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Adding detail and softening the edges of a round chair

From: Game Prop Creation in Maya

Video: Adding detail and softening the edges of a round chair

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.

Adding detail and softening the edges of a round chair

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.

Show transcript

This video is part of

Image for Game Prop Creation in Maya
Game Prop Creation in Maya

90 video lessons · 6556 viewers

Adam Crespi
Author

 
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  1. 7m 22s
    1. Welcome
      43s
    2. Using the exercise files
      1m 35s
    3. What you should know before watching this course
      23s
    4. Setting up the workflow
      4m 41s
  2. 46m 16s
    1. Overview of modeling a large prop and planning for modular textures and models
      6m 53s
    2. Blocking out the overall form
      6m 14s
    3. Adding curved panels
      3m 26s
    4. Rounding the corners
      6m 46s
    5. Unwrapping the face frame
      6m 39s
    6. Unwrapping the sides
      5m 8s
    7. Moving and sewing UVs
      5m 23s
    8. Laying out the UV coordinates
      5m 47s
  3. 1h 50m
    1. Overview of the texturing process and PSD networks
      4m 43s
    2. Creating a bump map for the sides
      10m 55s
    3. Adding details to the bump map
      8m 6s
    4. Drawing the bump map for the front
      7m 51s
    5. Adding details to the panels
      7m 45s
    6. Painting the diffuse texture and planning the layers
      3m 35s
    7. Painting the base coat and the logo
      5m 24s
    8. Adding labels and other markings
      10m 45s
    9. Adding soft rust
      8m 32s
    10. Adding rust bubbles
      8m 58s
    11. Setting up a library of gas pump textures
      6m 40s
    12. Painting dirt and rust variations
      5m 23s
    13. Weathering away the paint
      5m 1s
    14. Converting bump maps to normal maps
      5m 36s
    15. Testing the maps
      11m 8s
  4. 1h 28m
    1. Overview of modeling small props
      1m 59s
    2. Modeling a sledgehammer
      6m 11s
    3. Modeling a pry bar
      6m 26s
    4. Adding detail and hardening edges
      5m 28s
    5. Unwrapping as part of building a texture sheet for small tools
      8m 27s
    6. Modeling a metal ladder
      8m 51s
    7. Unwrapping and cloning
      8m 46s
    8. Placing the clean texture
      8m 39s
    9. Laying out a texture sheet for multiple tools
      8m 37s
    10. Painting rusty steel
      7m 46s
    11. Adding dirt and wear
      5m 42s
    12. Planning for optimal texture usage
      7m 37s
    13. Painting dirt and age variations
      3m 42s
  5. 1h 45m
    1. Modeling furniture using simple parts and reusable textures
      2m 53s
    2. Planning and analyzing the modeling of a chair
      4m 56s
    3. Blocking out the basic form
      8m 24s
    4. Adding detail and softening edges
      6m 42s
    5. Refining the silhouette
      12m 9s
    6. Blocking out the form of a round chair
      7m 39s
    7. Adding detail and softening the edges of a round chair
      5m 20s
    8. Unwrapping as part of building a texture sheet for furniture
      14m 36s
    9. Planning the modeling of a table
      3m 14s
    10. Blocking out the basic table form
      4m 41s
    11. Adding legs to the table
      7m 6s
    12. Breaking up the model for texturing
      7m 55s
    13. Laying out the wood texture
      9m 29s
    14. Reusing parts to make a round table
      10m 12s
  6. 39m 23s
    1. Understanding the importance of painting textures from scratch
      2m 9s
    2. Creating the initial grain lines
      4m 43s
    3. Adding value variation across the grain
      2m 22s
    4. Warping the grain
      2m 50s
    5. Adding knots
      4m 27s
    6. Colorizing the grain and planning for stains
      6m 53s
    7. Cutting out boards for a UV layout
      5m 26s
    8. Adding patina and wear to a final texture
      10m 33s
  7. 1h 2m
    1. Understanding the importance of a low poly count
      4m 46s
    2. Overview of normal maps
      9m 26s
    3. Overview of the high-poly projection pipeline
      3m 10s
    4. Planning the UV space for projection
      5m 29s
    5. Working with hard edges and subdividing
      7m 22s
    6. Adding details by beveling and extruding
      6m 50s
    7. Fixing geometry
      7m 39s
    8. Using the Sculpt Geometry tool and soft selection to add dents
      9m 32s
    9. Baking the high-poly model onto the low-poly model to produce a normal map
      8m 21s
  8. 51m 4s
    1. Overview of Mudbox
      4m 26s
    2. Preparing for a smooth export to Mudbox
      7m 43s
    3. Importing from Mudbox: Choosing the right resolution
      5m 9s
    4. Using the sculpt tools
      8m 30s
    5. Painting
      8m 58s
    6. Exporting paint layers from Mudbox
      1m 35s
    7. Extracting and exporting a normal map from Mudbox
      6m 2s
    8. Importing and assigning objects and maps in Unity
      8m 41s
  9. 41m 4s
    1. Overview of ambient occlusion and specularity
      5m 55s
    2. Setting up ambient occlusion as a texture
      7m 3s
    3. Using ambient occlusion as a foundation for dirt
      6m 44s
    4. Using ambient occlusion as a foundation for rust
      10m 5s
    5. Painting a specular map
      6m 48s
    6. Streamlining the import process: Placing maps in the right channels
      4m 29s
  10. 21m 46s
    1. Overview of importing into Unity
      3m 15s
    2. Preparing and exporting props to Unity
      7m 54s
    3. Cloning props in Unity with different looks
      5m 21s
    4. Adding lights to test smoothing and textures
      5m 16s
  11. 22s
    1. Next steps
      22s

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