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

Blocking out the form of a round chair

From: Game Prop Creation in Maya

Video: Blocking out the form of a round chair

In this video I'm going to start on another chair to go with the chair I have made previously. Quite often in games, we need lots of similar props. As an example, we may walk into a restaurant or cafe, and there are some of these curvy balloon back chairs as well as some of the ladder back chairs. It's important to have a variety of props even though they may share textures, as we're going to do. As we need to see the variation, we tend to have, well, different stuff around. It's not very often outside of maybe a large corporate office, for example, that we see exactly the same chair in so many rows.

Blocking out the form of a round chair

In this video I'm going to start on another chair to go with the chair I have made previously. Quite often in games, we need lots of similar props. As an example, we may walk into a restaurant or cafe, and there are some of these curvy balloon back chairs as well as some of the ladder back chairs. It's important to have a variety of props even though they may share textures, as we're going to do. As we need to see the variation, we tend to have, well, different stuff around. It's not very often outside of maybe a large corporate office, for example, that we see exactly the same chair in so many rows.

So I'll make a curve chair and use it as a way to explore curved forms for games. What I'll start out with is blocking out the seat. It's basically a cylinder, so it should go pretty quick. Then I'll look at doing the back, and I'll start this actually as a torus. I'm going to use my existing bounding box, and that way I have a template to match in the size of the chairs. I'll choose Display > Show > Show Geometry > Polygon Surfaces. I'll take my bounding box, duplicate it by pressing Ctrl+D, and move it over. I'll take the existing chair and hide it temporarily, pressing Ctrl+H to hide.

There's the bounding box, and this will work pretty well for at least getting the volume established. What I'll start out with is making the seat. I'll press Shift and right-click and put in a Poly Cylinder. I'll drag one in and align it onto this box. In my Align Tools I'm going to put it on the center, it's already down on the floor, and I'll put it forward. I'll go into a Wireframe, and there is that cylinder. In the polyCylinder1 attributes then I'm going to bring the Radius down to six and the Height down to one.

I'll also bring the Subdivisions Axis down to 16. Yes, it is a round object, but there is a good chance we're going to see it from about here in a game. Unless we happen to pick it up and throw it or move it out of the way, we probably won't take note of too many facets. We tend to allow things like that in games as we realize we just can't spend the polys, and we can use them in other places. So as long as it's close enough to round, we'll be in pretty good shape. I'll move this up, pressing and holding V and D, snapping the pivot on any top vertex, and pulling this up to my seat line.

Then I'll pull it up forward, and I'm ready to get the back in. For the back I'll go into a Front View. I'll press F to focus and then zoom out. If we look at the reference, it's actually not a full circle. There is a quarter round, it's slightly flat on top, and another round. The inset piece here is a separate object. Then this whole back, once the round straightens out, and actually it does straighten out, it's bent in this shallow curve. Really, the way to attack this is to make the roundest form first, stretch it to make the flat, extrude it down to make the legs and bend the whole thing.

I'll start out with a Torus, holding Shift and right-clicking, and choosing Poly Torus. I'll make a Poly Torus in here, dragging one in, giving it a radius, and going to the polyTorus1 attributes. What I'll do is put the radius of this at slightly bigger than the width of my bounding box, let's say a Radius of seven to really accent that balloon back. I'll put the Section Radius at .625, so it's an inch and a quarter across. I'll come down here to the Subdivision access, and I'll put it at 18. Here's why.

If we make the sides a multiple of two, but not four, we end up with a flat spot. And I know I need a flat spot at the top of my chair. What this will let me to do is, if I need, stretch across the flat. Down here I'm going to delete these faces and extrude that equatorial edge loop across, but up here I want to bring in--or actually automatically have--the flat spot at the top. It looks in my estimate that this might be a little thick, so I'll take that Section Radius down while I still can to 0.5. I'll pull this up and take the Subdivisions Height down.

Because this is a round object, it's actually fairly small in section. I can reduce the Subdivisions Height down. I'm going to put them in at eight to economize on my polygons. I'll make sure I come back and soften up those edges, and it should smooth over nicely. I'll press F11 and select the bottom faces and delete them. I'll press F10 for edge and zoom in and double-click on the border edges I have got left here, holding shift and double clicking on both sides. I'll hold Shift and right-click and choose Extrude Edge. I'll switch over to the world axis, zooming out and clicking on the world axis toggle.

I'll press V for snap and snap this extrusion down to the floor. What I'll do is scroll down to the extrusions, or use the caddie, and crank up the number of divisions. I'm going to put the divisions on this extrusion up at eight. I can always delete if I need, but this will help me bend this whole piece. I'll right-click and choose Object mode. I'm ready to bend it, although I might want to give this a little bit of a flare first. Here's what I'll do. I press F9 for Vertex and select these vertices. In my Deformation shelf I'll apply a Bend, and there is my Nonlinear Bend applied.

I'll go into the Bend and give it a little bit of a curvature. I'll put this number at something I can transfer easily like 0.25. I'll do the same on the other side, picking the opposite vertices and bending them. I'll put this curvature at 0.25 and put a negative in front, so it goes in the right direction. Now I can take both of these pieces and rotate them back, so I have got a balloon that flares out. I'll pick the whole object, right-click, and make sure I pick Object mode. With it selected I'll press Shift+Alt+D to delete the history and get rid of the deformers.

Then I'll take these vertices, pressing F9 again, pressing E for rotate, and snapping that rotation over. Alternately, I can put in a rotation here in the relative transform type in. I'll put in 10. That way that's an easy number I can remember. I'll do the same in the other side and put in -10. Now I'll take these vertices, move their pivot and snap them underneath the chair. I'll snap them over on the X axis and then do the other side. I'll move their pivot, holding V and D, snapping into place, then holding V while I snap on the X axis onto the inside of the last vertex.

I can then select both sides of the legs and pull them down. I'll make sure it sits on the ground once I have got the bend in. I'll right-click and pick Object mode, I'll spin around in a Perspective View, and there's my chair back, well, sort of so far. Now I'm going to bend it. I'll pick the Deformation, Nonlinear Bend, and add a curvature. The curve is going in the wrong direction. What I will do is press E for rotation, and rotate this bend. I'll spin it around, and I can go into the bend handle, and there's that rotation. I'll put it in at 90, and I'm bending my chair back.

I'll bring back the curvature, so it's not as severe. It is working nicely, it does need a little bit of a taper in here, but I have got the basic form of my chair evolving. I'll pick Object mode and select and then delete the history. Now what I need to do is to taper in these legs, but I have got that chair form emerging very nicely. I'll put in a Nonlinear Flare. And what this lets me do is flare in, or taper, the top or bottom. I'll go into the flare, and there is a Start and End Flare X and Z. It looks like it's the Start Flare X that I need to bring in just a little bit.

I'll pull this down and pull down the Z just a touch. There is that bent chair, and it's within my bounding box roughly. It should flare out, or splay out, just a little bit. I'll pick this one more time, press F8 for Object, and delete the history. I'm ready to do the same thing on the front legs and move this into the right place for my curved balloon frame chair. It looks like I can pull the seat down a little bit and bend some cylinders for the front. Then I'll put the hoop in as a torus and my chair will be ready.

Show transcript

This video is part of

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

90 video lessons · 6705 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 preferences from 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.

Learn more, save more. Upgrade today!

Get our Annual Premium Membership at our best savings yet.

Upgrade to our Annual Premium Membership today and get even more value from your lynda.com subscription:

“In a way, I feel like you are rooting for me. Like you are really invested in my experience, and want me to get as much out of these courses as possible this is the best place to start on your journey to learning new material.”— Nadine H.

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.