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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.
In this video I'll add some detail into the panel where the dials are. I'll zoom in and make some new layers for them to have their bumps. I'll turn off the color and turn of the specular color as well, opening up the bump group, and I'm going to make another new layer. If you notice, it made my layer outside of that group. If that happens, you can always take that layer and drag it into the group and then pull it up to where you need. I'm going to grab it, pull it up to the top, and I'll name this one dials. I'll go back and take a look at the reference and see what I need to make.
It's a little fuzzy, but really, what it looks like is that it's a fairly flat panel. There is just some small rectangular recesses in here and maybe a couple of rusty rivets. It doesn't hurt to add on some extra detail. What I'll also do is go look at some other gas pumps and see if it's in the right direction or if I need to add more to it. These gas pumps have glass in them, so that's not really a good indicator. This one's a little better. It might be a different gas pump, but we can see how these need to recess. It's actually got some kind of fold going on here, and then these dials are punched from the back so it sticks out slightly, and then these are removed and the dial rotates within it.
I'll probably do something like this so it's got a little extra surface to it, and I'll see if I can add in some small dots for some screws. Don't be afraid to add in some detail. This is the kind of thing that we stand a chance of, well, standing very close to. Remember, in a game our controller, is a little bigger than person height. In Unity, the default controller is 2 meters high, so we can get very close to this gas pump, so we need the detail in the dials correctly. What I'll do to start out is make a new marquee. This is going to be for the pop-out where the dial themselves are.
I'll zoom in, and in that marquee I'm going to put a gradient. Here is a trick though. There is a four-corner gradient, and what this gives me is that. It's actually what I want, but I need to stretch it, and here's how this will work. Instead of a rectangular marquee, I'm going to draw a square, pressing M for marquee and clicking and dragging while holding Shift. I'm going to land my four-corner marquee in here and then start to stretch it. I'll eyedropper that base color. Remember that even though this is all the same color, this polygon is actually recessed, so I don't need to darken the panel polygons.
Back here in my marquee then, once I've eyedroppered my base color, I'll hit X to swap colors and then pick the foreground and make it a little bit brighter. That's going to help these pop out. I'll press G for gradient and go in the center of the square, hold Shift, and drag that gradient out. There is my four-corner gradient. If it takes couple of tries to draw it right, that's okay. I'll draw it one more time, and it looks pretty good. It's on a separate layer, so what I'm going to do now is draw in a new marquee and grab half of it.
I'll make sure my marquee is right on the center, or as close as I can. I'll hit V to move and drag it over. I'm going to spread this out so it looks like that piece of folded metal. Now I'm going to take these center polygons and start to clone them. I can either do this with another gradient or I can do it by grabbing and pulling and cloning. We've got any number of ways to do this. I'm going take one polygon here, hold Alt, and nudge. While I'm nudging, it's cloning. I'll keep doing this and holding Alt and nudging just to clone it along here. It's fairly fast.
I can do this fairly nicely, and I know I'm getting an exact match versus making a new gradient that might be just a little bit off. Because I'm using a marquee selection on those pixels and I'm nudging them over, it's staying on that same layer. I'll deselect, zoom out, zoom in again, and see if I'm in the right place. It looks like it could be just a little bit bigger here. I'll press Ctrl+T and with this selected, grab right on the corner. I'll Shift and scale this out just a touch, maybe just a little bit on the vertical, and I'm in good shape.
Now I'm going to punch out the dials. I'll press M for marquee. What I am actually going to do on this is draw a separate piece and hit it with a darker color. I'll pick my foreground, drop in a much darker gray, and hit G, but G doesn't take me to the paint bucket. Remember that G is mapped too both gradient and paint bucket, so I'll fly out the gradient and pick the bucket. I'll put that in and Hit V for Move. I'll move this into the right place. Here's one and holding Alt to clone, there's 2, 3, and 4.
My dials are in the right place. They pop out of the surface in their metal and then they recess in. Now I can take this whole thing and move it to where it needs to be. I'll check the reference. This one has it in the middle. The one I'm using has it kind of off to this side. I'm going to leave mine off to this side, so I get some writing, or what at least what it appears to be over here. This one also has two of those, one for the gallons and one for the dollars and cents. I'll take this dials layer, press M for marquee, and select all of what's on that layer.
Hit V to move and hold Alt and clone this up. Now what I'll do is deselect and just select and delete a little bit of the cents dials. They're a little shorter in the reference. I'll zoom out and see how this looks. It looks like I'm ready to start my on color. I do still need to move his trim over, so I'll move it over and make sure it's in the right place. Here's how I'll do this, and I'll update the PSD afterwards. What I'll do is pick a face--let's say the front here where this trim needs to go--and I'll add to that selection a little bit.
I'll press F3 to go to my UVs, and under Edit UVs, go back into my Texture Editor. In the editor, I can see which ones are which. Those chosen on the top are actually the top of the front. It looks like I need to just move this up a little bit. I can tell just by selecting which pieces are which. This is the front, and over here this is the top. One of the things is important to do is to pick different faces and say, where do they show up on the model? This is actually the front of the top, or the back depending on how I want to look at it.
And I want to make sure that I'm putting this in the right place. I'll check the reference and move the trim strip just a little. I'll zoom in, and it looks like I just need to move it up a bit. I'll right-click on it and there it is, called trim copy 2. I'll pull this up, and now it's in the right place. What I'm going to do is to save this PSD as 02_05_end. Then I'll go back and replace it in Maya and see how it looks. Back here in Maya I'm going to go back to Object mode and pick the object.
I'll go into those textures for specular and color and bump and swap out the right PSD, 02_05_gas_pump_end, clicking on the bump layer and picking the right one. I'll pick the pump. I'm going to click on the color texture in that gas pump material and click on that file node. I'll go find 02_05_gas_pump_end. The PSD updated. Again, it brought in the transparency. It looks like I can move down the trim strip just a bit, but this one's in the right place.
The vents are in, and there's the dials in the middle of this recess. Because it's recessed geometry, I don't need to worry about it in the bump. I'm ready to get the color on, starting out with the clean gas pump and then adding rust and general wear and tear.
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