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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 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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