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Explore the world of modeling and texturing 3D game props and assets in Autodesk Maya. Author Adam Crespi provides strong technical modeling techniques, from blocking basic forms and leveraging simple parts and reusable textures, to simulating real-world detail like dirt, wear, and grain with UV maps and ambient occlusion. The course includes workflow and integration considerations such as planning UV space for projection, and also steps into Mudbox and Unity for further refinement.
I have got the curved chair roughly modeled. I have added in the front legs using another bend and a taper to get them tapered and bent. I have also added in a torus, and I have taken a little time to size this, working with the radius and its position back and forth in the chair to get it in the right place. I have bent this back a little bit more and used the curve as part of the nonlinear flare to make sure those legs curve. I feel it's coming along pretty nicely, and I'm ready to work over softening some edges and adding a little more detail. First, I'm going to add some detail to the top.
I don't mind if the edges here are very straight, because adding in extra faces around here would give me a lot of extra geometry. However, I am going to add in the seat because it is not necessarily a huge amount of silhouette, but it's noticeably, well there. It does tend to stick up. I'll press F9, pick the top center vertex, hold Ctrl and press F11 and convert that selection to faces. Now I'll hold Shift and right-click and choose Extrude Face. On the Extrusion tool I'll hold Ctrl and scale on the blue Z axis, which scales the X and Y together proportionally. I'll pull this in and hit G to repeat last.
I'll scale this up just a little bit, adding a little bit of height in for that seat. The seat is pretty good, and I have got just an extra step there that gives it a less than perfect cylinder appearance. Now for the softening edges. On this back leg I started out with eight subdivisions around it. And it's obviously got some facets because the original torus showed the facets and the hard and soft edges have propagated. I'll pick it, hold Shift and right-click, and choose Soften/Harden Edge > Soften Edge. I'm fine with a whole thing being soft here.
I'll go down to the bottom though and close up those edges. I'll press F10 for Edge, double-click on my border edges, pick one, hold Shift, double-click on the other, and hold Shift and right-click, and pick Fill Hole. I can take these and rotate them down so it sits flat on the floor, but I'll check the reference and see if that's actually true. It looks like they do need to sit flat, so this is a small detail I'll make sure I take care of. I'll go over into a Side View, turn off my Grid, and rotate these down. I'll make sure I'm rotating here by the local axis pressing and holding E and left clicking anywhere.
I'll see how this works if I rotate down on the X axis, and then I'll spin around and pull them down on the Z. As I rotate on the Z, I get some interesting issues here. What I should probably do then is rotate them one at a time on the Z using the Discrete Rotate. I'll work by face in this case, picking this bottom face and rotating it. Now here's another option, I can press R for Scale and up here in the relative Menu Line Input I'll put in 0 on the Y. It takes that face and flattens it out.
I'll do the same on the other leg, selecting it, and scaling it to 0 on the Y. Now I realize that suddenly the chair's feet have run away from the floor, but I'm going to fix that. I'll pick both faces, or select their vertices, and move them down. Really what I have done here, by scaling down to 0 on one axis for a component is flattened it out. When I take these, and I'll pull them down, and I'll snap them to the bottoms of the other legs, this chair will sit flat. I'll pull these back to make sure that curve matches, and there's those flat feet.
I'll make sure I look over the other legs, picking both of them, holding Shift and right-clicking, and softening their edges. Then I'll come back and look at the bottoms, and I need to harden up those feet as well. I'll pick those bottom faces and harden them. In this case I'm going to work by vertex, picking one, holding Ctrl, and pressing F11 converting to face, and then under Normals choosing Harden Edge. I'll do the same on the other leg. I want to see this complete before I unwrap it just to make sure that the form looks right.
What I'll do then is to unwrap one leg here and then clone it over. I'll a make sure also on this leg that it sits in the right place. It looks like these could just snug in a little bit more to make sure they're not lapping over the top. I'll press and hold W and switch over to the Object axis. I'll put in just a little bit on the X axis until it looks good. I'm eyeballing these in, knowing that I'm moving them not exactly the same. But as long as it looks right I can delete one and clone the other based on the center of the top here.
I'll make sure I pick one or both of them. I'm not sure which one I'm going to use press F11 for face and select and delete those top faces. I can tell they're selected even though I can't see them because the transform is still there. I'll press Delete, F8 for Object, and I'm ready to do the softening of the edges on the torus down here. In this case I can soften the whole thing choosing Soften/Harden Edge > Soften Edge, and being done. It's a round form that's entirely round with no flat areas and needs to look round from any angle.
So I'll just soften up all of its edges, and there is my curved chair. I can use the same process to put the same back in, or I can say it got broken off at some point. That might be kind of nice if this is going to be debris as matching in with my rusty tools. I'm ready to unwrap this as part of a texture sheet. It's important that you work over hard and soft edges and consider how you're going to unwrap and clone this before you unwrap it. Some careful planning will let even a curved form like this work out very nicely and give you the variation in your scene you should expect to see.
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