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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 look at adding some dirt and wear to my texture sheet. What I've done here is revised the rust and added the hammer rust on as well. I started out with a new document for making the rust on the wrought iron, trying at it 6,000 square instead of 3,000. I've repeated the process on the hammer, trying a giant document and taking out little bits with the magic wand to give me that speckled rust texture. I've laid this over as a Multiply, and we can see here in this layer 3, it's actually very, very bright orange.
But when it multiplies over, I get a speckled rusty hammered finish. I'll rename this and call it Hammer rust. Now I'm ready to work on some dirt and wear. I still need to get a woodgrain going in here, but I need to get some uneven dirt going. If I put this on, it's going to look too clean. Yes it's rusty, but especially on the hammer handle and on the ladder here. I need to paint in some dirt. What I'll do is go back and refresh myself, looking at the UVs and seeing where they are stacked here for the ladder. With the ladder selected I'll go and look at the Texture Editor.
The big face is off to the side, so it's really on the left side that I could add in some dirt. Alternately, I've got some places for a texture break, as the ladder has different sides of this extruded section. So really I could add in some dirt, and it's okay if there's a slight mismatch because this face here will get differently dirty than that one. I'll paint some in and see how it looks. I'll start out a new layer and I'll name this one Ladder dirt. I probably need to go through and do some grouping in here of my other layers. I'll drag Ladder dirt into the Ladder Diffuse.
Then I'll pick my hammer layers and group them, pressing Ctrl+G. I'll rename this group Hammer. Finally, I'll pick the Wrought iron of the Rust and group them. I'll name this one Prybar. I'll drag the Wood into the Hammer and I'm all set. You can see here again--and I can't stress this one enough--how much an organized workflow helps, because making changes becomes very easy. Now I'll look at the ladder, and there is a new layer, Ladder dirt, with nothing on it. I'll pull it up to the top and go back and look at the reference and see how these ladders get dirty.
I'll press Ctrl+O and go over to the Reference folder. Here in Reference Images I've got my ladders. This looks like a good example. I'll open it up in see what I can see. It looks like generally they get cloudy, we'll call it, That they may have some wear and tear here and there, but really, it's generally cloudy with some long darkness in the corners, maybe some dust or dirt that accumulates. I'm going to brush in some dirt. I'll press B for brush, and I'll eyedropper some of that ladder color. This way I've got a match into it.
I'll click on my foreground color and darken it, maybe bringing up the Saturation just a touch for a little bit of color and swinging that Hue over. I'm going to make this dirt green brown we'll call it. If you notice in mixing colors I tend to use HSB: Hue, Saturation, Brightness. I find that for my colors I'd rather play with brightness and saturation and keep them actually quite muddy, building up layers over time of dirt and wear and so forth, then looking at the Hue to get the color right. After while I find you start to learn what values work.
Sub 30 gets you well into the reds, 30 to 50 is orange through yellows, and above 50 is yellow green. This is going to give me a muddy yellow gray we'll call it. I'll hold Ctrl and click on the layer 1 in the Ladder section, Press B for Brush, and set my brush as a very low-opacity Multiply. I'll bring down the size, using my square bracket, and I am going to lay down some dirt. Because this is a tiling map, I need to be careful of how I do this. I'll zoom out, pressing Z for Zoom and holding Alt. I want my document small, actually, so I've got room around it.
I'll go back to my brush by pressing B. I'll click outside of the image, hold Shift, and drag down. I'll lay in a couple of more stripes of this, adding in a line of dirt on one side. You can see I'm just building up a little bit of darkness here. The idea is that I'm holding Shift and keeping this vertical so it tiles seamlessly. I'm going to do the same over here, clicking and dragging, holding Shift, and making sure that this stays nice and vertical on the corners. That should be it for the Ladder dirt, and these are meant to hold up pretty well.
Barring a ladder being splattered and paint, we don't necessarily want to have it dirty in splotches, because it's a tiling map and we'll see those splotches repeat. I can do the same on some of my other elements. So occasionally, on a facet of, let's say the hammer or the wrought iron pry bar, I see some dirt in there. In that case--and I'll go into the Prybar group as an example, selecting the Wrought iron--I'm going to brush in dirt using black. I'll eyedropper one of the colors, and there is a near black. I'll make a new layer and brush in some dirt on one of the sides.
I'll bring up my Multiply Opacity just a little bit, and I'm going to brush in just a little bit here. This gives me a little bit of a fade, and it's okay to do because I've got the pry bar stacked in here. This means occasionally an element that touches this will be a little different in color from an adjacent face, which is true for that pry bar; it shouldn't be perfectly even. I'll try this out and see how it looks, first saving out the PSD and then saving out the flattened TIFF. Back here in Maya, I've deselected the ladder, and I'll go pick any object and swap out that material.
In the corners of the ladder and on some of the faces, I've got dirt going. I can see it's got a little bit of patina, just enough to be not clean. Then I'll go back and look at the pry bar and occasionally, I can see a little bit of a variation. It's working nicely. I'm ready to add in any other dirt and finally the wood grain for the handle.
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