Easy-to-follow video tutorials help you learn software, creative, and business skills.Become a member

Adding detail and softening edges

From: Game Prop Creation in Maya

Video: Adding detail and softening edges

In this video I'll add some detail to my chair. I have continued on the blocking end. I slimmed down the legs because I realized mine were a little too thick. I have also moved in and rotated these backs slightly, so it's got a little more of an arc in the back here, and I snapped the feet down to the floor. I'm ready to start tapering things and adding details, such as the skirts--also playing with the smoothing groups to round over some corners. I'll start to look at adding detail here in the back legs. I'll look at the reference to see where they taper first. We can see on the back legs, it's really after this stretcher that they need to taper--that they're fairly consistent from here most of the way up.

Adding detail and softening edges

In this video I'll add some detail to my chair. I have continued on the blocking end. I slimmed down the legs because I realized mine were a little too thick. I have also moved in and rotated these backs slightly, so it's got a little more of an arc in the back here, and I snapped the feet down to the floor. I'm ready to start tapering things and adding details, such as the skirts--also playing with the smoothing groups to round over some corners. I'll start to look at adding detail here in the back legs. I'll look at the reference to see where they taper first. We can see on the back legs, it's really after this stretcher that they need to taper--that they're fairly consistent from here most of the way up.

I'll taper that down making sure I taper from the outside corner in. Then I'll go and add some skirts in and finally these bars across the middle. I'll pick one of the back legs, I have put both in, and it's very likely I'm going to end up deleting and re-copying or something similar. I'll zoom in on it, spin around, and pick the bottom polygon. I'll hit R for scale and press V and D move the pivot. I'll put the pivot on the outside corner, and I'll Ctrl and scale this polygon down to give it a taper.

I'll make sure I look at it from all different sides. This looks pretty good, although there is one last detail to take into account. I'm going to zoom in and press 4 for a wireframe. This chair needs to sit flat on the floor not with the leg at an angle. I'll press F9 for vertex, pick these vertices, two at a time, pressing V for snap and holding the Y axis and snapping down to the other leg. I'll make sure this is done on both of them. That way this leg sits flat on the floor, and I don't have strange occlusion or clipping issues.

Now I have got my chair, and I'm ready to add in some of the back. For the back where it's got that curve in the top, I'm going to make the piece flat and then bend it into place trying to make it at an angle between these two curved sides can get interesting and awkward. What I'd rather do is go into a front view, press F to focus and look at my chair. I'll start out with a box, holding Shift and right-click and choosing Poly Cube. What I'm going to do is press and hold V for Snap, snapping this box cleanly between, dragging up for the height and coming back to the polyCube4 attributes and giving it a different Height. I'm going to say it's about three quarters of an inch thick.

The Width is where I want it to be and the Depth is too much. But what I'll do here is model this in versus trying to adjust the Depth to the right measurement. I'm going to give the Subdivisions with a few extra parts. Let's put it up at 4 as an example, and I'll see if this works on that curve. Now what I'll do is press F9 for vertex, grab these bottom vertices and pull them up. I'll look at the reference again and see if I'm in the ballpark. It looks pretty good, I need to add in this bump in the top. I'll pull these up a little more and then pan over, grab the three vertices up at the top, which are actually six--three in front and three in back--and pull them up.

Then I'll pull the center up just a little bit to make that curve. Now what I'll do is get this in the right place, but first, I'll optimize it just a bit. We can see in a shaded view--and I'll turn on the Wireframe on shaded--that I have got faces on the side, as this element will cleanly be between these legs, I can delete those. As I make things I want to go through and delete the parts I don't need. I'll delete those and spin back around. I'll go into a Side View and get it lined up. This is a place where we can either switch to a wireframe or choose Shading and X-Ray.

I'm going to pull this down and then hit E for Rotate. This is one place. I'll press and hold E, left-click, and hold anywhere and turn off my Discrete Rotate as I'm not really sure what angle that is it just has to look right. I'll pull that back in. I'll press and hold W and switch from the World axis over to the Object. This way I can slide it forward on the Z. There is the back in the right place, and now on its local Y axis I'll pull it up, letting the legs just stick up over the back a bit. This camouflage is that transition where I have got the missing face because I deleted it and gives me yet another little twist in the silhouette.

One more thing to notice that's not perfectly meeting, which is how this furniture should be, there's lots of little overlaps and under-laps here. I can repeat this process to get the back stretchers in. And finally, I'll make new boxes to clone these in, the skirts underneath and the stretcher under here. What I also need to do is to work over the smoothing as usual. Hopefully you have noticed this is a pattern. I'll turn off my X-Ray and turn off the Wireframe on shaded. It looks pretty good, but I want to make sure that this leg is nice and smooth.

What I'll always do is model and then go back and work over hard and soft edges. I also need to add some taper into the seat and round over these corners. I'll do that and deal with the smoothing groups on all of them. To round the corners I'll press F10 for edge, pick those two, hold Shift and right-click and Bevel them. I'll uncheck Offset As Fraction, and I'm going to Bevel them at 1 inch. I think that works, and I'll bring up the Segments to 3, and it looks like I have got clean coverage over that leg, looks like it's a little bit off.

I think will end up doing is moving this leg and just a little bit so it just slips under there. Alternately, I can taper it out because this seat is actually not a square, it's a taper. I'll try a taper and see if this behaves any better. It's really a question of massaging the proportion. Everything in here changes in every direction, nothing should be exactly straight. I have got those vertices selected, and I'll scale them just a touch. That looks pretty good as it overlaps that leg. Now I'll do the same on the back and then look at those softened and hardened edges.

I'm going to fit this seat into the back legs, scaling it in so that I get yet another small shadow line there. When I'm dealing in occlusion in a game, even screen space occlusion it will be a little dark there. I'll press F8, and now I need to soften across here. I'll pick this object, make sure I hold Shift and right-click and harden up all of the edges. Then I'll come back and press F10 for Edge and pick these two middle edges, taking those two and holding Shift and adding to the selection on the other side. I'll hold Shift and right-click Soften/Harden and Soften Edge.

I'll deselect, and it looks good. Again, my test is I should see flat to round to flat. I'll do the same thing on the back leg making sure that the corners are preserved as hard and these edge rings actually edge loops that travel in a ring are soft. It's important to do this, so we don't get flickering in a game. Then I can finish roughing out my chair, adding in the other elements and see if there's anywhere else I need to deal with before unwrapping.

Show transcript

This video is part of

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

90 video lessons · 6142 viewers

Adam Crespi
Author

 
Expand all | Collapse all
  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

Start learning today

Get unlimited access to all courses for just $25/month.

Become a member
Sometimes @lynda teaches me how to use a program and sometimes Lynda.com changes my life forever. @JosefShutter
@lynda lynda.com is an absolute life saver when it comes to learning todays software. Definitely recommend it! #higherlearning @Michael_Caraway
@lynda The best thing online! Your database of courses is great! To the mark and very helpful. Thanks! @ru22more
Got to create something yesterday I never thought I could do. #thanks @lynda @Ngventurella
I really do love @lynda as a learning platform. Never stop learning and developing, it’s probably our greatest gift as a species! @soundslikedavid
@lynda just subscribed to lynda.com all I can say its brilliant join now trust me @ButchSamurai
@lynda is an awesome resource. The membership is priceless if you take advantage of it. @diabetic_techie
One of the best decision I made this year. Buy a 1yr subscription to @lynda @cybercaptive
guys lynda.com (@lynda) is the best. So far I’ve learned Java, principles of OO programming, and now learning about MS project @lucasmitchell
Signed back up to @lynda dot com. I’ve missed it!! Proper geeking out right now! #timetolearn #geek @JayGodbold
Share a link to this course

What are exercise files?

Exercise files are the same files the author uses in the course. Save time by downloading the author's files instead of setting up your own files, and learn by following along with the instructor.

Can I take this course without the exercise files?

Yes! If you decide you would like the exercise files later, you can upgrade to a premium account any time.

Become a member Download sample files See plans and pricing

Please wait... please wait ...
Upgrade to get access to exercise files.

Exercise files video

How to use exercise files.

Learn by watching, listening, and doing, Exercise files are the same files the author uses in the course, so you can download them and follow along Premium memberships include access to all exercise files in the library.


Exercise files

Exercise files video

How to use exercise files.

For additional information on downloading and using exercise files, watch our instructional video or read the instructions in the FAQ.

This course includes free exercise files, so you can practice while you watch the course. To access all the exercise files in our library, become a Premium Member.

Join now "Already a member? Log in

Are you sure you want to mark all the videos in this course as unwatched?

This will not affect your course history, your reports, or your certificates of completion for this course.


Mark all as unwatched Cancel

Congratulations

You have completed Game Prop Creation in Maya.

Return to your organization's learning portal to continue training, or close this page.


OK
Become a member to add this course to a playlist

Join today and get unlimited access to the entire library of video courses—and create as many playlists as you like.

Get started

Already a member?

Become a member to like this course.

Join today and get unlimited access to the entire library of video courses.

Get started

Already a member?

Exercise files

Learn by watching, listening, and doing! Exercise files are the same files the author uses in the course, so you can download them and follow along. Exercise files are available with all Premium memberships. Learn more

Get started

Already a Premium member?

Exercise files video

How to use exercise files.

Ask a question

Thanks for contacting us.
You’ll hear from our Customer Service team within 24 hours.

Please enter the text shown below:

The classic layout automatically defaults to the latest Flash Player.

To choose a different player, hold the cursor over your name at the top right of any lynda.com page and choose Site preferencesfrom the dropdown menu.

Continue to classic layout Stay on new layout
Exercise files

Access exercise files from a button right under the course name.

Mark videos as unwatched

Remove icons showing you already watched videos if you want to start over.

Control your viewing experience

Make the video wide, narrow, full-screen, or pop the player out of the page into its own window.

Interactive transcripts

Click on text in the transcript to jump to that spot in the video. As the video plays, the relevant spot in the transcript will be highlighted.

Are you sure you want to delete this note?

No

Your file was successfully uploaded.

Thanks for signing up.

We’ll send you a confirmation email shortly.


Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked
Terms and conditions of use

We've updated our terms and conditions (now called terms of service).Go
Review and accept our updated terms of service.