pressing Enter accepts the transformation and I'm ready to make my miters.
01:08I'll zoom in on one of the corners, press Ctrl+D to deselect and press E for Eraser.
01:15I've set my eraser to a pencil, and I made the brush size 1, so I'm actually
01:19erasing 1 pixel at a time.
01:21I'll take out the first one of my miter and start to line out pixel by pixel the diagonal here.
01:28It's worth it to take the time to make a perfect miter.
01:31That way everything seams together perfectly and you don't get a repeating
01:34error in the corners.
01:37We want to have it be perfect at a large res, so that when were downsizing
01:41for bitmaps or for smaller props or smaller implementations, we don't see errors
01:46that are compounded and blurred.
01:48Now I'll press V for selection and because this is on a separate layer, I can
01:53move that miter around cleanly.
01:55I'll lap it over the gray, press Ctrl+- to zoom out a little bit and Spacebar to pan over.
02:02I'll hold Alt and clone this layer.
02:05I need to mirror it over.
02:06So I'll choose Edit > Transform > Flip Horizontal.
02:10There is my miter in the right place.
02:13I'll take this miter, I'll pull it in right onto that gray, and then I'll press
02:18Ctrl+E to merge down those layers.
02:21I'll zoom out, zoom in on that panel, press V for move, and Alt+Clone this miter
02:27right down to the other side and look how it snaps onto that layer.
02:31I can use my transform, pressing Ctrl+T to spin this around, holding Shift to
02:36snap on the 45 degrees.
02:38Enter accepts the transform and I'm ready to clone and rotate to make the longer sides.
02:45I'll finish this, cloning, rotating and cloning the whole miter on all eight of the panels.
02:51Then I'll start on the door lock mechanism in the next video.
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Painting the diffuse texture: planning the layers
00:00I've completed the edge gradients on the doors as well as the corrugations for the sides.
00:04I am going to organize my PSD a little bit and plan out my layers for the diffuse map.
00:09First, I'll select all of the bump layers which I've named here according to
00:13what they are and I'll press Ctrl+G to group them.
00:17I'll double-click on this group and rename it to bump.
00:21I personally like to keep things grouped and layers separate within the groups,
00:25so I have maximum editing flexibility.
00:27If my art director were come back and say change the panels on that door, that
00:32would be a relatively easy change.
00:34Now we'll work on some colors.
00:36I'll make a new layer and double- click and rename this one to Base color.
00:41It's important to get a base color in so that if there is any accidental
00:44transparency or slip in the edge, that it's a color in there you want instead
00:49of just default white.
00:51I'll pull this down under the Bump and I'll make another new layer while I'm here.
00:55I'll double-click on the name on this and call it Logo.
00:59Finally, I'll make one more in here, double-clicking on it for the name
01:03and calling it Rust.
01:04Now I may end up with multiple rust layers as I start to age these, but what I
01:09am trying to think through in the planning is this container was new and it was painted.
01:13Then a Logo was applied and finally after much wear and tear, it started to Rust.
01:19Part of texturing is a little bit of planning in the layers before you paint.
01:24In case somebody says change the rust or change the color of the container, we
01:28have easy flexibility to go back and do that.
01:31We reference back to this image, we can see that this stack of containers is
01:36different colored with different markings and in various states of rusting
01:40slightly too quite a bit.
01:42Being able to go in and change this easily is a big plus in texturing.
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Painting the base coat and logo
00:00With my basic bump in place, I'm going to add the diffuse colors onto
00:04my shipping container.
00:05Then I'll start to refine with logos and rust.
00:08I'll start out with the base color and I'm going to flood this entire texture with it.
00:13That way in cases any accidental overlap in the polygons on the texture, it's a
00:17color that I want versus the default white.
00:20I'll start out by choosing my base color.
00:23I'm going to borrow the blue by pressing I for eyedropper and clicking on this image.
00:28Then I'll press G for Paint Bucket and it may be under the Gradient tools, so you may
00:32have fly it out instead.
00:33I'll fill my base color and I'm also going to hide my bump group.
00:38Organizing things like this makes it very easy.
00:40I can turn off the layer visibility for the bump group and now I'm left with
00:44just my template and my base color.
00:46I'll zoom in down on the side and I'm ready to add the logo on the side.
00:51I've got a Logo layer and I may make other layers using some text.
00:56I'll start out by keeping that blue, hitting X to swap the colors and changing
01:01my foreground color up to white.
01:03I'll click T for text and I'm going to use the Bauhaus 93 font.
01:08I put my size up to 200 pixels, I can always scale if needed.
01:12And now I'll put in that logo and position it.
01:15I'm going to use an all caps logo here. I'm going to name my shipping container
01:19line KINETECO, and press Ctrl+Enter when I'm done.
01:23I can take this logo and position it on that side.
01:26Remember that this polygon actually represents both sides, so we're applying the
01:30logo to both sides of the container.
01:33This is a text layer.
01:35So if there is another logo that needs to go here, we need to make a new layer.
01:39I'll put a layer in and I'm going to say that they have a white circle next to
01:44their name and that's their logo.
01:46I'll click and hold on a Marquee and flyout and choose the Elliptical, and I'll
01:50click in and drag in a circle.
01:52Then I'll fill this with white, press Ctrl+D to deselect, and move it until it's
01:59in the right place, and there's my KINETECO logo.
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Adding tracking labels and other markings
00:00With the main logo on the side of the container, I need to add in tracking
00:04labels and tare weights on the front.
00:06I'll zoom in up on the front doors, and there is the polygon where those belong.
00:11Now this is rotated 90 degrees to fit better in the texture.
00:15I'm going to draw the texture straight and then rotate it into place.
00:18As an alternate, we could also rotate the canvas or the image and draw it
00:23straight and then flip it back.
00:24I'm going to turn of my Bump group and turn off some of the layers so I can
00:28see what's going on.
00:30What I like to do sometimes temporarily, is also screen back layers, so that for
00:35placement I can start to line up writing on the bump and still see where I am on the blue.
00:41I'll take this door panels layer and pull back its Opacity.
00:44I'll do the same with the door frame, that way I can kind of see the blue
00:49through but I still have panels visible.
00:51Now I'm going to make text for the markings, and really these just need to have stuff there.
00:57I don't think the texture is going to be a good enough resolution to be able
01:00to let us read the text exactly, as much as having the things we expect to be there.
01:05If we look at the reference, from fairly far back, back enough to see a few
01:09containers, that text really kind of becomes a block that we recognize as text
01:15somewhat but can't make out the letters particularly.
01:18I'll press T for Text, and I'm going to switch fonts over.
01:22In this case, I need a much more straight font.
01:24I'm going to use Arial here and I'm going to work in all caps and reduce
01:29that point size down.
01:31We can always come back and change this if needed.
01:34I'll start out by typing Tare and put some numbers in for the tare or unladen weight.
01:39I'll go down on another line and put a few more pieces in.
01:43Finally, I have just got some numbers going on in here that represent something
01:47or other on the container, and the occasional letter.
01:51One or two more pieces of text completes it and I've got the start of
01:55markings for my container.
01:57I'll press Ctrl+Enter to finish.
01:58Now we'll take this text block and press Ctrl+T to Transform.
02:03I'll rotate it holding Shift and press Enter to release it once I've hit 90 degrees.
02:09Now I can take this and line it up on my door panels.
02:12I may want to shrink it down slightly and I can use the Arrow Keys to nudge, but
02:17I'm positioning this neatly in that panel.
02:20I can also slide it over as needed to stay away from the door locks.
02:24I'm going to put it here, use the Arrow keys to nudge, and I'll turnoff that bump.
02:30I realize that Photoshop has stuck this layer in my Bump group.
02:33It's a simple matter to just grab it and pull it out.
02:37Now I can roll up the Bump group, turn it off, and there is the start of the
02:41markings on the door.
02:43So I can finish out putting in the different markings on the door side and any
02:47other extraneous text, or logos, or warnings that need to be on this container.
02:52That way it looks like a real shipping container and has the appropriate
02:55things we need to see there. Not that we can necessarily read them, but
02:59there's stuff in the right place.
03:01Then I can start to take this now perfectly clean container and apply rust. I'll
03:07do this in the next video.
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Adding soft rust
00:00Now that I've got my base color, my logo, and my tracking labels on my
00:04shipping container, I am going to start to add rust. I have added in a few more layers in the Color
00:09group and adjusted the bump just a little bit.
00:12As you can see in the bump, I had to push the luminance on the door down because
00:15I wanted to add in the hinges.
00:17It's okay to do that and the reason I set this up on a layered workflow is so
00:22that I could easily grab the door color and lower it.
00:25And that let my hinges stick up from the surface.
00:27Remember I said I don't want to start my bump at white because I want some
00:31latitude to go higher, and in this case, the hinges pop out from the surface. They go higher.
00:36Now I am going to add rust in, and for me rust occurs in two different layers usually.
00:41The first, which I already have a rust layer in, is this soft general skim of
00:46rust. The second will be bubbled or pitted rust on the surface.
00:50I'll start out at in some rust along the main long side. I'll zoom in on it so I
00:55can see my template.
00:56What I like to do, because I have this template layer available, is press W for
01:00the magic wand and magic wand inside that show.
01:04That way I can keep that rust only inside that side and not accidentally paint
01:09over something else, where I would see a mismatch in my texture.
01:12Now on the Rust layer I am going to paint.
01:15I'll switch my color over to well, rust, sort of a deep red orange here. That'll
01:20work, and I'll now press B for my paintbrush.
01:22I like to use a very soft brush for this initial pass; fairly big, couple of
01:27hundred pixels is just fine.
01:29And I'll paint this in a Multiply blending mode with a very low opacity, maybe
01:33in that 15 to 20 range.
01:36Now as I start to rust over this, the rust builds up.
01:39I am going to lay some on and let it go, right up the side here, as if this has
01:43been sitting out for a while.
01:45The neat thing with Multiply is that multiplies the over and under color together.
01:49So as I keep adding to the rust it's going to get deeper.
01:54With the first initial piece of rust in, I'll change that color. I'll go just a
01:58little darker by using the Brightness slider.
02:00When I adjust colors, I like to use HSB personally, as I feel this gives me
02:04more control over where the black sits in the image and simply pushing around the RGB's.
02:09I'll make this rust a little deeper and up-size the brush using my square brackets.
02:14Now I'll paint some deeper rust along it, as if the rust has really started to eat
02:19in to the bottom of it, and we can see because I am painting in Multiply at a
02:24low opacity, and I'm building up that rust very nicely.
02:26I'll press Ctrl+0 to zoom out, go back to my Template layer, and magic wand the next piece.
02:32The next show here is the top and bottom.
02:34So want to be careful how I rust this. I'll zoom in on it.
02:38As a quick workflow note in Photoshop, F takes away the Windows UI.
02:42Hitting F again takes away the Photoshop UI and Tab brings those back and forth.
02:47When you're working, especially in color work, or painting,
02:51it's a good idea to zoom in as much as possible and see it without the clutter, the UI.
02:55So can tell is the color is reading correctly.
02:58Now I'll press B for my brush. F7 pulls my Layers palette back so I can switch back
03:03to my Rust layer, tab out the menus and start to rust the bottom.
03:09When you're painting in rust like this, you want to remember that it's
03:12accumulated, that this container started out clean and rusted over time.
03:17So we need to build up that rust.
03:20It's okay to take a few minutes, and really layer it on changing colors and
03:23adjusting blending modes if needed to make it deeper and darker in some places.
03:28I'll more rust in on the corner and this is looking well rusty.
03:32I'll continue with this, painting the rust onto the door, onto the end, and onto the sides.
03:38The corner blocks where the holes are, are probably all rusty, as they've had
03:42years of abuse being lifted off and on and slamming against other containers.
03:46So the paint has probably scratched off.
03:48After I have got the soft rust in, then I'll go add some streaks in.
03:52I'll finish up my soft rust, come back and show bit of the streaking on here.
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Adding rust bubbles
00:00With the soft rust added over the container, now I am going to add in some
00:04bubbling, kidding and streaks.
00:06I also need to deal with the rust where it passes over the painted logo, as this
00:10may need to appear a little differently.
00:11I'll zoom in on the logo, and see how I can erase the rust out of here a bit.
00:16One of the reasons I have everything on separate layers is so I can select easily.
00:20The Logo, KINETICO, was actually on this Text layer called Logo.
00:25I can magic wand it by clicking on that O. Now I can switch over to the Rust
00:30layer and using my eraser set to a very soft brush, I can erase some of the
00:35rust, as if the logo paint was little more sturdy.
00:38I have my eraser set as a brush, and I'm going to use a low opacity, rather than
00:42fully erasing it, I'll just take out some of it.
00:45I'll use my bracket keys to upsize that brush going fairly big, enough to cover a
00:50good chunk of the letter, and I'll start to erase out some of it. We can see
00:54that brush is initially too hard.
00:56I'll right-click and pull up the Brush palette and make sure I take the Hardness
01:00on the brush way down.
01:01That way I am erasing with a very soft brush, and can take out some of the rust.
01:06The selection is helping the constrain where I'm erasing, as if that paint
01:11was slightly different.
01:13Now when I press Ctrl+D to deselect, we can see that some of the logo is rusting,
01:17but some of it is still staying fairly clean.
01:20I can use the same technique on the other markings, making sure that some of
01:24them stick through the rust while some don't.
01:26When I am ready to add in bubbles and streaks, I am going to do it on a new
01:29layer. I want the flexibility in here to alter things.
01:33I may want multiple rust maps that I can throw on different containers along
01:37with different colors and logos,
01:39so that with a couple of images I can really vary the look of these in case I am
01:41dealing I'm dealing in dozens.
01:43I'll zoom in down on a heavily rusted area on the side.
01:46I'll rename this new layer Rust bubbles and I'll switch Brushes.
01:51I'll press B for brush and right-click.
01:54Photoshop comes with some fairly amazing brushes and there are zillions more available.
01:58You can load in a brush as you need. They are ABR files and on your Brush palette
02:02you can load in a new brush.
02:04I'm going to use some of the standard Splatter brushes that come with. I'll pick
02:08this one, it gives me a nice big splatter.
02:11I don't have any Hardness controls, as it simply exist as a Splatter brush.
02:15I'll up-size this brush and rather than clicking and dragging to make streaks, I
02:20am just going to click with this brush in place and it's going to give me bumps.
02:24It's going to add in rust bubbles, as if that rust has bubbled through the paint.
02:29After every few clicks, I'll up-size the brush,
02:32move over and click again.
02:34I want to avoid making large dots that are visible, and instead say that this
02:38rust has bubbled through the surface gently.
02:41I'm still painting in a Multiply at a lower opacity.
02:44I'll move into the top and do some more bubbling to show it.
02:47Now this bubble is a stand-alone here.
02:49What I may want to do to keep the bubbles from running into another area, is use
02:53the selection technique again on my template layer.
02:56I'll select the template layer in the Layers palette, press W for wand, and
03:00magic wand inside that top UV shell.
03:03Now when I'm go back to the Rust bubbles layer, press B for brush, I can bubble
03:08right over the edge of that but those rust bubbles wont leak into an adjacent UV
03:12shell giving me a lack of continuity.
03:16As I am adding those in, we can see that, that rust has really come through the surface.
03:21I can continue to rust the surface of this, adding in layers of wear and
03:24rust and dirt over time.
03:26I'll use multiple layers to keep these all separate for easy editing.
03:29The way we want to think of it, is that this container was made clean, and
03:33over many years of weather, water, dirt, decay, being on a ship and the salt
03:38water, et cetera, this container has rusted and we need to plan it to layer on and
03:43the way we paint it, so it looks right.
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Setting up a library of shipping container textures
00:00I've got my first container complete. It's painted, logoed and rusty. It's been
00:05out in the weather for a while.
00:07Now I'm ready to build up a library of these. I've got one set of geometry I am
00:11going to bring across, and I am going to reuse it.
00:14In Unity then, I'm going to swap out those materials and make new containers.
00:19As we can see in this reference image, it's very easy in a scene to see 18, 20,
00:2324 containers at a glance, and they should have some variation between.
00:28Some of them may be from one company and some from another.
00:32The layered workflow here in this document allows me to make textural
00:35variations very easily. I'll add in a few.
00:38What I may want to do is divide out the Color group between color and rust,
00:44leaving the wear and tear as separate group, so I can swap out colors easily.
00:48I'll pick my Base color, my Logo, the Logo dot and the markings on the end. I'll
00:54press Ctrl+G and put them in a new group.
00:57I'll drag this new group out of Color.
01:00I use groups a lot in Photoshop as way to organize layers,
01:03so they can all move together and say stacked in the right order.
01:06I'll rename this group to Base colors.
01:09I'll also rename the other Color group to Rust, that way I've got Rust separate.
01:15Now I will add in variation on the Base colors.
01:18Holding Alt, I'll click and drag the Base color group and rename it.
01:22I'll call this one, Base green. I'll turn off the initial base color, go in to
01:28Base green, select the Base color layer and adjust.
01:32I'll press Ctrl+U for Hue/Saturation and move that hue around.
01:35I am going to say that this particular company likes a deep, desaturated green and
01:41that their logo is not KINETECO anymore.
01:44I'll click on the Logo layer, press T for type, select that text and change it.
01:53instead of KINETECO this is now a SPACECO container.
01:57Once I have entered the type and changed the font, I'll press Ctrl+Enter to
02:00leave the Type tool.
02:01I think for SPACECO they don't have a logo next to their name.
02:05It's simply their name on the side of the container.
02:07I'll take my Logo layer, drag it down to the trashcan and it's gone.
02:11I may want to take the SPACECO Logo and nudge it over just a little bit.
02:15For nudging, I use the arrow keys a lot, up, down, left, right, and that let's me
02:19really position things as I want them.
02:21Finally, I can go in and change those markings on the end.
02:24Although, if you remember when we talked about greeking text, those are going to
02:27reduce down to basically fuzzy blocks of white.
02:30So as long as we can still perceive that their text and there is a slight
02:33variation, is pretty good.
02:35Along those same lines, I can start to add in rust clones and vary that rust.
02:40So I can make combinations of base colors and rust, and from two of each, I can
02:46make four different containers.
02:48Really quickly, we can build up a library like this through some careful layer management.
02:52Now I can see I've one other issue on the rust here and this is why I
02:55keep things in layers.
02:57Down here on the SPACECO Logo side, we can see we have eroded that rust and there's
03:02an erosion that doesn't match.
03:04To change this, we can go back to that Template layer, Magic Wand that
03:09particular shell, and on the Rust layer either delete, or erase and re-rust it.
03:14I'm going to delete it, the bubbles look okay, zoom out, eyedropper one of my
03:19rust colors for continuity, press B for brush, right-click and switch back to my
03:25Soft brush, Hardness at 0, low opacity, painting as a Multiply and I'm going to
03:30add in some different rust along here.
03:32As you can see, it's very easy to get a library built up very, very quickly, just
03:37by some good layer management.
03:39As possibly we can see a lot of these on screen.
03:42It's a good idea to think through how many different permutations can we make quickly.
03:47In game, if we need, and more advanced workings, we can actually start to swap
03:51out colors and rust independently using masks.
03:54So keeping it in a way that's easy to separate makes it very easy to populate a
03:58game with like large objects like this.
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Painting dirt and rust variations
00:00I'm building up my library of container pieces and skins here, adding in
00:05different logos and also different colors and different rust if needed. Some
00:09careful grouping of my layers is helping me keep very organized.
00:12Now I may need some other rust.
00:14The rust I've got so far is the kind of rust we see from generally sitting out,
00:19especially sitting out in salt water, air, or near the ocean,
00:23where the airborne rust simply caused parts of the container to rust in big patches.
00:28I also may need rust from dripping water or something similar or accumulating
00:33water up on the top and bottom.
00:34I'm going to use some different selections to do this.
00:37First I'm going to make a new layer. I'll take this layer, drag into my Rust
00:41group and rename it. I'll call this Rust streaks. I'll take my Rust streaks and
00:47move it above my Rust, either under or above my Rust bubbles.
00:51I have some flexibility in that.
00:53I'm going to use my Bump group as a way to kind of gauge and draw in the rust.
00:58What I'm going to say is that maybe along this big side, water has been running
01:02down the corrugations.
01:04And so I want to use this dark value in here as a guideline for painting.
01:08Here's how I'll make this work.
01:10In the Bump group I have a separate layer for my corrugated sides. I'm going
01:15to use my Magic Wand, turn on anti-alias, and take the Tolerance down, maybe 12 or 15.
01:21I'll try this out and see how it works.
01:23I'll Magic Wand in the middle of the gray and I get a pretty clear selection here.
01:27This is the indent or the down part of the corrugation.
01:31Now I'm going to take the selection and feather it out, choosing Select > Modify > Feather.
01:38Feathering fades out that selection, here is a 5 pixel feather and it gets kind of fuzzy.
01:43What that means is, as I start to paint that rust, it will fade up the side
01:47of that corrugation.
01:48Now I'll switch back to my Rust streaks, press B for brush, and switch to a different brush.
01:54I'll right-click to bring up my Brush palette and scroll down into my Texture
01:58brushes. There is any number of them we can use.
02:01I'm going to actually use a Sponge brush here.
02:04You may look and say, wait a sec, why a sponge brush?
02:06But here's why. As I start to brush, again in a Multiply at a light opacity, I can
02:12make the streaks run down here.
02:14And I'm actually going to let them fade right across that selection,
02:17as if the rust stopped flowing because the water wouldn't go uphill or across
02:22it, it went in the easiest place.
02:24And I'm going to add in those streaks right up through the top.
02:27When I deselect and turn off that Bump group, we can see the rust streak running
02:32down the piece of that corrugation.
02:34I'll add in a few more of these and deepen that color.
02:37I'll turn back on the Bump group, pick my corrugated sides, press W for wand and
02:43pick the next indent over.
02:45I'm going to leave this selection a little bit crisp, choosing Select > Modify >
02:50Feather and I'll try 3 pixels.
02:53Now I'll go back to the Rust streaks layers. An important safety note here in
02:56Photoshop; be conscious of which layer you're on.
02:59Its very easy to accidentally paint rust into the Bump layer and have to do some cloning
03:04and undoing. It gets messy.
03:07So one of the things I always do, even when I tab out my menus like this, is press F7.
03:12I bring back on my Layers palette so I have of a clear visual of where I'm
03:16painting. Also remember when you're painting, when in doubt, use another layer.
03:20If you think about painting something else use another layer.
03:23If something crosses your mind and you want to paint it use another layer.
03:27You can always combine layers back together but having things in separate layers
03:30allows you flexibility and recovery for mistakes.
03:33I'm going to add in some streaks on this side, streaking down right along that
03:38selection and building up that rust a little more at the top where the water has kind
03:42of flowed from the capillary action along the surface, and streaking right down
03:46through that corrugation.
03:48When I deselect, I've got flowing rust, as if something had dripped down.
03:53What I may want to do as a final kind of flourish on this, is use my marquee.
03:57I'll press M for marquee and drag that marquee right along the side of that
04:02rust, right up to the corner of that corrugation. Without feathering it then,
04:06I'll press Delete. That gives me a nice crisp edge along that rust,
04:11as if it had flowed down and not gone around the corner. Part of what we'll do is
04:16akin to actually painting.
04:18It's very rare to paint a straight line on the wall. It's much more common to
04:22mask out straight area, paint it, and pull off the masking.
04:27That's what I just did there. I masked it, I painted it and then I cleaned up
04:32afterwards and I have rust streaks.
04:33So I can go back through here and now add in gravity-based wear, where the water
04:38has dripped down the surface and flowed along it in all the cracks and crevices.
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Transferring wear from the diffuse texture to the bump map
00:00With my diffuse painting completed and my bump ready for a clean container,
00:04now I need to transfer some of the wear across those layers. As that paint
00:09bubbles from the rust, we're going to see that the surface changes a little
00:12bit. That beyond simply the corrugations we need to see a little bit of
00:16variation across there.
00:18Having a good layer structure makes this very easy to do.
00:21In my Rust group, I have three separate layers bubbles, streaks and rust.
00:26The general rust is flat.
00:28It's not going to affect the bump, but what I want is to take the rust bubbles
00:32across into the bump just a little bit, as if that paint had bubbled.
00:36I'll take that Rust bubbles layer, hold Alt and clone it down.
00:40Then I'll turn off the original. I'll pull this up to where I need, just above
00:44that blue and desaturate it. I'll press Ctrl+Shift+U or choose Image >
00:50Adjustments > Desaturate.
00:53A bump is a grayscale, white is high and black is low, and it's a relative. It
00:58doesn't actually equate to a fixed number, like an inch high, it's more that the
01:01surface appears to stick out or dish in.
01:04Now I'll take this Rust bubble's copy and drag it into my Bump group.
01:09I'll turn off my overall rust, turn off my blue base and turn on the Bump.
01:14In the Bump group then, I'm going to take this Rust bubbles copy and put it all
01:18the way up above my clean bump. There is that bubbled rust on that surface. It's
01:24working but it's in the wrong direction, I need to invert it by pressing
01:28Ctrl+I. So now the rust bubbles are lighter as if that surface had bubbled out.
01:33This is a good place to adjust the luminance as well.
01:36I'll choose Image > Adjustments > Brightness/Contrast from the top menu and
01:40probably dial back the brightness just a little bit.
01:43We don't want gigantic pits as much as we want a little bit of rust bubbling.
01:49I can also take this layer and change its blending mode to let it soften a little bit.
01:54Right now it's a normal layer at a 100% and so I've got some pretty fierce
01:57bubbles going on in this gray area. I'll switch this over to a Soft Light, and
02:02those bubbles get a lot more relaxed, as if they softly bubbled the surface just a little bit.
02:07What we want to avoid is the surface looking completely textured.
02:11Rather we want some bubbles that just make the shine a little bit different.
02:16At the end of this chapter, I'll take this into a game engine and show how
02:19this bump really works.
02:21We can do this easily because of the layered structure we have setup.
02:24Any layer that--in the diffuse colors should affect the surface in the bump, as
02:29if the rust had bubbled the surface or there's other pieces in there that
02:32need to stick out or push in, we can clone that layer across, desaturate and
02:37change the blending mode, so that we get rusty, bubbled surfaces in our
02:41corrugated containers.
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Converting bump maps to normal maps
00:00My working container is done.
00:02I've added in variations in color and bump, and also rust, and I've set myself
00:06up for not only easy editing but making a bunch more container skins,
00:10so I can have lots of containers in a game without any obvious repetition.
00:14I'm ready to make a normal map and I'm going to use two different filters
00:17to show a workflow.
00:19First, I need to clone my Bump group.
00:21I'll select the Bump group, hold Alt and drag it down in the Layers palette.
00:25Then I'll turn off the original.
00:27Ctrl+E merges layers, when you press Ctrl+E and have a bump selected, it merges
00:33that bump into one layer.
00:34I will flatten it, and now under Filter, I'll choose xNormal > Height2Normals.
00:41There're a lot of different normal map filters available.
00:44I'm going to show a couple of them here and there are many more depending
00:47on what you're after.
00:49Really what we care about is, does it look right in game?
00:52I'll choose Height2Normals and it pulls up the xNormal dialog.
00:56In this case, I've got fairly simple controls.
00:58I can see the Preview on the right.
01:00A normal map should be rainbow colored, blue is strength, and red and green give
01:05you surface direction.
01:06So we can see the corrugations in red and green along here.
01:10I may want to play with the smoothing.
01:12Normal maps may need to be less crisp than you'd expect to look right.
01:16If they're too crisp, we start to see some pixelation and odd edges.
01:20I'll pull this smoothing down just a little bit.
01:22Here is .3 and I'll hit Update.
01:25My corrugations get a little bit crisper.
01:28I can also take this Source in different places, in this case the red channel is fine.
01:314SAMPLES and the sampling methods under it, cover anti-aliasing and sampling, or
01:37smoothing on fine detail.
01:38I'm going to leave mine alone.
01:40We can Swizzle X, Y, and Z if needed.
01:42Different programs may want a flip of the red and green or X and Y direction.
01:47When I've got it all looking right, I'll make sure I hit Update and Continue.
01:52There is my normal map.
01:54I can see in here the corrugations in there are red and green, as if that surface is
01:58going to rise and fall.
01:59I'll zoom in on the door and I can see the hinges and their bolts looking like
02:03they pop out of the surface.
02:05The extra work I did on the beveling of the edges looks really good on the door panels.
02:09Finally, down where the rust has bubbled this surface, I can see those bubbles
02:13showing over the corrugations, so that should look really nice when it starts to shine.
02:17I'm going to show a variation on this using the NVIDIA Normal Map Filter.
02:20I'll repeat this process.
02:23Taking my Bump group, holding Alt and cloning it down, and pressing Ctrl+E
02:28to flatten the group.
02:29I'll turn off the original, and I'll run the NVIDIA Filter choosing Filter >
02:34NVIDIA Tools > NormalMapFilter.
02:38It works much the same way.
02:39We have a Preview and a 3D Preview available if needed.
02:43I need to switch this around a little bit.
02:45One of the clues it's not working right is it's all blue. It should be rainbow color.
02:50I'm going switch over in my Height, so that instead of coming from the alpha
02:54channel, which I haven't painted, I'm running a Max (R,G,B),
02:57so I get good value in it.
02:59I'm going to change the Alpha Field to Unchanged, as I haven't painted in
03:02an alpha channel for this.
03:04I've got the same kind of filtering available and a Scale.
03:07What this lets me do is describe how strong that normal map is.
03:11I'm going to leave it at 5 and see how this looks.
03:14It's perfectly okay to do it, try it, bring it into the game engine, test it out
03:19and say, hmm that needs a little work.
03:22The layered workflow here in Photoshop allows me to very quickly make a new
03:26copy, export a normal map, see how it looks and verify if it shows up correctly.
03:32Is that corrugation bumpy enough?
03:33If needed, there is a 3D Preview.
03:36I'll turn that on and this is going to let me orbit around on a plane and see if
03:40this normal map works.
03:41We can see here as that light moves, that my surface does recess nicely.
03:45And as I move I move around and then the light changes, we can see
03:49those corrugations.
03:50I'll click OK when I'm done, and I should have a normal map ready to use.
03:54The big difference with these is, how does it look?
03:58So test it. Did it work right? Do we need to Swizzle, or flop X and Y, or red and green?
04:04We'll take it in.
04:05We'll see how it behaves.
04:06Now what I'll do is save this out.
04:08I really don't want to take a layered PSD into my game engine.
04:13They tend to be very big.
04:15What I'm going to do is take out a flattened image as a copy.
04:19I'll choose Save As, and save out the right format.
04:23I usually run out TIFFs to go into Unity.
04:25Although other engines may like Targa or DDS or other formats. Look at what
04:29your game engine needs.
04:31I'll save out a working copy of this, pull it into Unity, put on the color
04:35and see how it looks.
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Testing the maps
00:00Once I've got all my layers made, I'm ready to save out different parts.
00:04As I've said, I'd like to save out as TIFFs, so I don't get digital fuzz or
00:08compression artifacts from other formats like JPEG.
00:11I'll choose File > Save As.
00:14In this case, I'm going to save out my green diffuse color.
00:17In the Save As, I'll choose as a TIFF.
00:20Turn off Layers and make sure As a Copy is on. Then I'll name it.
00:25What I've done, is I've put these into my images folder in the scene assets.
00:29I tend to name stuff with the tag at the end so I know what it is, unless I
00:32have an alphanumeric from a project manager for a game, and games can have a lot of assets.
00:37So a naming convention is very important.
00:39I'm calling mine Container and B for blue and C for color.
00:44I'll use C or D for color or diffuse, N for normal as I've saved out down here,
00:49S for specular, and so forth.
00:51I'll save it out and I'm ready to bring it into 3ds Max to test it and also in Unity.
00:57Over here in Max, the testing environment is pretty good.
01:00They've done a lot of work in the viewport to let us see things fairly close to
01:04game, without having to export to an engine.
01:07I'll press M to pull up my Material Editor.
01:10I can work in either Slater Compact; really doesn't matter for this round.
01:13It's up to you what you'd like to use.
01:15I'm going to pick a new material, leaving my testing checkers alone.
01:19Into the Diffuse color, I'll put in a bitmap, into the bitmap we'll go my
01:25blue container to start.
01:27I'll go up to the parent, scroll down to the maps, and into the Bump map, I'll
01:32click on the None slot and add a Normal Bump in.
01:35This tells Max to regard it correctly as a normal versus a standard bump.
01:40I'll double-click on Normal Bump and in the Normal slot, clicking on None
01:44and adding in a bitmap.
01:46In this bitmap, we'll go my normal I've exported from xNormal.
01:50I'll click Open and go up to the parent, go to the parent one more time and now
01:57I'm in the root material.
01:59I'll turn on the Show Shaded Material in Viewport button, that way I can see all the
02:03properties of this material in the view.
02:05I'll select my container and assign it.
02:09Always name your materials. I'm going to call this one ContainerBlue, so I've
02:14got some continuity here.
02:15This will come across into Unity when I export.
02:19It's ready, I'm going to choose in here Realistic and under Materials > Realistic
02:24Materials with Maps.
02:25It will take a sec, refresh, and show me my materials.
02:30I can see my normal map is working.
02:32What we may want to do in this case is to put a light in just to test.
02:37I'll choose Create > Lights and I'm going to use a standard Omni light.
02:41I'll put it in the scene, press W for move and pull it up.
02:45And we can see clearly in here, as I move this light around, the normal map is working.
02:50We can see the corrugations on the side, the bumpiness in the rust, and up on
02:55the top here, the other corrugations.
02:58I may want to make these stronger, but the real test is to pull it into Unity.
03:02I've made up a simple scene and brought it in and I'll show how this looks.
03:06Here in Unity, I've brought in my containers, I've also made a new material and
03:10added those maps into it.
03:12I've put my containers around and a directional light and a couple of point lights
03:16just to show off how it shines.
03:17I've added in a player controller, and now I'm going to maximize this and play it.
03:26I'll go to the Game tab, choose Maximize on Play and hit Play.
03:30There's not much we can do in the scene, other than run around it.
03:34I'll use my standard WASD keys and navigate around.
03:38It's working pretty nicely.
03:40Remember that that this build is a working build, so we don't have an option
03:43unless we set in the project for the different display modes.
03:47This is merely good.
03:48So we're seeing some aliasing artifacts.
03:50But my normal map is working very nicely.
03:52There's a little difference here and how it displays in the game versus the Max
03:56viewports, that's why I want to come over and test.
03:58We can see on the side of this container the rust has bubbled the surface,
04:02the corrugations are showing very well.
04:04We can see where the rust has streaked down the corrugations and there is the logo painted over.
04:09We can also see where that extra effort in the silhouette really paid off; that
04:12the corner boxes stick up nicely and if I'm casting dynamic shadows, I've got
04:16shadow lined areas right under that frame.
04:19I can see I have some work to do;
04:21it looks like I may need to Swizzle one of my directions, because my holes are
04:26popping out instead of sticking in.
04:28I'll also need to go back and color them.
04:30That would be very easy as it's a matter of copying from one layer to another.
04:34But overall, it's working very well.
04:37I'll go around to this side here and show the doors.
04:40Again, I may want to work a little bit on the strength of that normal and add in
04:43some more detail, but there is the doors and the hinges and the panels and all
04:47the markings, it's working nicely.
04:50Finally, the framing pieces are simply rusty.
04:54I've done them in such a way in the unwrap and the painting that they're simply
04:58allowed rusting and we can't really tell which rust is where.
05:02It's just all nicely rusty as if this was gently weathered and we can't tell
05:07that it's actually overlapping completely.
05:10I've gone through pains to avoid places in the painting where I can see an
05:14obvious seam and it's paying off.
05:16I could go through and further refine this or add in things like we'll cover in
05:19other chapters, such as ambient occlusion or specularity.
05:23My container is working and jumping up on top, I can even see the top holds up nicely.
05:28I'm ready to run around this in my game.
05:30Remember that with large props, the silhouette really counts. That we can add a
05:34lot of detail in the middle of things, through normal maps, diffuse textures and
05:39even blending between them, but having the silhouette in place and then getting
05:43a good texture on that is part of a library that we can change easily, will help
05:48us flesh out a game environment and make lots of stuff with relatively few
05:52pieces in our kit of parts.
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3. Modeling Tools and Small Props
Overview of modeling small props
00:00In this chapter, I'll look at modeling small props for games such as this
00:03sledgehammer here.
00:05I'll also look at how to model a ladder, and as part of that, I'll use instanced components,
00:11that way I can make things like rungs once and have the changes ripple
00:15through all of them.
00:16As part of this, I'll look at stacking UVs and having multiple objects
00:20reuse texture space.
00:22I'll work in Editable Poly in 3ds Max, exploring quick ways of making and
00:26mapping props, and finally I'll wind up with having textures not only span over
00:32multiple objects, but adding in dirt overlays, reusing those UVs and altering
00:37the tiling of that dirt.
00:38For games, being able to reuse UVs and reuse textures is important.
00:44We may end up with a lot of small props, and so we want to minimize the amount
00:48of resources those take because very quickly it get very expensive and drag down
00:52game play, but we want to maintain a certain level of realism.
00:55So stacking UVs and texture sheets versus unique textures are a great way to do this.
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Modeling a sledgehammer
00:00In this video I'll start to block out my sledgehammer.
00:03These kinds of tools show up all over the place in games;
00:06sledgehammers, crowbars and so forth, and we may be able to pick them up
00:10and interact with them.
00:11What counts really for us is the silhouette.
00:14Does it have that sledgehammer look, that large blunt head and fairly straight handle?
00:20We want to make sure this is different from a claw hammer, or a wooden mallet
00:23or something similar, that if we are making a sledgehammer it reads as a sledgehammer.
00:29I'll start out at Max with a cylinder.
00:31I'm going to work in my Perspective View initially creating the sledgehammer
00:34standing straight up.
00:35It doesn't really matter which way it's facing as we can reorient it as we need.
00:40I'll choose Create and under Standard Primitives, there is my cylinders.
00:43I'll click and drag out a Cylinder.
00:47Then I'll jump to the Modifier panel, hit Z to Zoom Extents and adjust its parameters.
00:53I'm going to make the Radius on this 0.75 or three quarters of an inch and a Height of 15.
00:58I'm going to put my Height Segments at 3 and my Sides at 6.
01:02Now you may look at this and say, hmm, that looks kind of chunky.
01:07But I'm going to employ some smoothing groups later, so it looks pretty well
01:10round unless we get close to the end and look at it.
01:13But I'm economizing on my polygon usage.
01:16Now I'm going to give this a little bit more contour, a little more curve.
01:21On my Scale tool, I'll flyout the scale and choose non-uniform.
01:25I'm going to scale this on the Y axis, so it becomes an oblong, that way it fits
01:29in the hand a little better.
01:31Then I'll right-click and convert this to an Editable Poly.
01:35Sometimes what I'll do for modeling is actually start scaling sub-objects. I'll
01:39press 2, which takes me to the edge sub- object, and I'll double-click on the edge
01:45loop that runs around the middle.
01:46Now we'll take this and scale it on the X axis just a little bit to give this
01:51hammer a little taper in the handle.
01:53I'll do the same at the next edge loop up.
01:56Remember your edge loops run parallel around an object; edge rings travel around
02:01an object with the edges perpendicular to the selection.
02:05I'll make sure I'm scaling on the right axis, going in on the Y just a little bit.
02:09So now my sledgehammer in the middle has a decent curve, ready for somebody to grip.
02:14Finally, I may go into the top of the head and scale this in, although our
02:18steel head will sit up here, so I'm going to leave it alone so it meets with a
02:22little bit of a flair.
02:24When we're making an object like this, we want to keep it as low poly as
02:26possible while maintaining silhouette.
02:29From the front, or from the side, our hammer needs to have that curve and the
02:33smoothing groups will help make it look round.
02:35From the bottom, we have to get really close to really perceive this as a hexagon.
02:41Most of the time in a game if we see the bottom, it'll be about here, so we
02:45perceive this as round.
02:47Next I'll start in making the steelhead and finally adding in some detail.
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Adding detail and smoothing groups
00:00I've blocked out the basic form for the sledgehammer handle.
00:03Now I'm going to check and clear and reapply the smoothing groups and bevel the
00:07bottom of it for a little extra detail.
00:09First I'll spin underneath and there is the bottom polygon on it.
00:14I'll select it and press 4 to go into Polygon.
00:18I'll pick the bottom poly. We can either Chamfer edges or Extrude this.
00:22I'm going to right-click and choose Bevel.
00:25I'll pull this polygon out slightly and then use bevel to bring it in.
00:30This gives me, if I need, a little bit of a beveled edge, so it will shine nicely
00:34instead of being perfectly crisp at the bottom.
00:36It's not a real round but it will look pretty good.
00:40Now for the smoothing groups. This had smoothing groups applied so as a cylinder
00:44it looked fairly round, but once I throw that bevel on we can see I've got some
00:48odd issues going on down at the bottom.
00:50Here's how I'll handle it.
00:52With the object selected I'll press 4 and I usually select all my faces and
00:57clear off the smoothing groups first.
00:59On the Modifier panel, I'll scroll down to the smoothing groups.
01:03In the Polygon Smoothing groups, I'm going to clear them all off first.
01:07Now it's faceted. I'm going to select all the polys on the shaft, or the straight
01:12part of the handle, but not the top and not the bevel.
01:15And I'm going to put those in Group 1.
01:18This way it forces Max to interpolate curves around that handle, so it looks round.
01:23And in a Front view I still got my slightly curved silhouette.
01:27On the bottom where I've just put in that beveled end, the bottom polygon will
01:32not have any smoothing applied, but the other six around here will have it.
01:36I'm going to smooth them together, so that they start to look like a round
01:40bevel on the end of this.
01:43I've got those six polys selected and I'll put them in Group 2.
01:47Here's what that does for me.
01:49Anything in Group 2 smoothes together; my bevel will look rounder but where that
01:54group hits another group I have a hard edge.
01:57So I'm adding in detail on this.
01:59When I scroll back and zoom out and look at the handle it looks like a bevel on it.
02:05Yes it is still six sided, and I may want to pull in these bottom vertices a
02:08little bit, just to make the silhouette work,
02:11but in a game, when we see it about here, this will hold up nicely.
02:14Now to block out the head I'm going to start out in the Top view using a box.
02:19I'll T for top and Z for zoom extents.
02:23The T silhouette is the really important piece here.
02:26I'll hold Ctrl and right-click and choose Box.
02:30I'll land the box roughly over it and drag up for the height.
02:33I'm going to say this is a fairly decent sized head.
02:36Here is a Length of 2, a Width of 5 and a Height of 2 as well.
02:42Now yes it is at the bottom of my hammer, but that's okay, I can fix this now
02:46or can fix it later.
02:47At the moment I'm going to make this head and then get it positioned.
02:51I'm also going to add into this, 3 width segments.
02:56I'll press F4 to turn on my Wire on Shaded or my Edged Faces, so I can see it clear.
03:01Now working by edge I'm going to bevel in these sides so it's got
03:05that eight-sided shape.
03:07I'll right-click, Convert to an Editable Poly, press 2 for Edge, and select one
03:14edge, hold Ctrl, pick another.
03:17I can either press Ring over here on the Modifier panel in the Selection rollout,
03:21or the hotkey is Alt+R. I'll ring that selection and right-click and choose
03:27Chamfer, and I'm going to use the dialog next to it.
03:30This pulls up my tool caddy and there is the dimension on the Chamfer.
03:34I'm going to pull this down a little bit until I get my sledgehammer.
03:39There is that typical silhouette emerging, with a straight section in the middle
03:43to accommodate the handle and an eight-sided face on both sides.
03:48I'll check this or say it's OK when I'm done.
03:51Now I'm going to pull this up on top.
03:53I'll turnoff Edge so I'm back in the whole object, zoom out and I can either
03:58move and snap or align.
03:59I'm going to use my Align tool here to make sure it's all in the right place.
04:03I'll click on the Align tool and then go over the handle.
04:08The mouse shows yes, you're going to align to Cylinder1.
04:11I'll click on it and first I'm going to align these Center and Center on the X,
04:16Y, and Z to make sure the head sits centered on handle.
04:19I'll check Apply and now I'm going to turn on Z Position and try Maximum to Maximum.
04:28This works nicely.
04:29The handle goes cleanly through the head.
04:31As long as I cleanup where the geometry is fighting up there, I'll be in good shape.
04:35I'll click OK and my head is aligned nicely, ready for a little bit of cleanup
04:40and the start of my unwrap.
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Unwrapping as part of a texture sheet
00:00In this video, I'll take the hammer that I've modeled and unwrap it.
00:04I'm going to use this as part of a texture sheet, so at least I'll get the
00:08objects flattened out and the proportion correct first.
00:10Then I'll go in later and position it once I have my other objects unwrap.
00:14I'll start by unwrapping the handle.
00:16I've optimized this a little bit, taking out the top polygons, and making sure
00:20that the handle looks good especially from the bottom and it doesn't show as
00:24terribly faceted unless we get fairly close.
00:26I've also added some extra detail on the head, giving it a little bit of
00:30roundness so it shines nicely.
00:32I'm figuring this is a tool we're going to pick up and use.
00:34So I need to see it fairly close.
00:36Now I'll start out by adding an Unwrap UVW Modifier on to the handle.
00:40Remember that we can unwrap multiple objects, combine them or attach them, and
00:45those UVs will still be there.
00:47I'll open up my Editor, and I'm going to work in two views here.
00:50We can see that the original UVs are messy and what this is reflective of is
00:55that it starts out with UVs and I've extruded and changed the geometry, which
00:59gives me spaghetti over here.
01:01I'll press 3 to switch over to Face, and I'll select all the faces, and then
01:06deselect the bottom.
01:07But there's an issue here.
01:09The default settings when working by Face and the Unwrap, is to have Backface
01:13Culling on or Ignore Backfacing when selecting.
01:17I'll go up to the top of my selection rollout and the Unwrap UVW Modifier, and
01:21turn off this option.
01:23With Ignore Backfacing off, now I can select the whole handle, deselect the
01:28base, and there is all of that cylindrical mass selected.
01:34Now I'll scroll down to the Projection section in the Unwrap UVW Modifier.
01:39In the Projection rollout, I'm going to use a cylindrical projection.
01:43I'll click on the cylindrical map, and I can align it in various ways.
01:47The easiest here is on the Z axis, and the reason why is that I made this
01:52cylinder with its height going up on the Z. So picking Z gives me a near perfect
01:56unwrap as we can see here in my editor.
01:58Choosing X or Y gives me awkward polygons at best.
02:03Now I need to get the scale right.
02:05I'm going to close my unwrap for a minute and right-click and choose Top-level,
02:09and I need to get a material on.
02:11I'll press M for my Material Editor. I've already made a material in here, and
02:15this one, all it has is a checker pattern and the Diffuse.
02:18I've made this, and included it in the sceneassets > images folder in the 3ds Max project.
02:24What this is, is a gradient applied across checkers with gray between, and
02:29letters that repeat through.
02:31This allows me to see where a map tiles or repeats as red will match up with
02:35green or yellow, and also, because of the letters, see which way it's facing.
02:40And finally, because of the letters being smaller detail, I can see if there is
02:44distortion within each square.
02:46I know some folks like to use just black and white or something similar, but
02:49black stretching to black is still black, and white stretching to white is still white.
02:53So I like to have a little more detail in my map.
02:56You're free to use this one, and there is lots of others available out there;
02:58whatever works is fine.
03:01Now with this material applied, I'll make sure that I show it in the view, and
03:05there is those checkers.
03:08They work, but they're a little stretchy.
03:10So I'm going to fix this.
03:12I'll go back in my Editor.
03:15In the UV Editor, I'll press 3, and there is those faces still selected.
03:20I'm going to use the scale and scale those selected sub-objects on the horizontal.
03:25As I start to scale these back down, we can see that those squares return back to square.
03:31The idea is that these started out as square.
03:33So if they are undistorted, they should be square again;
03:37this Unwrap then may be fairly skinny.
03:40I don't mind a little distortion along the sides to keep these edges straight,
03:43as I'm going to put this on a straight wood grain and it'll look pretty nice.
03:46This will also allow me to camouflage that texture seam.
03:49I'm going to show it a little easier by pressing F2 to turn off Shading Selected Faces.
03:55As I scroll or orbit around this handle, I can see where there's a seam, but
04:00I'll have wood grain there, and so it should be pretty well camouflaged.
04:03That's one element.
04:05Now for the bottom.
04:06I'll spin underneath, select those bottom faces, and hit them with a planar map.
04:11I'll scroll down to the Projection, and choose Planar Map, and that worked nicely.
04:17The bevel is slight enough that I can really flat map them, and I'll just put
04:20where it looks like an end grain across and it will work well.
04:24What I'm setting up here for as I turn off the Planar Mapping is taking these UV
04:28shells, stacking together, and scaling them.
04:32So once I get the head done, I'll have all the UVs in this 0 to 1 space.
04:36Then I'll stack in other objects right over it, reusing let's say a long
04:41chunk of wood grain here for both the hammer and the ladder I'll do in the next videos.
04:46That way I can have one texture as part of all of my materials for all of
04:51my different props instead of loading multiple images in and using up a lot
04:55of memory.
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Modeling a ladder
00:00In this video, I'm going to add to my small props by modeling a ladder.
00:04We've got different kinds of ladders we can do;
00:06aluminum extension ladders, we can look at other ladders that are parts of
00:10scaffolds, and even site-built ladders like this wooden one.
00:13I'm going to make a single wooden ladder, so I can reuse some wood texture I'm
00:18going to use on the sledgehammer, and put in places to put a metal so it has
00:23some variable shine.
00:24Here in 3ds Max, I'm going to work in the same file I made my sledgehammer in.
00:29It's okay to do this and then export out things separately if you need.
00:32First, I'll hold Ctrl and right-click and choose Box from my creation quad.
00:37I'm going to try to make this around 0, 0, although I can always move things later.
00:41I'll start out by making the sides of the ladder, clicking and dragging for a
00:44box and jumping to the Modifier panel to put in an exact size.
00:48I'm going to give this a width of 1, so it's fairly slim, and a length of 3.
00:53Finally, I'm going to make this an 8 foot ladder.
00:55I'll put the Height at 96.
00:57Notice I've got my Length, Width and Height segments down to 1, 1, and 1 as
01:01this box is straight, so I don't need to spend any extra polys.
01:05I'll take this element and clone it.
01:07I'll press Ctrl+V to clone, and I'll clone it as an instance.
01:11I'll press W for move, and down in the Offset Transform type-in at the bottom on
01:15the X axis, I'm going to move this clone over by 16 inches.
01:20There are the sides of my ladder.
01:21Now I'll go in a Left View and press F3 to go to a wireframe and G to turn off
01:27the Grid so I can see what I'm doing easier, and I'm going to make the rungs.
01:31I'll zoom in on it so I can see what I'm doing, and in the Creation menu, choose Cylinder.
01:36I'm going to make a cylinder.
01:37And actually the 6-sided cylinder I started out with will work very nicely.
01:41I'll go to the Modifier panel and give this a Radius of
01:44three-quarters-of-an-inch, 0.75.
01:47The Height I don't know about yet.
01:49The Height Segments, I'm going to leave at 1, and Sides at 6.
01:52I'm going to come back and deal with those in a minute.
01:55I'll zoom in, right-click, and convert this to an Editable Poly.
01:59Because this rung intersects the sides of the ladder, I don't actually need
02:02the end polys on it.
02:04I'll go into Polygon, select them, and delete them.
02:08Now here's how we reduce the polygon even further and really make it look like a ladder.
02:12Climbing on the ladder with round rungs is doable but difficult.
02:16I'm going to flatten this out.
02:18I'll press 2 for Edge and pick one of these side edges.
02:21I'll scroll down to the Edit Edges rollout and there is Remove.
02:25Now Remove doesn't take out the vertices.
02:28I want to do what's called a clean remove by holding Ctrl and clicking Remove.
02:33The edge is gone and so are the vertices, and I've got now a 5-sided rung with a flat top.
02:39I'll press E to rotate, right-click and choose Top-level and make sure my Angle Snap is on.
02:45I'll rotate it on the X axis by 90 degrees.
02:48And once I get the smoothing groups on, it will look round, but be flat on top
02:53and shine correctly.
02:55I'll go into a Front View, press W for move, and move this into the right place.
03:00I'm going to use my snapping tools;
03:02pressing S for Snap.
03:04I had already configured snap to work on vertices.
03:06I'll press Spacebar for Selection Lock, register the snap, and pull it over.
03:11Now I'll press 1 for Vertex, release the Selection Lock by pressing Spacebar,
03:16select the vertices, press it again, and slide these over right on that X axis
03:23until that rung matches up.
03:25I can use the Align tool to get this in the right place.
03:29I'll click on the Align tool with the rung selected, and pick the box.
03:34It seems to jump out, and that's because I had my align on something else previously.
03:39What I want to do is make sure this is on the Y Position only from Center to
03:44Center, and the rung centers on the ladder.
03:47I'll hit Apply, and now I'm going to position it on the bottom, going from on
03:51the Z Position, the Minimum to the Minimum.
03:56Now the rung is snapped to the bottom of the ladder, I can click OK, and move
04:00it up a precise distance as I want.
04:02I'm going to move this up on the Z by 12.
04:05Finally, I'll clone this out.
04:07I'm going to use my Shift+ Clone to start to clone this.
04:11And here's a neat technique.
04:13I've hit my Spacebar, so my Selection Lock is on.
04:16I'm going to make my snap 3D instead, and on the Z axis, I'm going to register,
04:22hold Shift, and click and drag up one rung spacing.
04:27Because it's snapping only on the Z axis I can put my mouse anywhere.
04:30I'll let it go, make sure it's an instance, and give myself 7 copies.
04:36I'll click OK, and zoom out to see my handiwork.
04:39One rung, too many, I'll select it and delete it.
04:42Now what I've done is created my ladder and its rungs, ready for use.
04:47When I unwrap one or play with the smoothing groups on it, it will affect all of them.
04:52Likewise, on the boxes on the side, if I pick one and unwrap it, or deal with
04:57the smoothing, or model in some other way, the instance will reflect those changes as well.
05:02I'm ready to refine, add detail, and unwrap in the next video.
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Adding detail and smoothing groups
00:00With my ladder blocked out I'm ready to start adding detail and getting the
00:04smoothing groups right.
00:05Because I've got the instanced objects, I can work on one and the others will all change.
00:09First I'll look at the rungs. I'll pick one of them and press Z to Zoom Extents.
00:14It's already an Editable Poly, and I rotated it before I cloned it, so it's got a flat side up.
00:19I'll play with the smoothing groups first.
00:21I'll press 4 for Polygon and Ctrl+A to select all.
00:25What I'd like to do as I've shown, is to clear off the smoothing groups and then
00:30reapply them as I want.
00:31I'll scroll down to the smoothing groups first.
00:34In the Polygon Smoothing Groups we can see that all the faces here are entirely
00:38in group 4, that's what that means when it's lit and depressed.
00:42If smoothing groups are blank, it means some but not all of the polygons are in
00:47that smoothing group.
00:50Here's how that looks.
00:53In this case the way we read it, is some but not all of those polygons are in
00:57group 1 and all of them are in group 4.
01:00What I usually do is to clear off the smoothing groups so it's faceted,
01:05apply it as I want, here they are in group 2.
01:08And then I'm going to take the top of the rung, which should be flat, and pull it out.
01:12So that when I look at this turning off my edged faces and deselecting and
01:17zooming back, my rung looks basically round.
01:22It's only when I get really, really close that I start to see some faceting,
01:26but when I look at the top of the ladder, I can also see that it is flat on the top of the rungs.
01:32So it can be climbed.
01:33I may want to go in and just adjust where those vertices are, that's a possibility.
01:37We can always look at round objects and see is there a way we can disturb any
01:42possible flat spots.
01:44I'll go in a left view, press F3 for Wireframe and zoom in.
01:51There is one of my rungs, and in order to kind of counter that flat spot,
01:56I'm going to select the bottom pairs of vertices here, and pull them up a little bit.
02:01Now notice it jumped there. I left my snap on and it gave me some odd results.
02:07I'll undo that and make sure I hit S to turn that snap off, and now I am going
02:12to pull these up and then press R to scale them out slightly on the X. So that
02:17when I see the wood rung against the side of the ladder, in good light, there is
02:22not a perfect vertical edge here, and I'll believe it to be round enough.
02:27Remember also that because we're working in a game, there is a distinct
02:30possibility that we need to see that it's a ladder, and then run away from
02:34somebody or we're chasing after something else.
02:37Will we actually spend the time to look at the pieces and say, well gee, that
02:42ladder rung isn't perfectly round, probably not.
02:45As long as from a game view about this distance it seems to work, we're in good
02:50shape, and we believe it is a round object with a purposeful flat spot.
02:54Smoothing groups are a terrific way to add more detail to an object by distinctly
02:59setting apart round and flat objects so there are creases on the edges
03:03correctly, that way it looks like things have more detail even though you
03:08haven't added in the extra polygons.
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Unwrapping for the ladder
00:00With my ladder blocked out, and some detail added on the rungs using smoothing groups,
00:04I am going to start in on the unwrap.
00:06What I'll do first is add a little more detail up at the top.
00:10It's a wood ladder, but I'd like to have metal caps up here.
00:13I'm going to zoom in and on the Modifier List, I'll dropdown add an Edit Poly
00:17Modifier on to the side.
00:20The Edit Poly instances across to the other side, so any changes I make
00:24here show up over there.
00:26I'll press 4 for Polygon and pick that top Polygon.
00:30I'll right-click and choose Extrude.
00:31I'm figuring I want to Extrude these out a little bit first, so I can put it
00:36different material on there.
00:37And then I'll right-click and choose Bevel.
00:41I'll Bevel this up and pull it in a little bit.
00:45I want to make sure when I Bevel, that I avoid something like this;
00:48this is called an irrational object, where it crosses over itself and leads to
00:53rendering issues, and failing imports.
00:55I'll make sure that Bevel just goes in a little bit.
00:58What this gives me is an extra place to shine.
01:01So when this has a little specularity on it, I get a little shine at the top,
01:05makes it look better than a perfectly crisp object.
01:08I'm ready to unwrap. I need to get some material on to show how this looks
01:12as I'm unwrapping it.
01:13I'll press M for my Material Editor and then select both sides, picking one,
01:19holding Ctrl and picking the other.
01:21I've already got my checkers I've made, and I'll assign that material onto it.
01:25We can see in that those UVs are fairly distorted and that's okay.
01:29It's part of the modeling process.
01:31Now I am going to unwrap and smooth it out.
01:33My thought is that as I'm unwrapping this, I'd like to have a piece of wood
01:37about two or three rungs tall rather than a full ladder side worth,
01:42as I can paint greater detail in a smaller area of wood.
01:46That way, I can use the same wood for my sledgehammer.
01:49I'm going to use these checkers to get the wood grain the right size.
01:54I'll dropdown under the Modifier List and an unwrap UVW Modifier on to this side.
02:01I'll press 3 to go into face and in the unwrap, in the Select By section, I'll
02:06make sure I uncheck Ignore Back Facing,
02:09that way, I can select all the way around.
02:12I'm going to use a Cylindrical unwrap on these, so I've continuity on that texture.
02:17I'll select the Polygons and then hold Alt and deselect the top and bottom.
02:22So it's just the four wrapping around here.
02:24I'll scroll down to the Projection section and apply a cylindrical projection to those faces.
02:29I'll put a cylindrical projection ON, and make sure it's on the Z axis.
02:33Remember, I modeled this straight up and down with the height of the box on the
02:37Z, so aligning a mapping to it gets very easy.
02:41I'll zoom in, press F2 to turn off Shading Selected Faces and I can see I've
02:46got some distortion.
02:47This is a place to scale that UV projection down.
02:51I'll press R for scale and F3 for a wireframe so I can see it better.
02:55We can just see the projection cage in yellow inside. As I scale that cylinder
03:00down we'll see those squares come back to square.
03:04Somewhere in here is a balance; too small and I'm going to see the same wood
03:07grain repeat too often, too big and I'm painting too much.
03:12But here is a couple of rungs worth looking pretty good.
03:15So that means this texture will repeat four times over.
03:19I'll go to the Projection, turnoff of the Cylindrical Map and check this out in my UV Editor.
03:27In the Editor I'm in pretty good shape.
03:28What we're seeing here is a tiling set of UVs where that map, that 0 to 1
03:34space, is applied over a portion of them and those actually extend pretty far
03:38beyond, about four times as tall.
03:40That means whatever is in that 0 to 1 space will tile or repeat over the
03:45course of that side.
03:46As I'm dealing in straight wood on a 3 inch wide object, as long as that map
03:51tiles nicely, I'm not going to notice a real difference in there.
03:54Now I am going to get distortion out.
03:56It looks decent on the sides but the fronts, those skinny faces, are really squished.
04:02Rather than scale faces, what I'll do in cases like this is move vertices or edges.
04:08I'll press 2 for Edge and I'll pick one of the outside edges and see where it is.
04:14It looks like this edge is on the inside.
04:16So once I take this and start to move it using my Move tool on the Horizontal,
04:22I'll get some distortion out.
04:24I'll drag this in and make sure I am on the right sides. There it is.
04:28As I pull this edge back and forth, we can see those UVs distorting and I can
04:32stretch that back out.
04:33That means that the next polygon is actually the inside, and the middle here is
04:39the other skinny side.
04:41I'll spin around and select those edges.
04:44Now when I take these edges and start to pull them in, we can see I am taking
04:48the distortion out of that middle section.
04:51Finally, this last poly is the outside.
04:55This is the one I really want to make sure looks right.
04:57I will work by vertex or by edge in this case, pick those vertices and slide
05:03them over, getting the distortion out as much as I can.
05:08That's one side of a ladder and we will see this applied to the other side as an instance.
05:13This is also a nicely tiling texture.
05:16That means of course that that wood would repeat along here and I've got the
05:19distortion out and I've even got a good place in here if there is a kind of
05:23fastening on the side for the rungs.
05:26So I can make one fastener on my 0 to 1 space and have it repeat up that ladder.
05:32I'll right-click, choose Top-Level and use the same kind of cylindrical
05:36unwrap on the rungs.
05:38Overlapping those UV's as much as I can to save texture space.
05:42I'll finish this and then move on to adding the sledgehammer into that unwrap
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Placing the clean texture
00:00With my ladder unwrapped in a tiling texture and the rungs unwrapped and hammer
00:05handle unwrapped as well, I'm ready to start getting a wood grain on and seeing
00:09if I have enough wood to go on that ladder.
00:12I've created in Photoshop some wood and I'm going to bring that in and see how this looks.
00:17In Photoshop I've made some straight grain wood so this should tile fairly
00:22nicely from top to bottom.
00:24As an option for creating tileable textures we can use the Offset tool. I'm going
00:29to take my layers, group them by pressing Ctrl+G, hold Alt and clone that group
00:35down and then flatten the group by pressing Ctrl+E. Now I am going to use the
00:39Offset tool choosing Filter > Other > Offset.
00:44This wood will tile side-to-side nicely, but it's really the Vertical
00:47tilling that I care about.
00:49This map is about 3000 pixels square. I'm going to reduce it, but I need to get
00:54that tiling right first.
00:55I am going to move this down by 600, and see how it looks.
00:59Am I getting any obvious repeats or any issues?
01:03Some, so this is a place to make sure I've got some straight grain wood, or if I
01:07need to do any erasing or cloning.
01:09I'm going to say OK to the move but put it at 1500 so that line goes in the middle.
01:15Then I'll take this texture and clone it over itself and finally I'll move the
01:20clone up slightly, and on the over layer, erase, and with that eraser I am going
01:27to use a very big, very soft brush and Hardness is all the way down.
01:32I'll run this at about a 30% Opacity and start to brush out that line.
01:37As I brush out that line, because I've got an under layer there, I'm starting to
01:42see the tiling go away.
01:44It's becoming a repeatable texture.
01:47Now here's the other thing I have to my advantage.
01:50This is going to reduce down. I'm going to press Ctrl+Alt+I and take it down
01:55from its working size of 3000 pixels, which is far too big, down to 512, this is
02:01reasonable for a game.
02:03We often see textures that are 512 square, or at most 1024.
02:08Now although we can see some skip in the texture, it looks like I've got fairly
02:12straight grain, and this should work nicely.
02:15It's good to paint big and then reduce down.
02:18We can reduce here or we can also reduce in Unity if we need.
02:22I'll choose File and Save As.
02:24I'll save this out as a TIFF image with no Layers and no Alpha.
02:28I'm going to put this over in my Game Props project in my sceneassets > images
02:34folder. This is where we put working textures, and I'll call this wood.
02:38I'll go back over to 3ds Max, bring this in and see how it looks in the ladder.
02:45In 3ds Max, I'll press M for materials, and I'll make a new material.
02:49If you notice I'm working in just standard blends and that's because I'm going
02:53to do custom materials in my game editor.
02:55So really I just need materials here that display the texture correctly.
02:59I'll name this material wood and into the Diffuse channel I'm going to add that bitmap.
03:05I'll click on the Diffuse box, choose Bitmap in the Standard maps, and browse
03:11right to my sceneassets > images folder, and there is that wood. I'll select it
03:16and choose Show Shaded Material in Viewport.
03:19Then I'll select my objects; the ladder and the rungs.
03:24With all the objects selected, I can click on the Assign Material to Selection
03:27button. I'll see if this works.
03:30I'll press F4 to turn off the wireframe and there is my ladder.
03:33So the question is, do I have enough grain? And I think the answer is, well yes.
03:39We can see the grain traveling nicely along here.
03:42I can always move those UVs around and I don't spot any obvious tilling.
03:46Right up here at the top I need a galvanized steel texture, which I'll show how to make next.
03:51I'm also going to look at the rungs and see if they work, they do.
03:55I may want to move them around a little bit in the editor as I am seeing the
03:59same grain in the same place.
04:00But other than that, this is working nicely and we look at this and believe it
04:04to be a wooden ladder.
04:06In my UV Editor to recap then, selecting one of the objects and opening up that
04:11Editor, I can see that my UVs are still widely scattered, some are tiling and
04:18some are off the 0 to 1 space.
04:21When I show the active map in the View and drop down under Checker Pattern and
04:26choose that wood pattern or Pick Texture, there is that wood grain and I can
04:34see how my pieces are tiling.
04:36I'll right-click and choose Top-level, select the sledgehammer handle and open
04:41up that Editor as well.
04:43There's the handle, cleanly across there.
04:46If I show that wood, again choosing Pick Texture and browsing for the bitmap,
04:51selecting it and pulling it in, I can see it looks like I definitely have
04:56enough grain across that.
04:57Now being that this is only about 15 inches tall, it's working nicely.
05:03I'll press M, pull of the Material Editor and assign that material to the handle
05:07as well so I can see.
05:10I'll right-click, pick Top-level, deselect and we have one clean
05:15sledgehammer handle.
05:16This is ready for a bump map;
05:18it's ready for a specular map if I need it to shine, it's ready for the handle
05:22to have some texture and it's ready for dirt.
05:24But this is factory new as a sledgehammer.
05:27And it works nicely and we believe it is made out of wood, and that wood
05:31tiles along it nicely.
05:33I'm well on my way to sharing a texture sheet among objects, where multiple
05:37objects use one texture over and over.
05:39Next I'll build up a galvanized steel texture for the tops of the ladder and
05:44also a hammered finish and a shiny finish for the hammer.
05:47I'll put those on my texture sheet and see how this all looks.
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Laying out a texture sheet for multiple tools
00:00In this video, I'm going to start stacking and arranging my UVs correctly.
00:05I'll go into Photoshop first, and make myself a template.
00:08Right now everything in here is either my checkers or a wood grain, and I would
00:13like to have the tops of the ladders be there galvanized steel.
00:16But I haven't painted it yet, and so I'm going to get myself a working file
00:20where I can tell where these need to go in the unwrap.
00:23I'll go over to Photoshop, and I've constructed an image to use.
00:26Here in Photoshop, I've got my wood grain, and I've laid over it a couple of solid colors;
00:31red representing where the rusty hammerhead will go, and gray representing where
00:35the galvanized steel fittings of ladder will go.
00:37I'll save this out.
00:39I'm going to press Ctrl+Shift+S and save this image out as a TIFF.
00:44I'll put this in my sceneassets > images folder, and I'll call this tool layout.
00:52That way, I know it's a temporary file.
00:55I'll turn off Layers and click Save.
00:58I don't need an Alpha, and I don't need any compression.
01:01I'll go back to 3ds Max, and bring this into a working material.
01:05In 3ds Max then, rather than using multiple materials, I'm going to use a single
01:10material applied to both objects.
01:11I've already got the wood material made, and I'll go in and swap out its Diffuse Map.
01:16I'll click on the M and down here in the bitmap parameters, I'll click on the
01:21bitmap name and I'll go pick my template I've just made.
01:25I'll click Open, and we can see along here, where there is UVs that stack, and
01:31where there is UVs that need to move a little bit.
01:33I'm going to go in and arrange these slightly.
01:37First, I'll look at the side boxes on the ladder.
01:41In the Editor, when I open it up, we can see in here that I'm using a map of a wood.
01:46I'm going to drop this down and choose Pick Texture, and I'll go pick a bitmap.
01:52In that bitmap, I'm going to pick that layout tool I just made.
01:55I can see where I would need to adjust.
01:57What I need to do here is to pick the shells for the side of the ladder that do
02:02span cleanly off the top, and scale them in so they fit in this wood area, or
02:06this tells me that I need to adjust the amount of wood grain in this map versus
02:10the amount of non-wood.
02:11I'm going to take the first approach and scale down the shells.
02:18In that Editor, I'm going to make sure that Select by Element UV Toggle is on.
02:22I use this quite a lot.
02:24And what it lets me do is grab whole sections of UVs and move them around
02:28without distorting them.
02:29I'll scale this down.
02:31I'll press R for Scale, and I'll zoom in on that layout image so I can see it.
02:36I'll scale these UVs down and then move them where they need to go.
02:40I'll press W for move, and pull them in.
02:43Now this wood goes cleanly up the side of that ladder.
02:47I'll check over here and it looks like yes, the ladder is in fact all wood grain again.
02:53Because I had made this wood grain tile vertically, it seems to hold up pretty nice.
02:57Now I'll look at the hammer handle.
02:59I'll right-click, choose Top-level, select it, and open up those UVs in the UV Editor.
03:06Again, I'm going to choose my pattern.
03:08I'll choose Pick Texture, double-click on Bitmap, and pick that layout tool.
03:14I can see where I need to move those handle UVs over.
03:17As we spin around the back of it, we can see it's taken on some of the metal colors.
03:21I'm going to pick this, make sure the Select by Element Toggle is on and move
03:27the handle on to the wood grain.
03:29I'll scale down if needed;
03:31a little stretch in it doesn't matter as much.
03:33I can always move it up or down if I need.
03:35The big deal though is making sure that that seam moves.
03:39So again, if I have to pull this up and down to be in the right place, that's okay.
03:44I can also shrink this down if there's too much wood grain showing.
03:48I'm going to shrink it slightly, and pull it over until that scene disappears a little more.
03:54That looks pretty good.
03:55Don't be afraid to really move things around, and even let them go right off your UVs.
04:00Here's the other thing.
04:01Are we going to see this? Maybe, maybe not.
04:03Can I work on the wood texture to be a little smoother? Absolutely!
04:08Am I going to put dirt over this to further confuse it?
04:11Will it be seen in variable game lighting and is the player going to be
04:14examining the sledgehammer or something else in the game?
04:18Those are the questions we need to ask when saying does this texture have to
04:22be absolutely perfect?
04:23A little more work on the wood grain and this will look nice.
04:27I'll make sure I pick the bottom, and do the same thing.
04:31I'm going to take these UVs, scale them way down as this is really the bottom
04:35of a hammer, it's not very big, and I'll pull it on to the wood grain in the right place.
04:40When I spin under, there is the wood grain.
04:43I'll repeat this on the top, and also on the rungs, stacking them in and I'll
04:47show what it looks like when I'm done in the next video.
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Painting galvanized steel
00:00In this video, I'll look at painting galvanized steel to go on the tips of the ladder.
00:04I'll also look at painting the hammered finish head for the hammer here, and
00:09adding a little bit of rust into it.
00:11I'll do this in Photoshop.
00:12I'll start out by making a clean texture, and then downsizing it to fit in that
00:16Layout tool I had made.
00:18In Photoshop, I know that the gray area needs to be my galvanized steel, and
00:22this red area needs to be the hammerhead.
00:25I'll extract a UVW template later, but first I'll start out by painting the clean material.
00:31I'll press Ctrl+N and make a new document.
00:33I am going to start out by making galvanized steel, which is really a large
00:38pixilated cloud pattern.
00:39I'll make this document 5000 square.
00:42I'm going to use some Render Clouds here to start out my texture.
00:47Render Clouds always generate at the same size.
00:50So when I'm using Render Clouds, I need a bigger texture to get more clouds in a given area.
00:55First, I'll put my foreground color at a light gray.
01:00Then, I'll put my background color at a darker gray.
01:03Black and white is too extreme, but light gray to dark gray will work nicely.
01:08I'll choose Filter > Render > Clouds.
01:13As a cautionary note, don't use Render Clouds straight as a texture;
01:17just Render Clouds don't look like anything in the real world.
01:20They are a great starting base for things, but just using them straight as a
01:24texture doesn't look good in a game.
01:26I'll zoom in and I will have lots of clouds in this area.
01:30I'm going to downsize it;
01:32pressing Ctrl+Alt+I and taking it from 5000 square to 1000 square.
01:38Now I've got a 1000 square document with a lot of clouds in it.
01:42I'll crystallize it by choosing Filter > Pixelate > Crystallize.
01:47First, I'll crystallize at about 15, so it gets some pretty good facets.
01:51Then I'll crystallize again, choosing Filter > Pixelate > Crystallize, but
01:56reducing the Cell Size down to roughly half; here's 8.
02:00This starts to make the cells less unique and much more faceted.
02:04I'll run this one more time;
02:06choosing Filter > Pixelate > Crystallize, and I'll run it at about half again.
02:12Now, I get a galvanized texture.
02:15I can take this, and adjust its value just a little bit, so it looks right.
02:19I'll choose Image > Adjustments > Brightness/Contrast and just brighten this up a little bit.
02:26That's looking like galvanized steel.
02:28I am going to take this, select it all, copy it, and I'll go into that
02:34Layout tool I had made.
02:36In the Layout tool, I am going to paste this in onto a new layer.
02:40Then I'll zoom back, holding Alt to zoom out, and press Ctrl+T to Transform.
02:47So you can see this is very, very big.
02:50I'll grab one of the corner handles, hold Shift, and scale that galvanized steel
02:54down, moving it up as needed.
02:57I'll land this galvanized steel in that gray area.
03:00I can use Ctrl+Plus to zoom in and I'll get it scaled as well as I can so I have
03:07lots of galvanization flakes.
03:09I'll pull this over out of the wood grain, and hit Enter to accept.
03:13If you notice, that transform is snapping to the layer bounce.
03:18My wood grain only goes so far and the gray helps keep that galvanized steel stopped.
03:24I hit Enter to accept and now I can save this out and bring it in as my material
03:29and see how it looks.
03:30I am going to save out a copy of this, overwriting my Layout tool.
03:34I'll press Ctrl+Shift+S to save.
03:37Choose it as a TIFF image, turning off Layers, and making sure this goes in my
03:42sceneassets > images folder.
03:43Here is my Game Props 3ds Max project, and there is sceneassets > images.
03:49I am going to overwrite my Tool layout, as later I'll come back and put dirt
03:53on the final texture.
03:55I'll click on Save, and go back to Max and see how this looks.
03:59Here in 3ds Max, as I scroll up, I've got the tips of my ladder done in
04:04galvanized steel, and it looks like I've got a really good detail going on this,
04:08that when I get close to it in a game, it looks like galvanized steel, and from
04:12far away the color works.
04:14Because this isn't a giant texture, I have room, we can call it, to paint some
04:19pretty good detail and reuse this over and over.
04:22Next, I'll look at the hammered finish on the hammerhead.
04:25For my hammered finish, I'll repeat the process.
04:28I'll press Ctrl+N to make a new document, and I'm going to start this fairly big.
04:32Here is 4000 square.
04:35Now I'm going to eyedropper some reference colors.
04:38I'll go to one of my sledgehammer images.
04:40Click I for eyedropper, and pick one of the rust colors.
04:44What I like to do is hit X to swap foreground and background, and pick the other
04:48color from my clouds.
04:50That way, instead of clicking, picking, choosing back and forth, it's one quick keystroke.
04:55Over here in my new document, I'm going to run my clouds again.
04:59Choosing Filter > Render > Clouds.
05:02I'll take these clouds and reduce them down.
05:04I'll press Ctrl+Alt+I and pull this down to maybe 700 on a side.
05:11This is the basis for that hammered finish.
05:13I'll click B for Brush and change that color to something a little more rusty,
05:19and a little darker.
05:23As I painted before, in the shipping containers, with a Multiply brush at a very
05:26low opacity, I am going to brush on some rust.
05:29I'll start to add this in and let it kind of burn in some of those areas;
05:34doesn't have to be exact and perfect here, we are going to add other things in.
05:38I'll select this all, copy it, and go over to that Layout tool.
05:43I'll paste this into a new layer, zoom out, press Ctrl+T and downsize this
05:49sample on to where that hammerhead needs to go.
05:52I'll hit Enter to accept it, zoom in, and make sure it's positioned in the right place.
05:58I'm going to snap right on that reddish orange.
06:01One more time I'll save this out and see how it looks.
06:04I'll press Ctrl+Shift+S, save it out as a TIFF, and I'm going to put this into
06:10my Game Props project, sceneassets > images, and I'll overwrite my tool layout.
06:16I'll make sure I uncheck Layers and save.
06:21I'll see how this looks back in 3Ds Max.
06:23I'll zoom in, pan down, and check out the hammerhead.
06:28Now I still need to actually take the unwrap in, and make the head maybe a
06:32little shinier, but it's definitely a rusting hammer.
06:35I think what I'll do aside from moving those UVs a little bit where I see a gap,
06:39is add a little more rust in some places once I get that layout in. But it's working.
06:44I've got a sledgehammer ready to go, and I've got galvanized steel tips on my ladder.
06:49We want to think in terms of making a large chunk of a material and then using
06:53it as many times as we can.
06:55Then we'll add on dirt in specific places.
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Adding dirt and wear
00:00I've got the hammer unwrapped and the rough texture is on, but I've got a small
00:04goof in my texture placement which I am going to fix.
00:07Then I'll take this UV out and actually paint some custom dirt on the hammerhead.
00:12I'll select it, and in the Unwrap Editor, I am going to move that shell over.
00:17I'll open up my Editor, and make sure that my Select By Element toggle is on.
00:22I can see where that goof is happening and I have two options here:
00:25one is that I know I'm not using the galvanized steel to its fullest, and that
00:31it's only at the tops of the ladder, so I could just stretch out the hammer
00:35finish, or I can take this shell and reposition it.
00:38I am going to take the shell and over here in the Quick Transform tools, I'll rotate it.
00:43Then I'll take it and just move it over and make sure it doesn't touch the
00:46sides or any other objects.
00:48I'll close the Editor, and now I can see here as I right-click and pick
00:52Top-level that I've actually got the hammer finish all the way around the hammerhead.
00:57Now I'm ready to export.
00:58We don't always have to take all of our objects when we're painting dirt as
01:02part of a texture sheet.
01:04I'll pick my hammerhead, go back into my UV Editor, and choose Tools >
01:09Render UVW Template.
01:12I'm going to reduce the size of this render.
01:14My working image is 512 square.
01:17So rather than paint twice as big, I am going to paint at the real size.
01:21It's going to be fairly small.
01:23I'll put-in 512x512 and hit Render.
01:26There is that image, and I'll save it.
01:28I'm going to name this hammerhead template.
01:33I'll open it up in Photoshop, invert it, and put it on top of these textures to paint my dirt.
01:38In Photoshop, I'll press Ctrl+O and open up that hammerhead template.
01:43It's in my sceneassets > images directory.
01:48I'll press Ctrl+I to invert the colors, Ctrl+A to select all, Ctrl+C to copy,
01:54and I'll paste it into that template image.
01:57Now I'll set its Blending Mode as Multiply.
02:00The white disappears and I know where to paint the dirt.
02:03I am going to get myself a new layer, and actually paint the shiny part of the
02:07hammer straight over the rusty part.
02:09I'll press Z to zoom or click on the Zoom tool and zoom in on it.
02:13I am going to use the same technique of selecting and painting.
02:17There's my template as Layer 5.
02:19I'll press W for the Magic Wand, or flyout that quick selection and pick
02:24the Magic Wand tool.
02:26I'll pick the face polygons of the hammer, holding Shift and adding to that
02:31selection, going all the way around.
02:33Then I'll pick the other side as I am going to paint both at once.
02:37We can see that selection is actually quite small.
02:40I'll choose Select > Modify > Expand and expand this out by a couple of pixels.
02:46Because this is going to be on a separate layer, if I have to trim this
02:49shiny area, I can later.
02:52I'll start out by painting this in light gray;
02:54it's a steel, and I may add into this a little bit of a gunmetal color.
03:01I'll press G for Paint Bucket and fill those with the Paint Bucket.
03:06I can pull this under the template, and see where I need to paint.
03:09This is going to be the shiny area of the hammer.
03:12I may want to use my brush, and downsize it by using the bracket keys, switch
03:17that Brush Mode over to Soft Light or even Screen for Multiply, and start to put
03:23in a little bit of the shine along this.
03:25What I'll do is now constrain that selection to that color by holding Ctrl and
03:30clicking on the layer thumbnail.
03:32Now I'll brush inside here, maybe making this color even a little bit brighter
03:37and pulling the saturation out.
03:39I am going to paint the head of the hammer bright.
03:42It's been struck on a lot of things.
03:45I am going to use the same process to start in on painting the rust.
03:47This is a well-loved hammer and has lots of rust along the head.
03:52I'll pick Layer 5, that's my template, and start to Magic Wand various parts.
03:56What I am going to do is make the top more rusty.
04:00I'll Magic Wand those polygons, making sure that I catch the sides here.
04:05Then I'll expand the selection, choosing Select > Modify > Expand.
04:11On a new layer, remember the rule, if you think about using something else, it's a new layer.
04:17I am going to eyedropper a rust color, make it maybe a little more orange, a
04:22little bit brighter, and start to paint some rust in.
04:26I'll press B for Brush, make that Brush Mode a Multiply and keep that
04:31Opacity low and I'll start to add in just a little selective rust on the top of that hammer.
04:36I am going to work my way around.
04:39It's okay to have this be fairly faceted.
04:41I can also blend these together and keep adding in some rust along this.
04:47This will look pretty good.
04:48Now remember, this is on a separate layer.
04:50So if I accidentally miss and paint right over the front of it, it's not a big deal.
04:55Here's how to fix a goof like that.
04:57I'll fix this and I'll take this back into 3ds Max and see how it looks.
05:01I am going to hold Ctrl and click on the layer thumbnail for Layer 6, that's the
05:06shiny end of my hammer.
05:08I've got it selected, and I'll go back to Layer 7, and press Delete.
05:14The rust disappears from the gray ends.
05:17When I turn off the template, I've got a bunch of smudgy rusty stuff, and a
05:21couple of gray blobs,
05:23but when I throw this on, it's going to look pretty good.
05:25This is a great example of one texture, both tileable and non-tileable being
05:30used on multiple objects in multiple places to look like multiple materials,
05:34economizing on resources in a game.
05:36I'll check this out in 3ds Max and see if it worked.
05:39I'll press Ctrl+Shift+S, saving this out.
05:42Because this is a temporary file, I am going to overwrite my texture layout again.
05:48I'll go into sceneassets > images, and put this right on.
05:54I'll uncheck Layers, saving as a copy, hit OK, and see how this looks in Max.
06:00Back here in 3ds Max, it should load in automatically.
06:03If needed, you can always go back into the Material Editor, and force a reload.
06:08I'll press M for Materials and show this.
06:10There is my wood color or it's called wood anyway.
06:14I'll go into the Diffuse Map and down here in the Bitmap Parameters is a Reload button.
06:18You can always force it if it doesn't reload automatically, but it should upon saving.
06:22There is the clean end of the hammer, a little brighter in the middle, and there
06:28is the rust on the top.
06:29It's been through some heavy use.
06:31I can do the same on other parts of this;
06:33looking for other places like on the rungs where I need a little extra wear or on the ladder.
06:38Finally, I can start to think about overlay conditions where I am using
06:42additional maps that are non-tiling, that overlap using different UVs to
06:46really simulate some dirt.
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Planning for optimal texture usage
00:00At this point, I've got my objects textured and all assembled together.
00:05I've taken the hammer handle and attached the head to it, converting to a poly
00:09and then unwrapping again.
00:11There is the unwrap, the UVs are in the right place, the material is on, and any
00:15goofs are ironed out.
00:16I've done the same with the ladder, and then finally, I've exported these out as
00:20FBXs to go into Unity.
00:21I want to look a little bit at the size of the texture and where do we see
00:25objects from both in Max and in game.
00:28In 3ds Max, it's very easy to get this close and pay attention to every scratch
00:34and nick on the surface of a hammer.
00:36This isn't always true and the display although it's very good here, is not
00:40quite what we're going to see in game.
00:42It's a little different just because of the different rendering engine.
00:45I'm going to go over to Unity where I brought my objects into a test scene,
00:49and I'll see if the work I did on the texture works reasonably, and is the
00:53texture the right size.
00:54In Max, we're so close so we can actually start to see the clouds in the
00:58painting and we can see the blur and the wood grain.
01:00It looks pretty reasonable.
01:01But again, we're smashing our face into the hammer.
01:04Let's see how this looks in Unity.
01:05I've brought my objects into Unity, leaning the ladder against one of the
01:09shipping containers I did earlier, and putting the hammer down on the ground
01:12where I could pick it up, and go bang on something.
01:15I'm going to hit Play and see how this looks.
01:18In my test scene, I've added in a first- person controller with basic navigation.
01:23I've also put in some standard lights just to kind of light up the scene, a
01:27couple of point lights and a directional.
01:29This is pretty decent.
01:30Now we're playing in Preview Mode, so I don't have my super good
01:34anti-aliasing going.
01:35But the wood holds up pretty nicely.
01:38I can see that is a wooden ladder and even when I get fairly close, the texture
01:43looks pretty good, and I start to bump into the mesh colliders after a while.
01:47The same goes with the hammer.
01:49I can get close enough to see it as I want to grab it in the game.
01:53I have no bend at the moment;
01:55I don't have any mechanics built into go get it.
01:58So at this distance, it's definitely that sledgehammer, and looks suitably rusty.
02:04We can always add in more dirt, but the caution I want to offer here is don't
02:08spend a huge ton of time painting things that are going to be nearly impossible to see.
02:13In this case, a 512 square map for both objects and maybe even more objects,
02:17works really nicely and I'm checking them out in game to make sure it works well
02:22in lighting, and as I navigate around.
02:24Now if we throw in that there's going to be maybe folks chasing me, me hunting
02:29for other objects and doing other things, and maybe more uneven lighting plus
02:33dirt, these will hold up really well.
02:36So just keep that in mind when you're sizing your textures, not to be
02:39too excessive with it.
02:40Now we'll start to look at variations and adding dirt on as part of that
02:44texture and setting up for using other UVs.
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Painting dirt and age variations
00:00Things are coming along nicely with the models and the texture.
00:03We've got basic textures on the ladder, the sledgehammer, and the
00:07shipping containers.
00:08I still have a few things to work out;
00:11the holes in the shipping container, and I need some dirt. Why dirt?
00:14Well right now this is a really clean ladder and a really clean sledgehammer,
00:17and actually, the ground is really clean, next to my really rusty containers.
00:21A lot of what helps make those tiling textures match nicely in a scene are
00:25dirt decals, or overlays that add some local variation that we can move around as we need.
00:31I'm going to zoom in on the sledgehammer and we can really see that it is really clean.
00:37I'm going to paint a dirt overlay with an alpha channel in Photoshop, and
00:40I'll bring this in and see how it looks and show some ways to apply it both
00:44in 3ds Max and in Unity.
00:47In Photoshop, I'm starting out with my working PSD of my tools texture atlas.
00:53I'm going to start a new layer by pressing Ctrl+Shift+N. I'll name this new
00:57layer dirt, so I can find it.
01:01What I'll do is use my paintbrush.
01:03I'll hit B for brush, and make sure this brush is multiplying at a low Opacity,
01:08and really low Hardness.
01:10I'll right-click to make sure the brush looks right.
01:12Now I'm going to paint in some dirt, and I'm going to let it streak along the
01:16wood here a little bit.
01:18I'll zoom out, hold Alt to zoom out, and click and drag straight down and making
01:23tileable dirt and then occasionally, not tiling.
01:27I'm going to show some ways to make this kind of custom.
01:30I'll add some dirt along that ladder and a little bit more across the
01:33galvanized steel here.
01:34Finally, I'll add some in making the hammer faces dirty.
01:37This is also a good way to add wear over time in a game.
01:42Things may start out clean and then get dirty from use, explosions, so forth.
01:48There's my dirt map and it doesn't look like much initially.
01:51I'm going to use one other component in there.
01:54I'll click below the dirt on whatever layer happens to be there, and
01:57press Ctrl+Shift+N again.
01:59I'm going to make a new layer and I'm going to fill this in a dark color.
02:03I'll eyedropper the wood color, and click on the foreground color, and take the
02:08brightness down, so it's nearly black, but has a hint of the original in it.
02:13I'll press G for the Paint Bucket and fill that in.
02:16So really I've got kind of a very dark kind of cloudy map.
02:20How is this dirt, you might ask? Here's the trick.
02:22I'm going to use the alpha channel.
02:25I'll hold Ctrl and click on the thumbnail for my dirt.
02:29The selection bounds to whatever I painted, and that includes
02:33partial transparency.
02:34So it's actually catching all the feathering around this.
02:37I'll go into the Channels palette, and down at the bottom, I'll click on Make New Channel.
02:43Now I have an alpha channel.
02:45Because alphas are grayscale, my colors default to black and white.
02:49I'll press G for the paint bucket and click in that selection.
02:53The selection fades off smoothly and now I have an alpha channel for my dirt.
02:57I'll press Ctrl+D to deselect.
03:00I'll make sure that I click back up on the RGB channels, and turn off the alpha.
03:05Now I'll go up to the Layers palette and make sure that the dirt is selected.
03:09Sometimes it's gray, and that's an indicator that we're selecting the wrong channel.
03:13I'm going to turn off my other layers and I'm going to save this out as a TIFF.
03:19I'll choose File and Save As, and I'll call this dirt overlay.
03:24I'll put it over into my sceneassets > images folder.
03:30I'll make sure when I'm saving this to turn off Layers.
03:32I want a flattened TIFF here as layers get regarded differently when importing.
03:37I'll click Save and OK to the TIFF Options.
03:41I'll go over to 3ds Max and put this in as part of a composite map.
03:45I'll press M in Max to pull up my Material Editor, and I'm going to rename
03:49this from wood to tools, so the material name is more reflective of what I'm doing with it.
03:54I've already got an image in here.
03:56I'm going to click on the M for Map next to the Diffuse channel, and I'll change
04:00this over from a Bitmap at the top to a Composite.
04:04I'll keep the old map as a sub-map, and now it's there as a composite map of one.
04:09In the composite map, I'll add a new layer in, and this new layer will be my dirt overlay.
04:14I'll click on the None box here for the Texture and choose Bitmap.
04:19In the bitmap, I'm going to select my dirt overlay and click Open.
04:24I'll go up to the parent and make sure I show my composite map.
04:27There is my dirt laying over, although it's giving it more kind of spots,
04:32not working correctly.
04:35I'll click on that map and in the Bitmap Parameters;
04:37I'm going to unpremultiply the alpha, making it a straight alpha so it reads a little better.
04:43I've scrolled up to the top of the Bitmap Parameters and I'm going to change the
04:47Tiling of this map to see how it looks.
04:50It starts out as a 1x1;
04:52as 1x1 we can see it here.
04:54When I switch over to 2x2, it appears to disappear.
04:58This will actually show up in a rendering, but we sort of max out what a
05:01graphics card can do sometimes.
05:03One way to look at it is to do a quick render.
05:07I'll click on Render, and I can see the spots along here.
05:10Looks like I need to go the other direction.
05:12I'm going to change the Tiling on this to less than 1x1.
05:16Instead of saying have multiple instances of this texture within that 0 to 1 space;
05:21I'm going to spread it out.
05:22I'll make my Tiling 0.3 by 0.3.
05:26Again, I'm maxing out the graphics card, and so I can't see much here.
05:29But when I hit Render, I can see along this I've got some tonal variation going on.
05:35I can see where that dirt is wrapping along the ladder.
05:39This is a good way to add in additional detail.
05:42I'm going to do this in Unity as well and show what it looks like as a decal there.
05:47Here in Unity, I have a material assigned to my objects.
05:50I can see my hammer in the view here.
05:52And the material, if I scroll down in the Inspector, is the Diffuse Shader.
05:56I'm going to make this instead of a Diffuse, a Decal.
05:59We can get more exotic with materials with some additional work,
06:02but for things like this where it's not really needing a bump map as much as
06:06multiple overlays of color, a Decal will work nicely.
06:10I'll choose Decal, and in those materials, now I have a second slot.
06:15The second slot allows me to bring in a decal.
06:17I've copied and pasted my dirt overlay file into my Unity assets folder in my Unity project.
06:23Unity imports it in automatically, which it did here, and there is that dirt ready to use.
06:28Now with that material selected on my hammer, I've got my tools, and
06:33there's that Decal.
06:35I'll drag the dirt overlay onto the Decal and it regards the alpha channel correctly.
06:40We can tell it's going to use the alpha to tell where it goes by it saying RGBA.
06:45It's also here on the ladder.
06:47I'll pan over and see how it looks.
06:49We can see that dirt tiling and it's not nearly as hard-looking as it was in 3ds Max.
06:55That's because in Max, it wasn't rendering correctly.
06:57We were just displaying it in the view.
06:59Here in Unity, it's doing a better job rendering, in engine, live.
07:03Now I'll change the Tiling.
07:05Again, doing a positive tiling on the Decal increases the amount of dirt,
07:09thereby giving me spots.
07:11Doing a fractional tiling such as 0.2 or 0.3, even going uneven, takes that
07:17dirt and spreads it out.
07:19So now along the ladder, I've got dirt in various places.
07:23It's along the sides and adding color in places and making it look a little dirty.
07:28It's also adding some color along the hammer, giving it a gentle patina.
07:33If you want to get more advanced with this, you can actually put that dirt in a
07:36specular channel, such as the glossiness,
07:39bring it across from Max, and tell Unity to use that in a second set of UVs.
07:44That's outside the scope of this video, but for further exploration, we can look
07:48at using multiple UVs with multiple textures overlaying.
07:52The big deal in all of this is looking for the most bang for the buck out of the
07:56texture, that out of a 512 map, I can use it on several different objects.
08:01In this case, it's just 2.
08:03But reasonably, I could use the same texture on other ladders of different
08:06sizes and other tools;
08:08things with wooden handles like long sledgehammers or maybe reuse the
08:13hammered-finish metal on crowbars or pry bars.
08:16I can use this wood again and again on pallets and crates and anything else in here.
08:21We can get a lot of mileage out of the texture if it's constructed well
08:25and implemented well.
08:26And if we're thoughtful about how we stack our UVs, we can make a lot of props
08:31for our game reusing the same texture.
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4. Modeling Furniture
Modeling furniture using simple parts and reusable textures
00:00In this chapter I'll look at modeling some furniture, and as part of that I'm
00:04going to model things in pieces.
00:06It's a great approach for making what looks like complex assemblies, in reality
00:09they are built of fairly simple parts.
00:12These farmhouse tables are an example, where they're mostly just
00:15elegantly positioned boxes.
00:17A large part of this then is unwrapping creatively.
00:20I'll look at ways in here to use and reuse and re-reuse textures.
00:25As we can see the modifier stack on the square table top, there is a whole stack
00:29of UVW Maps and Poly Selects.
00:32What we can do is crop down how much of a texture we're using, and map only that part of it.
00:38The texture for this table actually looks like this, it's really a couple of
00:42boards and a bit of the white and we could size this down to 512 very easily.
00:46We want to place a premium on reusing textures and look at elegant ways to do this.
00:52We'll also model an office chair, and look not only at the importance of
00:56silhouette and furniture, making sure the design intent comes across.
01:00But how to reuse tiling textures just like this to make various kinds of
01:04plastic and fabric.
01:05We'll look for ways to put in great detail without having enormous textures and
01:10efficiencies in planning out texture atlases, stacking and reusing and
01:15rescaling UVs as we need.
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Planning and analyzing the modeling of a chair
00:00In this video, I'll examine this standard office chair.
00:02I am going to use this as part of my fill out or my build out of the space in a game.
00:07We see objects like this a lot in a game where there is an office we're running
00:11through that has chairs and desks, and so forth, in it.
00:14So we need to make sure that this looks like an office chair because we've all
00:17seen one and we recognize what office chairs look like.
00:21The big deal in this is to pay attention to the important parts of the design.
00:24As an example, this curved back needs to read correctly.
00:28We need to see those curves there and the curves on the arms.
00:32However, we can economize on our polygon count in the arms and still have them
00:36look around and shine.
00:38It's important to have 5 legs because that's a hallmark of the design.
00:42But again, we can't really tell anything going on in those legs aside from they
00:46do stick out in a gentle curve.
00:48So as long as we're matching that curve, we can economize.
00:51Now here's the other thing I am going to throw in.
00:54We'll look at some other reference.
00:56We can see that the chair is generally curvy, and we can accommodate a lot of
01:00that with smoothing groups.
01:01However, this reference is ideal. What does that mean?
01:05It means that in a game, we're going to see this chair in different lighting,
01:10varied lighting, possibly with dirt, and most likely with a lot of other stuff around;
01:15the desks, the lamps, the rest of the office, and the chair may not be our primary focus.
01:20We may be running through the office or building up things, or moving chairs
01:25around, not taking one chair and studying it like I am in this reference.
01:29So as long as we get the design right, that it recognizes as a chair with all
01:34the obvious chair-like parts there, we'll be in good shape.
01:38In the next video, I'll start to block out this chair, and get the key heights,
01:42places and sizes in place before modeling.
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Blocking out the basic form
00:00In this video, with the curves of the chair in mind, I'm going to start to
00:03block out the chair.
00:05I want to get some key heights established in my bounding box first.
00:09I am going to say that this chair is roughly 2 feet across, and from base
00:15to seat height is about 16 or 18 inches, giving me a chair at about 3 feet tall overall.
00:21I'll make my bounding box and put an extra mesh line in for the seat.
00:25That way I've got something to snap to and register on.
00:28I can always adjust the proportions later if needed, but this will give me a rough guide.
00:32Here in 3ds Max I am going to start out with a box.
00:35I hold Ctrl+Right-click, choose Box and land my bounding box around 00.
00:40I'll go to the Modifier panel and I'll start to put in some dimensions.
00:44Here's 24 on the Length, 24 on the Width and a Height of 36.
00:50I'll also put my Height Segments at 2.
00:52That way I have an extra mesh line, I'll show it by pressing F4.
00:56This is the overall size for my chair, with the extra mesh line showing
01:00where does that seat go.
01:01I'll right-click, choose Object Properties and check Backface Cull. I'll also
01:07check Display as Box and that way by clicking OK, this shows up as a box again.
01:12If I need to see the mesh line I can turn it off and on.
01:15An alternate to this is to actually use two boxes.
01:18I'll take the Height Segments back down to 1 and bring that Height back down to 16.
01:22There is the base of the chair.
01:25Now I'll press W for move, turn on my 3D snap by pressing S and snap on the Z axis.
01:33I'm going to press my Spacebar for Selection Lock and hold Shift while I drag
01:37from one of the corners.
01:38I am going to drag this up as a copy, and then I'll bring that height out, maybe 20.
01:44This way even though I'm working in bounding boxes, I have a wireframe and a
01:48point I can see and snap to, and that way I can register the seat in the right place.
01:53I'll put these at 00.
01:55Down here on the Absolute Mode Transform Type-In, I'm going to put their X and Y
02:00at 0; the Z I am going to leave alone.
02:02I'll right-click and choose Freeze Selection.
02:06Now I've got my Height and my Size in place and I am going to start to make the pieces.
02:11I'll begin with the back.
02:12I'll go to a front view and use a box first to make that back shape.
02:17What I am going to do here is make a box, quickly round it and then use the Bend
02:21Modifier to add some curve to the seat.
02:24This silhouette is important and we don't want furniture that's exactly
02:28rectilinear or exactly straight, it should be curvy to fit us.
02:33I'll start out with the box for my seat here, notice that it's black.
02:36We saw this problem last time and what this means is that I'm shaded.
02:41I'm going to drop down under Realistic + Edged Faces and make my display Shaded
02:46so I can see my box.
02:47I'll also press G to turn off the grid.
02:50I can center this later, but what I am going to do right now is put some
02:54Height in; looks like my drag didn't quite go and I'll spin around and make
02:57sure it's got some volume.
02:59That's looking pretty good.
03:00We don't have to exact dimensions in as long as it's got decent thickness.
03:05I'm going to add in here some Length Segments to allow me to bend the chair.
03:09Two or three ought to do it.
03:11Now I'll go back into my front view and press Z to zoom extents.
03:14I'll right-click and convert this to an Editable Poly.
03:18This is where the work on silhouette really comes in.
03:20What I need to do is to curve these corners and remember that we are going to
03:25see it from a couple of feet away.
03:27So long as it's reasonably curvy, I can stand an artifact or two.
03:30I'll spin around and switch over to edge by clicking on the Edge button or pressing 2.
03:36I'll turn off my snap so it stops registering, and I'll click one of the corner
03:39edges, hold Ctrl and add to that selection.
03:43I don't want a select a ring here, because that will grab the middle segments,
03:46but instead I just want the corners, so I've got to pick them manually.
03:50I'll pick all four and then I'll scroll down in the Edit Edges menu.
03:54I'm going use the Chamfer dialog here. I'll click on the Settings and
03:58there's that caddy.
04:00I'll take this distance up, maybe in the three or four range is probably fine,
04:04and I'll add in some segments.
04:06When you're curving things like this, two or three segments will work nicely.
04:10We don't want to get too excessive, but we're seeing that we can spend a few
04:14extra polys. I'll check OK on it.
04:17Now I'm ready to bend this and then see what else needs to be rounded over.
04:21Rather than bending geometry through rotating it, I'm going use a Bend Modifier
04:26on this to bend that chair.
04:28I'll click on Bend down in the OBJECT-SPACE MODIFIERS and I'll start to add in a Bend Angle.
04:34Now what we can do in Bend, if it's not working correctly, and mine is not, is
04:38play with the Direction.
04:39I'm going to give it a bit of an angle and put my direction at 90.
04:43A quick trick here is to vary that bend, varying the Bend Angle by 90 degrees
04:49may give you the right result.
04:50I'll also change the Bend Axis and that seems to do it.
04:54I'll take this Angle, bend that chair back and there is the start of my bend
04:59blocked out geometry for the seat.
05:01Now when I take this object and I rotate it back, so we're not sitting so
05:05straight up, I start to get the form of the chair in.
05:08Later I can come back and curve over these front edges, so it starts to have
05:12that soft seat shape.
05:14For now I'm looking at just blocking out the basic form.
05:17Getting the chair established and the proportion correct, while I have a lower
05:20polygon count and easier to manipulate objects.
05:23Once I've got them in, then I'll start to refine.
Collapse this transcript
Adding detail and smoothing groups
00:00In this video, now that I've got the chair back roughed out, I'm going to start
00:04to round it over and add some of that detail.
00:06I've got my object and it's a poly with a Bend Modifier on it.
00:10What I'll do a lot of times is make something, modify it, and then collapse that
00:14back to an Editable Poly and then modify it more.
00:18I'll right-click, choose Convert to Editable Poly, and now I'm going to work by
00:23edge and chamfer those sides in, so it starts to look softer.
00:27Here's an easy way to select it.
00:28Because I've broken my edge flow by using the chamfer on those corners, these
00:32are no longer four-sided polys, and Max will be confused when it tries to select
00:37around there as a loop.
00:38The way I'll do this is to press 4 for Polygon, and I'm going to select the
00:42front four polygons of the seat.
00:44Now I'll hold Ctrl and click on the Edge button over on the Modifier panel.
00:49This converts the selection from face or polygon to edge.
00:53I'll hold Alt and now deselect those middle edges.
00:57Now I've got a clear edge loop all the way around here.
01:00I'll right-click and choose the dialog next to Chamfer to pull up the caddy.
01:05In the caddy, I'm going to use two subdivisions, so it gets a little bit smooth,
01:09and I'll crank up the Chamfer Amount so it looks nice and soft.
01:13I'll check the check box, and there's that chamfer in there.
01:16It's starting to definitely look like a cushion.
01:18Now I need to taper it and round over the back.
01:21I'll do that in the next step.
01:23I'm going to repeat this by pressing 4 for Polygon, picking those back four
01:27polygons, and holding Ctrl and clicking on the Edge button here in the Modifier panel.
01:31I'll hold Alt and deselect those middle edges and then chamfer that back,
01:36right-clicking, and choosing the dialog next to Chamfer.
01:39There are my two segments, but I'm going to pull down the edge amount so it's a
01:43little more sharp on the corner.
01:45I'll check this and there is the back.
01:48Now I haven't played with the smoothing yet, and that's why it's kind of faceted.
01:52First, I'm going to taper it and then I'm going to quad it by cutting across here.
01:57I'll go in the Front View so I can see what I'm doing and zoom in.
02:01I'll take this, make sure I press 6 to go back to the whole object, and drop
02:06down in the Modifier list and pick Taper.
02:10Taper is great for equally tapering something.
02:13It's also good for tapering something unevenly.
02:15I'm going to use it so that the seat tapers in.
02:18I'm going to click on Amount and drag up, but then try changing the axis,
02:23and it looks like what I need is a Y axis with the effect on the X. That way my seat tapers in.
02:31Now I'll pull this the other direction.
02:33There is that seat tapering in nicely.
02:36Make sure I'm in a Front View so I'm not tapering it too much, and I'm going to
02:40right-click and pull the center down.
02:43So instead of making the seat wider at the bottom, by pulling that taper center
02:46down, the seat starts at the width I wanted, and gets narrower.
02:50This is a great way to make things and add some curve in.
02:54Remember, it's the silhouette that matters.
02:56I'll continue to refine this, and then add in the smoothing groups to
02:59really make it work.
03:01I'm going to convert this back to a poly.
03:03Now I could use the Edit Poly modifier on top, but I'd like to smooth it this way.
03:08I'm also going to isolate this, right- clicking and choosing Isolate Selection to
03:12turn off my bounding boxes temporarily.
03:15Right now, we can see I have a lot of facets, and that's okay, that's result of
03:18the geometry I've made.
03:20What I'm going to do is select this, and press 5 for Element.
03:25I'll pick all the elements by pressing Ctrl+A or just clicking on it.
03:29In the polygon smoothing groups, I'll clear off all of them.
03:32What this says is in Groups 2 through 7, some but not all of the polygons are in those groups.
03:38I'll clear them and then I'm going to put the front-half in Group 1.
03:42I'll press 4 for Polygon, click on those front four polygons, and grow
03:46that selection out.
03:48It starts to ring around the chair, and there's the front, the cushion.
03:52I'll scroll down to my smoothing groups again, and I'm going to put these in Group 1.
03:58Now they look soft all over.
04:00I can also select by smoothing group.
04:02I'll click on Select By SG and click on Smoothing Group 1.
04:08I'll click OK and then I'll invert my selection by choosing Edit > Select Invert.
04:14I can also press Ctrl+I. There's the back of the chair selected, and I'll
04:18put them in Group 2.
04:21Now I'll right-click, choose Top-level and deselect.
04:25It looks pretty good.
04:27The back of my chair is nice and round, the front is nice and round, and I've
04:31got a good hard-line right here along the edge that's going to help me add
04:34detail without adding extra polys, and that's the division between the hard
04:38plastic of the back and the soft upholstery in the front.
04:41I'd probably go and pull the polygons out a little bit, make it look a little
04:46softer, and make sure I check with my reference, making sure that the chair back
04:49looks like the chair back it should.
04:51I'll finish modeling the seats, and then I'll start to look at the other
04:54geometry and the chair;
04:56the handles, the legs, and so forth.
Collapse this transcript
Refining the silhouette
00:00I've continued modeling the back and the seat of the chair, and I wanted to show
00:04how to get some extra detail in there and really make this kind of pop in
00:08silhouette, even with a lower polygon count.
00:10So far I've taken a box, chamfered the edges, and tapered it a little bit just
00:15like I did with the back.
00:16I'm going to convert this back to an editable poly by right-clicking and
00:20choosing Convert to Editable Poly.
00:21Now I'll zoom in and do a little detail modeling before I get some
00:26smoothing groups on.
00:27The front part of the chair actually needs to overhang that base just a little bit.
00:32What I'll do is press 4 for polygon and I'm going to grab just these front
00:37couple of polys and I'll nudge them forward just a little.
00:41This sort of makes a little bit of a bump there.
00:44Then I'll rotate them ever so slightly, making sure my angle snap is off,
00:49that way I get a little bit more of an edge.
00:51I can come back and pick an edge here and pull it back just a little bit.
00:56What this is going to give me is just a little variance in that cushion.
01:00Finally, I've given myself some extra divisions along here and this is going to
01:04help me take that middle polygon and just push it down slightly for the seat so
01:08it lights differently.
01:09We want to make sure when we're modeling that we really maximize the
01:13polygons we've got.
01:15Before adding smoothing groups on, we need to make sure that the silhouette
01:18works and any major contours are in place.
01:21I can see on the bottom here I need to push this around a little bit as well.
01:25I'll take this bottom poly and pull it down just a bit because it is actually
01:29quite curvy on the bottom.
01:31Now I'm ready for some smoothing groups.
01:33What I'll do is to select all of them and then scroll down to the smoothing
01:37groups on the Command panel. In the Polygon
01:42Smoothing Groups, I'm going to clear off all my smoothing and then I'll pick
01:45just the top part of the chair and apply.
01:48I'll go into a left view by clicking L and then zooming in.
01:52I'll select all of the top polygons of the chair and I'll put them in Group 1.
01:57Then I'll select the bottom and I'm going to put them in Group 3 because it sounds good.
02:02Really, every object can have its own smoothing groups and I've rarely
02:06found that I run out.
02:08It doesn't always have to be 1 and 2.
02:10So you can skip around a bit so it's convenient and easy to organize.
02:13We can use smoothing groups as a way to organize for unwrapping and also
02:17assigning materials if we need.
02:19Now I'll right-click, choose Top-level, and press F4 to turn off my wireframe.
02:24If you notice in my workflow, I jump around a lot between smooth and wire and
02:29shaded with edged faces and all different kinds of modes.
02:32It really depends on what I need to see and how I want to see it.
02:36As I move around here, I can see that the bottom of my chair is hard-looking or
02:40rounded, but comes to a hard edge and the top does as well.
02:44I may need to just modify this a little bit, maybe push it around to make it a
02:48little more squishy-looking, but that's just a matter of moving some vertices.
02:51But it's definitely reading as the bottom of that chair.
02:54Even with the limited polygons, I still get the curve going on here, and on the
02:57seat, I only have three facets over those 90 degrees.
03:01But when we're far back enough, such as in a game here in a perspective, we read it as curve.
03:06And remember, we're always going to have other things going on around us.
03:09So this will work nicely.
03:10Now that I've got the chair's seat and back in shape, I'm going to add in some
03:15of the other pieces such as the wheels and the legs.
03:18And I'll do that with as little geometry as possible because it's going to be on
03:22the floor and probably in somewhat darkness.
03:23And there's going to be other things going on.
03:26So I'm going to make the silhouette work and try to really minimize that detail.
Collapse this transcript
Unwrapping for the chair
00:00I finished the modeling on my chair, choosing instead to make an armless
00:03variant for this round.
00:05I can always add in arms to have yet more objects in my scene.
00:09I've modeled it as separate pieces, like I did with the ladder and the shipping
00:12container, to make sure that it's easy to unwrap.
00:14I can combine them later into one mesh.
00:17I'm going to look at using a texture atlas.
00:19The idea being, if I have a small section of well-tiling gray fabric and
00:24good-tiling black plastic, both shiny and matte and so forth, I can crop and
00:29tile that along here, instead of painting a large chunk of gray plastic to map
00:33as a singularity over the whole face.
00:35Here's how I'll make this work.
00:38First, I'm going to hide my bounding boxes by selecting them and right-clicking
00:41and choosing Hide Selection.
00:44I'm going to make a texture atlas in Photoshop using the checkers I had made
00:47previously, and applying an overlay to them.
00:50In Photoshop, I'll open up my checkers, pressing Ctrl+O and choosing them from
00:55my images in the sceneassets folder.
00:57What I'm going to do is use a fixed-size marquee.
01:01I'll click on the marquee and drop down under Style to pick Fixed Size.
01:05In the Width and Height I'll put 512x512, figuring that I want four sections on
01:10this map, which will have gray fabric, matte plastic, shiny plastic, and maybe
01:15another quadrant for other materials, so I can use this in different places.
01:20By extension, we could make an office map, which has all the parts we need for
01:24chairs, lamps, tables, and so forth, that all fit on one image, and we can use
01:28the same approach to crop and tile those materials on everything.
01:32I'll land this marquee down in the bottom right corner, press Ctrl+Shift+N to
01:36make a new layer, and fill this in like colors of where that marquee is.
01:42I'll click on the foreground color and eyedropper green.
01:45I'll fill this in, and really, this is just going to be a marker.
01:48It's very possible I need to model this, unwrap it, and see what I'm doing
01:52before I've actually painted the texture.
01:54So I need kind of a placeholder, which is what I'm making.
01:57I'll finish this, eyedroppering the color of wherever that marquee is, and
02:02filling those quadrants in, snapping them to the document bounds.
02:06I've put in my quadrants.
02:08I'll press Ctrl+D to deselect and drop the Opacity of this layer down to about 50%.
02:14Now this is a clear marker, not only of distortion in the unwrap, but where am I
02:19working, so I can crop down cleanly and say, for example, the gray mesh only
02:23fits in that green square, and I can map it correctly.
02:27I'll save this by pressing Ctrl+Shift+S and saving a copy with no layers.
02:32I'll call this one 1024atlas.
02:38Back here in Max, I'll make a couple of new materials using this same atlas
02:41and start mapping.
02:43I'll press M for the Material Editor.
02:45The first one I'm going to name fabric.
02:49The second one, I'll call matte plastic.
02:54And the third, I'll call shiny plastic.
02:59I'm not going to use the fourth quadrant, as I really need just three materials,
03:03but I have it in case I need it for something else.
03:05Now I'm going to put that same texture in all three, clicking on the map for
03:09the Diffuse color, choosing Bitmap, and there in my sceneassets images folder is my atlas. I'll click Open.
03:17What I had set in here is that for the fabric I'm going to use the green quadrant.
03:21I'll view the image by clicking the View Image button and then start to crop it down.
03:27I'll click and drag right from the corner here and pull that marquee and cropping down.
03:33I can also put in a Width and Height up here in the top in the UVs.
03:37Now this material will only use this green quadrant for that fabric.
03:41The neat part about it is when you put UVs on an object, UVs are UVs;
03:46how you get there the game engine doesn't really care.
03:49As long as things are mapped and that mapping corresponds to a particular place
03:53on a texture, it's fine.
03:55So the approach of making an atlas and then cropping down is very useful.
03:59I'll finish this for my other materials and then start to apply it to the chair.
04:04I've taken all three of my temporary materials and applied that same map in,
04:08right-clicking, and copying and pasting.
04:10In each of those maps what I've done is view the image, make sure Apply is
04:15checked in the Cropping/Placement, and then move that marquee around.
04:19As an example, on this one it's just the orange, and when I view the image, the
04:24marquee is only in the top left.
04:26Now I'll start assigning this by polygon and mapping out my chair.
04:30I'll do a section of the seat to show how this works.
04:33I'll pick the seat mesh, press F4 for edged faces, and press 4 for polygon.
04:39I'm going to pick the two center polys and grow that selection out over here
04:43on the Modifier panel.
04:45I'll click Grow once, twice, three times, and that takes me cleanly around the
04:50fabric part of the back.
04:51Then I'll click on the fabric material and drag it onto those selected faces.
04:58I've orbited my view and I'll press F2 to show edged faces instead of
05:03shading the selected faces.
05:05I'll make sure that this map shows in the view, and now they're on the back of
05:09my chair; where it should be fabric is only that green section of the texture.
05:14I'm using a select part of my atlas.
05:16I'll go and unwrap this, or just map it and get that to tile nicely.
05:21I'm going to try first just a planar map.
05:24I'll drop down under the Modifier list, pick Unwrap UVW, and scroll down.
05:32I'll press 3 for face, and already those faces are selected as we can see them
05:36highlighted in yellow.
05:38I'll planar map them and it seems to work pretty well, maybe needing a little
05:42relaxing on the edges, but this texture is tiling nicely.
05:49I'll scroll up and open up the UV Editor.
05:52What I want to do in here is scale these UVs so that this texture, the tiling
05:57fabric I'll put on, is the right size.
06:00I'm going to say that it should be about one polygon big.
06:04So I'll take this whole shell, making sure at the bottom of my Edit UVWs dialog
06:08I check Select by Element.
06:12I'll check it, take this shell, and scale it.
06:15As I start to scale this shell, it's going to move around and that texture will scale on it.
06:21I want to make sure that over here in the Modifier panel, way down under the
06:25Projection, I turn off my Planar Map.
06:27Otherwise, I can't move that shell and I get caught on that occasionally.
06:31I'll turn that off and start to scale this, and as I scale, we can see the
06:35section of map I'm using, and I can get it positioned exactly where I want it.
06:41Now I'm getting the right density of my mesh.
06:43I've got small checkers, meaning my mesh is the right size of the fabric on here.
06:48I'll zoom out, and if I need to relax the edges or scale them, I can at this point.
06:53I'll finish out by relaxing those edges, and then I can move on and do the
06:57rest of my objects.
06:58I'll press 2 for edge and I'll double -click on just that outside border.
07:04I can take that element then and scale it out.
07:07As I've scaled it, we can see that those UVs are starting to stretch back to
07:11the right proportion.
07:12I don't mind a little stretch here, although I can even it out, because the
07:16fabric is wrapped around the chair.
07:17As long as it looks pretty good, it will work nicely.
07:20If there's more of a pattern in the fabric, we need to pay a little
07:24more attention to it.
07:25But really what I care about is that I've got just a piece of my texture atlas
07:29mapped onto this object.
07:30What this lets me do then is make, one, essentially master texture for the game
07:34or a whole chunk of an environment and use little bits of it wherever I want,
07:38letting it tile and mapping it over and over and over, by polygon, assigning
07:43materials by polygon, and putting on only the parts I need where they're needed.
07:49I'll finish out the chair and then get into painting some of the textures for it.
Collapse this transcript
Painting the fabric
00:00I've finished mapping the seat and the back of my chair.
00:03I've used a Multi/Sub-Object material, making the material, and then dragging my
00:07single materials down into it as instances.
00:10This way I can assign one material to the chair and see all the different parts.
00:15On the back, you can see in my modifier stack I've used an unwrap and a poly
00:19select to select other polys, and also an edit poly in here to change material
00:24IDs so that the yellow, my placeholder for the map plastic, shows up back here,
00:29whereas my green, my placeholder for the fabric, is in front.
00:32I'm going to collapse this anyway so I can really stack up these modifiers
00:36to select and change different parts as I need just to get it done as well as possible.
00:41I've got it fairly distortion-free.
00:43I've relaxed the UVs a little bit and I see a few places I'm stretching on the
00:48sides, but I'm not terribly worried about it.
00:50I think it's going to run okay and I can always tweak those if needed.
00:52Now I'm going to paint some of the gray fabric and put it in and make sure I've
00:55got the right size going.
00:57I'll go over to Photoshop and paint that fabric.
01:00Here's my texture atlas.
01:01So really, I need about a 512 square chunk of gray fabric.
01:06The size is really up to me;
01:07it's kind of a question of how much detail would I like.
01:09I'd like to paint it so it looks right, but I don't want such small detail that
01:13on screen it scintillates or dances in front of the camera.
01:17I'm going to start out by painting a big chunk of it.
01:20I'll press Ctrl+N for a new document.
01:23I'm going to make this 1024 square.
01:26As a note in Photoshop working, you can make a preset if you're using the same
01:30size or same kind of document a lot.
01:32As an example, I'm going to make a preset here called 1024x1024.
01:38This is a pretty standard size for textures and so I'll save this preset and I
01:42can call it up and use it instead of typing it in every time.
01:45I can even go in here in the Advanced section and specify a Color Profile of my
01:49game engine adheres to a certain one.
01:52When I click Save Preset, it's available, and now if I'm making a new document
01:57by pressing Ctrl+N, I can drop down in my Presets and there it is.
02:04For the fabric then, I'm going to start out in gray. I'll press Shift+F5 to
02:09fill this in the 50% gray and I'll throw some grain on choosing Filter > Texture > Grain.
02:15I'm going to use in here first some vertical grain and I'll pull up the
02:20contrast a little bit.
02:21I'm going to let the dots be there instead of smoothing them out like on a wood
02:25grain, because I want it to be a fabric.
02:27I'm going to make a new layer pressing Ctrl+Shift+N and repeat the process
02:31with horizontal grain.
02:33I'll fill this with my 50% gray, pressing Shift+F5.
02:39Then I'll choose Filter > Texture > Grain and change the Grain Type over from
02:44Vertical to Horizontal.
02:46I'll click OK and now I've got two grain layers.
02:49I'm going to let this first one lay over as a Multiply and there's a pretty good fabric going.
02:55It's got a weave to it and it's regular enough.
02:57We shouldn't see too much of a repeat.
03:00Now I can take both of these layers and flatten them together if needed and lay
03:04them over another color.
03:06I'll pick my top layer,
03:07press Ctrl+E to merge down, and then throw a new layer underneath it.
03:13This will actually be my color layer.
03:14I'll go over to my chair, eyedropper that color, that kind of warm gray, and
03:19back here in my working document, fill that layer with it.
03:23Then I'll set this over layer to another blending mode.
03:26I can try different things to get the look right.
03:29Here's a Soft Light and there's our fabric.
03:31Maybe it needs to be a little bit lighter or a little darker and I can adjust
03:36the over and under layer to get there.
03:38I'm going to let it be just like this. I think that works pretty nicely.
03:41I'll use my technique of grouping, cloning, and flattening so I have a working
03:45model as well as a flattened image for copying and pasting.
03:48I'll pick both of my layers and press Ctrl+G to group them.
03:52Then I'll hold Alt and clone that group down, press Ctrl+E to flatten the group,
03:58and select all by pressing Ctrl+A, Ctrl+C for copy, and now I can paste that on
04:04to my texture atlas.
04:06Here's my atlas, I'm going to paste that in, and downsize it.
04:11I'll press Ctrl+T for transform and scale it down.
04:14Now I know this is also a 50% scale, so I could do it manually, or up here I can
04:19lock the scales and put in 50%.
04:23There's that gray fabric and I'm going to move it down and snap it right into the document.
04:28I'll press Enter to accept that and now I've got a tiling gray fabric.
04:33I'm going to save a new version of my atlas and load it in and see how it looks.
04:37That way I've got my original atlas in place and I'm adding textures in
04:40incrementally so I can test them out.
04:43I'll choose File > Save As and save this out as a TIFF.
04:47I'll call this atlastex, so I have a different texture here.
04:53It's okay to have working files as part of your texturing.
04:55We're only going to take the ones we need over to our game engine.
04:58I'll save it and see how this looks in Max.
05:02I'll press M to pull up my Material Editor and into the fabric texture;
05:06I'll click on the M in the Diffuse color. That's my map.
05:09In that map, I'll click on the bitmap and I'll go find that new texture.
05:14I'll open it and there is my map.
05:19It's working fairly nicely, although I can see I need to play with the
05:23cropping just a tiny bit.
05:24I have a little bit of overlap from the adjacent places.
05:27What I'll do is view the image and just scale that cropping in ever so slightly.
05:34There's my gray fabric across the chair.
05:37And when I turn off the edged faces by pressing F4, it looks like the gray
05:41fabric at the right size.
05:42I've got a lot of detail painted in it which is really good and it's even
05:46working with the stretching I've got going on as if it was upholstered that way.
05:50It's a big deal when you're texturing them to get the mapping size right, put in
05:54the right texture and go back and check and say, is this really the right size?
05:58I've seen a lot of places where what should be maybe a small basket weave gets
06:02blown way out of proportion, or a small delicate flooring tile actually gets
06:06scaled up to 4-feet square and looks rather awkward.
06:09So be conscious of your texture sizes.
06:12When you're mapping things, especially cropping out of an atlas texture, go back
06:16and put in something of the right size and test it.
06:18Make sure that the office chair fabric looks like the fabric we'd see on an
06:22office chair so that when you zoom back, it's that nondescript gray fabric.
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Making a normal map for the fabric
00:00I've put the fabric texture on my chair and I'm ready to get some other things on.
00:04It looks a little flat, so I'm going to build a normal map for it based on that
00:08fabric, so that as part of my atlas, I've got a normal and a diffuse.
00:13These can either be two separate images or actually depending on how it's
00:16mapped, you can use the same one.
00:18It's very common in an atlas to have some of it be the color, some of it
00:23be the specularity and some of it be a normal all within one image
00:27that simply gets reloaded and used over and over and over in the game engine.
00:30I'm going to build up a separate normal texture, so I have one for diffuse
00:33and one for normal.
00:35To make this look a little better and be able to tell what I'm doing, I'm going
00:39to get a little different lighting going on in my scene.
00:41I'll choose Create and under Standard lights, Omni.
00:45I use Omni as a lot as just point lights to show off specularity or normals in a game.
00:51That way I've got a quick test going on here in 3ds Max.
00:54We could get more exotic, but really, I just care that it's working.
00:58I know I'm going to go light my scene in Unity later.
01:01I'll also drop down under Shaded and pick Realistic.
01:05That way I have my maps showing and shading correctly.
01:08Now I'll go into Photoshop and quickly make a normal out of that diffuse texture.
01:12Here in Photoshop, I'm going to take this image and clone that gray and then
01:18make a normal out of it and save out only certain parts.
01:21I'll hold Alt and clone that fabric.
01:24I'll turn off the original and turn off the other pieces.
01:27Now on this, I'll run one of my normal map filters I used earlier.
01:31In this case, I'm going to try xNormal.
01:33I'll drop down under Filter and here's xNormal and I'll choose Height2Normals.
01:38With the normal map will do here is really just give a little surface variation,
01:43so it doesn't look exactly flat.
01:45I'm going to take down the smoothing just a bit, maybe down in the 0.3 range
01:50and I'll check Update.
01:51That way I can start to see some of the fabric pattern.
01:54Depending on what we're modeling, we may need more or less of a normal map on it.
01:58This chair is fairly smooth, but I'd like that to have a little bit of surface
02:02relief, so it has a little texture.
02:04If we're doing something like a rug, or a dense fabric, or something quilted,
02:07we may need more of a normal map in our atlas, but this will work nicely for
02:12this fairly flat weave.
02:13My samples look pretty good, although I can always play with the samples in
02:16here to wrap up the quality if I feel it's not working too well, but my
02:20preview I think looks okay.
02:22I may want to come back and play with the swizzling.
02:24I'll put it on and makes sure it goes in the right direction first.
02:27I'll hit Continue and there is the normal for the fabric.
02:31I'm going to map this over a color and just save it out as an extra image and
02:35load it in and see how it looks.
02:38I'll eyedropper the blue from that normal and fill in my background image.
02:42Now I'll save this out, pressing Ctrl+ Shift+S to Save As, and I'll call this one
02:481024x1024atlastexN, N for normal.
02:52Remember, organize your images.
02:54In this case, I'm using N to denote normal maps in all my images.
02:59That way I know at a glance what all these images are without having to go
03:02through and preview them all.
03:04I'll uncheck Layers and save as a copy.
03:08Back over here in 3ds Max, I'll press for my Material Editor and I'll click on
03:12Sub-Material 1 in that fabric.
03:15In the fabric, I'll scroll down or roll up the Basic Parameters until I can see the Maps.
03:20In the Maps, I'm going to go into the Bump, and I'll click on the None for the normal.
03:25I'll choose a Normal Bump and in that Normal Bump, I'll click on the None slot
03:30next to Normal and I'll put a Bitmap in.
03:33Remember that bitmap is not just a BMP;
03:36it's actually any pixel-based image.
03:38It's just the max map type, bitmap referring to a single static image.
03:43I'll double-click on it and there's my normal.
03:46I'll pull this in, click Open, I'll go up to the parent, and I'll make sure that
03:51material again is showing in the view.
03:54So here's the test, did this work.
03:56If I take my light and I pull it back and forth, do I get a little bit of
04:01surface relief and I do.
04:02My fabric looks, well, fabric-like.
04:04It's just got a little bit of extra softness going on.
04:08Just to be sure this is working and to really test how it's going to look in the
04:11game, I'm going to drop down under Realistic and go to Materials and make sure
04:15I'm showing Realistic Materials with Maps.
04:19It'll take a second refresh and I should see my normal.
04:23Now it's small here, that's working nicely, and I've evened out those gaps before.
04:28So it should work okay, and as I pull this light, I can really see that fabric
04:32has just a little bit of pattern to it.
04:35It's working well and I'm ready to continue on with a chair and then make my
04:39other pieces of furniture as part of my prop library.
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Planning the modeling of a table
00:00In this video, I'll start construction of this rustic wooden farmhouse table.
00:04It's very possible over the course of the game we need many different
00:07environments of either different time periods or different conditions of wear and tear.
00:12We've done shipping containers and various props for construction, like
00:16ladders and a sledgehammer.
00:17We've also done a sleeker modern office chair, and now I'm going to look at a
00:22more distressed wooden table.
00:23I'm also going to take a realistic view.
00:25I've been in places where this is the reference I've gotten and I asked the art
00:29director, well, is there anything more? And he said, no, that's it. Make it.
00:34And I said fantastic.
00:35So part of what I'm looking at here is how do you work with maybe
00:39skimpy reference and what are the pieces you can draw from to get the
00:44rest of it looking right?
00:45Here are the things I'm looking at in the table that are the important parts.
00:49First off, this table has rounded corners.
00:52So we want to make sure that those show up because it's a big deal in the silhouette.
00:56It's got uneven and distressed planks here.
00:58So if we do those right and they're tileable, we can make this work.
01:02We may want to model in the occasional break.
01:05And finally, it's got some pretty good detail.
01:08This is called a skirt underneath and it's got an extra bead along it for a shadow line.
01:13I can see that the legs taper and way down underneath is some kind of stretcher.
01:17Now here's the thing with tables.
01:19We tend to build them symmetrically.
01:21So if I get one leg tapered, the other four will be.
01:25The other side of the skirt looks like this one and it looks like it's a
01:28match for the ends.
01:29So as long as I can get the proportions right, I think I can make this table
01:33off my scan reference.
01:35And one more thing, boards have a standard thickness.
01:38Even though these are milled farmhouse boards, this is probably about three
01:42quarters of an inch thick.
01:43So I can gauge the size and height.
01:45And the other reference is this;
01:47this is made to stand near and work on.
01:50So it's probably a little taller than a dining table.
01:53It's probably right up around kitchen counter height.
01:56Now these have been standardized for years at 36 inches off the floor so that
02:01if we equate this at countertop height, we can probably gauge the size of our
02:05table and model things.
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Blocking out the basic table form
00:00I'm ready to start blocking out my table in 3ds Max, and I'll start out with the
00:04bounding box centered around 00, and then start to get into pieces for the top
00:08and the side and things.
00:10I said the table is 36 inches high, gauging on the counters adjacent to it.
00:15If it's 36 tall, I'm reasonable in saying it's about that wide.
00:19And if I call it 36 inches wide, to say it's 6 feet long is pretty reasonable,
00:24so there's the size of my bounding box.
00:27Here in 3ds Max, I'll hold Ctrl+Right- click choose Box and lay in a box here.
00:32Then I'll jump over to the Modifier panel and put in the exact sizes.
00:36Here is a Length of 36, a Width of 72 and a Height of 36.
00:42Alternately, I can put in 3 feet and it will convert for me.
00:48I'm also going to go down to the bottom, right-clicking and choosing Move and
00:52then on the Absolute World Transform Type-In, I'll zero this out around 0, 0, 0.
00:58That way when I make my table on it, it's centered there, and I get an easier
01:03import coming into a game.
01:05Finally, I'm going to right-click on this, choose Object Properties and set it
01:10to Display as a Box.
01:11Than I'll click OK and right-click and Freeze it, now I am ready to begin my table.
01:18I'll start out with the top and get the right parts in.
01:21I'm going to take the approach again of modeling in pieces.
01:24I'll press T for Top View, G the turn off grid, and Z to zoom extents.
01:29I'll hold Ctrl+Right-click and choose Box.
01:33I'll press S for Snap and flyout my snap and use a two-and-a-half D snap. Now I'll
01:38drag in that box right across the top of this table.
01:42Drag up for the height and go over to the Modifier panel and change it.
01:46I said that height was about 3 quarters of an inch thick.
01:50I'll spin over and snap this up in the right place.
01:53I'm going to switch off Realistic back to Shaded, so that I don't get a
01:57black surface in here.
01:58I'll change my Snap to 3D and on the Z axis I'll pull this up, pressing Spacebar
02:04for Selection Lock and snapping it up to the top of my bounding box.
02:07This will be my table top, at this point I can round over the corners or
02:11start making the legs.
02:13I'm going to put the legs in and come back to those corners.
02:16I'll go in my Top View or create a box here in Perspective, either way we can position it.
02:21I'll hold Ctrl+Right-click choose Box and snap a box to start right there in the corner.
02:27Than I'll pull up for the Height and look at that it's going to snap right up to the top.
02:32So refer it back to the reference for a minute to look at how this is put together.
02:36It's a little hard to tell, but I can just barely see some things on my table.
02:41It looks like right here on the left side of the image that that leg actually
02:45goes all the way up under the top, and then the skirt board is fastened into it.
02:49And underneath my blue marking I can see the same thing in the forward corner.
02:53So I feel pretty good about having that leg come all the way up.
02:56I'm going to introduce, right about there, one extra segment, so that leg can
03:00start to taper after a straight section where the skirt joins.
03:03Over here for this leg, I'll give it a Length of maybe 2.5, a Width of 2.5 and
03:10I am going to leave the Height alone. It's already correct at 35 and a quarter.
03:15I'll zoom in and snap this in the right place.
03:19I'll press Spacebar for Selection Lock and make sure on the X, Y Axis.
03:24I'll snap this right into the corner and now on the Height Segments, I'll put those up to 2.
03:30I'll press F4 for Edged Faces, right- click and convert this to an Editable Poly
03:36and I'm going to grab that edge loop and pull it into the right place.
03:40I'll make sure I turn off the Selection Lock and then just grab either those
03:44edges or vertices, it really doesn't matter which one.
03:46What I'll do is grab this on the Z axis, pull it up to it top, use my Relative
03:53Transform Type-In, and on the Z I'll pull this down by, let's say, a negative 8,
03:58that's where that taper will start.
04:01I'll zoom underneath and I'm going to start to take these 2 edges and move them in.
04:06I'll press 2 for Edge, pick this edge and move it over by, let's say, 0.5, that
04:14way that leg tapers in from the inside while the outside is still straight.
04:18I'll do the same on this other edge, selecting it and moving it in by 0.5 on the X this time.
04:24Where is that 0.5 coming from? It looks good.
04:27It's a nice easy number and it seems to work well.
04:30There is that leg tapering, from the outside it's straight and from the
04:34inside it's tapered down.
04:37I'll see if this works and I can always enlarge it.
04:40Finally I'll get it in the right place before I start making my other elements.
04:43I'll turn off Edge and in the Top View, view that leg, I'll press F3 for
04:49wireframe, zoom in on it and I'm going to move it in.
04:53I'll check reference one more time. I've reopened the reference without my
04:56markings and I can see where the top overhangs by a little bit.
05:00I am going to move the leg in by maybe an inch or so, so the top overhangs and
05:04the silhouette works.
05:05Here is one thing on the moving; I'm dealing with a reference that may not be the
05:10most accurate, so I am making the dimensions something convenient for me and
05:14doing my best to get the silhouette looking right.
05:17I'm also doing it in dimensions that are easy to remember. I can remember an inch.
05:20And that way I can do the same move in other places if I need.
05:24I'll move this in by negative 1 on the X and one on the Y, and now I'm ready to
05:31start getting the other legs and make the skirts.
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Adding legs and skirt boards to the table
00:00I've started to build up my table, and I've got one leg and the rough top in.
00:05I'm going to add some more detail and make sure I've got the smoothing groups
00:08working and then start making the skirts.
00:10I'll pick the leg and do a little optimizing first.
00:14I'll press Z to zoom in on it and F3 for a wire so I can see what I'm doing.
00:19You may find that after a while you don't need to switch back and forth.
00:22I'm going to delete the top and bottom polygons.
00:25I know they're there, so working in a shaded view is okay.
00:28I can tell what I'm selecting.
00:29I'll click on polygon or press 4, and select that top polygon on the leg and press Delete.
00:34I'll do the same on the bottom.
00:37Unless we're going to pick up this table and throw it, we don't need that poly.
00:41I'll press 6 to go back to the whole object, T for Top View, and F3 for wire in this case.
00:47I'll zoom in and I'm going to mirror this over.
00:50I'll click on my Mirror tool and I'm going to mirror this on the Y axis as an instance.
00:56Now I can use an offset in here, and if this works nicely, it's a great tool.
01:01Will this always work is the question?
01:03Well I'm going to scroll this out and see how close I can get.
01:06And it looks like if I offset this by 31.25, it will work.
01:11How am I getting that number?
01:12Because it looks like the same distance from here to here and I know it's an inch in.
01:17If the Offset doesn't work, you can always mirror it, snap it into place, and move it back.
01:22I'll click OK, and there's my other leg.
01:25Remember, I'm copying as an instance, so that way when I unwrap I do one and the others follow.
01:31I'll repeat this mirroring to the other side, clicking on the Mirror tool, and
01:35in this case, mirroring on the X as an instance.
01:37I'll try an Offset of -68 and see how close that gets.
01:42It's pretty good and really I'm not inclined to mess with the numbers.
01:46I'll click OK and zoom in on it.
01:49I'll press Spacebar for Selection Lock and constrain on the X axis.
01:53I'll zoom down to one of the legs, register on that corner, and snap it onto the bounding box.
01:59Then on my offset world transform, I'll put in 1 on the X. That's why I chose
02:05that number, because it's an easy one.
02:06I'll zoom back, and there's the legs on my table.
02:09Now I'm ready for smoothing and then the skirts.
02:12I'll pick any one of the legs, and I'll go into the Polygon menu.
02:17What I'm going to do is select all the polygons and scroll down to the Smoothing Groups.
02:23For this, I'll clear them all.
02:25The reason to do this is that I've got a straight section of the leg and then it
02:29tapers down, and I want this to be a hard joint instead of trying to interpolate
02:33a very small curve over that, and looking bubbly and odd.
02:38The big deal when you're modeling furniture like this is that your modeling
02:42should replicate a woodworking process.
02:44Woodworking tends to be a linear process.
02:47We take wood and we pass it along a saw or a planer or something similar, or we
02:52do something to it in a linear fashion, cutting with a hand saw as an example.
02:57And so our woodwork for our table should mimic that;
03:00that the pieces are made in long elements or large planer elements instead of
03:04trying to take a giant block and carve a table out of it.
03:09Now I'm going to make a skirt board.
03:11I'll press F for Front View.
03:14I had already said that looking at the reference,
03:16it looks like the skirts are identical from ends to sides.
03:19So if I make one, I can stretch it around.
03:21I'll check my reference one more time.
03:23What I can see in the reference is that the skirt boards are basically straight
03:27and have some kind of a lip at the bottom.
03:30I'm going to make this out of a box and then extrude out that lip.
03:34I'll hold Ctrl and right-click and choose Box.
03:37I'm going to snap a box in first.
03:39I'll click on the top of the leg and drag down right to where that facet occurs.
03:44I'll drag up for the height.
03:45At the moment the height is not really important.
03:47The big deal though is I'll go to the Modifier panel and put the Width
03:51that, well, 1 looks good.
03:53Now I know I've got the height right and my skirt board is snapped under the top
03:57of the table, so it's like tight.
03:59Now here's how I'll handle the modeling on that lip.
04:01I'm going to make sure I reduce those Height Segments down.
04:04I right-clicked on the spinner to reset that value.
04:07Now I'll spin over and there's that skirt board.
04:10I'll work in a Shaded view so I can see it a little better.
04:14First, I'm going to convert this to a poly.
04:16I'll right-click and choose Convert to Editable Poly.
04:19Then I'll take the polys off the ends, picking one, hitting Delete, and
04:24picking the other side.
04:25I'm going to connect across these edges, and I don't want a connection to ring around this.
04:31I'll press 2 for edge and pick one edge and then the other.
04:35I'll right-click and choose Connect off my quad menu.
04:40Connect gives me another edge, and there are more tools up here in the Graphite
04:43Modeling tools if you need, although that's fairly quick to just right-click and connect.
04:48I'm going to turn off my Snap by hitting S, and I'll pull this edge down.
04:52I could move this in precisely, but I'm okay with placing it roughly.
04:56Now I'll switch to polygon, pressing 4, taking that polygon and right-clicking
05:01and extruding it out.
05:03I'll pull it out to make that lip, making sure it doesn't come to the edge of the leg.
05:08I'll right-click and stop extruding.
05:11Then I'll make sure I delete those end polygons.
05:13Always go through and clean up your meshes after you make them.
05:16Finally, I'll look in the underside of my skirt.
05:20I'll press 2 for edge and pick that extra edge.
05:23Any time we've got something like this where there are coplanar polygons,
05:26we should look to optimize that polygon count.
05:29What I'll do is a clean remove, scrolling down to the Edit Edges section,
05:34holding Ctrl, and clicking Remove.
05:37Now the edges and their vertices are gone.
05:39Now I'm going to take this skirt and simply stretch it between all the legs.
05:44I'll do this in the Left View first.
05:46Z for Zoom Extents on it, and F3 for a wire in this case.
05:51As a side note, don't be afraid to change around colors to make it easier to see.
05:55The legs are whatever pink color they are, and maybe it's a little
05:59difficult. I'm going to pick them, and I'm going to make them over here in
06:03the Object Color, light blue. That works nicely.
06:07Now I'm going to pick that skirt and turn on my 2.5D snap.
06:12I'm already on my X axis;
06:14I'll press Spacebar for Selection Lock and register that snap.
06:18I'll pull it over to inside that leg and press 1 for vertex.
06:22I'll release the Selection Lock with the Spacebar, grab the vertices, press the
06:27Spacebar again for Selection Lock, and make sure I'm moving on the X axis.
06:32I'll snap this right inside that leg.
06:35Now when I spin over and press F3 for a Shaded view, I've got one part of the
06:40skirt on the table, and it would be very easy for me to just rotate, clone and
06:44keep snapping this in.
06:46I may want to raise this a little bit. It looks a little deep.
06:49I'll grab these bottom vertices and down here on that Offset Transform Type-In,
06:54I'll put in a Z of 1.5. There's the skirt.
06:58I'll right-click and choose Top-level and I'm going to clone the skirts around
07:02and then make the stretcher out of boxes snapped in the same way.
07:05Then I'll come back and deal with the top and the unwrap.
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Breaking up the model for texturing
00:00In this video, I'm going to start to break up this model for texturing.
00:04I finished the modeling, adding in the skirts on all four sides, as well as the
00:09stretchers and struts across in the bottom to keep the legs spaced out.
00:12I've optimized by deleting polys where they're coplanar or not needed.
00:16Now I'm going to add in a little bit of a break on the top here.
00:20These are old boards after all.
00:22I'm going to hide my bounding box, selecting it, right-clicking, and
00:24choosing Hide Selection.
00:27Now I'll pick the top which I've converted to an editable poly as part of the
00:31chamfering process of the corners.
00:32I have rounded these off and I'm ready to put smoothing groups on to make
00:36sure those look round.
00:37First, I'm going to mess up that profile a little bit.
00:40I'll go in to top view, and by vertex,
00:42I'm just going to pull some of the boards back and forth just so that this edge
00:47has a little extra wiggle to it.
00:49It doesn't have to be perfect and actually it should be slightly off.
00:52It's an old table after all.
00:54By pulling these, I get just a little extra drama in the silhouette.
00:58Remember, we can use some polys as part of our model, but we should use all of
01:03the polys we put in.
01:04If the polys are not contributing to the silhouette or the look, we don't need them.
01:09Now with a little messiness in the top, I'm going to put in at the corner here a broken edge.
01:14I'll right-click and choose Edge.
01:17I'll zoom in on one of those vertical edges, let's say the middle here.
01:21Select it and right-click and choose Chamfer.
01:24I'm going to use the Chamfer dialog, the caddy in this case.
01:27What I'll make sure of is that my segments are down at 1, and I'm going to dial
01:32up and down the width until it looks right.
01:34That looks pretty good.
01:36I'll check OK and accept it.
01:38Chamfering a coplanar edge gives me a split.
01:42Basically, it breaks it into two edges and creates triangular faces where those were.
01:46I'll press 4 for polygon and go in and delete those polygons.
01:50I'll pick the bottom and delete as well.
01:53Now I'm going to press 2 for edge and bridge those closed.
01:57This is a gap here.
01:58It's an open hole into the top.
02:00I'll pick the top edge, hold Ctrl and pick the bottom, and over here under Edit
02:04Edges, I'll click Bridge.
02:06I'll spin around and repeat on this other part.
02:11Now the split is bridge closed.
02:13I'll go back in my top view, hit Z to zoom in on it, and mess it up a little bit.
02:18That way it's not perfect.
02:20I'll pull this back and let's say that one side is a little more closed up than the other.
02:26There's a break in the boards.
02:28I'll pick Top-level and go back and check it out.
02:31It seems to work pretty well.
02:32I could go in and roughen up the rest of this surface as needed, but I'm going
02:36to start on the unwrapping.
02:38My thought here is, in the texturing,
02:39if I go back and look at the reference, most of these are solid boards, although
02:43occasionally, there is a split.
02:45Here in the reference we can see that the boards are fairly solid and
02:49really should tile nicely.
02:51But once in a while, a board has been sawed or replaced and there's a split there.
02:55I'm going to make a judgment call in my texturing that I want splits across
02:59most of the board so I can tile the texture here and have a clean break for
03:04repeating textures.
03:05I'm going to make for myself in here an atlas.
03:08I'll go back to Photoshop, grab those checkers again, and paint in a piece of
03:12wood here, or rather paint in a wood placement so I can see where the boards go.
03:17I'm opening up my 1024 checkers again, and I'm going to say in this that half
03:22this atlas is dedicated to wood and the other half is dedicated to white
03:27paint with patina on it.
03:29I'm going to use my fixed size marquee here, instead changing the Height from 512 over to 1024.
03:36I'll land this marquee over on the right side.
03:38This is a judgment call, how much of an atlas do we use for a
03:41particular texture.
03:43I'm going to try half and half and see if that works.
03:46I'll make a new layer pressing Ctrl+Shift+N and filling this in, I don't know, blue.
03:52I'll take the Opacity down maybe 50% or so, and I'm going to save this out.
03:57Now I can see cleanly when I map, where is wood and what is not wood.
04:01I'll save this out as a TIFF and I'll call this 1024wood.
04:07I'll make sure I uncheck Layers and save as a copy.
04:12Back here in 3ds Max, I'm going to assign this to the top.
04:15I'll press M for materials.
04:17We can see I've got some other materials left over in my scene.
04:21I'll click on a new material and in the Diffuse color;
04:24I'll put in that bitmap.
04:27There's my 1024wood texture.
04:30I'll click OK and make sure that material shows in the viewport.
04:34I'll assign it to the top and we can see where I've distorted the original UVs.
04:38I'll go into that map, and again, I'm going to use the cropping, checking Apply
04:43and View Image and dragging the marquee for cropping across to the side.
04:47I'm going to do put the Width here at 0.5 and that way it's even.
04:55Now I'm ready to map this.
04:57In this case, what I'm going to do is map by face using a poly select and a planar map.
05:03I'll press 4 for poly and I'm going to pick the first board.
05:07Under the modifier list, I'll dropdown and pick UVW Map.
05:12I'll map this in a planar map and I'm going to set the size at 36x36.
05:19There's that planar mapping and I'll press F2 to turn off shading the selected faces.
05:25Now I can see where that texture is mapping on nicely and I can slide it back and forth.
05:30I'll right-click and choose Gizmo and pull this mapping back and forth to get
05:35that tiling set where I want.
05:37I'll pull it around and even rotate it.
05:39Making sure my angle snap is on gives me an even 90 degrees.
05:43I'll pull it over into the place and move.
05:46And what I'm going to do here is look where that mapping repeats and vary it
05:50from board to board.
05:51That way, when I have as part of my texture that overall wood, it skips around
05:57on different faces board to board and looks like the tabletop is made of various boards.
06:02I'll repeat this all the way through on both the tabletop and the legs using on
06:07the legs the other section of the map, the one without the blue screen over it.
06:11That way I can put on the same patina texture, making it tile, and the wood, and it will
06:16look like the table is made of a lot of pieces and that it's gently aged.
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Laying out the wood texture
00:00In this video, I'll add in wood and patina or dirty white paint as part of my
00:05texture atlas for this table.
00:06I'm using tillable textures and I've mapped all the elements on here with
00:10cylindrical mapping.
00:11I've also scaled down the mapping as part of the map gizmo in the UVW Map
00:16Modifier so that my checkers come back to square.
00:19I've put on a multi sub-object material, like I did with the chair as well, so I
00:23can see how this mapping is working.
00:25Here in this X, I have two sub materials, each of which actually
00:28shares the same map.
00:30I'll look at the first one, which is my tabletop.
00:32I'll go into the Diffuse map by clicking on the M for map.
00:36In that map, by viewing that image, I can see where I've have cropped.
00:40And this one I've cropped half and half;
00:42left side will be the patina white, right side is going to be the wood grain.
00:46I've set up the cropping and applied it by checking Apply there, and now in my
00:50Multi/Sub, I have two materials so I can see how the mapping is working.
00:54Now I'm ready to make some wood grain.
00:56I'll go over to Photoshop, pull in some wood I had painted previously and adjust
01:01the colors, then map it into that section of the atlas.
01:06I'll open up from the Texture Library folder, 03_08.
01:09It's a woodgrain I've painted.
01:10I'll show in the next chapter how to paint this.
01:13I'll click Open, and first I'm going to balance the colors out a little bit
01:17and then downsize it.
01:18What I'll do is eyedropper the color from the Reference, getting the right color
01:23from the actual table.
01:24I'll press I for eyedropper and pick a light color in there.
01:29I'll go back to my wood, click on Layer 1, hit G for the Paint Bucket, and Fill.
01:35It comes out a little dark and that's a function of the blending mode here.
01:38I have a couple of options;
01:40I can either screen this back, dialing back the Opacity or I can change blending mode.
01:45I'm going to pull it back and let that grain be fairly strong.
01:48Now I'll merge down these layers, pressing Ctrl+E to merge them.
01:52I'll downsize this image as it's really big.
01:54It starts out at 3,000 square.
01:57The table image, I want to do is 1024 on a side.
02:01I'll take this down to 1024x1024.
02:04Now I have got a lot of wood grain going on in this image.
02:08I'll open up the texture atlas I'd used and map this wood onto it.
02:12Here's that wood texture atlas.
02:14I'll open it and I'm going to cut and paste the wood in a couple of planks onto
02:19the blue section here.
02:20I'm going to use a fixed size marquee, pressing M for marquee and putting in the
02:25Width at 256 and a Height at 1024.
02:28What I'm thinking here is I want the marquee to cover one full board, and on the
02:32texture atlas, I'll one full board and a half board.
02:36I'll click here on the wood and find a pretty good looking section with some nice grain.
02:40I'll press Ctrl+C and paste that by pressing Ctrl+V into my atlas.
02:46I'll slide this, over all the way on to the side here and then I'll paste in
02:50two more board sections.
02:53Back here in the wood, I'll press M for marquee and move it over.
02:57I'll copy it, pressing Ctrl+C, paste it in and snap this to the other layer.
03:04Then I'll use my Offset tool or snap down to the center.
03:07I'm holding Shift to constrain direction.
03:10We can see this snap, snap right in there.
03:13Now I'll hold Alt and clone this layer vertically.
03:17Again, I'm holding Shift to constrain direction.
03:19There is a nice break in them.
03:21Now I'll add in a little patina and map this on.
03:24I'm going to hold Ctrl and select that layer.
03:28Then I'll press B for brush and Ctrl+Shift+N and for New Layer.
03:33I'll eyedropper a dark tone from the wood and brush in with a very, very Low
03:38Opacity in a Multiply blending mode a little bit of darkness in the corners,
03:43just a little bit here on the edge.
03:44It doesn't have to be a lot;
03:46it shouldn't be a huge amount of dark, but just enough to set the planks apart,
03:50I really have to click a few times to make this work.
03:53I'll repeat this all the way through, adding a little darkness at the edges
03:57and on the corners.
03:58I've added some darkness in.
03:59It's on a layer over everything else and multiplying, so it really takes a while
04:03to build up that color, that patina.
04:05I could continue to go in and paint this, maybe a little dodging and burning as
04:09well, but I'll save this out and see how this works.
04:12I'll press Ctrl+Shift+S and save this image.
04:14I'll re-save over this one called wood, as I've already used it and placed it.
04:19I'll check it out in 3ds Max and see if I got the size right.
04:24Back here in 3ds Max, it automatically refreshes and reloads that image.
04:30I'll turn off the Wireframe on Shaded and it looks like I've got planks on the table.
04:35I can see I may want to adjust the size and it's fairly easy to do.
04:39In the Modifier Stack, you can see I have a gotten UVW Map and poly select
04:43all the way through.
04:44I can jump back and forth and move these around and resize as needed.
04:48That break is pretty good, but some of the others need to move over a little bit.
04:53As an example, I'll pick one, click Yes on the warning that comes up; it just
04:58means I'm dropping below the Poly Select.
05:00There is that mapping.
05:02I'll press 1 for the gizmo and I'm going to slide it over until the plank is
05:06in the right place.
05:07My thought is on my table, I actually want a plank every so often; that this
05:12table has been assembled from lots of pieces and this is a great approach so
05:16that you can get lots and lots of what looks like different pieces out of one
05:20texture that just repeats on and on.
05:22I'll right-click and choose Top-level, and repeat this all the way through.
05:25Now I have got a table top, at least the color of it, that has patina and grooves
05:30and things along it. It looks antique.
05:32In reality, it's really one plank and a couple of half planks that tile along here.
05:37I'll repeat this process, making a section of white paint with some scratches
05:41and letting it map on all over the rest of the table.
05:45I'll finish this up and show it and move on to things like normal maps.
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Reusing parts to make a round table
00:00In this video, I'm going to reuse my table making a round version of
00:04this farmhouse table.
00:05That way I can make multiple props with the same kit of parts, and it's very
00:09common to do this, as we want to see a continuity in design throughout our game,
00:13especially in environments that have either the same time period of pieces or
00:17maybe made the same way.
00:19I'll take this table, select it, and clone it.
00:23I'll hold Shift as I move it to the side here.
00:25What I've done here is I have finished out that wood texture, adding in some
00:29streaking along here, and I've done it all using a UVW Map modifier.
00:34So in case I need to modify pieces, I can modify them and move that mapping around.
00:39I can also rotate that mapping to move that dark streak.
00:42We can see it right here on the legs and I could rotate it to fit nicely on
00:46the skirt if needed.
00:47Right now, the table looks gently patinaed.
00:51I'll zoom over and hide my existing rectangular table.
00:55Now I'm going to make a round table.
00:57I'm going to take the existing long skirts and delete them.
01:00I'll leave the stretcher alone, but I'm going to do some cloning and moving.
01:04I'll also delete the top for now.
01:06In a top view then, I'm left with table legs.
01:09I'll press F3 to change to a wireframe and show it.
01:14I'll take these objects except for that stretcher, holding Alt to deselect it
01:19and I'll rotate them pressing E for rotate, making sure my angle snap is on and holding Shift.
01:25I'll clone this 90 degrees over as an instance.
01:30Now I'll delete those legs I had cloned.
01:32I probably should've gone through and selected them cleaner, but this will work
01:35because it was quick to select and do.
01:38I'll take these stretchers, holding Ctrl to select multiple pieces and press S for Snap.
01:44I'll press the Spacebar for Selection Lock and register that snap, and then I'll
01:48snap this over onto the leg.
01:51I'll pull one down, zoom in and snap it on.
01:56We could use the Align tool in this case, but it works fairly nicely to simply
02:00move and snap into place.
02:03I'll put this right on.
02:04I remember that I had moved the skirt in by half an inch, so I'll put that in my
02:09Offset Transform Type-In.
02:11There's one skirt and I'll do the other.
02:13Then I'll move the other set of legs into place.
02:16I'll press Spacebar to release the texture Selection Lock, select that skirt, move
02:20it up, and zoom in.
02:22I can't stress this one enough.
02:23When you're working, zoom in.
02:25If you can't see what you're doing huge on the screen, you're not in close enough.
02:30I'll move it up by half an inch, zoom out, and grab the other leg assembly and pull it over.
02:38I'll zoom in, press Spacebar for Selection Lock, and snap that right on.
02:43Now I just need to shorten that middle stretcher and it'll work nicely for a round top.
02:48I'll go by a Polygon or by a Vertex, grab those ends, and pull them in.
02:54I'm going to snap this right onto that skirt.
03:00Now my table is ready for a round top.
03:03Round tops are curious animals.
03:05In a game, we want our round pieces to look round.
03:08However, round means spending a lot of polygons.
03:11So the question is, how round is round enough.
03:14I'm going to make a cylinder and experiment a little bit.
03:16I'll click and drag out a cylinder, release and drag.
03:20First, I need to get the height right, and I'm going to say that this
03:24tabletop is pretty big.
03:25It's got a 30-inch radius and is that standard 0.75 tall.
03:29I'll take this object and I'm going to center it on my skirts using the Align tool.
03:34I'll pick the skirt and I'll align from Center to Center on the X axis.
03:40I'll hit Apply and now I'll go on the Z Position from Minimum to Maximum, and it
03:46snaps to the top of that skirt.
03:48I'll click OK and there's that tabletop.
03:52I'll check in the top view and see if I'm on.
03:54Looks like I need to align on one more axis.
03:57I'll pick that center stretcher and align it on the X from Center to Center.
04:04This is not enough.
04:05It's not enough geometry to look round.
04:08We may see this in games where we really have to restrict down polygon limits.
04:1196 is beautiful and smooth, but really is a lot of geometry we don't need to spend.
04:17Somewhere in here is that interim size that works. Here's 24.
04:21This is pretty good, although I can still see some facets.
04:24If I go into a perspective and shade this view, it looks close enough to round.
04:30Good enough that in an oblique view like this, with other stuff going on in the
04:33scene and a good texture, I'll perceive this as round enough.
04:37I'll go through and finish that alignment as well.
04:39What we want to make sure of is when we're splurging on round tables;
04:43we have just enough facets that the illusion of roundness is there without
04:47completely blowing out our polygon count.
04:49But we want to see that something is round as opposed to faceted.
04:53Somewhere in there is a happy medium and what it's worth doing is crafting the
04:56round elements as cylinders and using those parametric attributes, sliding up
05:01and down that number until it looks right.
05:04This same principle holds true on chamfered objects; much as I'd love to chamfer
05:09or bevel all these legs.
05:11Really, they look pretty good and the game is going to anti-alias and there will
05:16be other lighting and things going on.
05:18So do I need to bevel the corners of these as much as I'd like to make them beveled
05:22and really nice and round? Not really.
05:24Only when things get above maybe a half an inch round or so do we need to start
05:29to add extra geometry to make it look round.
05:31For my table, once I get this in, this will look like that farmhouse table
05:35and the texture will hold up and the poly count is reasonable for this kind of a piece.
05:40What I'd finish this out with is repeating that same tiling of the wood up on
05:44the top so it looks like it's made of those same planks.
05:48I'll get it in the right place and reuse that texture.
05:51Within reason, I can probably get a couple more tables, and if I'm feeling
05:54really smart, a cabinet out of the same parts; that white wood with patina and wood tops.
06:00So I can make myself a whole kitchen or farmhouse to run around in.
06:04This technique of tiling UVs and using sections of them over and over again is a
06:09really powerful one, and I'll use it a lot to really get the most bang for my
06:14buck out of the texture.
06:15It lets me craft a smaller texture with better detail and use it and make things
06:19look like they're made of all kinds of different parts.
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5. Painting a Wood Texture from Scratch
Understanding the importance of painting textures from scratch
00:00In this chapter, I'll look at painting wood grain from scratch for use on props in a game.
00:05It's important to be able to paint your textures from scratch occasionally.
00:08We need to make sure that the texture is the right size.
00:11For example, in this farmhouse table, we need to make sure that there is enough
00:15wood grain in each plank, and getting a photograph of this may be difficult.
00:19We also want to be able to paint the patina dirt where we want it, and painting
00:23a texture from scratch is a great way to do this.
00:26In Photoshop we'll look at how to paint a large chunk of wood grain for use, so
00:30we can chop it into planks.
00:31This also help you start on building up a texture library.
00:35it's good to have a library going, and then you can call from it again and again.
00:39Making textures that are either singular or repeat.
00:42We'll also look at blending modes, looking at ways to blend wood grains together
00:46and overly patina, dirt, pox, dings, and general abuse, so that the table looks
00:52well-used and well-loved.
00:54This is actually the texture for the table we'll make.
00:57As we can see here, it's four boards, two whole and two split and repeating, plus
01:03a big chunk of white paint with some dirt along it.
01:05With some careful mapping, this'll go on and look like that hand hewn
01:09French farmhouse table.
01:11Painting a map from scratch is a great way to do this, and also a great way to
01:15learn about how big should a texture be on an object, and how much texture do
01:18you need relative to the size of the map, and how it's going to be seen.
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Creating the initial grain lines
00:00In this video, I'll make a large section of wood grain for use as a texture.
00:04The idea here is to make a large enough sample of wood grain we can cut out
00:08boards or other pieces for multiple props.
00:10We'll start out by making a new document choosing File > New.
00:15I'll make this initial one 1000 square.
00:17We're going to resize this later.
00:19The Resolution will always be 72;
00:21that's for screen use.
00:22And an RGB Color space and 8 bit is fine.
00:26I'll click OK and then fill this with a 50% gray choosing Edit > Fill
00:31or pressing Shift+F5.
00:33In the Fill dialog, choose 50% Gray at 100%.
00:38Now we're ready to make the grain.
00:39The reason for the gray is so that when we put the grain on, it doesn't blow out to white.
00:44I'll choose Filter > Texture > Grain.
00:48In the Grain dialog, change the Grain Type to Vertical.
00:51There's our initial grain.
00:52We want to take the Intensity and Contrast down so it's not so vibrant.
00:57I'll pull the Intensity back and the Contrast back.
01:01This is our starter grain.
01:03We have one more step to kind of smooth it out a little bit.
01:05As we can see, it's fairly dotted like film grain.
01:08I'll choose Filter > Blur > Motion Blur, and in the Motion Blur, I'll change the
01:14Angle to 90 and I'll push the Distance up a little bit, maybe 15, 20, somewhere
01:20in there is fine, just to smooth out those dots.
01:23Now we have wood grain.
01:25Actually, we have far-too-perfect wood grain.
01:27In the next videos, we'll actually mess this up quite a bit.
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Adding value variation across the grain
00:00Now that I've got my absolutely perfectly straight wood grain, I can add some
00:04variation across it to simulate the growth patterns in a tree.
00:07Remember that trees are always curves and boards are cut straight.
00:11So when we take a straight saw and cut across a curved tree, we get lines that
00:16vary in width and tonal range.
00:18I'll start first by varying the width, choosing Filter > Liquify.
00:23The Liquify filter is fantastic for adding variation.
00:26First, I'll zoom out pressing Z for zoom and holding Alt to zoom out.
00:31I'll choose B for the Bloat tool, and in the Bloat tool, I'm going to take the
00:35Size fairly high but leave the Density and Pressure very, very low;
00:387 or 8 or 9 is fine.
00:41Now with the Bloat tool, I'll try to keep my hand fairly steady as I run down the grain.
00:46I want to avoid making large zigzags, although small ones are okay, and I'm
00:50going to right off the document.
00:52I'll come back up to the top and again, go right off the top of it.
00:56That way the grain is fairly continuous from top to bottom.
00:59This is not a tileable map.
01:00We're not going to map this in large squares across an object.
01:04Rather, we're going to cut planks out of it.
01:06We're making about a 4-foot square piece of wood grain.
01:09So as long as I get the grain looking reasonably, I can cut sections out as I need.
01:14After every few bloats, I'll change the brush size using the square bracket keys
01:18to upsize and downsize the brush.
01:21I may also take the Rate down.
01:23That way it gives me a little more variation.
01:25I'll repeat this five or six times so that my grain has some good width across it.
01:31I want to avoid things like I just did, making large swirls or zigzags, as that
01:35looks a little strange.
01:37I'll press Ctrl+Z to undo and try it again.
01:40This may take a couple of tries and it's okay to do it a few times.
01:44If you're finding that it's spreading the grain out too much, play with the brush size.
01:48That one looks okay, but I don't want to repeat it too often.
01:52I'll downsize the brush and finish this up and press OK when I'm done.
01:56Once I've returned out of Liquify, I'm going to add tonal variation across this wood grain.
02:01The grain structure works but it's far too consistent.
02:04I'm going to press D for default colors to give me my black and white, and B for brush.
02:10I'll right-click and pull up the Brush palette.
02:12I want the Size somewhere around 100 and the Hardness down at 0.
02:16That way, the color fades off softly.
02:19In the Brush Mode because I'm painting in black, I'll paint with a Multiply with
02:23an Opacity somewhere in the 6-7% is fine.
02:27Now I'll paint along the grain.
02:29And again, it's okay to really have your hand wave.
02:32In this case, this is the place to use another layer.
02:35I just painted variation along the grain, but getting back and editing it would be tough.
02:40What I'll do is press F7 to pull up the Layers palette and Ctrl+Shift+N for a new layer.
02:45It doesn't really matter what this layer is called yet.
02:49Now I can brush independently on this layer, and if I mess up, I can go back and fix it.
02:55Notice that I'm zoomed out far enough to see blank canvas around, and I'm
02:59actually starting my brushstrokes outside of the document.
03:02That way I don't end up with a funny dot in the middle from overlapping
03:06multiplying strokes like I've just shown.
03:09I'll start outside and drag fairly straight down.
03:13After every few strokes, I'll upsize or downsize the brush using my brackets.
03:17This gives me tonal variation in the width as well.
03:20Finally, I'll switch the colors by pressing X and I'll change the Brush Mode
03:25over to a Soft Light.
03:27I may need to increase the Opacity in this one up to 12% or 15%.
03:32I'll zoom out to make sure I can start cleanly outside.
03:34Press B for brush and add in some lighter streaks.
03:38We want to be careful that they're not too grand in the variation.
03:42That's almost too big between the dark and the light.
03:44I'll lower down the Opacity just a little bit.
03:47There's my final tonal variation across the wood.
03:50The last step is to resize.
03:52I'll press Ctrl+Alt+I and go into the Image Size dialog.
03:56I'll upsize this to 3000 square.
03:59Photoshop is terrific for resizing imagery, and when it does that, it
04:02interpolates new data for us.
04:05By doing this, we add a little bit of blur across the grain.
04:08So again, it's not so perfect.
04:10Now we're ready to add the overall curve into the grain and localized
04:14features such as knots.
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Warping and curving the grain
00:00With my grain made and local width and tonal variation added, now I can start to
00:05add the curves in the wood that really simulate the growth patterns in a tree.
00:09First, I'll merge down my overlay or my tonal variation layer by pressing
00:13Ctrl+E. Then I'll go back into Liquify.
00:16I'll choose Filter > Liquify.
00:19In the Liquify filter, I'm going to zoom out again, making sure I can see
00:23cleanly around the document.
00:25I'll use the Forward Warp tool and I'm going to bring the brush out
00:28to ridiculously big.
00:30Well past a 1,000 is just fine.
00:32As always with liquifying on wood, we want to bring the Density and Pressure way down.
00:38A Pressure of 9 or 10 is just fine.
00:41Now we'll start to add in some very subtle curve.
00:44I'll click and drag and just pull that wood grain across, trying not to
00:48make large zigzags.
00:49Occasionally, it will accidentally clip or pull in that side.
00:53It's fine to take this Warp tool and actually push it back and even
00:56overcompensate because it adds a nice width across the grain.
01:00I'll do this a few more times, adding a general direction to the wood and trying
01:04not to form any large zigzags.
01:07Big sweeping curves are just fine.
01:09Once you've got this in place, you can click OK in the Liquify dialog.
01:14If you need further variation or more pronounced artifacts, such as whirls or
01:18loops, we can use the Puppet Warp tool.
01:21I'll double-click on the Background layer to make it editable and click OK for the name.
01:25It doesn't really matter at this point.
01:27Now under Edit, I can choose Puppet Warp.
01:31The idea on the Puppet Warp is it lays a mesh over this that we can then pin
01:35and warp as we need.
01:37I'll start to click on the mesh and add pins in, and as I add more pins, I can
01:41drag this mesh and pull it.
01:43I may want to make sure this is fairly locally pinned down first before I start
01:47just rotating the whole thing.
01:49I'll put in two or three pins and then start to pull the middle and we can see
01:53how very nicely I can add in curve in this wood grain.
01:57I'll use other pins to pull this back.
01:59This gives an opportunity to add either localized loops or additional curves or
02:05waves depending on the grain you need.
02:07This is also letting me, as we can see in the top left corner, really stretch
02:10this out if needed, again, contributing to the width variation in the grain.
02:15Once I'm done, I'll press OK or Enter.
02:18There's my Puppet Warp and I don't mind that it's sort of missing at the bottom.
02:21I could go back and fix that with Liquify if needed.
02:24The big deal here is I have structures that are gently curving and bent in the
02:29grain ready to accept knots.
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Adding knots
00:00With the warp grain done, I'm ready to add knots if needed.
00:04Knots are a nice to have;
00:06we don't always need them, but they can add character in a wood map.
00:09If we're doing more straight grain pieces, like tools, we may not want to add too many knots.
00:15Knots, however, look really good in furniture.
00:17I'll show the process on them and you have the option of adding them in or not.
00:22To start, I'll go back in the Liquify tool, choosing Filter > Liquify.
00:26Now in Liquify tool, instead of doing giant broad strokes, we want to work in
00:31more localized areas.
00:33I'll press B to go back to the Bloat tool, I'll take the Brush Size way down,
00:38probably in the 200 range is just fine, and again, Density and Pressure are very low.
00:43First I'll start to bloat open areas for knots where the wood grain has a little
00:48bit of a wave like this.
00:50I may want to bring up the Brush Size a little bit;
00:52I'll start to add in local places for knots, being careful again not to make
00:56giant zigzags in the wood. I'll add a few in and then come back and move them
01:02around a little bit.
01:04With my knot spaces in place, now I'll switch over to the Twirl tool.
01:09In the Twirl tool, zooming in on the knots by using the Zoom tool, I'm going to
01:13twirl in a knot structure. I'll take the Brush Size way down, and again, Pressure
01:20and Rate are very low.
01:21With twirl, what we really need is a roundness in here.
01:25It doesn't even have to be a complete knot as much as a spot that we recognize as such.
01:30Remember that this is a map we're going to take pieces out of for wood.
01:34I'll press Ctrl+0 to zoom out.
01:37We can see that I have a knot-like structure in that one place and I'm ready to
01:41do other knots in other places.
01:43We perceive it as a knot even though if we look closely, it's really more of a smudge.
01:48I'll zoom in on the next bloated area, press C to switch to my Twirl tool, and
01:53grab a little bit of the darkness and twirl it in.
01:56What we want to avoid is twirling forever, getting us endless loops
02:00and pixelated circles.
02:02Really what we're after is some kind of oblong or off looking ring structure.
02:09I'll continue to zoom in on my knots and twirl them in and it's perfectly fine
02:14in this to have incomplete knots in places,
02:17where they're more of a smudge that could have been a knot farther along. It's
02:22also fine to have light areas for knots that cross dark grain.
02:26What we're after here is the structure we recognize in the wood, not necessarily
02:31a picture-perfect depiction of it.
02:33Remember also, we're going to take this and probably upsize or downsize it
02:37and fit it onto an unwrap, and so as long as our structure is pretty good,
02:42this will work nicely.
02:43I'll click OK when I'm done and give it a minute to return that liquefied result.
02:48My wood grain is ready.
02:50I've got tonal variation and knots, and also areas around the knots that the
02:55grain has been distorted.
02:57Now I'm ready to finally add color into this and use it as part of a map.
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Colorizing the grain and planning for stains
00:00With the wood grain structure in place, I'm ready to add color.
00:04I'll do this on a separate layer, that way I can add color variation under the grain.
00:09I'll press Ctrl+Shift+N to make a new layer.
00:13I'll call this new layer Color.
00:15And I'll make sure I slide it underneath my Layer 0, which is my grain.
00:20I'll rename that to Grain.
00:22As a side note, stay organized in your layers. It's much use easier to find the
00:26grain layer when it's called grain than Layer 0 or Layer 1.
00:30Now I'll pick my wood color, choosing the Color layer, and in the Color
00:34Picker, picking something that is the color I want, but brighter and paler,
00:39we'll see why in a minute.
00:40I'm going to pick a medium warm tan.
00:43And I'll use my Paint Bucket just to fill this in.
00:47Now, we can't see any of our color.
00:49We need to change the blending mode over on the Grain layer.
00:52I'll select the Grain, and in the Layers palette dropdown in the blending mode,
00:56depending on the type of wood we're dealing with, we may want different blending modes.
01:01For more rich saturated woods, we'll use Color Burn, and what this gives us is a
01:05burn in the darker areas of the grain, and we start to get the tonal variation
01:10showing, as well as the grain structure in that wood color.
01:13Notice that it is deeper and more saturated than the initial color I chose.
01:17To adjust this, pick the Color layer and press Ctrl+U for Hue/Saturation.
01:24In the Hue/Saturation dialog you can adjust the Hue as needed.
01:28Be careful not to go too extreme.
01:30It's very easy to end up with odd looking pink wood or blue wood or
01:34something rather strange.
01:36So a little bit goes a long way.
01:38I'm adding just a couple of points in of warmth in there, so it's got a little
01:42more of a bronze tone to it than just that pale color.
01:45You can also Saturate, and again, be careful not to go too big.
01:50Finally, on Lightness, be careful how much you do.
01:53Remember that we're adding a color burn over this and so that color is getting
01:58burned in or deepened and saturated.
02:00So again, with Lightness, a little bit goes a long way and it's very easy to make
02:05the wood unreadable.
02:06Now with the color set, we can add tonal variation under the wood grain.
02:12What I'll do is turn off the Grain layer, press I for eyedropper and
02:16eyedropper my base color.
02:19Then I'll turn back on the Grain, and in the Color Picker I'll vary the Hue and
02:23Brightness of this color just a little bit.
02:26I'll take my Hue, and using my arrow keys I'll nudge up a little bit.
02:30Takes me into just the tiniest bit yellower range.
02:35I'll press B for brush, upsize the brush using the bracket keys and paint in a
02:39normal blending mode at maybe 80 or 90%.
02:44I want to zoom out and make sure that I can brush right off the edge of
02:47the document again.
02:48I'll brush in, just a little bit of variation along the grain.
02:52It's very subtle, but it's going to give us a very wood-like appearance.
02:57I'll do this a couple of more times, again, choosing the Color Picker and
03:01varying Hue and Brightness just a little bit.
03:04Here is my Brightness from 84 down to 80, which is actually fairly drastic.
03:08And as we start to paint this under, we can really see that streak coming in.
03:12That four point difference may have been too much.
03:17Instead of 80, I'll try 82 in the Brightness, and now as I brush under that
03:23Grain layer, I can start to accent some of those grain structures, but stay
03:28within that overall tonal range under the Color Burn.
03:31As always, when you're adding variation, use your bracket keys to upsize and
03:34downsize the brush after every few strokes, and let your hand be fairly on the grain.
03:40It's okay if it wiggles a little bit. Wood changes color over the course of a tree.
03:45My wood grain is fairly ready.
03:48We can start to take this and cut pieces out, flatten layers as needed, or add
03:53other variation or dirt.
03:54As a side note, depending on what kind of grain you're dealing with, you may
03:58want to play with the blending modes.
04:00Right now I've got a Color Burn, and this is approximating anything from a pine,
04:04to a fir, to an oak.
04:05By switching over this blending mode I can get different looks, depending on the wood I want.
04:10A Soft Light gives me my light woods.
04:13Lot of furniture may be done in a very light tone, a birch or something similar.
04:18This gives us that light pleasing variation without seeing that heavy
04:21blackness in the grain.
04:26A Linear Dodge goes far too bright.
04:28We can see that under color needs to come way down in brightness to compensate.
04:33Changing from a Linear Dodge over to a Multiply is neat, although it tends to
04:38introduce a lot of black.
04:39Learn your blending modes;
04:41Multiply takes the Red, Green, and Blue values, multiplies them by each other,
04:45and divides by the color space.
04:48The result is always darker and always blacker, versus the saturation we get from a Color Burn.
04:53So unless you need dark tones in the wood like this, stay away from Multiply.
04:59Now we have wood in the library and it's ready for use in a Texture Map for
05:03cutting out into planks or putting onto an unwrap, and the addition of localized
05:07dirt specific to the model we're making.
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Cutting out boards for a UV layout
00:01In this video I'm going to cut some planks out of a sample of wood grain and get
00:05the texture for these tabletops looking a little better.
00:08I made these in Chapter 4 on furniture, and now that I've got some wood grain
00:12painted, I want to get these really sharp looking; getting those rough planks in
00:17that antique farmhouse look.
00:19Here in Photoshop, I've opened up that raw wood grain, and it has got its two
00:23layers, Grain and the Color underneath.
00:25I'm working out to a texture atlas that right now has one full board and two halves on it.
00:30What I need are actually more boards and longer boards so it looks right.
00:35I'm going to downsize this image, and then cut some boards out and space them
00:39out a little better.
00:40I'll press Ctrl+Alt+I and pull this down to 2048.
00:45I'm going to make my boards big, cut them, and space them, and then place them in.
00:49I can adjust the Color by pressing Ctrl+U, and picking for my under color, my
00:54board color, something closer to the reference.
00:57I'm going to bring up that Saturation and dial down that Lightness, and also
01:01give it a little more warmth, until I start to get that farmhouse color.
01:04As an alternate, I can Eyedropper from the reference one of the wood colors;
01:08I'll take the light color here, and fill in using the Paint Bucket my under color.
01:14That works fairly nicely and I've got good wood grain and good variation.
01:18I can still come back and adjust color as needed.
01:22Now I'm going to merge down the layers.
01:24Always keep a layered PSD of your wood grain working, so you can build up a
01:28library and then take out pieces and save them out.
01:31I'll press Ctrl+E to merge down those layers, and I'm going to use a fixed size marquee.
01:35I'll press M for Marquee and I'm going to make my fixed size marquee 2048 by 256 wide.
01:43This is going to give me longer boards and let me have more boards in that given
01:47space once I'm done.
01:49I'm going to select across here, pressing Ctrl+C for copy and Ctrl+N for new in the case.
01:55I'm going to make this 1024x2048.
02:00I'll paste this board in and come back to that drawing and grab another board.
02:04I'm going to go and grab this dark one here, copy it, and paste it over.
02:09I'll repeat this until I've got four boards here and space them out, snapping at
02:14the document bounce.
02:16I've cut and pasted my four boards in, and I've made sure that the grain is not
02:21a direct match from board to board.
02:23Now what I'll do is slide two of these up and down and clone them to make half
02:27boards so this map tiles.
02:29I'm going to pick the second board over, slide it up and hold Shift to constrain.
02:33I'll watch for the board to snap onto the center of the other layers.
02:38I'll right-click on the fourth board, pick it, and do the same;
02:42dragging up, and holding Shift and snapping.
02:45Now I'll hold Alt and clone this board down while holding Shift.
02:50I'll snap it down right onto its counterpart, and repeat it with the other
02:55board, right-clicking to select the layer, holding Alt, and dragging it down.
03:00Now I have a tiling map with board ends at one and three at the top, and two and
03:05four splitting halfway.
03:07I can come in and add in some variation and also grooves and wormholes and nail
03:12holes on the boards.
03:14This is a good tiling map and I have more grain on here.
03:17I'll add some variation and then bring it into my texture atlas.
03:21To start on the variation, I'm going to hold Ctrl and select the layer thumbnail.
03:27There is a marquee around, well, half a board.
03:29I'll put a new layer over this and brush in a little bit of patina.
03:34I'll press Eyedropper, one of my browns, I'll press B, and with a very low
03:40Opacity and set to Multiply, I'm going to darken in that board just a little bit.
03:45It may take quite a bit of clicking to do this.
03:47Don't be afraid to really build that up.
03:49When I deselect, I can really see that board edge.
03:53I'll finish this out and then shrink it down;
03:57instead of 1024x2048, this will be 512x1024.
04:02I can paste it into this document here, my texture atlas, and I'll have more
04:07boards in that space.
04:08It will look better on the table with more grain that's a smaller size and not
04:12nearly as spread out.
04:13Finally then, I'll finish out some patina and do it with blending modes so I get
04:18depth and grit or dirt overlaying on the table.
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Adding patina and wear to a final texture
00:00In this video, I'll add a little final polish or patina on these boards.
00:05I've got my board spaced out and I have shrunk down this image.
00:08It's now 512x1024.
00:10I have added a layer underneath everything that's all black in cases there's any gaps,
00:14that way it shows up as kind of a shadow line.
00:17Then I've added some layers over the top where I am painting in dirt.
00:21On Layer 6 here, I've been painting in black.
00:25I press D for the default colors and I'm painting in a Color Burn at an Opacity of 4.
00:31What I've done is then hold Ctrl and select the board and just brush in a little
00:37bit of burning along the edges.
00:39The selection acts as a mask, thereby giving me just a little bit of weathering
00:44or patina along the edge of the board, but not spilling over to the adjacent one.
00:48I've used this to make sure that the ends actually stick out quite a bit at both
00:52top and bottom on the middle boards and the ends here.
00:55Now I'm going to burnish the middle of the boards.
00:58I'll switch my Foreground Color to one of those lighter honey tones, making sure
01:03I pull up the Brightness and down the Saturation, and probably swing a little
01:07more towards yellow on the Hue.
01:11I've got a new layer over the top.
01:12I am going to make my brush fairly big and instead of painting in a Color Burn
01:17to deepen the colors, I am going to paint in a Soft Light or a Linear Dodge
01:21and see how this looks.
01:24Again my Opacity is very low.
01:26I'll select one of my boards by holding Ctrl and clicking on the thumbnail for that layer.
01:30And now just right through the middle, I'm going to click and drag in a
01:35little bit of lightening.
01:36It just gives it that shine in the middle of the board.
01:40I'll go through the other boards and to do the same thing, holding Ctrl
01:43and selecting their layers, and right through the middle just burnishing them a little bit.
01:48It's okay to have my hand wiggle a little.
01:50It makes it more organic.
01:51I'll do this on the other pieces.
01:53Holding Ctrl and the selecting the layer and now for this one, I am going to go
01:58right through the top.
01:59Here's how I'll make this work actually on one of the split boards.
02:02I've got the bottom part selected and I really like to have that patina
02:06match from top to bottom.
02:07I held Ctrl and selected Layer 5 copy, that's that bottom board.
02:12Now I'll hold Ctrl+Shift and as I mouse over the thumbnail, you can see the hand
02:16has a plus on it over in the Layers palette.
02:19I can select and add to that selection.
02:22I'll zoom out, hitting Z for Zoom and Alt to zoom out.
02:27Zoom out a couple of times, switch back to my brush and make sure I am on the
02:31right layer, Layer 8 in this case.
02:33I'll start outside, click and drag and stroke right down through that board.
02:38There is that patina crossing cleanly over.
02:41I'll do one more time to really lighten it.
02:43I don't mind losing a little bit of the intensity.
02:46What I am really after is that consistently from top to bottom, I've got that
02:50correct coloration and because I'm starting outside and holding Shift, that
02:55patina is exactly vertical and it tiles nicely.
02:58I think I've got pretty good burnishing on my boards.
03:01I'll do the same thing on the last boards here and then bring this into 3ds Max
03:04and see how it looks.
03:06I'll deselect and now I'm going to save a piece of this or copy and paste it
03:11into my texture and see how this looks.
03:13I am going to take my layers, press Ctrl+G and group them.
03:17I'll take this group and hold Alt and clone it and then Ctrl+E and flatten that group.
03:23That way I've got my working group in case I need to play with it.
03:27But I'm going to test it by taking the flattened copy and pasting it in.
03:31I'll press Ctrl+A to select all, Ctrl+C for Copy, go over to that wood texture
03:36I've been using and paste this in.
03:38I'll slide it over into the right place, snap on the document bounce and save out a copy.
03:44I'll press Ctrl+Shift+S and save this out.
03:48I'll uncheck Layers, saving As a Copy, and put it right over my wood texture.
04:00Here in 3ds Max, I've pressed M to pull up my Material Editor.
04:03I'll pick my material that Multi/Sub that has both the white and the wood in it.
04:08I'll go into that wood and go into the Diffuse Map by clicking on the M. I'll
04:13make sure it's loading the right one, in this case TableC.
04:16I can click on it and force it to reload.
04:19There's also a Reload button down here at the bottom.
04:22Once that's done, I should see those wood planks in the table.
04:26And there on this long table, I've got smaller planks and I can see the patina on them.
04:31I can also see where I can adjust the map size.
04:35Because I haven't collapsed the Modifier stack yet, I can get to any one of
04:38these UVW Map modifiers, change the size and move those planks around.
04:43This looks pretty good, as if the top was put together and years of views have
04:47darkened some of the corners and joints between boards.
04:51I can see on the top of the round table that I want to reduce the size a little
04:55bit and slide that mapping around.
04:58Overall, it's working pretty nicely.
05:00I've paid particular attention in here, not only to the size of the grain and
05:04the boards, but how the patina works and how it's going to tile.
05:07I've stylized my render just a little bit, getting away from exactly on the
05:11reference to something that's very workable, in terms of reusing resources for this texture.
05:17I can continue on with this, using additional blending modes and additional
05:20layers to put in things like nail holes pits, pocks, wormholes and so forth,
05:26things that add character.
05:27I can also add in nicely repeating scratches, dings and chips in the paint
05:32for the white part.
05:33We can use this approach of a tileable texture and the right size of the
05:38texture, plus blending modes for patina and dirt to really bring some life to
05:42our game objects, adding in as much wear and tear as we want and reusing it
05:46effortlessly and seamlessly.
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6. Workflow and Integration
Understanding the importance of a low poly count
00:00In this chapter, I'll look at a high poly to low poly baking workflow.
00:04I will be creating normal maps.
00:06As you can see here I have two shipping containers, however they are pretty
00:10different in terms of poly count.
00:12Here is the difference;
00:13on the left side is a high poly container.
00:15I have modeled a lot of detail down to tessellating the sides and denting them
00:20in, using my sculpting and soft selection tools.
00:23On the right side is my low poly container from previous chapters.
00:26When the normal map is applied, we can see that they really do start to look
00:30alike, the right side one would be terrific for a game;
00:33it looks like it's got a lot of detail.
00:35It's a great workflow, because it let's you utilize all those terrific modeling
00:39tools we've got in 3ds Max.
00:41Taking full advantage of your graphite modeling tools, your sculpting, your
00:45selection, your free forming, and also all the tools in the editable poly.
00:49It also lets you just model in things, using other primitives and other objects
00:53to make detail, like hinges and pins and bolts.
00:57We can also really not worry about polygon count.
00:59We're only going to make a high poly object for the purpose of baking, and then
01:03we can save it but essentially discard it, and just use the low poly in our
01:08game, and our low poly will look like it's got all that detail.
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Overview of normal maps
00:00In this video, I'll be looking at the differences between normal maps and bump
00:04maps and examining what it is normal maps do.
00:07A normal map then, as the name suggests, distorts the surface normals.
00:12Each of these polygons, as I've got selected here on the shipping
00:16container, faces out.
00:17The normal map then makes it look like there is more detail, as if this side was corrugated.
00:23Normal maps include both strength in the blue channel and a red and green
00:27channel for direction of the surface.
00:29As I pass this light by that shipping container, it looks like the light is
00:33shining dynamically on those surfaces that the surface is oriented to the light correctly.
00:39Here in 3ds Max, I've taken that sledgehammer and created and applied a normal
00:43map for it in Mudbox.
00:45In this case, what I've done is subdivide that mesh, making a very, very high
00:50poly sledgehammer and then sculpting in a lot of detail, as if somebody really beat
00:54up the head of this.
00:56I've baked that out or rendered that into a normal map.
01:00I've pulled up the normal map.
01:01What we're seeing here is that the blue channel is strength, and red and green
01:06are direction, and as we zoom in on the head of the hammer we can see that all
01:09of this mashing and swirling going on is actually going to distort the surface
01:14normal of that hammer, making it look like that head has a lot of detail on it
01:18by reorienting that surface.
01:21Normal maps are a great way for us to add a lot of detail to a model.
01:25We can craft them as grayscale bump maps in Photoshop, as we have seen, and
01:29then export them as normal maps by using a plug-in, such as xNormal or nDo or
01:33the NVIDIA plug-in.
01:35In this chapter, we're going to look at sculpting in Mudbox and baking, taking
01:40high poly meshes and baking them onto low res meshes.
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Modeling a high-poly work for projection
00:00In this video, I'll start out with a low-res mesh of my container and I'm
00:04going to add some high-res detail to it, that then I can bake into a normal map and use.
00:10I'm going start out here by taking this container which is already unwrapped,
00:14and pressing Ctrl+V to clone it.
00:16I'll clone it as a copy and name this ContainerHigh.
00:21I'll right-click and Hide the Unselected low poly.
00:24Now I'm going to start to subdivide these sides, first adding in their
00:28corrugations and then denting them.
00:31I'll right-click and choose Convert to Editable Poly.
00:35Now by polygon, I'm going to pick this long face here and subdivide.
00:39I'll scroll down to the Edit Geometry rollout in the Modifier panel.
00:43In the Edit Geometry rollout, there is Mesh Smooth.
00:46I'm going to click on the dialog here for the settings and it pulls up the caddy.
00:50I'm going to subdivide this by clicking on the plus and applying and continuing.
00:54I'll subdivide it once, twice, three and four times.
01:00This will give me places for my corrugations as well as adding dents.
01:04Then, I'll check OK and now I am going to move some things around.
01:09I'll go in the Top View by pressing T, and F3 for Wireframe.
01:13I'm going to switch to Vertex for this and press 1 or click on Vertex.
01:18I'll zoom in and grab pairs of vertices.
01:21I'm going to take the first pair here, skip 2, hold Ctrl and take the next.
01:26It's actually taking a column of vertices here instead of just one.
01:30I'm going to skip 2 and take the next and work my way along here.
01:34I'm holding Ctrl as I select and picking pairs of vertices.
01:38This is going to help me move these in and out quickly.
01:41Now with all those vertices selected, I'll press W for move and pull them back
01:47and there's the corrugated sides on my container.
01:50I'll spin out and go back to a shaded view and see if this works.
01:54It looks pretty good, although it's wavy instead of crisp.
01:57What I want to do now is pick this element, so I can grab all the polys at once
02:02and clear off the smoothing.
02:04By subdividing it, it has respected the original smoothing and I want to have facets.
02:08I'm going to scroll down to the Smoothing Groups and clear them.
02:13Everything is in Group 1.
02:15By releasing it, the sides of my containers are faceted.
02:19This will bake into a normal map nicely.
02:21Now I'm going to sculpt a little bit and dent this as if this container has
02:25seen some rough times.
02:28I've clicked on the Freeform tab in the Graphite Modeling tools and I'm going to
02:32work by polygon using the Push and Pull and Relaxing and Softening.
02:37This'll allow me to mesh up this container a little bit.
02:40I'll press 4 for polygon and maybe turn on the Wireframe again.
02:44I'll press F4 and here are my Freeform tools.
02:48I'll pick Push/Pull and I'm going to push them back and forth.
02:51There is a tool caddy with the size.
02:53As I start to push this, we can see those surfaces distort.
02:57That may be a little much, as I'm making some pretty drastic bumps.
03:00I'll undo and take the Size up a little bit and the Strength down.
03:06I'll pull that strength way down in the .2 range.
03:11I'll hold Alt while I push and pull and dent this surface in.
03:14As I brush along, we can see those mesh lines distorting.
03:18I'm gently mashing the surface of this container as if something has scraped along it.
03:22This is useful for a normal map, as not only is it giving me my large contours,
03:27but it's giving me the local surface dents.
03:29I can really subdivide this quite a lot and continue to sculpt it.
03:33As long as I've got the look I want, the polygon count doesn't matter.
03:36I'm going to bake this back onto my flat plane in later videos.
03:40I'll continue sculpting along here.
03:42This is one approach for adding detail, taking the existing mesh and
03:46sculpting it by pushing, pulling, moving, soft selecting or any of the tools
03:50we have at our disposal.
03:52I'll turn off that Wireframe and we can see that I've got not only the
03:56corrugated sides of my container, but they've been dented.
03:59Something has scraped along and dented them in.
04:03I can come back and play with the smoothing if needed and this is going to give
04:05me a very nice normal map.
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Overview of the pipeline
00:00The pipeline for working in a high-poly to low-poly workflow is
00:04fairly straightforward.
00:05We're going to start out with a low-res object, one that's ready to go into the
00:10game, and then we're going to take that and subdivide it making a ridiculously
00:15high poly mesh with all kinds of detail.
00:17Finally, we're going to bake that mesh from high poly to low poly.
00:22I've started out with a low poly and I've started to sculpt in some high poly detail.
00:27What I'll do is look in the Render To Texture dialog to show off this process.
00:31I'll right-click and choose Unhide by Name.
00:34I'm going to unhide my Container leaving Box001, my original bounding box still hidden.
00:40I'll press 0 and that pulls up the Render To Texture dialog.
00:44In this Render To Texture dialog as part of our pipeline, I'm going to
00:47select the low poly.
00:49Notice that as I click, it wants to grab the high poly first.
00:52I can click in the same place to cycle the selection in 3ds Max.
00:56Now with my low poly Container selected, I'm going to set what kind of map I'm using.
01:01I'm going to project and enable the Projection.
01:05I can automatically apply a Production Modifier or I can pick a certain object,
01:11I'm going to pick the source object by clicking on the Pick dialog and in here,
01:15I'll pick ContainerHigh and choose Add.
01:17In Projection, I can choose either an Existing Channel or a new channel.
01:23I'm going to use the Existing Channel 1, that's applied to the low poly and for
01:27the Sub-Objects, use our Existing Channel 1 as well.
01:30In the output then, once I've chosen this, I'm going to add in a NormalMap.
01:35What this says then in this dialog is here is the low poly, we're going to
01:40project the high poly onto it.
01:42We're going to use the unwrap I've already got and we're going to make a NormalMap.
01:48In that NormalMap then we have choices over the size and format and where it's going.
01:54I'll run this usually fairly high, 1024 will work nicely and then I'll downsize it later.
02:00Once this is all sculpted, I can hit Render and 3ds Max will project from the
02:04high poly into the unwrap space of the low poly.
02:08Notice as part of that process, it applies a Projection Modifier on that container.
02:12We also have choices in that projection over the envelope size to make sure any
02:16detail we add onto the surface gets included correctly.
02:19I'll continue with this sculpting in the next video.
02:22This is a brief overview of the process.
02:24We need to be aware of what we're going to do with this, so we can sculpt correctly.
02:29As part of this, we can add on really all the detail we can stand to add that
02:33will be visible from our game.
02:34We want to make sure we're adding on the right detail and understanding how it
02:38projects and what we'll do with it is key.
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Planning edge flow for elegant modeling
00:00In making a good high poly mesh, preserving a good edge flow is important,
00:04that way you can model in the detail and project it correctly without artifacts.
00:08I'm going to take my container and start to subdivide a lot of the pieces.
00:12So when I project a normal from them, we get the right normals on places like
00:16the steel, making sure instead of boxes that this steel work is rounded as if it
00:21was rolled, and then thoroughly dented after years of use.
00:24I'm going to start in on one of the corner boxes on the frame.
00:27I'll round it over and then crunch it gently.
00:30I'll select this object, which I've already converted back to an Editable
00:32Poly bakings in the UVs.
00:35I'll pick by element, that frame box on the corner, and press Z to zoom extents.
00:40I'll pull back just a bit.
00:41Now rather than select all the edges I want to chamfer, I can convert a selection.
00:46I'm going to hold Ctrl and click on the Edge button on the Modifier panel.
00:50Now all the edges that were adjacent to those polys are selected as part of that element.
00:55I'll right-click and choose the caddy next to Chamfer.
00:59In the Chamfer dialog, I'm going to pull down the Amount, maybe a quarter inch
01:03will work and then I'll up the amount of subdivisions.
01:06It's okay really to make these vary round.
01:09We're going to use this ridiculously high poly mesh, render the normals and then discard it.
01:13So a mesh count that would destroy a game engine is really not of consequence
01:17here, because we are not going to import the final in, only the map.
01:21I've got a lot of subdivisions.
01:22So these are nice and rounded. I'll check OK.
01:25I'll press F4 to turn on wire on shaded and that way I can see what I'm doing a little clearer.
01:31This is a good edge flow.
01:32I can select by rings or by loops and catch my edges nicely.
01:36What I'm going to do is add some edges along here, and then dent in a part of it
01:40as if it's been dropped or fallen.
01:42I'll click to deselect and pick one of these edges.
01:45I'll press Alt+R to ring select that, and then I'll right-click and use the
01:50dialog next to Connect.
01:52Connecting edges allows us to put edges, or edge loops, between edge rings.
01:57I'm going to up the number of Segments here to 3 and then I'll check OK.
02:02I can also scale these in or pinch them if needed.
02:05I'm going to push them back together a little bit.
02:07I've got a slide to pull them side-to-side.
02:10Having a good edge flow is letting me do this very easily, adding in detail and
02:15moving it to where I want it.
02:16When I've got it in the right place, I'll check OK.
02:19Now I'm going to add some more on the other side and dent in this corner. I'll pick an edge.
02:24Press Alt+R to ring that, right-click and choose Connect and use the dialog
02:29to slide those around.
02:31I'm going to slide it back a little bit and open those up just a bit.
02:35If you find these are in the wrong place or not behaving correctly,
02:38there's another option.
02:39I'll check OK on the Connect and press R for Scale.
02:43We can scale selected sub-objects.
02:45I want to make sure in my Scale that instead of using the Pivot Point Center,
02:49which is going to let each loop pivot around itself, that I flyout this dialog
02:53and choose the selection center.
02:55Now I can scale on the Y axis and open these up.
02:58I'll open them and move them over.
03:01I'll make sure before I move that I press S and turn off my Snap.
03:05I'll pull this over and I'm ready to start to add my dents.
03:09Now I'm going to use my sculpting, or just moving, and I'm going to pick the polys
03:13on the edge here, and start to pull them down.
03:16I think what I'll do is I'll pick one poly, hold Shift and pick the next one.
03:21That picks a face ring.
03:23Alternately, I can pick one and hold Ctrl and add to that selection.
03:28It's up to you how you want to select.
03:30I'm going to pick these and pull them down slightly on the Z axis as if this had
03:34fallen and gotten crunched.
03:36That's going to distort this surface normal and give me a variability and the
03:39shine as if this has seen some serious wear and tear.
03:43I can also take these outside pieces and just pull them down a little bit.
03:47The corner block is starting to look like it has, well, been crunched or been fallen on.
03:51I'll select these last vertices here, and pull them down.
03:55I'm really working on minor pieces, but in the scheme of a normal map, this is
03:59going to add enormous amount of realism.
04:01In this same vein, I can continue on these frames, and round them over.
04:05I can also model in things like the locking system on the doors or if there is
04:10welding seams or anything else, maybe this container has been patched.
04:13I'll also go through and subdivide either using Smooth or Connect and add the
04:18corrugation in on the side.
04:19I'll model this fairly extensively; all the detail I can put in, even
04:24overlapping geometry if needed, and then I'm going to get ready to bake it.
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Smoothing groups
00:00Part of the process of modeling high poly work for projection to normal maps is
00:04subdividing a mesh, and I'm going to show another method for subdividing this
00:08using edge creasing to get the subdivision in the right place.
00:12This can work in concert with our smoothing groups, so that we get subdivision
00:15where we need it, and we can really sculpt this high poly mesh very elegantly.
00:19I'm going to work on one of the frame members here, but I'm going to subdivide
00:22this whole mesh using my NURMS, my Non Uniform Rational Mesh Subdivision.
00:28I'll select my low poly container, which already has a high poly corner on it, and
00:32I'll right-click and choose NURMS Toggle.
00:34NURMS subdivides this mesh wherein every polygon gets divided, for every one
00:40iteration I'll get four new polys.
00:43I'm going to turn off the Isoline Display and I can show the original cage here.
00:48With the Isolines off, we can see where those subdivisions occur.
00:52It's nice-looking, although it's rounded over some of my frames.
00:55What I'm going to do here is zoom in a little bit and play with the edge
00:59creasing on this top frame member.
01:02I'll press 2 to go into Edge and then I'll make sure that my Cage is showing.
01:07With the Cage on, I can see the orange original mesh.
01:11I can pick by edge and I'm going to pick these original edges here.
01:15With the original edges selected, I can see the additional subdivided edges highlighted.
01:20What I'll do is I'll scroll down to the Edit Edges section and crank up their
01:24creasing, pulling that mesh back to a square.
01:27Under Edit Edges, we have got a Weight and we have got Creasing.
01:31I'm going to crease these edges out and we can see how it affects that mesh.
01:35All the way up at 1 pulls it back to a square, 0 lets it round over.
01:39What I can also do is play with the Weight.
01:41As I start to drag this Weight out, especially working with Crease and Weight,
01:46I'll start to see that this mesh returns.
01:48I can subdivide it and I also get a much more organic shape.
01:52Increasing the Iterations in NURMS still respects that creasing.
01:56This can be again a ridiculously high poly object, but this is another nice way
02:00to really subdivide the mesh and smooth it over.
02:03I'll right-click and pick Top-level and turn off the wire so we can see it.
02:07The one corner block that's dented looks pretty good and this frame is starting
02:11to get its corner back.
02:12I may want to play with the combination of chamfering that and subdivision along
02:17with creasing and weighting to get it in the right shape.
02:20It depends on the mesh you're dealing with.
02:22In this case, this may benefit more from chamfering and beveling than it does
02:26from subdivision on all the different places.
02:28I may want to come in and smooth out the panels using MSmooth or Mesh Smooth, and
02:34instead, not use the NURMS, doing local subdivision instead of global.
02:39The big deal is really getting the dented model you want.
02:42How you do it can vary wildly.
02:44I'll start to look at adding additional detail by using additional meshes on
02:48this in the next video.
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Adding details by beveling and extruding
00:00In this video, I'll continue modeling and refining the shipping container, adding
00:04more and more high poly pieces to bake into my normal map.
00:08I'm going to work on the doors, and I'm going to detach this door polygon as a separate object.
00:13I'll select that shipping container, which I've already started to chamfer all
00:16the edges of the framework on,
00:18and I'll go to the Modifier panel and I'll scroll down to the Edit Geometry menu and choose Detach.
00:25In detaching, I have some options of pulling it out as a separate element or
00:28as a separate object.
00:30Being that I can detach and recombine as needed, I'm going to pull it out as a separate object.
00:35I'll click OK, right-click and choose Top- level and right-click and choose Hide Selection.
00:41Now I can just work on the door.
00:43What I'm going to do is to add in divisions across and then panels.
00:47Then I'll add in the split between the doors themselves.
00:50I'll go By Edge, picking one edge, holding Ctrl, and clicking on the other side.
00:55I'm going to right-click and choose the dialog next to Connect.
00:59I need to reset my connection as it still reflects what I had originally done on
01:04that chamfered frame box.
01:06I'll right-click on those spinners.
01:08Anytime, we have a spinner in 3ds Max, we can right-click on it and reset it
01:12back to its default value.
01:14That value may not always be 0, it may be 1 in this case, as I need at least
01:18one segment to connect.
01:20I'll bring this up.
01:21I would like to have four panels on the door and I'll check OK.
01:25Now I'm going to connect across these to make the split between the doors.
01:29I'm going to add to this selection, holding Ctrl and picking the top and bottom edges.
01:34I'll right-click and choose Connect again and in the dialog, I'll take these
01:38Segments down to 2, but then I'll use the Pinch and Slide to pull them into the right place.
01:44I'm going to scroll down doing a negative Pinch until it's a very tiny
01:47space between the doors. I'll check OK.
01:50And now I'm ready to extrude in these door panels.
01:54I'll switch over to Polygon and pick all eight of what will be the panels on my door.
02:00I'm going to right-click and choose the dialog next to Bevel to pull up the caddy.
02:05I'm going to bevel this not by Group, but by Local Normal.
02:09And instead of popping out, I'm going to reset this back and just push in.
02:14Rather than switch around tools between outline and inset, sometimes I'll use
02:18Bevel for both of those.
02:19I'll right-click, reduce the Height down to 0, and drag the inset of the bevel in.
02:25Now I realize that Local Normal isn't quite the right setting.
02:28So I'm going to switch this over.
02:30One of the great things about the caddy is it lets you see what you're doing
02:33before you're committed.
02:34Instead, I'm going to work By Polygon, and there's my door panels showing up.
02:39I'll reduce the amount of this just a little bit, maybe -4 looks better, and
02:44there's the start of the door panels.
02:45I'll click on the plus and now I'm going to bring these down by -1.5, so it's
02:51got some good distance, and in by that same distance -1.5.
02:56So I've got an even chamfer in there.
02:59There's the start of the panels in the door.
03:01I can continue on the bevel or I can come back and round these over.
03:04I'm going to check OK, and now I'm going to extrude in the space between the doors.
03:09I'll zoom in and pick one of those polygons.
03:12I'll pan up to the top, hold Shift and click on the end of that face ring.
03:17Now I've got that whole face selected in there.
03:20I'll right-click and extrude it in.
03:25I'm going to push this back, how far, well, a couple inches will work.
03:28As long as it's dark, it'll be fine.
03:30What this will also let me do by creating that additional geometry is to pick those edges.
03:36The original edges are still selected right here, and I'm going to chamfer them,
03:40rounding over those edges as if the doors are made from rolled steel.
03:44I'll right-click and choose Chafer and in my Chamfer dialog, probably 3 Segments
03:49will work nicely, and there's my quarter inch round.
03:52I'll check OK and there is my door.
03:55It's working nicely.
03:56Now as I've said, this is a ridiculously high polygon count for a game,
04:00but for our purposes for baking this will work very well.
04:04Lastly, you can see I need to work over the Smoothing Groups as I've got some
04:08faceting going on, on the doors.
04:09The unwrap being squished around doesn't bother me too much.
04:13I'm going to project this into the unwrap of the low poly container, so that I'm
04:17distorting it here is just fine.
04:19I'll keep going, adding hinges on and refining detail, chamfering and rounding
04:24edges wherever I can to make it look less crisp.
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Adding hinges
00:00With the doors beveled on my shipping containers, I'm ready to add in the hinges.
00:04These are the kind of details that may be easier and better to model than to
00:08paint, as we can get probably a better accuracy in the modeling and project at
00:12the res we need, versus trying to paint a very small object and fit it in.
00:16To make my hinges, I'm going to start out with the box.
00:19I'll begin in the Left View, so I can see that door.
00:22I'll zoom in and I'm going to start a separate model here.
00:25As part of the high-res process or high poly modeling, we can add on other pieces.
00:30Because these are going to project into the low-res UVs, we can add other parts on.
00:35I'll hold Ctrl and right-click and choose Box.
00:38I'm going to make a nice big hinge here.
00:41This one will be on the Modifier panel, 3 inches tall, a foot wide and half an inch thick.
00:47I'll right-click and convert this to an Editable Poly.
00:51I'll zoom in on it and pick By Vertex, pressing 1 to select vertices and
00:56scale down that end.
00:58I'm going to make sure for Scale that I'm using the Selection Center, flying out
01:02those pivot points and choosing that middle option.
01:05Now I'll scale down on the Y to give that hinge a nice taper towards the end.
01:10I'll take this hinge and snap it onto that door.
01:13I'm going to go into a Top View and move it.
01:17Another option would be to use the Align tool.
01:19I'll pull this over, get it in the right place and then hit Z to zoom in.
01:24I'll press Spacebar for Selection Lock and S for Snap.
01:28I'm going to move first on the Y axis, snapping this up to the edge of the door
01:32and then moving it on the X.
01:35As a note here, it's difficult to see what I'm doing.
01:38Because I'm working in just shaded view, this is a chance to either switch to a
01:41Wireframe or turn on Edged Faces.
01:44I'll press F4 for Edged Faces and now I can see where I'm suppose to snap to.
01:49I can't stress this one enough.
01:51When you're modeling things, move to where you can see.
01:54If you can't see the model clearly, like I just couldn't there, change the
01:58view or move around.
01:59Now I've selected the X axis and I'm going to move this over to snap onto the door.
02:05I'll spin down and get this aligned where I need it to be.
02:08I'll go back to my Left View, hit Z to zoom and I'm going to snap it using the Pivot Point.
02:13I have got mesh lines across the door from that original panelization.
02:17I'm going to hold Shift and right-click and turn on Pivot Snap.
02:22I'll constrain on the Y axis and snap in the middle of this object. We can see
02:26the pivot registering.
02:28I'll pull this down and snap it onto those vertices.
02:31So now it is centered between the panels.
02:34Now I'll hold Shift and right- click and turn off that Pivot Snap.
02:38I'll press the Spacebar to deselect.
02:40I'm going to use some six-sided cylinders to make the bolts on that hinge.
02:44I'll hold Ctrl and right-click.
02:46Now cylinder is not on here, but that's okay.
02:49Sometimes what I'll do is make something and jump to cylinder.
02:53As an alternate, we could go to Customize > Customize User Interface and add
02:58Cylinder on to that quad menu.
03:00I'm going to make a cylinder, give it a height and jump to the Modifier panel to modify it.
03:05I'll say that this has a Radius of half an inch, a Height of half an inch,
03:101 Height Segment, and 6 Sides, and as a rare thing for me to do, I'll turn off Smooth.
03:17This gives me a faceted cylinder, which is one of the bolts that holds it in.
03:21Now I'm going to use my Align tool to get this in the right place.
03:24It's way out there and that's okay.
03:27I'm going to zoom back and click on the Align tool and pick that hinge.
03:32There is my Align box and what I'll do is go from the Minimum to the Maximum
03:37and hit Apply or OK.
03:40As an alternate, I can go from Center to Center and hit OK and then zoom in on it.
03:47The Align tool is a handy way when you're making things that are flung out in
03:50space to get it in the right place.
03:53Now I can either use the Align tool again or move it to get it just sit on the surface.
03:57I'll use my Align tool and in this case, moving the Align tool over, I'm
04:02going to work on the X axis only, unchecking Y and Z, and going from the Current Object
04:08Minimum to the Target Max.
04:10If that's not it, I'll try them in reverse.
04:13Maximum to Minimum seems to do it and now that bolt has firmly planted on the surface.
04:18I'll click OK or even Apply.
04:21What's the difference here?
04:22Clicking on Apply says okay, we are done, let's do another alignment.
04:27I'm going to align this now on the Y axis, from Maximum to Maximum, or from
04:33Minimum to Maximum, snapping it on, Minimum to Minimum seems to work the best.
04:39Trying out these options is a big deal.
04:40We can see it before we're done.
04:43I'll hit OK and go back into my Left View.
04:46I'm going to move this up using my Offset Transform Type-In and pulling it up by
04:51.5, maybe even a little extra .25.
04:54I'll duplicate it by holding Shift and dragging it down.
04:57There is two of the hinge bolts and I'll clone it as an instance.
05:02I may want to pull these over a little bit.
05:04It's okay to kind of massage the design of it.
05:06That's perfectly fine.
05:07I'm going to take this and hold Shift and clone it over again.
05:12There is one, cloned as an instance, pulled down, and snapped on that vertex and cloned again.
05:19We may as well put some detail in since we are modeling it.
05:23There are two of them using the number of copies almost as an array.
05:27Now I have got my hinge bolts on my hinge.
05:29So when these project as a normal, I'm going to get all kinds of good detail here.
05:34I'm ready to keep adding detail and to take this and clone it, snapping on those
05:38vertices and filling out all eight hinges on this door.
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Using Push/Pull and Soft Selection to add dents
00:00In this video I'll show some final detail and polish on the container.
00:04I've added in corrugated sides on the sides, tops, bottoms and end.
00:08I've also put in the hinges on the door and the door panels are beveled in and
00:12split, there is a tiny groove there.
00:14I've continued to round over the frame elements and now I am ready to add in
00:18some dents on the sides.
00:20What I've done then, I'll press F4 to show, is connected to make the edge loops
00:24for the corrugations and then connected those edges across again, so this whole
00:28side is grided and it's ready for additional working.
00:32Remember in a high poly workflow like this, we can tessellate a mesh like crazy
00:36and we can really sculpt it and get a good feel and good wear on it if we need,
00:40and then bake it to a normal.
00:42I'm going to use under Freeform in my Graphite Modeling tools my Push/Pull a little bit;
00:46then I'll show a little bit of Soft Selection as well.
00:49I'll press 4 to switch to Polygon and under Freeform turn on that Push/Pull tool.
00:56I've got a tool caddy off to the side of the Paint Options, I've got Size,
00:59Strength and I can even access the brush settings so it falls off sharp or hard,
01:03depending on what I need.
01:05I am going to brush along this while holding Alt and that's going to push that surface in.
01:10Doing it well not holding Alt makes that surface bulge out.
01:13And what I'd like to have, as you can see here, is that my container has been well
01:18dented. Somebody has run something along it and crunched in that side slightly.
01:21This is going to can help on my normal map, adding reasonable wear.
01:25I'll add a few more dents still holding Alt and maybe adjust the Strength on
01:28this just a little bit.
01:30I'll put this down to point 0.5 to get some more subtlety.
01:33This side of my container is now thoroughly dented as if this container has been well abused.
01:37I can continue doing this, tessellating the other sides and deforming the geometry.
01:42Another way to do this instead of using the Push/Pull is to use a Soft Selection.
01:47Over in the Modifier panel, down under Selection is our Soft Selection.
01:52This is a feature that's been there for a long time, but surprises many
01:55folks when they see it.
01:56The idea in of Soft Selection, if I turn it on, is that once we have something
02:00selected such as a Polygon, there is a Falloff Radius.
02:04I'll press 4 for Polygon and select a poly, and we can see on this mesh that Soft
02:09Selection is drawn in color.
02:11Now as I take this one poly and push it around you can see the whole
02:14Mesh deforms with it.
02:15What I'll do then is just grab a poly or two and nudge it in.
02:20This simulates a large scale dent and helps make that surface wave a little bit,
02:24as if this container was well abused.
02:26I'll pick a couple of polys and play with the Falloff in the Soft
02:30Selection, pulling this up or down affects the color, shown as a selection on the edges here.
02:35And we can also change Pinch and Bubble affecting how does that selection
02:39falloff, is it sharper or softer?
02:41I'll turn on the Shaded Face Toggle and it gives me a very clear read on how this looks.
02:47The Soft Selection is in blue through green yellow and orange in the
02:51actual selected mesh.
02:53I'll pull these in and out and dent the side of that container.
02:57This is good for normal maps.
02:58What this will produce is some variability in the surface, so it shines slightly
03:02differently, as if this object has been worn down or crunched over time.
03:07When I've got it all together, I'll be ready to bake.
03:09The last steps in that are to make sure I've got one mesh going and I have my
03:13low poly mesh setup.
03:14Go ahead and really crunch these meshes in, don't be afraid to get some good
03:18detail going and model in things like dents, scratches, dings,
03:22mashed surfaces, and maybe other things that have been put on, patches that have
03:27been welded over, and so forth.
03:28Put the detail in, you're going to render it and use it and then discard
03:32it essentially.
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Baking the high-poly mesh onto the low-poly model to produce a normal map
00:00In this video I'll get to baking the high poly onto the low poly.
00:04That way I get the right normals on my container, with all the detail I've added.
00:08I've taken my high poly and crunched the sides in, tessellating that mesh
00:12and adding in detail.
00:13I've rounded over the corners of the frame and even modeled in detail on the doors.
00:17I've got hinges and bevels on all the panels, even down to the groove between the doors.
00:23You can model a lot of detail in and then render it and then discard the high poly.
00:28First, I'll get things attached together.
00:30I'll select my ContainerHigh and right- click and choose the dialog next to Attach.
00:35I am going to attach in all the things I've added.
00:38The boxes are my hinges, I'll click and drag and select down through the
00:41Cylinders, which are my bolt heads, and down to Object001, that's the door I
00:44had detached earlier.
00:46I'll click on Attach, and there is everything attached in one mesh.
00:51Now I'll right-click and Unhide by Name.
00:54I'll Unhide ContainerLow;
00:56Box001 is my original bounding box.
00:59I'm ready to project.
01:01ContainerLow is already unwrapped and I'm going to project into its existing
01:04map channel, Channel 1.
01:07I'll press 0 for Render To Texture and I'll select ContainerLow.
01:10If you notice, I cycled my selection by clicking in the same place over and over
01:16until it picked the right object.
01:19There is ContainerLow listed in the objects I want to bake.
01:22I'll check Projection Mapping and pick my source object.
01:26In the Pick dialog, I'll pick ContainerHigh.
01:29This is why naming is such a big deal;
01:30I want to be able to pick my high poly easily.
01:33I'll click on Add and scroll down to the Mapping Coordinates section.
01:37I'm going to make this run in the existing channel, Channel 1, and the
01:40sub-objects will use the existing Channel 1 as well.
01:43That way it doesn't do an automatic unwrap, splintering the mesh into convenient pieces.
01:48I wanted to use the map I've set out with the resolution and placement of
01:51objects as I've got them.
01:53Finally, in the Output section, I'll click on Add.
01:56I'm going to add in a NormalsMap and choose Add Elements.
02:00You can bake multiple things, but I am just baking a normal map in this case.
02:04I'll scroll down and in those Common Element Settings;
02:07there is a name and a file format.
02:09I am going to let this run with the default name.
02:11I'm assuming for a game import I'd be renaming and organizing.
02:15And I'm going to run it as a TARGA;
02:17we can take in TIFFs, TARGAs, DDS files, JPEGs as Normals, but TARGA will work fine for now.
02:23I'm putting it in the Target Map Slot of Bump, and it will be a normal map, and
02:27there's that background.
02:29As far as Resolution, I tend to run mine big.
02:31I am going to run this at 1024.
02:33I'd rather render out the detail and reduce down, if I need, either manually
02:38mipmapping or letting something like either Photoshop or Unity handle it.
02:42But I want to start out with good detail initially.
02:45It's much harder to go up from a small map than it is down from a larger one.
02:49Finally in the Unique Settings, I'll check Output into Normal Bump, that way it
02:53puts it in the right slot so I can test it.
02:56Down in the Baked Material, I've got Output Into Source selected.
03:00This means instead of making a new material with a shell and putting it
03:03in there, it will just put it in the Bump Slot of the material I have on, my checkered map.
03:08And I want to Keep my Source Materials in this case.
03:11Again, I'm not trying to replace materials;
03:13I want it to add in.
03:14When I'm ready I'll hit Render.
03:17As we can see, the render is interesting, perhaps a little odd looking.
03:22Really I don't care about the color render here;
03:24this is simply a function of projecting those normals.
03:27I'll see how it looks and if it worked and what tweaking I need to do.
03:31We'll use maps like this when we're rendering things like complete maps or
03:34diffused maps, where possibly we're rendering procedural textures into an unwrap
03:39or lighting and baking that light in.
03:42I'll close this, close the Render To Texture dialog and right-click and choose
03:46Hide Unselected, because I have my ContainerLow selected.
03:49What we can see in here is my normal map was baked and applied.
03:54It's working pretty nicely;
03:56there is the detail on the doors, the detail on the top, and my side is even crunched.
04:01I can see I have some places I should refine.
04:04As an example, right here on the side I could use some Smoothing Groups so that
04:08the crunching follows the lines of the corrugation, and instead of showing
04:11triangles, it's dented, but we still see the crisp lines of those sides.
04:16I need to adjust the projection cage in the back.
04:18I've got a flat side when I should have corrugations.
04:22Because of the way I unwrapped it, we can see that normal actually comes around
04:25to the other side, and that's okay.
04:27I don't mind that this container is crunched the same on both sides.
04:31Again, it's difficult to see four sides of it.
04:34And because of the way I've unwrapped, I'm sharing that texture space.
04:37This is something to be conscious of if you are unwrapping and you want
04:41different dents, or crunching, on different sides.
04:44Here's how I'll solve some of this, and I'll try it again.
04:47It's okay to bake it, see it, and try it one more time.
04:50By selecting it you can see that it's put a Projection modifier onto the object,
04:55and in that projection we have distance.
04:57What it looks like is that it's not projecting out enough here on this side.
05:02I'll click Element and select that blank face here.
05:07I'll scroll up and make sure it's got the right object selected.
05:11I can take this projection and move it around by pressing W for Move and pulling it.
05:16Alternately, I can go to the Cage section and there is a Cage Push/Pull Amount.
05:21I'm going to shade that Cage so I can see it, and I'm going to push that amount out.
05:26I can play with the Push and the Tolerance and really get that in the right place.
05:30I'll push it out just a little bit and up that Tolerance in the Auto-Wrap
05:34and I'll try it again.
05:36This may take a couple of tries to get that right.
05:38As an alternate, I can always go and grab a section of corrugation here and copy
05:43and paste it over in Photoshop.
05:45We have options on this, but we can get the projection on as we want.
05:49It's a great technique, because it lets you model in all kinds of detail, and
05:52use the modeling tools that 3ds Max is famous for.
05:56We have a whole selection up here in the Graphite Modeling tools and even more
06:00over here on the Modifier panel, so you can really work in all the detail you
06:03want and not be concerned about polygon count.
06:06After all, you're going to use it and then just discard that mesh, well, not
06:10import it into the game anyway.
06:11It will get projected onto the low poly.
06:14We need to make sure we start out with a good low poly foundation and an unwrap
06:18like we wanted, with the texture space allocated correctly.
06:21Then when we bake our normals, they look right and are on the right surfaces, in
06:26the right proportion.
06:27I'll continue to adjust this and keep trying it to get it right.
06:30Alternately, I can go and fix it, and then I'll make sure it works with my
06:34diffuse map, my rust, my other pieces, my logo, and any other details.
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7. Sculpting and Painting in Mudbox
Overview of Mudbox
00:00In this chapter, I'll introduce Autodesk Mudbox into the pipeline.
00:04Mudbox is a digital sculpting application and is widely used in the game industry.
00:09What we can do is take our reasonably low-res mesh out of 3ds Max, bring it into
00:14Mudbox and subdivide it pretty heavily.
00:17As we can see here, this mesh has a lot of polys.
00:20We're dealing in 77,000 for just this hammer.
00:23What this will let us do is sculpt in all the detail we want and then bake out a normal map.
00:29We can take that normal map, either out of Mudbox here or out of 3ds Max.
00:33In 3ds Max, we can project or we can simply import the normal map in and apply
00:38it to see how it looks.
00:40I've dented and scratched the head of the hammer here.
00:42Finally, we'll look at how these show up in Unity, does it come across well and
00:47are we getting the results we want on our low poly model.
00:49We want to think of digital sculpting applications as a vital part of our
00:53pipeline for adding detail and realism while not blowing out poly counts.
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Preparing for a smooth export to Mudbox
00:00In this video I'm going to get this large sledgehammer ready to go over
00:03to Autodesk Mudbox.
00:05We have a couple of export options and different things that can come across
00:08depending on how we want our workflow to go.
00:11We've also got options as how to bring things back and forth.
00:14I want to bring this over to add some dents, as if this hammer has been well used.
00:19I'm going to make sure my unwrap works.
00:22I'll open up my UV Editor and look at the UVs.
00:25I've scaled them out and moved them over to make sure I have enough wood grain,
00:29and I've also made sure that they don't have any overlapping UVs in this case,
00:33because I want the two sides of the hammer to be unique.
00:36If you do have overlapping UVs and you sculpt on them, the same dents will show
00:40up in multiple places wherever those UVs overlap.
00:43So you want to be careful on how you're unwrapping things if you're going into
00:46a sculpting pipeline.
00:47I'll also want to and make sure my smoothing groups are set up right.
00:51I've got a couple of options to export as I said.
00:54And depending on how I do it, I can have smoothing groups come across into
00:57Mudbox 2013 and therefore keep my crisp edges, while subdividing and adding
01:02detail on the softer areas.
01:05I'll drop down to the Editable Poly and now Max is going to give me a
01:08warning message here.
01:09What this simply says is, if you move things around in the Editable Poly, you
01:13may affect the unwrap.
01:15In this case, because I'm not moving things I'm just applying smoothing groups, I
01:19am going to hit Yes and OK to this message.
01:22I'll press 4 to go in to polygon, what I'm going to do is work over the
01:25smoothing groups and the head quickly.
01:27I'll select them all and scroll down to the Polygon Smoothing Groups.
01:33Right now what I can see is that some, but not all of these faces are
01:37in Smoothing Group 1.
01:39I'm going to clear them all off and then I'm going to pick the striking face of the hammer.
01:44I'll pick one, scroll around and hold Ctrl and pick the other.
01:49I'll press F2 to shade those faces so I can see them more clearly.
01:53I'll scroll back up and grow that selection.
01:58With this selection grown out, I'm going to put these in one smoothing group, so
02:02that they smooth over to round but they keep their crisp edges.
02:07I'll put them in group 1 and then I'm going to pick other parts of the head and
02:11put them in their own groups.
02:13I'll pick the sides here, here is one and put it in Group 2.
02:17I'll pick these facets and put them in 3 and these triangles one, two and three
02:24and four and put them in 4.
02:26I'm going to back and pick these bottom facets and put them in 3.
02:30As long as I'm making a break in those smoothing groups, Mudbox will respect it
02:34when it comes across.
02:35This will be in Group 14 because it sounds good, and these two and those two on
02:41the bottom will be in 31.
02:43Finally these last triangles here are going to go in their own group.
02:47What I'm doing here is not necessarily working in an order but getting them all
02:51smoothing apart from each other.
02:55The bottom will be in Group 23 and I think my hammerhead is done.
02:59Now when I bring this in and subdivide it, Mudbox will respect those smoothing groups.
03:05I'll right-click choose Top- level and I'm ready to send it over.
03:08A little prep here is going to make for an easier send to Mudbox and a better
03:12job and a more fun time on the sculpting.
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Importing from Mudbox: choosing the right resolution
00:00I'm ready to take my hammer over to Mudbox.
00:02I've got a couple of ways to do this.
00:04The first is to select it and under the Max icon go down to Send to.
00:10What Autodesk has done starting in 2012, and now improved in 2013, is given us
00:15Send to options to different Autodesk applications.
00:18This is really neat, because it lets me work in a connected workflow with Mudbox.
00:23I'm going to send this over as a New Scene.
00:25What's going to happen is it will open up Mudbox, import that file and show me
00:30at the bottom of both Max and Mudbox that there is a live link, so if I want to
00:34update back and forth, I can see it in the other application.
00:37I'll click Send as a New Scene and see my hammer in Mudbox.
00:42I am up here in Mudbox.
00:44Down in the bottom right of Mudbox it says Connected to 3ds Max and I have a
00:48like message in Max.
00:50This is a great way to work, as you can sculpt and paint in Mudbox and see it in
00:54Max, or work in Max and update the change in Mudbox.
00:57And it leads to a very iterative, easy cycle.
01:00Now I'm going to start to subdivide this mesh.
01:03Our basic workflow in Mudbox is to subdivide and sculpt.
01:07We'll get into Paint tools later, but first I want to add some dents on my
01:11hammer, it's been well used.
01:13I'm going to scroll in.
01:14The navigation here is actually similar to Maya, we can remap if needed, but
01:19for now I'm using Alt and the mouse wheel to pan around, and Alt and the Left
01:24mouse button to orbit or tumble.
01:27I'll scroll in on the head and I'm going to subdivide by pressing Shift+D or I
01:33can choose Mesh > Add Subdivision Level if I want to use the top menu.
01:36By subdividing it I can see that it is subdividing the mesh, taking every polygon
01:41and dividing it by 4.
01:43Mudbox is showing me a new poly count up here in the top right, and I am going
01:48to add in quite a bit.
01:49Now this is now a 70,000 face hammer, that's okay.
01:53We're going to sculpt it and either extract to normal map here from Mudbox or
01:58take it back to Max and Project.
02:00This high-density hammer won't get into the game, but it's going to let me
02:04put in that detail.
02:05Here is the things we can see on the export.
02:07Although the Send to work nicely and looks good for organics, it took the
02:11detail out of my hammer.
02:12I'll press W to turn off the wireframe and we can see that my hammer has
02:16melted a little bit. This isn't good.
02:19So I have some other options in export.
02:21The big deal is really, how would you like to work.
02:24If we use the other option, a manual FBX export, we can get the smoothing groups
02:29to come across correctly.
02:30If we use the Send to Option, it's fantastic for organic objects like this.
02:34But when subdividing we lose those crisp edges.
02:37I'm going to go back to Max and manually export the FBX and import it and
02:41show the difference.
02:42Here in Max I've got my smoothing groups set up and I'll choose under the Max icon Export.
02:48I am going to export this out as HammerHigh.
02:52I'll save it as an FBX file and in the FBX dialog I've got a preset here for
02:58Autodesk Mudbox or Autodesk Media and Entertainment.
03:01I'm going to use Mudbox and under the Include Geometry I'm going to make sure
03:05that my smoothing groups come across.
03:08I'll click OK and then I'll go into the Mudbox and open that FBX.
03:14I'll click File Open, notice that Mudbox has the native .mud file and can take
03:19in other formats such as OBJs and FBXs.
03:22I'll go find that FBX in my Export Directory in my scene.
03:27Here in my Game Props 3ds Max project folder there is an export directory and in
03:32there is my HammerHigh FBX file.
03:35I'll click Open, I'm not going to save this export and I'll bring it and see how it looks.
03:41Here are the things we need to watch out for.
03:43I didn't export a selected object;
03:45I exported the whole scene, so I got both hammers.
03:48However, my smoothing groups came across nicely. Let's see if this works.
03:53I'm going to subdivide;
03:54I am going to pick that active geometry here by using the Select tool and pick that object.
04:00When I subdivide it, those smoothing groups hold.
04:03I'm subdividing this mesh and by pressing wireframe I can see I've added a lot
04:07of density, so I can sculpt the faces of this hammer or add some dents on, but it's
04:12preserved my smoothing groups.
04:13This is a big deal when sculpting as we went through a lot of effort to get that
04:17geometry looking right.
04:18Now I'm ready to get sculpting.
04:20In the next video I'll look at the sculpting tools and finally touch up the
04:23texture with some painting on the object here.
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Using the sculpt tools in Mudbox
00:00In this video I'll start sculpting my hammer, adding dents and dings to it
00:04to simulate some wear.
00:06I've brought this in now as a single mesh.
00:08I've used the Export Selected dialog out of 3ds Max and converted my wnits to centimeters,
00:14that way the scale of things works.
00:16I'll zoom in and subdivide.
00:18The big deal with Mudbox is that it's meant to work with zillions of polys, okay
00:23not zillions, many, many thousands so that we can get a really good subdivision
00:27on the mesh and sculpt in a lot of detail.
00:30We're going to take it and bake it into a normal, so we're not going to use all
00:34those polys in the end.
00:35I'll press Shift+D to subdivide and we can see it's going to tell me my polygon level.
00:40I'll do this a couple of times, taking my hammer up to 77,000 polys.
00:45That's fine for sculpting;
00:46it's going to let me add in a lot of detail.
00:48In Mudbox the tools are down at the bottom; Sculpt, Paint, Curve, Pose and Select and Move.
00:53I am going to work primarily in my Sculpt tools here and whichever tool I
00:57have selected down here on the bottom shows up in the Properties palette on the right.
01:02Right now my brush is very big, so if I start to Sculpt on this I'm going to
01:06make giant bumps on my hammer.
01:08I'm going to pull this down, bringing down the sides either using the bracket
01:12keys or the slider and bringing down the Strength as well.
01:15I'm going to bring the Size down to point 0.5 and the Strength down there as
01:19well and see how this looks.
01:21I'll zoom in nice and close.
01:22As I start to Sculpt I can see I am adding in bumps to that surface.
01:26I'll bring up the Strength a little bit more and change that brush around.
01:30We've got a lot of control including tablet sensitivity, so we can get a very good sculpt.
01:35If we scroll down, we can see in addition to stamping and mirroring there is a
01:39Falloff, and this affects how that brush falls off as we sculpt.
01:43I'm going to push that surface out a little bit, or hold Ctrl and dish it in.
01:47Alternately I can switch brushes around and try things like a Flatten brush.
01:52Right now this front face of the hammer is very curved.
01:55I am going to bring out my Flatten Brush size and start to give it some facets,
02:00brushing along here to gently move that surface.
02:03I'll scroll up and bring the Size up too, I'll bring the Strength down a
02:07little bit and push that.
02:10I'm flattening out that mesh. It's a very subtle technique but it's going to
02:14give me a nice result.
02:15I'm also going to mash and flatten some of those contours on the side, as if
02:19this hammer has been dropped a few times.
02:21We can get an amazing amount of detail in.
02:24I'll switch back and use a different brush here.
02:27I'm going to use my Imprint brush in this case and start to put in some
02:31additional patterning on this.
02:33Down here on the bottom we've got stamps and stencils we can use.
02:37We can stamp something in with the Imprint, clicking and dragging and letting it go.
02:42The strength is way too high as we can see as I just made giant jets come out of that hammer.
02:47I'll undo this and bring that Strength way down, here is at 0.2.
02:51Now when I start to imprint on that face it gives me bumps and pockmarks.
02:57I'll zoom out and orbit over so I can see it clearly.
03:01I'll drag my imprint out here and mess up the face of that hammer a little bit.
03:07I can also work through a stencil.
03:08And this is kind of nice, instead of imprinting, to let me brush in a pattern.
03:13I'll click on Stencil and here's stencils; really we can take in any image we
03:18want to be a stencil, these are just the ones that come with it.
03:21If you want to make a custom stencil in Photoshop and bring it over you can.
03:25And by clicking on this Add Stencil button we can bring it in.
03:29I'm going to use some cloudiness here, some wrinkles.
03:33And I'm going to sculpt through them.
03:35As I start to sculpt through there we can see I'm adding that pattern across.
03:39I've got navigation for my Stencil in the bottom left and I can move the face
03:44of that hammer around.
03:45I'll hit Q to hide that stencil and I can see how I've dented that face.
03:49I can hold Ctrl+Alt+Stenciling and push it in.
03:52This is going to let me really mess up the face of this hammer, as if it's being well used.
03:57I'll continue sculpting, subdividing as needed and then come back and look at
04:01painting and refining.
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Painting in Mudbox
00:00In this video I'll start to paint this object.
00:03I've already got a base diffuse texture,
00:05although I could easily paint that here in Mudbox too. I've continued to sculpt
00:09this a bit, as we can see on this part of the hammer I've mashed some of these
00:13edges and dented and scraped the top using the stencils, both sculpting through
00:17them and imprinting in.
00:19I've used the Grab tool and Smoothing and Pinching to massage these edges, so
00:23that they are not as perfect, to really simulate some wear on this.
00:26Finally there is this other side that's just really beaten up, as if it had been
00:31completely chipped away.
00:32For painting, we can switch to the Paint tools, and we have a lot of familiar
00:37brush tools available.
00:38I'll go over my Paint layers, and right now what it shows is, in the Diffuse
00:42channel is Map #6, the original map that came across.
00:45I've got a strength on this, which I can dial up and down if needed.
00:49What I'm going do is, make a new diffuse layer and add some additional rust and wear on here.
00:54I'll quick on my layers and make a new layer.
00:57What Mudbox asks is, how big should this be? What's it called? What format is
01:02it, and where should it go?
01:03I am going to put this in the Diffuse and I'm going to paint as a TIFF at 1024,
01:09so it's an over-paint, it's little big, but it'll let me get good detail in, then I
01:12can reduce if needed.
01:14I'm going to name this rust.
01:18With my Paintbrush selected, I've got standard paint controls, Color, Size,
01:23Strength, Mirror, all the familiar things.
01:26I'll click on the color and I'm going to choose a rust colored here.
01:31If I get started to paint I'm going to get giant streaks.
01:34What I usually like to do to paint is reduce down the strength of that brush and
01:39set this over as a blending mode.
01:42We've got in here different blending modes for our layers and these are our
01:45standard familiar blending modes.
01:47I'm going to blend this over as a Multiply, just like with a shipping container.
01:51As I paint here with a nice low strength, I'm going to add some rust over this.
01:57I'll multiply in some rust for some darkness on the bottom here, and then I'll
02:00come back and change this over instead of painting as a Multiply, I'll switch
02:05into a normal layer.
02:06I can also add in other pieces and other layers to really kind of get that look together.
02:12I'll add in some rust, change the color and go a little darker, then I'll take
02:17that strength up just a bit and use my brackets to upsize the brush, and I'll
02:21over-paint, just a little bit of darker rust on this.
02:25As if this handle had maybe water dripping on and it started to rust in this part.
02:29It's a great way to be able to paint straight on an object, as long as our UVs
02:33are wrapped nicely, we'll get the paint where we wanted, and we can add in a lot
02:37of layering and detail here.
02:39We'll export these maps and bring them in as our material.
02:42But this is a great way to get objects fine-tuned.
02:46I'll add in a little bit more rust here on the top, just making those scratches
02:50really kind of shine.
02:52Here's a little bit of rust on the face. I thought it was too clean, so I'm
02:57going to dock this in just a little bit.
02:59We can also work with a Wacom or a Cintiq if needed here.
03:02Finally we can paint in other layers.
03:04Right now I'm painting in the Diffuse color, but I'd like to paint some
03:07specularity as well.
03:09I'll click on New Layer, and instead of painting in the Diffuse Channel, I'm
03:13going to paint in the Specular.
03:15I'll paint this at 1024 and I'll name this Shine.
03:21I'm going to paint here in the Specular Color, so I'll switch that color up to
03:24something brighter, when this rust is shiny it maybe much yellowier.
03:30I'll start to add in that specular color, and actually what's going on, as you
03:35can see as I orbit around, is when that rust is shiny, it shines in this color.
03:40It's pretty cool to be able to paint that.
03:42What it lets us do then is put in all of our different channels and see how they
03:47react, so that when we bring them into game, they're going to work correctly.
03:51I'll add in one more and then start to export.
03:54I'll put in a new layer and instead of Specularity, I'm going to do a Gloss channel.
04:00Glossiness determines how shiny is the object; specular is what color is it when it shines.
04:06In my gloss I'm going to paint in a near white.
04:11I'll go in the hammerhead and start to paint in my glossiness, what this is
04:15doing for me is, letting this shine more.
04:19As I spin around, I get more of a shine on that head.
04:23I'll do it again up here on the top in the scratches so we can see it.
04:27I'll pull that shine down, and as I start to paint, I get my color.
04:32Now I may want to play with this a bit as it's getting too dark and it's too big of a brush.
04:38I'll pull my brush way down and I'm going to paint a very, very low strength on this.
04:43I'll start to paint in right there where those scratches are, and here it is less shiny.
04:50I'm actually taking out part of that specularity and custom tuning it.
04:54What I have put in here are long, rusted scratches.
04:57As we orbit around, we can see that shine changing on the model and this is
05:01pretty cool to be able to paint it and see it, to get good use out of the
05:06viewport and see how it's going to behave in a game.
05:08As I move around we can see that head has been scratched and that specular
05:12color shows through.
05:13It's going to be here in the normal map for the scratches, plus the glossiness,
05:17and a specular color in addition to the diffuse map.
05:20We can get some really rich painting going on, and use those channels in
05:23different ways in our game.
05:24When I'm all done painting, I'm going to export these out and I can either
05:28bring them out into Photoshop or take them straight in Engine or back into 3ds
05:32Max to see how they look.
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Exporting paint layers from Mudbox
00:00In this video I'll look at taking the paint layers out, exporting them out of
00:05Mudbox and taking them both into Adobe Photoshop for further editing, as well as
00:09exporting flattened layers for use in Unity or 3ds Max.
00:12I have two channels going here, a Diffuse channel and in there are three layers
00:16and a Specular channel with one.
00:18I've got different ways I can export depending on my needs.
00:22I'll take my Diffuse channel, select any of the layers inside it and on the
00:26flyout here choose Export Channel to PSD.
00:29We can take a layered PSD out of Mudbox including the template or mesh
00:33overlay, and further edit it, or use the tools in Photoshop that are more
00:37suited to what we need.
00:39I'll choose Export Channel to PSD and I'll name this.
00:43I'll put it in my sceneassets > images > working folder.
00:46Remember I have a working folder here so that PSDs are not available for
00:50choosing as a texture.
00:52In case I have a lot of other working data in there, that I don't want Max to be confused with.
00:57I'll call this one HammerWorking and I'll click Save.
01:01It's going to pull it up here in Photoshop.
01:04There is my hammer, including the base mesh, and I'm ready to do other work on it if needed.
01:09What it gave me is a layer that's the base mesh, essentially our template we
01:13can turn off and on.
01:15It put out each of my paint layers as separate layers here, and finally it added
01:19in a neutral gray background, in case there are any gaps or goofs in there.
01:25There is the paint work I've done, with the rust on the head and the dirt on the
01:28handle I've put on. I can now keep editing this if needed or downsize it, then
01:33I'll export it out and use it in my game engine.
01:36I'll save this out, choosing File > Save As.
01:41We don't always have to take it out as a PSD, but some of the times it's handy
01:45to be able to do that for other workflows.
01:47I'll call this one HammerC and I'll place it up one directory in my
01:52sceneassets > images folder.
01:54I'll make this a TIFF image, turning off Layers and turning off the Alpha
01:58Channel, because I don't need transparency here.
02:01What I may end up doing, and this is a possibility we'll look at in future
02:04chapters, is taking this Diffuse and combining the Specular into the alpha
02:09channel in Photoshop.
02:10That way Unity will see it, but for now, I'm just going to bring out this Diffuse channel.
02:15I'll click Save and click OK.
02:17Now I can bring this into my hammer in 3ds Max into the material and apply it.
02:22I'll go back to Mudbox first and take that Specular channel out.
02:25Here in Mudbox, I'm going to right- click on my Specular layer and instead of
02:29exporting out of PSD, I'm going to take out this map as a single image.
02:33I'll right-click on that layer and choose Export Selected.
02:37As an alternate, I can use the menu up at the top and choosing Export Selected.
02:43This let's me take out a single layer out of the channel.
02:46I'll put it into sceneassets > images and call it HammerS for Specular.
02:53Now I've got my paint layers out.
02:55In the next videos we'll look at how to take the normal maps out and also the
02:59base mesh in case we've moved them around.
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Extracting and exporting a normal map from Mudbox
00:00In this video I'll extract the normal map from my high poly sledgehammer.
00:05This is a process something like the Render To Texture in 3ds Max, and it's
00:09really a personal preference and workflow choice which one you use.
00:12I'll show this and then we'll show this hammer in 3ds Max as well.
00:17It's really a question of where do you want to do the baking, and what gives
00:21you the best result?
00:22Baking in Mudbox is pretty easy. I'll choose Maps > Extract Texture Maps. I'll
00:27do a New Operation and in that operation, I've got some choices.
00:31I'm going to take out of here a Normal Map.
00:35Once I click on Normal Map, it takes me down to the Normal Map
00:38Extraction parameters.
00:40The first thing I want to look at is are my Source and Targets correct.
00:44My Target Model is the level 0 hammer, my source is the highest res.
00:49These don't have to stay at the defaults.
00:51We can res-up and res-down, using the Page Up and Page Down keys to step up and
00:56down in the subdivision levels depending on where we need to bake.
00:59As an example, you may start out with a level 0, subdivide the level 1 and sculpt
01:04and bake from level 5 to level 1.
01:08In this case, I'm going to bake down to the lowest res mesh.
01:11I'm going to use the Creases & Hard Edges and Smooth the Target Models.
01:16I'll scroll this down and look at the parameters.
01:19The defaults are pretty good.
01:21What this covers for us is how are we choosing to sample, are we going from to
01:25the outside points to the inside, and also what size is the image.
01:29What I'll do is generate one map at 1024 square and turn on some Antialiasing,
01:34so it smoothes out my normals nicely.
01:37In the Normal Map Output I want to pick which way I'm working.
01:40Maya and Softimage have a different flipping of the X and Y, or the red and
01:45green than 3ds Max.
01:47We can always go in and change these around if needed, but I am going to make my
01:51Compatibility 3ds Max in this case.
01:53We want Tangent Space normals, as this determines how it's reorienting those
01:57surface normals apparently with that map.
01:59I'm going to put this out as a texture.
02:02We have an option here for Ptex if you are working out to a RenderMan workflow.
02:06For games I'll put it out as a Texture and I'll put it in the Base File Name and
02:10browse it over to where I want it.
02:12I'm in my Exercise Files > Game Props > 3ds Max project.
02:16I'll put this into the sceneassets > images folder.
02:19We have some options here about how to put out our normal maps.
02:22Although the default is PNG, we have a lot of different possibilities.
02:26I'm going to choose this as a TIFF and put a name in;
02:29I'll call this HammerN for normal.
02:33I'll click Save and when I'm ready, I'll click Extract.
02:37Mudbox will take a minute, extract out this normal and ding when it's done.
02:43The extraction finished successfully.
02:45If it was unsuccessful, if I had made that mesh go irrational or crossover
02:49itself, or have places with volume of zero, it would give me a warning then, but
02:54it looks like everything worked nicely.
02:56Now I'm going to go back into 3ds Max and add this into my material.
03:02Here in 3ds Max I'll press M to pull up my material editor.
03:05I'm going to make a new material for my dirty large hammer.
03:09I'll click on a material and in my Diffuse channel I'm going to put a bitmap.
03:13I'll click on the Map Slot and choose Bitmap for my Standard maps, and in there
03:19will go my hammer image I've painted.
03:21There is HammerC, that's my Diffuse Texture.
03:25I'll pick that one, go up to the parent and scroll down to the bump.
03:30Into the Maps and the Bump I'll put a Normal Bump.
03:35I'll double-click on Normal Bump, click on Normal and add in a Bitmap.
03:40Remember we need to do this to let Max know that this is a normal, not a standard bump.
03:46We can also add an additional bump if needed.
03:49I'll scroll down and there's my HammerNormal that I've baked out.
03:53I'll take a closer look and what we can see here is that the handle has some
03:57variants to it and really all that subdivision showed up in the normal map here on the head.
04:03That's all my sculpting in that face and there are those scratches.
04:07I'll click Open and see if this worked correctly.
04:10I'll go up to the parent, rename this material and assign it;
04:14I'll call this Hammer Large.
04:19I'll select the object and assign the material to this selection.
04:23I'm going to turn on the Show Shaded Material in Viewport toggle and I'm going
04:27to make sure my bump looks good at strength of 100.
04:31We can modulate a bump if needed, but it's a good practice in here to make sure
04:35your bumps or your normal maps run fine at full strength.
04:39Not all game engines will accept modification, it may be simply a choice of
04:43there is a bump or normal or not.
04:46I'll deselect, go around and see if it worked.
04:49There is that rust painting and it looks pretty good.
04:52I can tell my normal map is working when I put a light in, but so far the
04:56rusty head looks nice.
04:59I'll click on my Standard lights, add a point light in and see if this worked.
05:06I think it's working, I'm going to make sure under Realistic that I choose
05:10Materials and Realistic Materials with Maps.
05:13Just to verify that my normal map is on.
05:16And there it is. It's always good to put a light in and see that
05:19change dynamically.
05:21I'll pull this over and there are those scratches; looks like my sculpting
05:25worked nicely and now I appear to have a lot more detail on this object than
05:29it started out with.
05:30In reality it's still the same number of polygons and there's that
05:33specularity and the rust.
05:36I'm ready to take this across into Unity, but before I do, I'm going to show
05:40another method of projecting in 3ds Max in the next video.
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Projecting normal maps from a Mudbox model
00:00In this video I'm going to export this hammer out and bring it into 3ds Max.
00:05I'm going to try my projection and baking for normals there.
00:08Which workflow you choose is really up to you.
00:11It really depends on the look you want, and the control you want when you bake your normals.
00:15What I'm going to do is take this down a level of subdivision before exporting.
00:20I'll press Page Down and there's that Level 4 subdivision shown, with 19,000 polygons.
00:27I'll go down to my Select/Move tools, pick Objects and select my hammer.
00:32I can also pick it over here on the object list.
00:35I'll choose File > Export Selection.
00:37We can send to 3ds Max, either updating a current scene or sending, or
00:42exporting as a new scene.
00:44I'll choose Export in this case, and I'm going to name this hammer.
00:49I'll put it out as an FBX into my Game Props Project > import folder.
00:54That way when I go to import it in 3ds Max, it looks in the right place.
00:59Mudbox exported out my mesh and now I'm ready to go over to Max and pull it in.
01:04Here in 3ds Max I've got my low res hammer and my high res should overlap it exactly.
01:09What I will do is rename this low res, selecting it and putting Low at the end.
01:15That way there's not a name conflict coming in.
01:17I'll choose on the Max icon, Import.
01:21And under Import I'm going to import in my FBX.
01:26I'll pick that hammer FBX.
01:28Notice how that project management really applies here.
01:30When I went to import it, pulled it straight in from the right directory.
01:34I'll click Open, and in the dialog that comes up, I'm going to choose my Current Preset.
01:39I'm working on the Autodesk Media & Entertainment.
01:42If we need to customize, such as in Geometry, importing Smoothing Groups we can.
01:46I'll click OK and it should bring in my high res hammer.
01:50It looks like my hammer worked nicely and actually there are two of them
01:53perfectly overlapping.
01:54What we can see here, and you can tell by the flickering is that the low and the
01:58high res hammer are right over each other.
02:00So I'm ready to bake.
02:01I'll press 0 for Render To Texture, and I'll click and make sure I select
02:06HammerLargeLow as my base object.
02:09I'll check Projection Mapping and pick the high res.
02:12There is my high res hammer and I'll click Add.
02:16I'm going to use my existing Map Channel and Use the Existing Channel for the Sub-Objects.
02:21I'll add in a NormalsMap and click Add Elements.
02:25I'll scroll down and I'm going to run this out at 1024.
02:29It seems big but I'd rather make it large and then downsize it.
02:32I'm going to leave the name alone as I may come in and rename things when I'm
02:36ready for importing.
02:37I'll output this into the Normal Bump and scroll down and make sure that I'm
02:41outputting in the source, so it goes in the right place.
02:44I'll click Render when I'm ready and I should see my normal map shortly.
02:49Max rendered out our Diffused Texture and we can see the two meshes
02:52overlapping somewhat.
02:54I'll turn that off and close the Render To Texture dialog.
02:59I'll right-click and choose Hide Unselected.
03:02Now I can see my hammer cleanly and I'll make sure that normal map came in.
03:06I'll press M for Materials and, there's my material; it actually put it into the wood.
03:12I'm going to put this in another material so I can see it.
03:15I'll click on a material and in this material into the Diffuse Map I'm going to
03:19put that hammer paint that I had done.
03:22I'll choose Bitmap and in my sceneassets > images I'll scroll down and pick my painted hammer.
03:30There's HammerC and it's got the rust on it.
03:33I'll go up to the parent and I'll scroll down or roll up the Blinn Basic
03:37Parameters, and go into the Maps.
03:41Here in the Bump Map, I'll click on the None slot and I'll choose Normal Bump.
03:46I'm going through and making a custom material just to make sure it's all coming in clean.
03:51In the Normal slot I'll click on None and put in a bitmap.
03:55I'll scroll down and there's HammerLargeLowNormals.
03:59I'll view this and see how it came out.
04:02It looks pretty good.
04:03I've got some maybe oddness in the subdivision here, but it seems to
04:07work pretty nicely.
04:08And there's that head, the one that's been beaten up.
04:10There're the scratches and all the different parts.
04:14I'll click Open and I'll go up to the parent.
04:16I'm going to make sure that the Strength is 1, go up to the Root Maps and make
04:21sure that Bump runs at a strength of 100.
04:23As I've said before, it's good to make sure that your Bump Maps run at full strength.
04:29Often we have an option to have a normal, not necessarily how strong is it,
04:33but is it there or not.
04:35So I've put it on and I'm going to make sure I assign this material to that object.
04:40I'll show this material in the View and it looks pretty good.
04:45The last test I'll do then is to put a light in.
04:48I'll click under my Standard lights and choose Omni.
04:51I'll put a light in this scene, press W to move and pull it over.
04:55I'll pull it up and see if those scratches read.
05:00I'm going to make sure I go under Realistic > Materials > Realistic Materials
05:06with Maps and the viewport configuration.
05:09There's the normal map.
05:10It looks like the projection may have had a little trouble at some of the
05:13corners as I'm getting star shapes.
05:15This may be a function of the projection cage which I can go back and tweak.
05:19What this serves to illustrate is that there is different ways of baking.
05:23I can go back here in Max very easily and play with that projection, and this
05:27cage exploding out here may need to slim down a little bit. That could be the
05:31reason why I'm getting those odd shapes.
05:34We can go back and tweak this if we need or we can work straight out of Mudbox
05:37extracting normals there.
05:39Whichever way you do it is up to you.
05:41It really depends on you getting the look you want as part of your modeling process.
05:46Now I'm ready to take these into Unity.
05:48I'll pick the best version, pull it in, light it and see how it looks.
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Importing and assigning objects and maps in Unity
00:00I've exported my model out as an FBX, and dropped it in the Unity Assets folder.
00:05Unity recognizes that and imports it automatically.
00:08I've slid it over next to the other hammer and I've also put the maps in that
00:11same directory so they come in.
00:13Here's HammerC and HammerN.
00:16I need to change these around a little bit to make sure they come in right and I
00:20am going to put a material on my hammer.
00:22HammerN is the normal map, what I need to do is make sure Unity regards it
00:26correctly, so under Texture Type I'll dropdown under Texture and choose Normal map.
00:31I don't want to create it from the grayscale, as I've already made it, so I'll
00:35uncheck this, and the filtering looks good for now. I can always come back and
00:39play with this if I need.
00:40In here I can also set the max size. It depends on how we are going to be using it.
00:45A size at 1024 is maybe excessive for a tool like this is and should really max
00:50out of maybe 512, but I rendered it nice and high, so that way I have the
00:53flexibility if needed.
00:55I am going to reduce this down.
00:57I'll try it at 512 so it doesn't eat up a ton of memory and I'll hit Apply.
01:02My color is the same, it's a texture that works nicely, but I need to reduce
01:07this size down. I'll make it 512 and hit Apply.
01:11Now I'm ready for the material.
01:13I'll right-click in my Project Window and choose Create > Material.
01:17I'll name this material and I'll call it HammerLarge.
01:25In this material I am going to change it over from a diffuse material to a
01:29material with normal.
01:30I'll dropdown under Diffuse and pick Bumped Diffuse.
01:34I can also do a Bump Specular if I need. I'll see how this specular map looks in a minute.
01:39In Bumped Diffuse I can drag my maps in.
01:42I can either click on Select or I can pull them straight from my Project Window.
01:46I'm going to pull my HammerC and throw it on that Diffuse texture, then I'll
01:50pull that HammerN and pull it right in.
01:54You can see here how naming conventions are important; that I was able to go
01:57and find those maps easily, and that's a big deal when you're working with a
02:01lot of objects in a game.
02:03Now I'll take this HammerLarge material and drag it right onto that hammer.
02:08We can see here in the Inspector that that material is now applied and when I
02:13look at the hammer and zoom around it, I can see that normal map working, even
02:17at its reduced resolution.
02:19There is that dented head, there is the rust, the scratches, all the fun
02:23things I put in there.
02:25The detail in Mudbox really comes across.
02:27I'm ready to use this in part of my game, make it something a player can pick up
02:32and bang on things, or leave it around as general color in the scene.
02:35Digital sculpting apps are important in the game pipeline.
02:38As they let us add in a lot of realism in detail while not blowing out
02:42our polygon counts.
02:43We always want to keep our polys fairly low, and really maximize how we are
02:48using our texture's space, and as part of that being able to sculpt in really
02:52good detail and painted on a model is important.
02:54I want to use a mixed workflow in Max, Mudbox and Unity to get what I need and
03:00to get it right and on time.
03:01I want to stay organized while I do it, and I can get really good-looking stuff.
03:06In this case it's a really good- looking large rusty sledgehammer.
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8. Ambient Occlusion and Specularity
Overview of ambient occlusion and specularity
00:00In this chapter, we'll look at adding realism and detail to our game props
00:05using Ambient Occlusion imagery baked out of 3ds Max, as well as Specular maps
00:09painted directly from the Diffuse channel in Photoshop.
00:12We'll look at how to put them easily into an alpha channel and how they show up in a game.
00:17We can really see a difference when an object has and does not have.
00:21That rust on the left side is just as shiny as the paint.
00:24On the right side, the paint is definitely more shiny than the rust, which is
00:28eating through the surface.
00:29It's a great way to add realism and detail to your game objects and not
00:33increase the poly count.
00:35When it's done right into the existing UVs it's a tremendous plus in
00:38the realism.
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Setting up ambient occlusion as a texture
00:00In this video, I'll look at getting ambient occlusion set up as part of a texture.
00:04We can use ambient occlusion as a foundation for rust and dirt and we need to
00:09have an understanding of what it is and what it does first.
00:11Ambient occlusion is the blocking of bounce light between adjacent objects.
00:16As we can see here in this rendering, the container is adjacent to the ground
00:20and has blocked the bounce light, returning darkness for us.
00:23This also shows up right under the top of the corrugations here and along the edge.
00:27It's a great way to make detail pop out on a model.
00:30We can use it as a foundation for dirt or rust and also to make all the little
00:35shadows we expect to be there, have some punch.
00:37Here's my container and I am going to get it optimized for occlusion.
00:41I'll select the container and open up the UV Editor and take a look.
00:46This looks fine, at least for our texturing it works nicely, but for ambient
00:50occlusion this will cause some problems.
00:52Because I've got multiple objects overlapping their occlusions will overlap when
00:56I render to texture.
00:57So I'm going to optimize this mesh a little bit just for projecting out occlusion.
01:02I'll drop back down to the Editable Poly and I'll click Yes to the warning that pops up.
01:07I'll press 5 for Element and I'll turn off my Soft Selection that was on.
01:12What I'm going to do is leave this side here, but I'll spin around and delete
01:17the other corrugated side.
01:19I'm also going to delete the bottom and that way the top gets its
01:22occlusion correctly.
01:24Finally, I'll go into that unwrap and grab some of the shells and move them out of the way.
01:29I'll right-click choose Top-level and go into the Unwrap dialog and into the Editor.
01:35Where I've got multiple elements overlapping is going to cause a problem in the occlusion.
01:39What I'm going to do then is take one of each and leave them in here and take
01:44the others and scale them into a place I'm not using.
01:47I'll do this and then get ready to bake.
01:50I've optimized this UV layout a little bit as well.
01:53I've taken lot of those linear elements and scaled them down here just out of
01:58the way, leaving me a couple of singular corners and just two of the linear
02:02elements for the sides.
02:04This is a place where thinking through how you stack those UVs is a really good idea.
02:09You could even run the ambient occlusion and stack the UVs on top of it for the right look.
02:14Now I'm ready to bake.
02:15I've got that mesh optimized and so it should bake nicely.
02:19I'll click on the Render Setup and make sure down in the bottom of the common
02:22parameters under the Assign Renderer dialog that I assign mental ray to the
02:26Production Renderer.
02:27I'll click on the Choose Renderer button and select mental ray.
02:32I'll go to the Indirect Illumination tab and turn off Final Gather;
02:35I don't need that for my occlusion.
02:37I'll go to the Renderer tab finally and change my Minimum Sampling to 1, so I
02:41get better anti-aliasing, smoother quality.
02:44I'll close this and then press 0 to pull up the Render To Texture dialog.
02:48I've got my ContainerHigh selected and I'll scroll down, making sure I'm using
02:53the Existing Channel, Channel 1 in the unwrap.
02:56Now under the Output Size I will click on Add and there is the Ambient
03:00Occlusion. I'll click Add Elements and it wants to put it in a Map Slot.
03:05I'm not going to put a Target Map Slot in as I don't want it to go in as part of
03:09a material, instead I want to use it as a foundation for texture painting.
03:12I'll let it be the default name and change the Resolution, I am going to
03:17run this it at 1024.
03:18Here in our Unique Element Settings there is our ambient occlusion parameters.
03:22The Max Distance of 0 means everybody occludes everybody, no matter how far apart.
03:26I am going to pull this is up to 18, so I get local occlusion that really makes
03:30all the detail pop out.
03:32Spread determines how that occlusion sits in the corner or spreads out into that zone.
03:38Finally Samples are our quality;
03:39I am going to kick mine up to 32 to eliminate some dots and spotting.
03:44The Bright and Dark colors determine from no occlusion to full occlusion what
03:48color do we get. I'm going to leave those alone so I get the maximum range.
03:52I'll hit Render and I'll wait for the occlusion and I see how it looks when I am done.
03:57It brought an error message for me, and this is okay.
04:00All it's saying is, you didn't want to put this anywhere, is this okay?
04:04And yes it is, because I just want the image.
04:06I click Continue and Overwrite an existing file.
04:12My rendering is finished and although it presented me a nice looking diffuse
04:15render, it's not what I need. I'll close this;
04:18this is a byproduct of any Render To Texture.
04:21And here I can view my occlusion without leaving the Render To Texture dialog to
04:24see if it worked right.
04:26I'll click on the File Name and Type chooser button and it pulls up out of my
04:30sceneassets > images, all the images available.
04:33I'll scroll down and there is that Container High Occlusion image.
04:37I'll select it and check View; there is the occlusion and it worked nicely.
04:42We can see in here where the occlusion may have issues, especially in places
04:46with overlapping polygons like those corner blocks.
04:49I need to go through and optimize those further.
04:51But down here where I've got this corrugated mesh hitting that linear framing
04:56element, and along here there's my side, it worked beautifully.
05:00The occlusion gave me darkness on the corners and really makes all the detail pop out.
05:04The neat thing is that this is the natural place where rust will happen, and so
05:08this is a great foundation for rust and dirt in the model, and adding what we
05:12perceive as more detail.
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Using ambient occlusion as a foundation for rust and dirt
00:00In this video I'll explore multiple occlusion passes, as different ways
00:04of dealing with dirt.
00:05I've got my shipping container, or well, half of it anyway.
00:08I've done some optimization so the occlusion bakes out cleanly.
00:12I want to go through and do a little more at some point, but now I'm going to
00:16bake out multiple occlusion passes.
00:17Sometimes we want two different parts to the occlusion.
00:20We want local very tight occlusion in all of the corners to really make those
00:24details pop out, and then a bigger more spread occlusion for things like dirt
00:28and rust that creeps up surfaces.
00:30I'll press 0 and pull up the Render To Texture dialog again.
00:34I'm going to leave all the parameters set as they have been, using the existing
00:38channel and making an occlusion image.
00:40But I'm going to rename this one.
00:42Right now I've got an occlusion with the default name already rendered,
00:45ContainerHighAmbientOcclusion.
00:47I'll click on the button that lets me choose where it's going to go and I'll put it 2 in here.
00:52I'm going to render this out as a Targa.
00:54As an important note, when you're rendering intermediate textures like this, use
00:58a format that's uncompressed.
01:00Disk space is relatively cheap, and losing data by compressing, such as with a
01:04JPEG, means you may have artifacts in your texture.
01:07So for the intermediate files that you are going to render, use and then throw
01:11away, render them uncompressed so you get your full data there.
01:15I'll click save and OK.
01:18In this case, what I'm going to do is vary that distance of occlusion.
01:22The original distance I'd done was at 18 and that really let the occlusion spread
01:26decently in local areas.
01:28Now I'm going to push that Max Distance a little farther out.
01:31I'll push it out to 48 and I'm going to play with this Spread a little bit.
01:36This is going to give me a foundation for overlaying rust in all of the corners,
01:40and starting to build in places where may be streaks have occurred from water
01:43running down the container.
01:45I'll take this Spread down just a little bit.
01:48At 0.7, a little more of the darkness will hang out towards the corners.
01:52Now I'm ready to render.
01:53I'm going to render this and I'll pull up the images plus the diffused texture
01:57in Photoshop, layer them together and start to see how this is going to look.
02:02Again with rendering, I get this error message.
02:04If it bothers you, you can check the Don't display this message again box, and
02:08then just hit Continue.
02:10It's just noting that this is not specified to go to a material slot.
02:15I've rendered out the occlusion and I'll check it out and see how it looks by
02:19clicking on the chooser button and scrolling down.
02:22There's that Occlusion2.
02:24I'll click View and see how this came out.
02:27What I'm getting here is a little bit more of a spread in the occlusion.
02:30I may want to vary this, adding in other objects to further deepen it or
02:35reducing the amount of occlusion.
02:36I bring these into Photoshop now and lay them together and see how it looks.
02:41I've opened up my working shipping container in PSD in Photoshop and I've got
02:45the ambient occlusion image open as well.
02:47I'm going to take that occlusion image and copy and paste it after I've reduced
02:51it into this container map.
02:53As we can see up here in the top, the sizes are different.
02:56This container was drawn at 2048;
02:59the occlusion map was rendered at 1024.
03:02I do have some options in here.
03:03I could either shrink the container map or render the occlusion up a higher res.
03:08I'm going to take this and blow it up a little bit.
03:10I'll press Ctrl+Alt+I and upsize this to 2048.
03:17Now I'll select all by pressing Ctrl+A, Ctrl+C for Copy, and paste this into my container.
03:24It pastes right over and looks pretty neat.
03:26Here's how I'm going to make this work.
03:28I'll turn off that Rust group, and take this Occlusion group and colorize it.
03:33I'll press Ctrl+U for Hue/Saturation and colorize that image.
03:38The white gets left alone and I'll shift the Hue around over to a rusty shade.
03:43I'll click OK and set its blending mode to Multiply.
03:46What this gives me is the start of a rust foundation on my container, in this
03:52case on the green one.
03:54I'll zoom in and see how well it worked. It's not bad.
03:58I can see places where I should probably render a higher resolution.
04:01But the nice thing with it is I'm getting all the detail and the
04:04corrugations popping out here, and it's getting me the shading along those
04:08corrugations correctly.
04:10This is really going to add to that model.
04:12What I can do now is on this layer actually paint in white and start to erode or
04:17erase some of that rust.
04:19Alternately, I can paint in that same rust color on the occlusion, and further
04:23enhance it, as if the rust had started up here at the top and dripped down some
04:27of the corrugations.
04:28Occlusion is a terrific foundation for things like dirt and rust, and is also a
04:32fantastic way to simply make the detail pop out.
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Using ambient occlusion to add detail to textures
00:00With the occlusion rendered out we can use it not just to lay over an image, but
00:04to help add detail in as a foundation for our rust and dirt.
00:08I've taken my occlusion and put it into my PSD of my container;
00:11I've turned off the other layers so we can see the occlusion clearly.
00:14Right now the occlusion is very even, top to bottom it's just about the same on each shell.
00:20It works nicely down on the bottom;
00:22I'll turn on that base blue so we can see it.
00:24And it gives us a some good grounding darkness and dirt.
00:28When I turn on the rust it really accents nicely on the bottom, as that rust is
00:31nice and deep where it should be.
00:33However on the top it needs a little bit work here and I'm going to alter it
00:37a little bit, brushing in some pieces and actually taking out some parts to add some detail.
00:41The big deal is that when you render occlusion you shouldn't just use it
00:45straight out. You've always got to alter it, customize it, make it fit the
00:49circumstance a little better.
00:50I am going to work down here on the long side of my container as that's one
00:54the most visible parts.
00:55I'll zoom in and I've got my layer now called AO Rust selected.
00:59What I am going to do is start to paint over it in white.
01:03I'll press B for Brush and I'm going to work in a normal brush at maybe 50% or so.
01:08I'll right-click and make sure my brush is very soft.
01:11What I'll do is mask out an area I want to paint and paint in, in white, erasing
01:16some of the occlusion, making it a little bit more irregular.
01:19I'll press M for Marquee and select the top of that container.
01:24I'm going to leave this nice darkness here alone as I like the way that looks.
01:28Now back in my Brush I'm going to just add in a little bit of white in places,
01:33taking out some of the occlusion and leaving some alone.
01:36I'll hold the Spacebar down, pan over, press M for Marquee and pull that
01:41Marquee over as a mask.
01:43This means that I can only paint in that Marqueed area.
01:45Now I'll brush a little more.
01:47I may even reduce down the Opacity in places, just to vary it.
01:51I've got a little dirt here and there but not consistently.
01:56The big deal is we don't want it to be perfect and consistent, although it
01:59rendered that way, we need to vary it around.
02:02This is going to help add some detail and I'll take this one out completely.
02:05What this will do is give me more natural looking dirt, as if this had weathered
02:09and sat out for a while.
02:11What we want to think of is, we're going to put the dirt in but where did it go
02:16and how did this container get some wear and tear.
02:18By extension with the rest of our props with our occlusion renders, we can
02:22render out the occlusion and then erase it and paint over it to make a more
02:26organic looking piece that's weathered naturally.
02:29I'll repeat this down on the bottom adding just a little bit in this case.
02:33I'll zoom in and I don't really need to mask because I'm against the edge of the document.
02:38If I need to do, I could use the Marquee again.
02:40In this case, and let me turn off the blue so we can see what's going on, I'll
02:44eyedropper that bronzy rust color, pressing I for Eyedropper and clicking on it.
02:49Now I am going to brush in here.
02:51Remember in Photoshop, when in doubt use another layer.
02:54I am going to put a new layer in so I can see how this works.
02:58I press Ctrl+Shift+N, made a new layer and now I'm just going to accent that
03:03occlusion a little bit, just a little extra here and there, as if some of the
03:07dirt had spread up the side.
03:09A little extra just helps it get going.
03:11And painting in that same color makes it blend nice and even.
03:15We want to do little bits at a time.
03:17We don't want to just come in and lay a giant streak over it.
03:20We want to blend it in naturally using the natural rise and fall the occlusion
03:24to really accent and add that dirt.
03:26In this case I am going to put a large smudge right up the side.
03:29Now when I turn on that Rust layer and my Base blue again I get a good look, but
03:34wait there is one more thing.
03:36I had changed the AO Rust layer to a Multiply blending mode, Layer 1 is not.
03:41To make sure this works right when painting detail like this, I'll take this AO
03:45Rust layer back to a normal layer, making sure it's at 100% Opacity and making
03:51sure that Layer 1 is up as well.
03:53Now I'll press Ctrl+E to merge those down and now I'll switch this back over to
03:58Multiply, turn on my other layers and see how it looks, much better.
04:04As a foundation for rust the AO blends in beautifully, and it looks like this
04:08container is really rusting right into the grooves and all the detail is popping out.
04:13Up here at the top, the dirt varies nicely, as if this has sat out and gotten
04:17water stains and other things.
04:18It's good to render out AO, and it's even better to come in and hand brush it
04:22a little bit so it really looks like it sat out in the rain for a couple of years.
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Painting a specular map
00:00In this video, I'll start to look at specular maps for our shipping container.
00:04Most things look better with a specular map and we have a couple of ways of
00:08doing this and a couple of ways of implementing it.
00:11In this case what we're seeing is my low -res container, the sides are actually
00:14flat, and I haven't put on the normal, just the diffuse to the ambient
00:18occlusion, and already it looks like there's a lot of detail.
00:21Plus the rust is in the right place.
00:23We can see in here where the upper and lower framing elements need to be
00:26remapped as the occlusion is in the wrong place.
00:29But I knew that was going to happen and I was going to iron out those shells later.
00:33What I am going to do then is look at a specular map and here's why.
00:37Right now in this material, and this is true in Unity as well, this has no
00:41Specular Level and a barest bit of gloss.
00:44If I pull up Specular Level to 25, the whole surface starts to shine.
00:49A little bit more Glossiness, say 25 as well, and that highlight gets tighter,
00:53but it's exactly even.
00:55Putting in a normal map doesn't help either.
00:58I'll go into Maps, and into the Bump Map.
01:01In the Bump, I'll put in a Normal Bump.
01:06In that Normal Bump, I'll add in my Normal Map, choosing Bitmap and browsing
01:11over for that image.
01:13In my sceneassets > images, I'll pick ContainerN.
01:15That's the normal map I had baked out. I'll click Open.
01:19I'll make sure I go up to the parent and show that material, and under
01:23Realistic, I'll choose Materials > Realistic Materials with Maps.
01:28Max takes a sec and redraws, and here's why we need a specular map.
01:33We can see that the whole surface looks lightly gray;
01:36this is actually the specularity shining across the whole thing evenly.
01:40Although it looks like I've got a lot of good detail, as I move around I can see
01:44that gray going perfectly across.
01:46I'll paint in a specular map, starting out with a diffuse map and adjusting as needed.
01:51Back here in Photoshop, I've got that container PSD open, and there's my AO Rust
01:55and things in there.
01:57I need to make a specular map, and a specular is really a grayscale map.
02:01Where is it shiny and where is it not shiny?
02:04That's different from specular color, which is what color is it when it shines.
02:08To make a specular map I am going to start to take my layers and clone them.
02:13I'll take my AO Rust and drag it into that Rust group.
02:16I'll make sure that in that Rust group it's in the right place, up on top.
02:21Now I'll take this Rust group and hold Alt and clone it down.
02:25I'll turn off the original, and I'll double-click on the new Rust group and
02:28rename it, I'll call this Rust spec.
02:32I'll bring this up on top of my blue Base.
02:34I am going to change the blue Base as well;
02:36I'll take that blue Base, hold Alt and drag it down, turn off the original
02:41and rename the copy.
02:42I'll call this Spec base.
02:45To build up the specular map then, I'll go into Spec base.
02:49There is my letters and all the colors I've got going on.
02:52I'll pick my base color first and desaturate it, pressing Ctrl+Shift+U. That
02:57makes a nice even medium gray as my basis.
03:00That way I can have things go duller or shinier off that surface.
03:04I'm also going to take those logos and text and dim them down a bit, so it's not very shiny.
03:11I'll pick the logo and press Ctrl+U and dial down that lightness, so it barely
03:16is shinier than the container.
03:18I'll do the same with the other text and then I'll look at the rust.
03:22In my Spec base, I've taken down the writing, so it's barely lighter than
03:26the gray background.
03:27Now I'll look at the rust.
03:29What we can assume is that this container started out clean and then over time
03:33rusted and got dirty, thereby getting less shiny.
03:36In that rust spec what I'll do first is pick that Rust layer and desaturate it.
03:41I'll press Ctrl+Shift+U and pull that into a grayscale.
03:45Then I'll do the same with my Rust streaks, pressing Ctrl+Shift+U or choosing
03:49Image > Adjustments > Desaturate.
03:52I've desaturated the Rust bubbles and I've desaturated the AO Rust, now I am
03:58ready to adjust these.
03:59My thought is that I'd like them to be a little bit darker.
04:03I'll pick the Rust layer and choose Image > Adjustments > Levels.
04:07We have a number of ways working on color, and really it's up to you how
04:11you'd like to work.
04:12I'll use my Levels and I'll dial up and down the midpoint in my Rust, making
04:16sure it's reasonably dark, without being overly black.
04:20Just a little bit of spreading darkness in here will work nicely.
04:24I'll do the same on the streaks and the bubbles.
04:29In this case I am using Brightness/Contrast.
04:31I'm pulling the brightness down on those bubbles so that they are really pits,
04:35they kind of pull in the light.
04:37Finally, I'll work on the AO Rust layer.
04:40I also use Hue/Saturation, pressing Ctrl+U and simply using the Lightness slider.
04:45It's really up to you how you'd like to map this.
04:48The idea though is that a spec map is actually quite dim.
04:51We don't want this to be terribly shiny anywhere, we want to reserve our shines
04:54for things like metals, and instead have this be softly shiny and actually quite
04:58dim in places it's rusty.
05:00I'll reduce this down after I save this working file.
05:06Now I am going to resize.
05:08This is why it's important to manage your files carefully.
05:11I want to reduce this after I've saved it, so I don't always have to work on the
05:16reduced version, so I don't lose any data.
05:18I'll press Ctrl+Alt+I and take this down to 1024 on a side. Now I'll save out
05:24this image, pressing Ctrl+Shift+S for Save As, saving it out as a TIFF image,
05:30un-checking Layers, and putting it in my sceneassets > images folder.
05:34I'm going to call this one ContainerB for blue and S for specularity.
05:40This is one way to make it work and I'll show a variation to take it into Unity.
05:46Back here in 3ds Max, I'll add that specular map into the specular level and see how it works.
05:52I'll click on the None Bar for specular level, I'll double-click on Bitmap in
05:57the Maps, and I'll scroll down and choose it.
05:59There is that ContainerBS specular map.
06:03I'll click Open and see if this works.
06:05There is my specular map, and very quickly I can tell as I orbit around that the
06:10shine changes on the rust.
06:12I'll put a light in and I'll be able to see this even better.
06:15With a point light in the scene, we can really see that specular map in action.
06:19As I pull that light back and forth, we can see that there is shine on the blue
06:23and on the writing, but the rust is definitely much duller and really behaves as
06:27the right kind of material.
06:29Spec maps are a great way to add to the normal and the diffuse texture we built,
06:33to really make that detail pop out.
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Streamlining the import process: placing maps in the right channels
00:00Once a Spec Map is drawn, we're ready to put it in the right channel to bring it into Unity.
00:05Unity wants to take specular maps in the alpha channel of an image, meaning that
00:10we can bundle it along with our diffuse and optimize our texture use.
00:14To make this work properly, I'm going to clone some layers and flatten them and
00:18then do some copying and pasting between channels.
00:21Right now in my overall container map, I have my specularity groups on and my
00:26diffused groups for rust and base blue and green are hidden.
00:29I'm going to hold Ctrl while I pick a Rust spec and Spec base, that way I select both.
00:35I'll hold Alt and drag them down as copies.
00:38I'll turn off the originals and press Ctrl+E, flattening down both of those
00:43groups into one image.
00:44I want to make sure the order is right before I flatten.
00:47Now I'll take those and select them by pressing Ctrl+A, Ctrl+C for copy and I'll
00:53go over to the Channels palette.
00:55Right now all I have is a Red, Green, and a Blue channel;
00:58there is no Alpha, no Transparency.
01:00It's not that we want the container to be transparent, but we can use the Alpha
01:04for different things.
01:05Because a specularity is a grayscale, white is more shiny, black is duller, we
01:10can use that in the alpha channel.
01:12I'll click down here in my Channels palette and make a new channel and paste
01:16that in pressing Ctrl+V. Now I'm ready to save this out. I'll reduce it in size
01:21and save out one diffuse map with an alpha channel and bring it into Unity.
01:26I'll turn back on the RGBs and turn off the Alpha.
01:29I'll click upon the RGB so I can access my layers.
01:32Go back to the Layers palette, turn off the Copy, and turn on Rust and Base blue.
01:39As you can see in here, with an organized layer structure it becomes very easy
01:42to move around and turn off and things.
01:45It's very difficult if things aren't named right or grouped.
01:48Now I'm going to reduce this, pressing Ctrl+Alt+I to go to Image Size and I'll
01:54set this to 1024 square.
01:57I'm going to save out his image as a tiff.
01:59I'll choose File > Save As.
02:02In the dialog, I'll choose under Format, TIFF and I'll uncheck Layers, but I'll
02:08leave Alpha Channel check because I need it.
02:10I'm going to put this up in my sceneassets > images folder, and I'll call this ContainerBC3.
02:20And this will be my final container texture. I'll save it and then I'll go bring it
02:24into Unity and see how it looks.
02:28Here in Unity, I've done some organization.
02:30In the next chapter, we'll get into importing and organization in Unity.
02:34What I've done is I've created a folder in here for my textures and that
02:38actually shows up as a file folder in my Unity project.
02:41Anything I put in there will automatically import in, so I'm careful about
02:45what I bring across.
02:46In that Textures folder is now that ContainerBC3, and when I select it,
02:51I can see it here in the Inspector and see its properties.
02:54It looks fine for the moment.
02:56I'll pick my shipping container and it's already got a material on it.
03:00I'll scroll down and there is that container material.
03:02I'm going to change this over.
03:04I'll drop down under the Shader where it says Bumped Diffuse and pick Bumped Specular.
03:09What this will let me do is introduce an alpha channel for specularity.
03:13I'm going to take my ContainerBC3 image and drag it right across into
03:16that Diffuse level.
03:18There is a slight change and what happened is that the alpha channel now is the Gloss.
03:23The NormalMap is still the same and now this object has a variable shine to it.
03:28I'll grab one of the lights and pull it around.
03:30As I move the light down we can see that the rust is a little shiny and the side
03:35of the container is much shinier.
03:37We can see that shine travel across and it's working nicely.
03:40We can get a lot of realism in our game props by using diffuse, specular and normal maps.
03:46I'll test it and see how this looks in a game.
03:50I've pressed Play and I'm in the Preview Play mode here in Unity.
03:53As I move around I can see that there is a little bit of shine to the container,
03:57the paint looks right and the rust is definitely dull.
04:00As my camera moves I can see that changed just a little bit.
04:04It's different from the green container, whose shine is much flatter and more even.
04:08It doesn't take a lot of time to do a specular map and the results are well worth it.
04:12It's usually a simple change of the existing layers you've got, a gray scaling
04:16and slight adjusting of the values,
04:18then putting into the alpha channel and using it, and Unity sees it right away,
04:23and your materials on your objects vary and change as real things do.
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9. Importing into Unity and Testing
Overview of importing into Unity
00:00In this chapter, we'll look at exporting things into Unity.
00:03We'll place a premium on organization, making sure that our objects are
00:07registered correctly and get the right maps on them.
00:11Once we're in Unity, we'll look at effective ways of cloning and setting up
00:14a scene so we get the most bang for our buck and the most flexibility in our resources.
00:19Finally, we'll look at materials in Unity, making sure that we get objects
00:23looking like we intended.
00:25Along the way we'll look at optimizing our textures in Unity.
00:28We'll place some lights in and look at how to get some simple interactivity
00:32for testing.
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Preparing and exporting large props to Unity
00:00In this video, I'll look at preparing my shipping container for export out to Unity.
00:04We can work in all kinds of 3ds Max scenes, but for export it's good to get
00:08things ready. We'll get the pivot in the right place and think about how we're
00:12going to clone this.
00:13First I'll work in the pivot. I'll select the shipping container and go to the
00:17Hierarchy tab, I'll press W for move and turn on Affect Pivot Only. This will
00:22let me move the pivot point of this object to more logical place, I'm going to
00:26put mine down in the bottom corner here.
00:28I'll turn on Affect Pivot Only and make sure my snap is on 3D Snap.
00:33I'll also hold Shift+Right-click and make sure that on my snap toggles Pivot and
00:38Vertex are checked, this way I can snap the pivot onto a bottom vertex.
00:43I'll grab that pivot point and snap it down here onto the corner.
00:47If necessary, zoom in to see what's going on.
00:50I'm going to let the pivot be right here on the corner block.
00:54That way if I snap this down onto another container it will register evenly.
00:58I'll turn off Affect Pivot Only and I'm one step closer to having this object ready.
01:03The other thing to consider is how we're going to clone these.
01:05It's very likely in Unity we'll end up with multiple shipping containers just
01:09swapping out the textures because we've built up a library from our PSD.
01:12What I want to do then is export this out to a separate file.
01:17That way when it comes in it's just this object.
01:20Remember that in Unity, anything you put in the assets folder will be
01:23automatically imported.
01:24And if there are multiple objects in the scene those will come in too.
01:28So part of my export then for thinking about cloning my shipping containers,
01:32is saving this out.
01:33What I'll do to save this out is choose under the Max icon > Export.
01:38I'm going to export this out as an FBX file to ensure compatibility.
01:42Unity can take in 3ds Max files, but there may be issues depending on the
01:46version of Unity and the version of 3ds Max.
01:49I'll choose Export Selected, that way I'm only exporting that container, instead
01:54of the high poly container in the light.
01:56As we can see, this wants to go to the Unity project I've exported before. What
02:00I typically do is put this in the export directory in my 3ds Max project and
02:05then manually move it over, so I'm ensuring that only the things I want are copied in.
02:12Here in Game Props 3ds Max, I'll put this into Export and I'll call
02:16this ContainerFinal.
02:20I'll click Save and in the Export dialog I'm going to use the Autodesk Media &
02:25Entertainment preset.
02:27I'll make sure under Geometry that Smoothing Groups are checked, because I've
02:30gone to some length to make sure that the flat sides stay flat.
02:33I'll verify under Lights and Cameras that I'm not taking Lights and I am
02:37not taking Cameras.
02:39That way they don't accidentally come across.
02:41The last thing to do is under Advanced Options, go into the Units,
02:45and under Units, I'm going to uncheck Automatic and make sure I convert this
02:49scene across to Meters.
02:51You can work in any units you want, but converting to Meters here, ensures you
02:55can put the scale in Unity at 1.
02:57I'll click OK and my shipping container is exported and ready for import
03:01into Unity.
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Creating a new project in Unity and importing textures
00:00In this video, I'll look at setting up a project in Unity and bringing in the
00:04assets from 3ds Max.
00:06This is my test project.
00:07I often keep one of these when I am working, to be able to bring things into a
00:12clean scene in Unity, put a few things in like the lights, and navigate around
00:15and see how it looks.
00:17I'm going to build up a new Unity project and bring in only the assets I need for my game.
00:22Unity works in a project structure much like 3ds Max.
00:24I'll choose File > New Project.
00:27What Unity will look for is a blank folder and that way it can make its
00:31project structure inside.
00:32I've created a New Folder that I'll browse to, clicking on the Browse button.
00:36In the Exercise Files folder I've made a new folder called Shipyard Chaos Game.
00:41I'm assuming this game will be down on a shipyard.
00:43I'll have lots of containers around, the sledgehammer I made, the ladder and other objects.
00:48I'll click Select Folder and then I'll choose what packages come in.
00:52We have a lot of things we can bring in; character interaction, lights,
00:56cookies, and so forth.
00:57But I'm going to just bring in a few so I can get my game working.
01:01I'll take in my Character Controller, my Cookies, Flares, Particles, Physics,
01:07Scripts and Skyboxes.
01:09I don't need Mobile at the moment, and I'm going to ignore Water and Trees and
01:13Tunes. I can always bring these in later if needed.
01:16I'll click Create, and Unity is going to make a blank project for me.
01:21Here in Unity I've got my new project;
01:24I'll close the Welcome screen.
01:25There is a small note down at the bottom, just saying that there is a script
01:29overlapping. I can ignore this for now.
01:31Right now there is nothing going on, which is good, that's what I want.
01:35What it's also done is to make some additional directories in that Unity project.
01:40Here in my Shipyard Chaos Game folder, now I have directories for Assets,
01:44Library, Project Settings, and Temp.
01:47To bring things in, I'll put them in the Assets folder.
01:50Anything that's in Assets will be automatically imported in Unity, so I want to
01:54be careful what I bring in.
01:55I'll go find some of my textures and my FBX export and put it in there.
02:00I'm in the sceneassets > images folder and there is ContainerBC3 which has the
02:04alpha channel for the specularity.
02:06I'll pick that one and I'll scroll down and pick the normal map for my container.
02:11There is ContainerN, so I am going to have multiple container colors with their
02:16own specularity and one normal map.
02:18I'll press Ctrl+C to copy them and I'll paste them into that file in my Unity project.
02:27Once those are pasted in, and I click back in Unity, it's going to think for a
02:32sec and then import them, and there is those maps imported in.
02:35Now I'll go grab that FBX file.
02:42Here in my Game Props Export folder in my 3ds Max Project, I've got my Final Container.
02:47I'll copy it pressing Ctrl+C and go back to that Unity folder and insert it.
02:54Here in Shipyard Chaos, in the Assets folder, I'll paste this in.
02:59Unity imports that container and now I can get it streamlined.
03:03When the object comes in, it's not in the scene yet, it's simply in the project.
03:07I need to do a few things to make this work right.
03:10The first one is I am going to make the Scale Factor 1, because I export it out
03:14as Meters in 3ds Max.
03:17Generating Colliders is up to you.
03:20I'm going to put a Box Collider on this later, so I am going to leave that off,
03:24that way I'm using fewer resources and making the player able to run into this.
03:28Finally, I'll scroll down here and click Apply.
03:32This mesh is ready and I'm going to drag it across into my hierarchy.
03:36If you drag into the hierarchy, objects appear at the point they were placed in 3ds Max.
03:41If you drag from the project into the scene, you can place them interactively.
03:45There is my container and I'm ready to deal with the materials on it.
03:49What Unity did for me is bring in that Shader from 3ds Max.
03:53It calls it a Diffuse Shader which is really just a Blinn Shading Model.
03:57Under Materials then is that imported material.
04:00I'm going to pick this material and rename it and I get my maps in the right place.
04:04Very quickly this project structure can get enormous, so some organization and
04:08proper naming is essential.
04:09I am going to double-click and rename this.
04:13I'll call this ContainerBlue, because I'll have one blue container, one green,
04:18and maybe one red later.
04:20I'll drop down in the Shader here, and instead of Diffuse, I'm going to make a
04:24Bumped Specular Shader.
04:25What this will let me to do is put my normal map in, put my Diffuse Texture and
04:30in the glossiness, in the alpha channel, have that specularity map I made.
04:34I'll pick my normal map and in the Inspector I'm going to make sure this
04:38registers as a Normal Map.
04:40The Filtering I can deal with later, going to leave it as Sharp for the moment. I'll click Apply.
04:46Now back in my Material, I'll drag this normal map in, and now I'll take that
04:51ContainerBC3 image and pull that in as well, dragging right across and there is my container.
04:57Because it's already applied to that object it shows up immediately.
05:01I'll select my container, press F to focus and zoom around.
05:05It looks pretty good and I'm ready to start bringing in other pieces or cloning
05:09it and swapping out different parts.
05:11We can see even in the default lighting the specularity is holding up nicely.
05:15Now I can start cloning this object putting in lights and adding
05:19interactivity to the game.
Collapse this transcript
Cloning props in Unity with different looks
00:00In this video, I'll explore cloning and prefabs in Unity, as well as getting
00:04lights in so I can see my properties on the container working.
00:07Right now, the way I read this blue text in the Hierarchy panel, is that this
00:11is a prefab; that the changes here are dictated by what's going on in the Project window.
00:16I'm going to add on a Box Collider and then clone this container but change its material.
00:21I'll choose Component > Physics and under Physics > Box Collider.
00:26When I add that on, down here in the Inspector, I can see I've got a
00:30Box Collider on it.
00:31This is cheaper on the rendering than making it a Mesh Collider, as I want the
00:35mesh to show for silhouette, but really we can't tell if we are an inch off this
00:39or not therefore a Box Collider is easier to deal with than the physics.
00:43Now I can take this container and duplicate it.
00:46I'll press Ctrl+D and I have another duplicated prefab, meaning if I change
00:51one, they all change.
00:52I'll slide this one off to this side and I can snap it if needed by holding V.
00:57I'll pull it over and just space them out a little bit.
01:00I'm going to make two more new materials.
01:02As you can see down here in the project, I've got two new maps to use.
01:06I made a red version of this container and there is my green.
01:09Both of them have their specularity in the alpha channel.
01:12This was very easy to do because in Photoshop, I had that layered PSD set up.
01:16What I've done is make a new Base red group and copy the holes up here, so they
01:20show as black correctly.
01:22The rust just rides over everything, and as fast as I could save out different
01:26maps, I have different containers.
01:28If you're more advanced in Unity, you may end up using the alpha channel to
01:32swap out the color and have one container map that simply has a base color underneath it.
01:37Back here in Unity, I'm going to make a new material and apply it to one of my containers.
01:42I'll pick containerBlue because I already liked how it was setup and press
01:46Ctrl+D. It duplicates that and I'll rename this material.
01:50I'll call this one ContainerGreen.
01:53I'll duplicate it one more time and make ContainerRed.
01:58Now I'm going to swap out the maps, just dragging that new texture right onto that base.
02:04There is the red and here's the green.
02:06I have got multiple containers and now I can have multiple materials.
02:11I'll take my ContainerGreen and drag it right onto one of my containers.
02:16I'll duplicate one more pressing Ctrl+D and sliding the duplicate over.
02:21I'll zoom out a little bit by scrolling back and pull that off.
02:25Now I'll take this Red material and drag it right onto it.
02:29Because these are prefabs, they still show up as blue, that means that they are
02:33still retaining their like properties.
02:35If I change something in the initial Mesh or in that Box Collider, it'll
02:39affect all of them.
02:40It's working wonderfully and I'm optimizing my use of resources in here.
02:44Now to test it with the light to see if the rusty containers shine correctly.
02:49I'll choose Game Object > Create Other > Point Light.
02:53Point Lights are good for testing as we may get a different read sometimes from
02:57a spotlight or an area or a directional, and I like to use a Point Light just to
03:02make sure the secularity looks right at first.
03:04I can delete it later, but it will help for testing now.
03:07I'll click on Point Light and pull it out for my container.
03:10They start out with a range of 10 meters.
03:13Default Unity units are meters, that's why we converted coming out of Max.
03:17I'm going to leave that alone and just pull this back and forth and I can see
03:21that specularity working beautifully.
03:23My containers are shiny where the original paint is, but definitely, duller in the rust.
03:28I'm ready to move on and add some other lights in.
03:31I also need a ground plane and finally a player controller.
03:34I can start to play with additional material types as needed and keep cloning
03:38these and stack them up to make my environment.
Collapse this transcript
Adding lights to test smoothing and textures
00:00Now that I have got containers imported in and cloning nicely, and I can vary
00:04them just by adding a different material on, I am going to put some other lights
00:08in the scene and then import my other objects.
00:10I'll choose GameObject > Create Other > Directional Light.
00:14This will be my sunlight.
00:15I am going to switch my Pivot over to Global and that way I can spin this around easily.
00:21I'll click and drag on the Y axis and pull this light into where I want it.
00:25I'm going to angle that sundown a little bit and I can pull it out of the way if needed.
00:31The light is essentially overshooting, catching everything in this scene.
00:35It doesn't really have a width as much as an intensity and a shadowing.
00:39It's working nicely and I can see the shine of my containers clearly.
00:43I'm going to put a floor in as well.
00:45I'll choose GameObject > Create Other > Plane.
00:49If you don't have a mesh that's actually a floor, a quick way to get around it
00:52to navigate is to put a plane in.
00:54I'll click on Plane and press R to Scale.
00:57I'll scale this up and now I'm going to move it down, snapping to the bottom my containers.
01:03I'll press W for Move and V for Snap.
01:06I'm snapping this down on the vertices and now it's on the bottom of my containers.
01:11I can put a material on this if needed, but for now, I am going to leave it alone.
01:15One more thing to test this;
01:17I need to put a controller in.
01:19I'll look down under Standard Assets and there is my Character Controllers.
01:22There is the First Person Controller and I'll take it and just drag it into the scene.
01:26The Controller is about 2 meters high.
01:29So I want to make sure the size of things looks right.
01:31Looks like I'm in pretty good shape.
01:33That seems to work nicely with the height I made my containers.
01:36I'm ready to play this or at least navigate around and see if my scene works.
01:41I'll click on the Play button and test it out.
01:44The standard hotkeys apply W, A, S, D, as well as the mouse for looking around.
01:49I'll zoom around and see if this works well.
01:52I'm playing in a full screen and it looks really nice. My rust is bubbly.
01:56I can see the dirt on my containers.
01:59Everything is looking neat.
02:00It's difficult to tell that the rust is actually repeating.
02:03I can see it a little bit on the green and blue, but if I had other things in
02:08here or a little less light, that would go away, and I'm using one container with
02:12essentially one map and some slight color variation.
02:14Looks like on the top of things as I jump up using the Spacebar that it's working well.
02:20It's important as you're making things to test it, playing with the
02:24controller and running around the scenes, so you can see did you make this
02:27right is a big deal.
02:29Now I am ready to bring in some other objects and I'll do it the same way,
02:33exporting them singularly out as FBX files and placing them in the Assets folder
02:37in my Unity Project.
02:38As a final note, I want to do some organization.
02:42Right now, I have got the default folders and my materials are in the
02:45Materials folder, but I've got these images and we can see I am going to have
02:49a lot of them really quick.
02:51I'm going to right-click in the Project window and choose Create > Folder.
02:54I'll name this new folder, Meshes.
02:57And into it, I'll drag my container.
03:00This doesn't change where it is in the game, it's just a way of organizing.
03:03I'll also right-click and choose Create > Folder and I'll make this one, Textures.
03:10I'll take all of my Container textures and drag them into the Textures folder.
03:14I'm going to jump over to look at my file structure and where to bring in the new pieces.
03:19I'm here in the Exercise Files > Shipyard Chaos Game.
03:22In the Assets folder are the new folders I've just made.
03:26So when I copy out new things and take those new textures in, I am going to put
03:30them in the right folders and they will show up in the right places.
03:34It's a really terrific structure for organization.
03:36And if you're organized in the game, dealing with those hundreds of assets
03:39becomes quite manageable.
03:41We can continue to refine and add in new things and we can also play with
03:45new material types.
03:47I'll bring in my hammer in the next video and show some different material
03:50possibilities for it.
Collapse this transcript
Refining materials
00:00With my shipping containers in and placed, I am ready to bring in the small
00:04tools I've made too.
00:05I've exported out my large and small hammers as separate FBX files, figuring that
00:09later I'd want the player to pick them up and use them.
00:12So I need to have them unique so I can identify them.
00:15Those FBX files are placed in the Meshes folder and they immediately imported in Unity.
00:20I am going to go through and make sure they show up correctly.
00:23Because I was converting out to meters, I'll make that Scale Factor, 1.
00:26For this, I'm going to Generate Colliders and that's because I may want to
00:30pick it up and have them player be able to get to the handle, versus sort of
00:34gripping around a box.
00:36I'll scroll down and click Apply.
00:39I'll do the same with the small hammer, setting the size to 1 and
00:45generating colliders.
00:46Then I'll scroll down here and apply that.
00:50Now for the Materials; because of the import, it came in with its own
00:53material called HammerC.
00:56I'm going to delete this and make a new material.
00:58I'll press Delete and delete that folder.
01:01Now that hammers don't actually have a material and they're flagged in pink here
01:05saying they have none.
01:06What I'll do here is make a new material in Unity by right-clicking in the
01:10Project folder and choosing Create > Material.
01:14I'm going to call this new material, Tools.
01:17I can apply this on the ladder and the hammer.
01:19I'm going to make this a Bumped Diffuse material.
01:22What that means is it has a base color, the RGBs and a mormal map, but no
01:27specularity, I haven't made one for the hammer as it seemed like a bit of overkill.
01:31Now I'll take my tools and put it in there.
01:35I'll drag this across and into that material.
01:38I'm going to optimize the hammer normal a little bit as well.
01:41One last thing before I do that; this tools image is 512 square.
01:46The default Max Size here shows it's 1024, that's the Unity standard.
01:50What I may do is downsize this to 512, or even 256 once I see it.
01:56I'll run it at 512 and click Apply.
01:58It's going to take up 170 K, which isn't too bad.
02:01However, once it's in the game and other things are going on, I may be able to
02:05squeeze this down further and use less memory.
02:08Here in Photoshop, I have pulled up that Hammer Normal I exported from Mudbox.
02:12The head looks good, but the normals here on the handle will interfere with the
02:16ladder if it uses that same image in that same material.
02:19So I'm going to take that out.
02:21You can edit normal maps just like any other maps here in Photoshop.
02:25What I'm going to do is draw a quick marquee over roughly half the image and delete it.
02:30I'll fill it in, well, anything and then eyedropper that blue.
02:34I'll press G for the Paint Bucket and fill that in.
02:36Now I realize this is almost an all blank normal map, but that's okay.
02:41I'm going to bring it in Unity and downsize it.
02:44I'll save this out pressing Ctrl+Shift+S and I'll place it in that Unity file.
02:51I'm here in the Assets > Textures folder and I'm going to call this HammerN.
02:56I'll save it in there and there is no Alpha, no Layers.
03:01Back here in Unity, it's imported that correctly.
03:04I'll select that map and I'm going to downsize it.
03:07Right now, it's fairly big, 1024 square which is overkill for that hammer.
03:12I'm going to make the Max Size on this, 256.
03:14And I'm going to change the Texture Type to a Normal map.
03:18I'll let the Bumpiness be as it is, uncheck Create from Grayscale, and let the
03:24Filter Mode stay as Trilinear.
03:26If I need some filtering, I can apply it.
03:28What we want to think of, is when we are bringing pieces in and we're using a
03:33texture atlas, how do we use it in different places and do we need to up res
03:37or down res accordingly to get the most bang for our buck in the least use of resources.
03:41I'll click Apply and this map now comes down to 85 K. That's a
03:46noticeable improvement.
03:48I'll take my large hammer and drag it into the scene.
03:51I'll pull it out from the shipping container and there it is standing up cleanly.
03:56I'll press F to focus and it's still pink because I haven't applied the material.
04:01I'm going to apply my material tools and if you notice, it placed in the
04:04Standard Assets folder.
04:06I need to move this around.
04:07I wasn't sure for a minute.
04:08I looked and I said, wait a sec, I know I made that where did it go?
04:12This is why naming is such a big deal and organizing.
04:15I'm going to roll up that Textures folder and make sure I drag this Tools
04:19material into my Materials folder.
04:22That way I can find it cleanly and I can keep my Project window organized.
04:26Now I'll take this Tools material and drag it onto my hammer and there's that
04:30hammer and it's got its normal map.
04:32I can do the same with a smaller hammer and I've got props of my game to use.
Collapse this transcript
Conclusion
Final thoughts
00:00Congratulations! You've finished the course Creating Game Props in 3ds Max.
00:04Starting out with basic volumes and blocking out simple forms, paying close
00:08attention to silhouette.
00:10Then we've looked at techniques to use assemblies of small objects and
00:14unwrapping them in stacking UVs.
00:16We have incorporated Autodesk Mudbox into the pipeline, so we have digital
00:20sculpting as part of our toolkit.
00:22We've looked at ways to bake normals both out of Photoshop and out of Mudbox and
00:26in 3ds Max, to get the optimal look for our game.
00:30We've added an ambient occlusion as a foundation for dirt and rust, and finally
00:34looked at putting it all together in modular textures we can swap in and out.
00:38We brought these pieces into Unity and looked at how do they look in game lighting.
00:43We've placed a premium on workflow, making sure that we're organized all the way
00:47through, so changes are easy to do and we can make lots of different variations
00:51so it looks like a rich world in our game.
00:54So get out there, get some reference and start modeling things and go make
00:58the best game you can.
Collapse this transcript


Suggested courses to watch next:


3ds Max 2013 Essential Training (7h 9m)
Aaron F. Ross

Mudbox 2013 Essential Training (4h 14m)
Ryan Kittleson


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