Game Prop Creation in Maya
Illustration by Mark Todd

Adding legs to the table


From:

Game Prop Creation in Maya

with Adam Crespi

Video: Adding legs to the table

In this video I will add legs on my trestle table. Then I'll get the leg assembly in the right place so I can put in the skirts and bottom stretcher. I'll go back and check the reference, and make sure I'm in the right place. I can see that the legs are diagonal. What actually happens is that wood is rotated and then cut at an angle here. I need to make sure I have got that angle in, which looks like probably 10 degrees or so. My key marker is really here, where the outside corner of this leg appears to line up with the bottom corner of that arc.
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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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Watch the Online Video Course Game Prop Creation in Maya
9h 33m Intermediate Aug 20, 2012

Viewers: in countries Watching now:

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.

Topics include:
  • Planning for modular textures and models
  • Blocking out the overall form of a prop
  • Moving and sewing UVs
  • Laying out UV coordinates
  • Texturing with bump maps
  • Converting bump maps to normal maps
  • Unwrapping and cloning objects
  • Breaking up a model for texturing
  • Painting textures from scratch
  • Adding detail with beveling and extruding
  • Baking high poly model onto a low poly model
  • Painting in Mudbox
  • Importing and assigning objects and maps in Unity
  • Adding lights in Unity
Subject:
3D + Animation
Software:
Maya Unity 3D
Author:
Adam Crespi

Adding legs to the table

In this video I will add legs on my trestle table. Then I'll get the leg assembly in the right place so I can put in the skirts and bottom stretcher. I'll go back and check the reference, and make sure I'm in the right place. I can see that the legs are diagonal. What actually happens is that wood is rotated and then cut at an angle here. I need to make sure I have got that angle in, which looks like probably 10 degrees or so. My key marker is really here, where the outside corner of this leg appears to line up with the bottom corner of that arc.

It looks like it comes in probably the same distance across as the leg is wide. Assuming that this leg is the same width as my top stringer, and this is probably a little bit bigger. The leg probably comes out to 3.5x4 that seems like a good dimension, so I will try it out and see if it works. Here in Maya I'll start out with a box, holding Shift and right-clicking and choosing Poly Cube. I'll make a new cube and then get the dimensions right in polyCube10. I'll put the width in here at 3.5. I'll put the height at--well I'm not sure yet--and I'll put the depth at 4.5.

There is the size of that piece, but it looks like I have got my width and depth backwards. I'll try that depth here at 3 and the width at 4 and see if it's right. I can always go back and check by picking this other object, it's called pCubeShape22, and somewhere in here actually should be those shape notes. There's pCube9, and there's that size, so it was 3.5 wide. It's always good to go in and check that kind of a thing, so it is a depth of 3.5 and a width of 4.5, and there's that leg. What I will do then is to turn on my grid, and I'll go into a Front View and look at this leg.

It started out down on the floor, and we can see when I turn on wireframe unshaded that it extends up past that stringer. What I will do then is to press W for move and V and D for snap. I'll put the pivot over on the corner and snap it right onto that bottom of the curve. I'll press F9 for vertex and take these top vertices. Now I can turn off my grid once I verify that it's down on the floor. And I'll snap these vertices down, sticking them onto the bottom of the stringer. Then I'll move them in on the red x axis by -4.

It looks like I have got that angle right, and it looks like that leg is the right size. I'll spin around and check, and it seems to be working. What I will do is align it and see if it looks right as I spin around it. I'll put it on the center, it's already on the top and bottom correctly. I do need to clean this up a little bit, I'm going to assume that I may take my table and flip it up on its side. So reasonably I can leave this face on the bottom of the leg in and just take out one at the top. I'll select it, press F11 for face and select all those faces, then hold Ctrl and deselect across the middle, and finally delete that face.

There is that one leg. I'll end up getting the others in so I can get the stretchers across correctly, but then I'll delete them once I unwrap one leg. For the next step I'll clone the leg and use it as a measuring tool to get the crossbar in place. I can see in here that the crossbar is snap cleanly between those legs. So having the other leg in is important. I'll put it in, and then I'll snap the crossbar. Finally, I'll do this center beam, this is roughly a picnic table or trestle style table. I'll go into Front View, and there is that leg.

I'll duplicate it by pressing Ctrl+D and scale on the -1 on the x axis. -1 and the Relative Transform mirrors it over. I'll press W for move and snap it into the right place on the underside of the curve. Now I can get the box in that's the strut across the middle. I'll hold Shift and right-click and snap another poly cube in. It didn't want to snap right, and that's okay. I was in a front view, and it was not able to register. I'll go back here and do it into Perspective then move it into the right place.

There's my polyCube. I'll put the depth in at 3. I'm going to make it a little narrower so I get an extra shadow line. I'll put the height in here at 4, and I'm going to use the Align tool to get it in the right place relative to my legs. It's snap down to the bottom, snap down to the center, and then I'll move it up. I'm using the Relative Transform, and I'll pull it up by 6 inches, then I'm going to center it on that stringer. On my Hotbox choosing my Align tool, which you can see I run to a lot. Centering it on the stringer, and then I'll go in a Front View and scale it out.

In this case though, I'm going to scale by vertex that way the object retains its correct sizing. I'll pick the vertices and press R for scale. I'll scale these out until the stringer meets the legs then I'll go into a wireframe by pressing 4 and grab the top vertices and pull them back, keeping those lines parallel. I'll zoom in and make sure I have got them in the right place. I can always take them and pull them back just a little bit or let it clip right through. I'm going to let it clip because it's going to let me economize on the polygons a little bit.

I'll press F11, select all the faces, deselect the middle and delete. I'm ready to add the final bar across. What I'll do is to pick all of the pieces here and center their pivots, choosing on the Hotbox > Modify > Center Pivot. With all the pieces selected I'll snap them, I can snap them all from the center here to the outside of the table, they will all still also maintain their relative position to each other. Now I'll pull this back, checking the reference one more time. It looks like this leg assembling needs to recess by, call it, 10 inches.

I'll recess it, clone it, and snap that final bar in. It sticks out by an inch and a half, so I'll pull it back by let's say 12 to start and see how it looks. In a Shaded View it looks like I'm in the right place. I'll repeat it on the other side, duplicating this by pressing Ctrl+D, holding V for snap and snapping it to the outside of the table. Then I'll move it in by 12, and I'm ready to snap this center. For the center stringer I'll pick these bottom crossbars and temporally hide everything else, choosing Display > Hide > Hide Unselected.

What I'll do here is snap another polyCube in holding V for snap and snapping it across, and then I'll snap up for the height so the height matches the crossbars. Finally, in the polyCube instead of a width of whatever it came out to be, I will put the width at 4. It looks pretty good, although maybe the width should be three. So it's a little taller than wide, because the center is in the center, and I snapped it across the crossbars the width scales from both sides equally, so I don't have to worry about it. I'll delete the end faces of this, and I'm ready to get to my unwrapping.

I'll show my other objects, choosing Display > Show > Show Last Hidden, and there's my trestle table. It's ready for maybe some additional detail. What I might want to do is make some additional objects which are the proud heads or fasteners for these side struts. I may also want to put some additional fastening up at the top, and finally, I'll take these boards once I have unwrapped one and mess up the ends a little bit. So far, though, my trestle table is looking pretty good, and I'm ready to delete elements unwrap and then re-clone using one texture sheet of wood for this and the chairs.

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