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Creating Game Environments in Maya and Photoshop

Creating Game Environments in Maya and Photoshop

with Adam Crespi

 


This course is a practical guide to constructing 3D buildings that can be used to populate video game environments. Author Adam Crespi starts with a gas station taken from a photograph—retrieving measurements and dimensions with modular blocking and planning techniques in Adobe Photoshop—and then re-creates the building in Maya with polygonal modeling and advanced texturing techniques. The course shows how to model elements such as walls, doors, and roofs, including stacking UVs on a texture sheet, and also sheds light on simulating real-world details like dirt, wear, and grime, using ambient occlusion and normal baking in a high- to low-poly workflow. The final chapter shows how to export the model to the Unity gaming engine for final cleanup and rendering.
Topics include:
  • Analyzing concept art for contours, texture, and shadow detail
  • Blocking out the basic form of a building
  • Modeling modular elements
  • Planning for occlusion and texture stacking
  • Creating the low-poly-count elements
  • Planning a texture sheet
  • Stacking UVs
  • Transferring maps
  • Baking occlusion and normal maps
  • Drawing detail at the right size
  • Painting layers of dirt and wear
  • Adding lights and refining materials

show more

author
Adam Crespi
subject
3D + Animation, Modeling, Textures, Game Design
software
Maya 2013, Photoshop CS6
level
Intermediate
duration
5h 10m
released
Aug 08, 2012

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Introduction
Welcome
00:03Hi, I'm Adam Crespi, and welcome to Creating Game Environments in Maya and Photoshop.
00:08In this course we will look at modular modeling techniques and ways to stack
00:12UVs for a texture sheet, getting the most out of our UV space and repeating
00:17textures on an object.
00:18Additionally, we will look at ways to paint textures and add layers of dirt,
00:22wear, and grunge, exploring baking and be an occlusion for both rust and dirt.
00:27Finally, we will export out into Unity, lighting up our model and navigating
00:32around to see if things really work in the game.
00:34We will be covering all these features, plus plenty of other tools and techniques,
00:38so let's get started with Creating Game Environments in Maya and Photoshop.
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Using the exercise files
00:00If you are a Premium member of the lynda.com online training library, or if you
00:04are watching this tutorial and a DVD-ROM, you have access to the exercise files
00:08used throughout this title.
00:09These exercise files are divided into four folders.
00:12There is Game Environments, which is the Maya project file. In here are the
00:16default Maya folders. sourceimages contains the textures. All the scenes are
00:21in the Scenes folder.
00:23Big data, such as normals and occlusion, will go in the renderData folder, or in images.
00:28Game Environments Unity is a Unity project, and in here the assets, library, and
00:33project settings folders in there are the subfolders for helping to organize the
00:37textures and scenes.
00:38There is Reference Images and in here I've added a selection of reference
00:43imagery I have downloaded from thinkstock.com.
00:45I've also add in a folder of finished reference layouts which contain reference
00:49drawings with mesh lines
00:50I will use in laying out in planning the construction.
00:54Finally, there's a Working Textures folder, and in here our files that are raw,
00:58or working, textures that aren't necessarily part of a map yet,
01:01but are a large chunk of raw material such as wood or galvanized steel.
01:05I will keep these separate from a project to avoid bogging down Maya when
01:09looking for textures.
01:10If you're working in Maya 2010 or later, you can open up the files by choosing
01:15ignore version in the File > Open dialog.
01:18If you're working in Unity, makes sure you download the latest Unity built from unity3D.com.
01:24If you're a Monthly member or Annual member of lynda.com, you don't have access
01:28to the exercise files, but
01:29you can follow on from scratch with your own assets.
01:32So let's get started modeling game environments in Maya and texturing
01:35in Photoshop.
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What you should know before watching this course
00:00For this course you should have good working knowledge of Autodesk Maya
00:04and Adobe Photoshop.
00:05Knowledge of Mudbox is not necessary, as I'll explain along the way.
00:09You should have some knowledge of Unity, although I will go through the basics on
00:13importing and bringing objects into a scene.
00:15If you like to use a tablet or touch-sensitive monitor, you may,
00:18but you can also do the painting with a mouse if needed.
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Setting up the workflow
00:00In this video, I'll show how I customize the Maya and Photoshop user interfaces, as
00:05well some workflow in both programs.
00:07When you open up Maya, your user interface may differ from the one you see in my
00:10videos. I'll show how to customize this and give yourself more available working space.
00:16When I open up Maya I've got a lot of user interface and a relatively small viewport.
00:20What I like to do is to fit this a little bit to what I need.
00:24As we're going to be primarily modeling and unwrapping, we can make a lot of the
00:28tools go away and get more space to work in.
00:32To start I'm going to slim down my hotbox.
00:35When you press and hold the Spacebar for the hotbox, the default hotbox is giant.
00:39What I'll do is click on Hotbox Controls and choose Show Polygons > Polygons Only.
00:46Now this hotbox is much slimmer.
00:49We can still access all of our tools in the hotbox and by using our function
00:53keys--F2, F3, F4, F5 and F6--we can access different menus: Polygon, Surfaces,
00:59Rendering, and so forth.
01:01Now I'll slim down the UI.
01:03My philosophy in working is I want my tools close at hand. I want things on my
01:08hotbox or by holding Shift and right- click and using my marking menus, or as an
01:13example pressing and holding W for Move and left-clicking pulls up the marking
01:17menu for the Move tool.
01:19What this mean is my tools are close at hand. Going up to the top of the UI
01:22slows me down, not measurably in hours per day, but more in my thoughts being consistent.
01:28What I'll do then is press and hold the spacebar for my hotbox and click in the
01:33space to the right of Maya. In here are my UI elements, and I'll start to hide things.
01:38Alternately, I can do this under Display > UI Elements, and there is checkboxes.
01:44I'm going to turn off the Time slider and turn off the Range slider as well.
01:50It's your option if you want to leave the Command Line and Help Line off or on;
01:53I'm going to turn them off and I'll also turn off the Shelf.
01:58If you like the Shelf, that's fantastic. Personally I find that all that
02:02functionality is available in other places.
02:04I'd rather have the real state to work in.
02:07I'll leave my Status Line on, as I'll be using the menu line input pretty heavily,
02:11and also seeing what my snaps are doing.
02:14I'm going to leave my toolbox on, as sometime I need to double-click on something
02:18over here, and I'll also be able to see what tool I'm using.
02:21Finally, I'll toggle off and on the heads-up display by choosing Display > Heads
02:26Up Display and turning off and on things like Poly Count.
02:30I'll start out with it off and when I need to turn it on, I'll go in here to
02:34display and turn on Poly Count.
02:37We can also customize more if we need, playing with colors and backgrounds to
02:41make things easier to see.
02:42If you're having trouble seeing in the view, move around. I'll hold Shift and
02:47right-click as an example and make a poly cube and drag it in.
02:50This is a Wireframe, which is accessed by hitting the 4 key, or up on top here on
02:54this navigation bar.
02:555 takes us to Shaded, and 6 displays the textures in the view.
03:007 will show the object in the scene lighting verses 6 being in the default lights.
03:06As I don't have any lighting in the scene, it renders as black.
03:10I'll switch my view around, between the Default Quality, High Quality and
03:15Viewport 2.0 as well.
03:18I'll make a sphere to show this.
03:20Right now in the default quality with Lambert on here, it's well kind of gray
03:24and flat. In high quality I can see that the lighting is reflecting the default lights.
03:29When I put a material on here such as Blinn, assigning a new material, we can see
03:35in the high quality that that shines nicely.
03:37Viewport 2.0 is a new innovation as of Maya 2012.
03:41I'll go into it and under Viewport 2.0 in the dialog, I can turn things on that
03:47let me see things like I'll see in games.
03:49I've got Screen-space Ambient Occlusion, Motion Blur if needed, and
03:54Multisample Anti-aliasing.
03:56I'll turn that on and we can see those edges goes smooth.
04:00What this let's me do--and you can see a slight performance hit here depending on
04:04the graphics card--is see things like I'll see in engine.
04:07As an example, there is my screen space occlusion grounding my objects.
04:11It's a great way to see how things are going to look in the game, and I'm doing
04:15it in a nice big view,
04:16so I'm really maximizing what I'm working on instead of trying to work on a postage stamp.
04:21The last thing I'll do is to switch back and forth between the channel box in
04:24the Attribute editor.
04:26I'll hit Ctrl+A to toggle back and forth here.
04:29Usually I'll stay minimized in the channel box-- again, so my viewport is as big as possible.
04:34I'll press Ctrl+A to pull up the Attribute Editor when I need to affect the
04:38attributes of a single object.
04:39And after I'm done I'll press Ctrl+A to return.
04:42Over here in Photoshop I tend to tab out my menus, hitting the Tab key to
04:46make them disappear.
04:48One of the things I'll also do--and I'll start a new document to show this--
04:51is press the F key.
04:53Once gets rid of the windows UI and twice goes full screen. It takes out the
04:58Photoshop UI as well.
04:59I'll use the Tab key to go back and forth to turn off and on my menus and other pieces.
05:05I also like to make my layer thumbnails big.
05:08We can access this by choosing the options here and Panel Options for the Layers palette.
05:13I've changed my Thumbnail Size to large so I can see what I'm doing.
05:17I'll turn off and on the rulers sometimes by pressing Ctrl+R, and hitting F one
05:22more time takes me back to the default Photoshop UI.
05:25I'll use this if I have got different tabbed documents I need to access.
05:29The big deal in all of this is making your user interface fit what you want to
05:33do. Both programs have an immensely malleable, changeable user interface, and you
05:38should give yourself the maximum space you can to work in and not let your tools
05:42clutter up what you're doing.
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1. Anatomy of a Low-Poly Model
Identifying key contours and shadows in concept art
00:00In this video I'll look at some key contours and concept art, things that we
00:04need when we're modeling a building.
00:07I'll start by opening up some reference imagery, pressing Ctrl+O in Photoshop.
00:11In my Reference Images folder I've got some gas station images.
00:15I'll click on one, scroll down, hold Shift, and click on the last one in the series.
00:20I'll click Open and they'll open up.
00:22I'll press Ctrl+0 to maximize the view.
00:26In each of these we can see, well, a decrepit gas station, in various states of
00:30repair and in different architectural styles.
00:33The big deal with the game is silhouette.
00:35We can do a lot in texture, but having the right silhouette really matters.
00:39But I'll start out with a lot of times is simply drawing the major silhouette or
00:44contours on a model.
00:46I'll make a new layer by pressing Ctrl+Shift+N and hitting OK.
00:50I don't really care what this layer is called at the moment.
00:53I'll press B for Brush, and I've changed my foreground color to a bright blue.
00:58What I'll look at are the major lines.
01:00I'm going to click on the bottom corner of the building, hold Shift, and click up
01:04on the top, and I'll start to line out the major contours here.
01:08This is a useful exercise in getting a feel for the building, identifying the
01:13biggest things that are really necessary in geometry.
01:18Things like the detail in the garage doors can be handled in texture.
01:21Things like the dirt also show up in texture, but this contour, where the
01:25door opens into the building or the major corner here on the building, needs to be in geometry.
01:31Now since this building appears to be falling apart somewhat, I'm going to add
01:35in some additional lines. What we'll also see, possibly, are things like this.
01:41This line here going from the top of the door to the window will let me take
01:45this corner and wiggle it slightly, so it's not absolutely perfect.
01:49We can see that this building is aged and so the ability to have some of the
01:53lines just out of parallel is pretty helpful.
01:56We'll see lines like this also on the ground.
02:00The occasional extra polygon or extra vertex lets us really make that ground
02:04wiggle, so it's not a perfectly flat ground plane.
02:08I'll finish this out by drawing out any of the other major contours,
02:11noting where I might need something in the game, such as a doorway to duck into
02:16or something that might be operable such as the door here which has been boarded up.
02:21I'll add in things that give the major shadow lines, such as the overhang here,
02:25drawing in the polygon lines and making special notes where there's a curve.
02:30I can see in the reference imagery that right here on the edge it's a little bit
02:34of an Art Deco style and we need a bit of a curve.
02:37What I'll typically do in a place like this is to add in just a few more lines,
02:42and these don't have to be perfect; they just have to note that there are extra
02:46polygons there to make this curve.
02:48What I'll also look at our edge tests.
02:52What this means is if I'm going to see this object against a
02:54contrasting material,
02:56as an example--I'll zoom in by pressing Z and zooming in on the island--
03:01we can see that the island here is in concrete and is up next to either asphalt
03:06or stained concrete.
03:08We need to make sure that any curves here read, because is a good chance of
03:11seeing some facets if we don't do enough geometry.
03:14I'll press Ctrl+0 to zoom out and finish lining this.
03:18After I've got this lined in on the major geometry, I'll start to look at texture
03:22possibilities in the next video.
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Analyzing concept art for texture possibilities
00:00In this video I'll analyze concept art for possibilities in texture.
00:05What I've done is taken my gas station reference imagery and drawn out in blue
00:09on a new layer some of the major mesh lines: the doors, the overhang, the
00:14windows, and so forth.
00:15And I've done this on another image of it as well.
00:18So we can see on at least the three visible sides I have in these images, where
00:22those major mesh lines are.
00:24What I've also started to do--and I'll zoom in on the windows here to show it
00:28better--is to mark out places where I might have one texture that's repeated
00:32over several polygons.
00:34One of the things we're seeing in games is that although poly count still matters
00:39how you use your texture space matters even more.
00:42Ideally, I should be able to pull off this building in one texture atlas or
00:46texture sheet, where it's not a complete unwrap of the building, but rather
00:51different parts on the texture sheet that are mapped onto different polygons and
00:55reused by stacking UVs.
00:56What I'll do then on this building is, in a different color, shade in areas where
01:02I might see an overlapping texture. I'll use my Magic Wand, flying out my Quick
01:07Selection tool and underneath picking the Magic Wand, and on that layer 1 wanding
01:12in the middle of one of these panels for example.
01:15I tend to put these on a new layer, and I'll make a new layer and slide it under layer 1.
01:20I'll change my foreground color to something else, in this case just a green, and fill this in.
01:26I'm going to fill it using the paint bucket, flying out the gradient and picking
01:30the Paint Bucket tool.
01:31And I'll fill it at a partial opacity.
01:34That way it's kind of a highlight.
01:37What this shows me, or shows another artist if I'm collaborating on a team, is
01:41that this is the place where I'm going to see an overlapping texture. That was
01:45W for wand. Pick it on layer 1, switch back to layer 2, press G for paint bucket, and fill.
01:53What I can do then is switch back and forth here and very quickly start to mark
01:58in areas that should be an overlapping texture.
02:01Sometimes what I'll even do is color code them. The green here for example might
02:06let me know that all of these window areas should share one texture.
02:11I might go over to this wall and mark it in a different color so I can see that
02:15blank wall here gets a different space in the texture atlas.
02:20I'll go back to layer 1, press W for wand, and pick that wall section.
02:24Back over here on layer 2, I'll switch my foreground color to something else; in
02:29this case I'll take a warm orange.
02:31I'll fill this in, and this tells me that I need a different part of the
02:36atlas for this wall.
02:38With some careful planning, we can get good- looking textures that repeat over a building.
02:43Also, by analyzing our reference, we can see that a lot of the things that really
02:47look unique or in fact pretty repetitive.
02:50If we look at the other reference here, Gas station A02 for example, we can
02:54see that this building is generally dirty on the bottom and kind of scratched and bumped.
02:59A lot of it though is not obviously different. Maybe the two smudges down here
03:05at the bottom or the large stain over here in the corner. But really it's
03:09generally white and dirty.
03:12If we look at other degraded gas stations, we can see the same kind of thing.
03:15As an example, in this wood building, the bottom is generally more faded and
03:21falling in, but if I made one texture that was a large chunk of siding right
03:25here I could repeat that all the way along and break it up by windows on
03:29different polygons. We can see on this gas station as well.
03:34If I make one large section of faded wood paneling, I can use that in a lot of
03:39places, and also one section of the Island canopy texture. And with some careful
03:44geometry, I can even make the crunch corner.
03:46Well, we see then on buildings--you can extrapolate out--is that a lot of the
03:52times the dirt is fairly repetitive, and if it clones nicely or it tiles, we're
03:58not going to notice it, and we can get much greater detail in a larger section of
04:02dirt with some careful planning.
04:04So make sure you go in while you're laying out your polygon lines and mark in
04:08major textures and where they should break, and if you have to add in a few extra
04:13polygon lines to make a texture break to get better use of your texture sheet,
04:17put that in as well.
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Adding perceived detail through texture
00:00In games we use texture to add a lot of detail to a model.
00:04This differs radically from a film pipeline where everything might be geometry.
00:09In a game then, what we're going to see is that a lot of the realism is
00:13implied through a texture.
00:15The dividing line between geometry and texture is silhouette.
00:19If we can see it in silhouette, it needs to be geometry.
00:23If we can see it in a flat plane, it can be a texture.
00:28As an example--and I'll zoom in on the canopy to show it--
00:31this scratching indenting up here is a texture.
00:35There is nothing in this, although it looks really nice,
00:38that is popping out in silhouette.
00:40It doesn't show up in a side view. Whatever we see this scratching indenting and
00:45bubbled paint, it's only against that same face.
00:49However, this curve shows up in silhouette.
00:53Likewise, the framing under here is actually done in texture.
00:58We can't really get anywhere and see under that enough to see that framing,
01:03and it's all so dark.
01:04We can tell by the lighting here that it's generally all in shadow.
01:08So as long as there is stuff going on in the canopy here, that's done in a texture.
01:13The same goes for the doors. Although these doors appear to have a lot of detail,
01:18really it's all flat. Between the combination of the diffuse texture, a normal
01:23map, and a baked ambient occlusion, we can make this detail really pop out a flat polygon.
01:29This door is example of geometry if we were to include it,
01:33for two reasons: one, it might need to swing open--the player may need to access the space--
01:38two, even if the player can't swing it open, it will stick out and show
01:44in silhouette here.
01:45And so this needs to be geometry.
01:47I'm also going to say that this foundation element is geometry.
01:51It's going to share text or probably with the pieces above it,
01:54but it sticks out a little bit, and this will make the building look not quite
01:57perfect when it touches the ground,
01:59again disturbing that silhouette ever so slightly, as we can see here in
02:03the building adjacent to the ground, just enough variation in here that
02:08makes it convincingly real.
02:10If this came straight down to the ground, we'd save a couple polygons, but it
02:15would look too perfect,
02:16and that wouldn't match with a dirty, crunched texture we are going to put on.
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The limitations of normal maps
00:00In games we use normal maps in combination with diffuse and specular to add
00:05realism and detail in our models.
00:07What a normal map does, in short, is change the apparent direction of the polygons
00:12as they react to light.
00:13Now, there is more to it, and there are lots of materials available on exactly how
00:17they work and what they do.
00:19But the way to think of it is it makes the surface look like it's got more
00:23detail in it. A good place for a normal map, for example, is on this garage door.
00:28We can tell this garage door has a lot of wear and tear on it, and it's got
00:33windows and some recessed panels; however, on the garage door there're nothing
00:37that sticks out in silhouette, so it's a perfect candidate for a normal map.
00:41We want to make sure that the panels look recessed and the windows look recessed as well.
00:46We also want to make sure that this trim around the window shows up correctly.
00:50As another example, we could use normal maps on the siding of this building/
00:55The siding looks cracked and warned and is droopy in places
00:59but doesn't change the silhouette of the building, which is determined by the
01:02roofline and the corner boards here.
01:05So a normal map will really make the siding look like it's got some age and weathering to it.
01:09I have constructed a quick bump map to illustrate this.
01:13A bump as a grayscale going between black and white for high and low, and it's relative;
01:19it's not a particular distance out.
01:21We've got different normal map filters available, and I'm going to quickly use
01:25xNormal here in Photoshop to make a normal map out of this.
01:28I'll use the default settings in xNormal and see how this looks.
01:32I'll click on Continue, and there is my normal map. Normal maps tend to look a
01:37little bit odd when you look at them just straight. Blue is strength and red and
01:42green gives us direction.
01:43It's going to make these panels look recessed, and the dark lines in between the
01:47door panels became groups.
01:49The rivets here at the quarters popped out.
01:52And I'm ready to apply this in Maya.
01:55Here in Maya I've made a plane, and I have put a light in the scene.
01:59I'm going to put a normal map in the Bump Mapping texture on this material.
02:04I'll click on the texture node for bump map and in the Create Render Node dialog, pick File.
02:09In the Bump 2d that Maya creates, I'll go under Use As and change over to a
02:14Tangent Space Normal.
02:15Then I will go into the File node and go pick the normal I've saved out.
02:19I've called this a 01_04 example, and there is that normal map.
02:24I'll click Open and make sure my High Quality displays on, by clicking on the
02:29gold sphere. Those are the hotkeys 6 to show textures and 7 to shows scene
02:35lighting, to get back to this view.
02:37Now, we can see that this door looks like it has a lot of detail.
02:41This is a great example of where a normal map is useful.
02:45We can't take a sphere for head, as an example, and normal map a nose out of it,
02:49but we can have a lot of detail that's within a plane with a normal map and make
02:54things look richer in our world in game.
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Analyzing concept art for key shadow details
00:00Once we've got our major polygon lines drawn and or textures mapped out, or at
00:05least the start of a plan,
00:06we want to go in and look for key shadow details in our model.
00:11We have a great example right here in this abandoned gas station where the
00:15roof overhangs the wall, and we can see it's casting a strong shadow down on the
00:19bordered-up facade.
00:20We can also see up here on the sign, if we were to show this blank sign, that we
00:24have a key shadow detail on the sign box where the actual gas station sign is missing.
00:29In our model then, we want to look for, beyond the major polygons, any key shadow
00:35details that really clue us into the nature or design of the building.
00:38In this example, the roof is much shorter.
00:41It doesn't overhang the building nearly as much. But again, this is a key shadow detail.
00:46We also have key shadow details right here around the window, and I'll zoom in to
00:50show it a little better.
00:52Even in the overcast light where we don't have strong shadows, we can see we have
00:57got some pretty good shading here in this pediment.
00:59That's a key detail we need to have.
01:01Now this may be a place to have a high-detail model generate a low-poly plus a
01:06very good baked texture, which we'll get to in later videos.
01:09But we want to keep in mind those key shadow details.
01:12Are there things that within a facade or just above it, need to poke out, give as
01:18little shadow cast onto the building itself.
01:21And this window and roof are a great example of it.
01:25Another key shadow detail might be right up here, and these dentals,
01:30this molding, is a good example of something we can bake later.
01:34We need to see the inter-shadowing of the dentals on the molding, but that's a lot of geometry.
01:39So if we handle it through a normal map at a high-poly model generating shadows
01:43for a low poly, it will look right.
01:46We can overlook things like this siding, where it's kind of sticking off here, as
01:51we can't see a definite shadow on it.
01:54The shadowing will be handled here in the occlusion and a normal map, and that
01:58will make it look right and degrade it.
02:01In our gas station then we can see here under the canopy that it's important
02:05to have this recess, that the ceiling is actually up above the edge of the
02:09canopy considerably.
02:11We also need to make sure we have this edge modeled in on the garage door,
02:15that we can see the thickness of the wall.
02:17I'll turn off layer 1, and we can see, even on the overcast day in the photo, that
02:22there is a really key shadow of a wall onto the door,
02:25so we need to make sure we model that in.
02:28It's important to make sure that once you have got the major polys mapped out
02:31you look for any key hallmarks of the design, any key shadow details that
02:36really need to show up, to give us a sense of place and solidity or thickness
02:41in the building.
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Identifying shadow details as generated or painted
00:00In a workflow making assets for games, a lot of times we'll see high-poly models
00:05generating things for a low-poly model to be used in the final game.
00:10An example of that are rendered shadows.
00:13A lot of times what we'll do is draw shadows, and sometimes we'll render them as well.
00:19Some of what we need to do in our planning of our building is to mark key areas
00:23that might be rendered, where we need to dedicate some time to making a high-poly
00:27model to render or bake things like shadows or occlusion.
00:31As an example, this garage door might merit a high-poly model.
00:34There is a lot of inter-shadowing we can see here on the panels that are
00:39recessed and the trim around the windows that we probably could do a decent
00:43paint on, but we might get a better result if we render it.
00:47Additionally--and I'll turn off layer 1 again to show this--we can see that
00:52there is inter-shadowing of the wall on the door and the wall on the door and
00:56the door trim. Again, this might be easier to render.
01:00We can paint shadows on things like this flaking paint, because we're going to
01:05paint this paint in, which sounds rather odd. And as long as the shadow is
01:09fairly close, it'll look right.
01:11Where I tend to draw a line in rendering versus painting shadows is on
01:16things that are complex and inter-shadowing, where painting them might be more difficult.
01:21In this other gas station image, we can see another instance of a rendered
01:26shadow giving us a better result.
01:28These doors have a frame around them, panels, windows, and a bit of an overhang
01:34from the roof, leading to a lot of inter-shadowing going on on the door.
01:39Now reasonably this could actually be the same door texture. As long as the
01:42flaking isn't terribly obvious from one to the other, we can reuse it and
01:47save some texture space.
01:49Rendering out the shadows then will give us consistency across all of the
01:52molding. We might also render out shadows on the person-sized door over here
01:57on the right, as it's a fairly deep frame, and having the shadow work correctly is important.
02:03Up here on the roof, we might end up handling this fascia detail as one poly
02:08instead of two, and we can paint in this simple shadow fairly easily.
02:12It's also obscured by the general dirt and decay of the building,
02:16so as long as we get it fairly close, we will be in good shape.
02:19To sum up then, it's important to plan out a model before you start in modeling.
02:24It's very easy to simply start in and realize you have to redo a lot of work.
02:29Remember to go in and draw out the lines on your building, lining out the major
02:34polygons and key shadow elements. Then get in there and mark out the places that
02:39might be a good candidate for overlapping texture.
02:43Identify places where you need to build a high-poly model and bake or render
02:48some shadows or occlusion out of it.
02:50And finally, be aware of the limitations of your textures. We can do a lot with
02:54the diffuse, normal, and specular map, but we can't do everything.
02:58We want to make sure, above all, that the silhouette really works, and that way we
03:02get an effective model that feels like you're actually in the place.
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2. Modular Planning and Blocking
What is a module?
00:00One of the most effective things you can do in a game is to use a modular
00:04approach to building.
00:06A module then is a repetitive component, and if we mix modules, if we create a
00:12kit of parts, we can get a really effectively made game environment that's
00:17believable and economizes on our resources.
00:20As an example, in this building, we can see clearly a module in the left side.
00:25I'll press B for brush and set my foreground color to a blue I can mark in,
00:30and on a new layer I'll mark out a module.
00:33A lot of times a module is a split between two windows; however, the module on
00:40this building isn't necessarily this piece, because this produces a seam right
00:45in the middle of a wall.
00:47A better module then, as I select and delete that by pressing Ctrl+A to select
00:52all and delete, a better module might be this.
00:59Now if you ignore the overlap in the gas pump here, we can see a module is a
01:04section of wall that repeats cleanly from window to window, and includes a window
01:09and the wall over it. That way can repeat this out and even get the end looking
01:14right, and what this leaves me here on this end is actually a half module where
01:20the texture would simply continue, but the geometry ends.
01:24The idea in a module then is to economize on resources by cloning our pieces.
01:30If we look at this gas station then-- the small, white, and decrepit one--we can
01:35clearly see some modules in action.
01:37A module might be--and I'll do this on a new layer again--one garage door and a
01:43section of wall next to it.
01:45I'm going to run this in green so I can tell it apart.
01:48My module might be one door and the wall surrounding it.
01:52That way if I need to expand this out to three bays or contract it to one, or
01:57even make another building with the same elements,
01:59I can reuse this and get clean joining lines.
02:03I can take this module and repeat it once here and even once more, taking out the
02:08garage door to make the module over those windows.
02:12I'll look at one more view and see if there are any other modules I can make.
02:17There's a smaller one going on here, and I'll zoom in on these windows as an example.
02:22We can say that these windows next to the door repeat. This is the shop, or
02:26cashier, here. What this means is as I model,
02:29I probably want a polygon right here.
02:33I'll draw this on and line out a module.
02:38What this tells me then is that in that modeling I should give these separate
02:43polys, so I can stack the UVs and reuse this module.
02:47If I'm careful about how I do the texturing, I can even make this offset module
02:52and this higher one work.
02:54With a little bit of work, I can probably use some of the same modular texture
02:59for the transom window over the door.
03:02As we've seen, it's important to think through your building and the
03:04possibilities before you start modeling.
03:06In the next video then, I identify other areas of repetition where I can stack
03:12UVs and clone modules.
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Overview of the snap tools and precision modeling techniques
00:00In this video I'll show some methods that I use for precision movement,
00:04rotation, and aligning.
00:05It's important work precisely when you're modeling.
00:08That way can avoid environment and scene leaks in your game.
00:11I'm going to make a couple of objects. Holding Shift and right-clicking
00:15and choosing Poly Cube,
00:16I'll drag in a couple of cubes and duplicate them, pressing Ctrl+D and moving them over.
00:22This is actually one of the first things that I do to be precise.
00:25I'm clicking and holding on the blue z axis, which is now highlighted in yellow.
00:30This allows me to move on one axis uniquely.
00:33That way I can slide things along as I need, instead of having to guess by
00:37grabbing on all three.
00:40I can also rotate on one axis as well.
00:42If I want to rotate this over just on the y axis, I can grab right on that
00:46green ring and spin it.
00:48However, it's not quite a precise rotation.
00:50What I'm going to do is press and hold E and left-click and hold anywhere, and
00:55this pulls up the marking menu for rotation.
00:58I'll turn on Discrete Rotate. What Discrete Rotate does is snap that
01:03rotation every 15 degrees.
01:05We can change this in the Rotation options if we need.
01:08Now this is rotated exactly 90 degrees over.
01:12One of the other tools I'll use is the Align tool.
01:15I've got one box selected, and it's highlighted in green here.
01:19I'll hold Shift and pick the other one.
01:21I'll press 5 to go back to shaded view, so we can see it.
01:24I'll press spacebar for the Hot Box and choose Modify > Align tool.
01:29In the Align tool, the object we're aligning to is shown as this solid rectangle.
01:34And I've different options, depending on how I spin around it.
01:38What this shows me is that these are already aligned on their centers,
01:42because it's grayed out.
01:43They're already aligned bottom to bottom and top to top or center to center.
01:48The available options are in light blue.
01:51As an example, I'm going to pin these front to back. By clicking and holding
01:56one of the align tools,
01:57I can see a yellow arrow aiming to where it is going to align.
02:01Now they're snapped perfectly front to back.
02:04A lot of times when I'll do then in modeling is module something, get it
02:08looking right, and then put it in the right place, snapping or aligning to make
02:12sure it's fit perfectly.
02:14I'll put these top to bottom, and now they're perfectly aligned just on that edge.
02:21This is an important one, as it lets us align things up exactly.
02:24I notice a lot of people have trouble with it, so I'll recap quickly.
02:29Whatever we're aligning to is highlighted in green and shown in solid here in the Align tool.
02:35If you click and hold on the tool, it flies out a yellow arrow showing you where
02:39it's going to go, and there they're aligned.
02:42You can do this with as many objects that at time as you'd like and get
02:46things aligned precisely.
02:48Now look at snap tools.
02:50I'll press W for move. What we can see is that with one box selected, the center
02:56is in this center, as we'd expect when we make primitives.
03:00If I press and hold V for snap and click and drag on one axis, I can snap the
03:05center of this box to a point of another.
03:08I'll turn on the wireframe unshaded to make this easier to see.
03:12Now I'm going to snap up on the y axis, holding V for snap and pressing and
03:17holding on the green y.
03:19This snaps the center of that box on its pivot up to the point that's closest to the mouse.
03:27If I need to move the pivot around to snap point to point, I'll press and hold V
03:31for Snap and D for Enter Edit mode.
03:34What that actually means is, move the pivot.
03:37Now there's no Move tool apparent;
03:39it is just here to move the pivot.
03:42I'll click and drag and place the pivot of this object down on one of the points.
03:46Now I'm going to snap this on one axis at a time, point to point.
03:53It's perfectly aligned where I want it, coincident only partially on one edge,
03:58on two axes, and sticking out in space over here.
04:01A lot of times what I'll do then, as I've said, is model something and then put
04:06it exactly where I want it.
04:08I'll also use this to snap objects together,
04:11roughing out a form and then snapping something else between in a light tight creation.
04:16Here's how this looks.
04:18I'm moving out of my boxes off and zooming in to see it.
04:21I'd like to snap a plane from corner to corner and have it just span between the two boxes.
04:27I'll hold Shift and right-click and Poly Plane.
04:31It's important to spin around and find a good view. Sometimes what we'll see--
04:36pressing and holding V and clicking and dragging--is that Maya doesn't know quite
04:41where to put it, and I get a small poly plane stuck to point here.
04:45What I may want to do is spin around considerably.
04:49Now, I'll try it again,
04:50pressing and holding V and snapping a poly plane in.
04:54There's my poly plane snapping right on exactly from point to point.
04:59I find these trips up people, and it's good I was able to show that.
05:03It's important to spin around that view. Remember that our snap up here is always in 3D.
05:08It's going to look for points on the x, y, and z axis, and so we may have to
05:14orbit or tumble around to make sure that Maya can see what we're trying to snap to.
05:18But now I have a plane snapped perfectly in.
05:21I'll do this a lot, making openings in walls and snapping in doors or windows
05:26and snapping in the glass.
05:28It's important to work precisely and create your object precisely in that real-world scale.
05:34That way things like physics look at things in the right size.
05:38And then when you bake lights, they aren't light leaks.
05:41If we're dealing in lighting, this is a really clear transition;
05:47these objects perfectly meet at that edge, or as an example, perfectly are
05:53coincident at that edge.
05:57That is not close enough.
05:59It looks like a minor difference, so small we could over look it. But in
06:03this tiny gap, Unity will think about the nature of the universe when it's casting lighting.
06:09So if I have a choice, I'd rather have these perfectly together.
06:13This will also help when I'm making colliders, that I don't have the opportunity
06:18possibly to worm through a small space that wasn't intended.
06:21Anywhere I can be precise I should.
06:25It'll lead to a better model, fewer calls, and a more efficient gameplay.
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Blocking out the basic form of a building
00:00Once you've got the basic plan in place, you can start to block out
00:03components of your design.
00:05What I'll do usually is estimate distances based on my concept art.
00:10As an example, doors are a terrific way to measure and estimate distances.
00:14I'll zoom in on the door on the cashier's area.
00:17Doors typically, in most North American buildings at least, or one of two heights
00:23unless they obviously look different or custom made.
00:26Doors are 6'8" tall or 8 feet, and these are standards throughout the country.
00:33The way I can tell if a door is six foot eight or eight feet is where the handle is.
00:38We can see that the handle and the small handle right here are just about midway
00:43across the door, maybe a little bit below half of the knob.
00:47What that means, being that the handle was about three feet off the floor, is this
00:51door is six foot eight tall.
00:53If the handle looks like it's at the lower third of the door, the door is eight feet tall.
00:58So this door is six foot eight tall and about three feet wide.
01:03If we call this six foot eight, or almost seven, reasonably, we're looking at
01:09ten feet to the top of these windows, and hence ten feet to the top of the garage here.
01:14If that's ten, there's probably another four maybe to the top of the building.
01:20I'll press Ctrl+0 and zoom out and see if that estimating holds.
01:24Again, it looks like ten feet here and another four.
01:29That works nicely, giving me two-foot panels on the garage doors as well.
01:34If we've got fourteen feet tall reasonably, this building comes out to--
01:39well, let's see. Three feet, probably eight or nine.
01:44We'll call it nine.
01:46That gives us twelve and another two feet is fourteen, another nine is twenty-three, and probably
01:55reasonably another twelve feet or fourteen feet coming out to, let's say thirty-six, to give us a
02:01nice even number. 14 x 36.
02:05I will go into Maya and start to block out this form.
02:09Here in Maya, I'm ready to begin modeling.
02:11Remember that as we showed in the workflow video, I've customized my UI a little bit.
02:17I'll press and hold spacebar for the hotbox, and we can see I have gone into
02:21the Hotbox controls and clicked on Show Polygons, Polygons Only.
02:26I've also clicked on the space to the right of Maya and turned off the Range
02:31slider, the Time slider, and the Command Line.
02:35I've left the Tool Box and Status Line on, and I've also turned off the Shelfs.
02:39I'm using Ctrl+A to go back and forth between the Channel Box and the Attributes,
02:43and that gives me a lot more space to work in.
02:46To block out a building then, I'm going to go into my Preferences and set my units in feet.
02:52I'll choose Window > Settings/Preferences > Preferences.
02:56In the Settings I'll make my Linear units feet.
03:02This isn't the actual model, but it's rather a bounding box.
03:05I'll hold Shift and right- click and choose PolyCube.
03:09I'll click and drag out a PolyCube and come over to the INPUTS in the Channel Box.
03:14I'll make the Depth 36.
03:17I'll put the Height at 14. And I need to get a width.
03:22I'll press F to show it, and we can see that my gas station is much too skinny.
03:26Back here in Photoshop, I can estimate the side.
03:30If I know that this is twelve feet--having three and nine here, we'll say--reasonably
03:36I'm looking at probably close to twenty or twenty-two for the side here.
03:42I'll check out one of the other views and see if that holds.
03:46Again, reasonably, that's probably twenty feet from front to back.
03:50Back here in Maya then, I can make that Width 20.
03:55This is the main volume of the gas station, and it's important to put in a
03:58bounding box to avoid model creep.
04:01What is model creep, you might ask.
04:04It's when you start modeling something and the model seems to grow a bit.
04:08What you thought was going to be a six-foot person actually ends up closer to eight
04:12and looks rather odd.
04:13So by putting in a bounding box, we can say all the modules of the building need
04:17to fit inside this box by the time we are done.
04:20I'll add in another one for the canopy on the front.
04:23What I'll also do is zero out the translation on this, selecting by clicking and
04:29dragging the X, Y, and Z Translate and pressing 0.
04:33Then I'll come back to the height on the Y, and put it in at 7.
04:39I've turned off my grid, which I usually do for working.
04:42Turning it on again, though, shows me the grid is at the bottom of the box.
04:46That way the floor is at zero. So when this comes into the game, it's going to sit down
04:51on the ground plane if I have one.
04:52I like to do this with structures so that rather than working in free-floating
04:57space, things start out at zero, and that way anything I make is automatically on
05:02the floor or on the ground.
05:04I'll add another box to put in the canopy, and then I'll start to model modular elements.
05:10Back here in Photoshop then, I can estimate the canopy.
05:13It looks like this canopy sticks out almost as far as the width of the building.
05:18If this is twenty, this is probably easily eighteen out here.
05:21And again, if I said this is four feet tall up to the rooftop, it's probably two in
05:28the height of the canopy.
05:29It also needs to line up cleanly with the garage door.
05:32What I had said is that the edge of the garage door is twenty-three feet in, and so this
05:37canopy needs to come over thirteen feet.
05:40I'll make another box, holding Shift and right-click and choosing PolyCube. I'll
05:45drag it in and pull it up for the height.
05:49I'm going to make a Height of this 12.
05:52I'll put the Width at 13, and here's the Depth at 18.
05:58Now it looks like I'm little off in my width and depth.
06:01I can either fix this or rotate it around.
06:04I'll put the Width at 18 and the Depth at 13, and now the box for the canopy and
06:11the island is in the right place.
06:13Finally, I'll use my Align tool to get these in the right place.
06:16I've got my canopy bounding box selected, and I'll hold Shift and select the
06:21bounding box for the station.
06:23On my hotbox, pressing and holding the spacebar, I'll choose Modify > Align tool.
06:28I'll align them front to back, bottom to bottom, and spin around and side to side.
06:43There is my bounding volume for my gas station.
06:46If I stay within this, I'll get the proportion right and things will line up
06:50where they're supposed to.
06:51It's important to do this to block out or box out that basic form first,
06:56any key elements or major volumes, before you start modeling.
07:01That way our model stays in the right proportion and right size as you
07:04have planned it out.
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Designing modular elements
00:00Now that I've got my building blocked out, I can start to model my modules.
00:05I'll turn on my wireframe on shaded so I can see things and orbit around a bit.
00:10What I will start on are the modules for the garage doors here on the side.
00:14Back here in Photoshop, I'm going to just mark out those modules.
00:18I'll press Ctrl+Shift+N a new layer, and I've changed my color over to a green
00:22so it's easy to see.
00:24In this case, I'm going to make this first module the full-width garage door
00:29module, going from the corner of the building to the edge of the garage door and
00:34including this edge of the wall.
00:37My plan then in this model is that this second garage door, even though the wall
00:43is slimmer here, will share the same texture.
00:45We can think of it as the texture simply flows off that module.
00:49In reality, as long as I'm careful on the painting, I'll avoid a seam right
00:53there and I have a good easy match right here at a corner, where it's okay to have
00:58a slight mismatch in the texture.
01:00I had also said these doors are 9 feet wide, 10 feet tall, and that this wall
01:05section was 3 feet wide, and the wall above the door was 4 feet.
01:10Back here in Maya then, I'm going to start out modeling my module.
01:14I want to model as elegant as possible, starting with the outside and working my
01:19way in, modeling the inside of the building if I need it, as a separate object.
01:23I'll press spacebar for the hotbox and click on the Maya button and choose Side View.
01:28What I'll do usually is to turn off the grid and press F to focus.
01:33There's my building and I'm ready to start modeling.
01:35I'll hold Shift and right-click and make a poly plane.
01:39I'm going to snap this in, holding V and clicking on that first corner and
01:45dragging down to the bottom of the canopy module and letting it go.
01:50Pressing 4 lets me show in a wireframe and there's that first plane.
01:54Now I can go to the INPUTS and change that Width over to 12.
01:58It's the right size and just not in the right place, but I'm going to move it in a minute.
02:04What I need then is to take a piece out of here
02:06that is 10 feet tall and 9 feet wide.
02:10There's any number of ways to do this.
02:12What I'll start out with is putting in some width and height subdivisions.
02:17Now I can take these and move them over.
02:20Remember that I had started out this building at zero. If we look at our major
02:24element here as an example, the Translate Y is at 7 feet, because it's 14 feet
02:29tall and the center is in the center.
02:32What this will let me do in modeling is use either a relative or absolute
02:36transform to move this edge in the right place.
02:39I'll press F10 for Edge, double-click on that edge, and up here in the menu line
02:44input, I'm going to leave it at the Absolute Transform.
02:48Now I can put the Y height at 10 and it's in the right place.
02:54I'll take this second edge loop, hold V, and snap it over right onto the other
02:59one, actually making an irrational shape temporarily.
03:02In this case, what I'll do is flying out that option and choose Relative
03:06Transform in the menu line input.
03:09I'll move back by -3 on the Z, and now I've got the wall element the right width.
03:16I'll go back to my Perspective view, press F8 for object, and slide this forward
03:21so I can see it in a shaded view.
03:24Now I'm going to press F11 for face, pick this big face, and extrude it in.
03:30This will become one of my garage doors.
03:32I'll hold Shift and right-click and choose Extrude Face.
03:36I'm going to slide this back, and I've got any number of ways to do it.
03:40I can pull it back on the Z axis till it looks right, or over here in the INPUTS,
03:45I can put in a precise number.
03:47I'm going to say that wall is 6 inches thick, so I'll put in -0.5, or half a foot.
03:54My module is almost ready.
03:57It's very clean, economical in polys and light tight.
04:02I'm going to pick this bottom face and delete it,
04:04as I've a floor polygon later that will cover that.
04:07I'm going to leave in this side polygon as I'll need it to match up on this side.
04:13Finally, I'm going to sow up these vertices to get rid of one more polygon.
04:18I'll press spacebar for the Hotbox and under Edit Mesh, I'll choose the Merge Vertex tool.
04:25I'll click on one vertex and drag over to the corner, and I'll do this again
04:30from bottom to top and now I have the clean miter.
04:34I'll press F8 and hold Shift and right-click and choose Soften/Harden Edge > Harden Edge.
04:42Now I'm ready to delete the history.
04:44I'll press Shift+Alt+D or Alt+D, delete the history, and make sure it's gone.
04:52It looks like it didn't work because I was still in Vertex mode, so I want to
04:56make sure I'm in the whole object, or Object mode, first.
04:59I'll delete the history and I've got a module ready to unwrap.
05:03It's important to do this to keep it light tight and precise.
05:07I'll try a quick experiment to finish this out and see if it worked.
05:10I'm going to duplicate this object. Pick both because I don't care which one
05:15goes front to back.
05:17Choose, under Modify on my Hotbox, the Align tool, and align them.
05:24It worked perfectly.
05:25My garage door modules line up exactly, and I can see right here, this is going
05:31to be a perfect place to line up that texture.
05:34As long as I've good continuity on the top here, things will match, and I can
05:39have as many garage doors as I want.
05:41I've set myself up here for a clean texture break on the garage door in the
05:45module, where this large polygon will get that separate texture with the garage
05:49door and its windows and panels.
05:52Then I'll have my wall texture all way up here and over.
05:56I could use this same module to make the other garage door module.
06:00The difference on that one is once I've unwrap this piece, I'll take these edges
06:05and slide them back.
06:06They're going to share the same texture and just have less geometry.
06:11If I built it right, I can even use this module, minus the garage door faces, to
06:16help make the wall that goes right here where the cashier station is.
06:22I'll keep modeling my modules, making them in small pieces, getting them ready for
06:26an unwrap and then to assemble the final building.
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The iterative process: Assembly and teardown
00:00Now that I've got some of my modules modeled, I've put them in place, and what
00:05I'm into is some iteration and tear-down here.
00:09What this means is that a lot of times, what we'll see is a module is
00:13constructed, placed, checked, improved, deleted, and replaced in the end.
00:20As an example, I'm going to hide the canopy, and we can see that I've used my
00:25garage door module to put in place here for the cashier's area, and I've also
00:30mirrored it over here onto this side.
00:33Now I'm going to need some different walls here, because I've got a small door on
00:37the side, probably for the bathroom, and more walls showing than my module has.
00:42I also need to make a miter here at the bottom, but this gives me a pretty good
00:46idea of how it's going to look and let me see if I'm getting the form right.
00:50I've added in the side and done this by extruding in a plane and then moving
00:55these faces in precisely. Ideally, what I can do is take this and clone it
01:00around to the back.
01:02As long as it's a pretty good match and I've a section of blank wall I can
01:05use around the back,
01:07I can reuse this element.
01:08One of the things I need to do also is economize the display and the number of
01:14faces I'm rendering.
01:15I've done this through some careful modeling.
01:18What I also like to do is to model single-sided. I'll choose Window >
01:22Settings/Preferences > Preferences.
01:26Under Settings there's the Modeling section. In Modeling, I'll make sure that
01:30Create meshes single sided is on and hit Save.
01:34This means any future meshes are single-sided.
01:38What that means then is if I make a plane, as an example, it is invisible from
01:42the bottom because it faces up.
01:46However, these are still double-sided.
01:49We can tell by selecting one, pressing Ctrl+A to go to the Attribute Editor, and
01:53looking in the Render Stats. Double Sided is checked.
01:56I can uncheck Double Sided, but that gets to be a little cumbersome for multiple objects.
02:01What I'll do then is go to Window > General Editors > Attribute Spread Sheet.
02:08I'll select all of the elements
02:10I want to make single-sided and open up the spreadsheet a little bit.
02:15I'll go to the Render tab and click on the Double Sided button.
02:19Right now I can see very clearly which ones are double-sided and which one is single sided.
02:25I'll click on Double Sided and hit 0. Just like in the Channel Box, if we have a
02:30whole bunch of things selected and we enter a value for one of them, they all get that value.
02:35I'll press Enter and they're all single-sided now.
02:39I'll close this and as I spin around, I can see through the back of my objects.
02:43This way I can tell as I am modeling if things are facing the right way, and I'm
02:48making sure that when I bring it into Unity, things are facing the right way and
02:53as economized as possible.
02:55I'll assume that this is going to be an exterior model, that we don't need to go inside,
03:00that as part of my modules instead of a boarded-up garage door here,
03:04I'll see the same garage door side to side.
03:07That way I can economize in the texture and we can go around in this building.
03:10We'll simply assume for the context of the game that it's locked and we can't get in.
03:15It's important as your modeling to not consider your work final, that it's very
03:19likely to model something, see if it worked, check it out, modify it, and then
03:25say "let's bring it into the game."
03:26So don't be afraid to take modules, stack them together, see what's going to
03:31look like, tear them down, and make the final.
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Planning for occlusion and texture stacking
00:00In this video, now that I've got my modules roughly taking shape, I'm going to
00:04look at possibilities for stacking UVs.
00:07That way I can reuse things in my texture sheet.
00:10What I've set myself up for here in these modules is to have one full garage
00:15door and wall module and some other pieces that use elements of it.
00:20I'm going to test this out, doing a simple unwrap on part of it and seeing how
00:25well these UVs tile along here and where I need to take into account seams.
00:30I'll start out by taking the full module,
00:32recognizing that this second module is really a full module with extra texture
00:38outside of the geometry.
00:41I'll go under Create UVs and choose Automatic Mapping.
00:45It automatically maps it, meaning it basically projects on from a box on all
00:50sides UVs; however, it's little difficult to see.
00:55What I'm going to do here is get a temporary material on so I can actually
00:58see what I'm doing.
01:00I'll select all of my objects, right-click, and assign a new material.
01:05I'm going to put a Blinn Shader on. And the first thing I'll always do with the
01:09material is name it.
01:10I'll call this blinn, unwrap_checkers.
01:16In the color of this blinn, I'll click on the Texture node and put a file in.
01:21Remember, you can always slide the nameless slider to see these icons bigger if you'd like.
01:26In the File node, I'll scroll up to the Image Name slot and click on the
01:30yellow file folder.
01:32I've included in the source images of the game environments project here a file
01:37called 1024 x 1024 template.
01:39It's a file I use for placing UVs when I don't have a texture generated.
01:44Basically, what this lets me do is see where a UV is repeating, as I can
01:48judge green and orange from top to bottom or side to side, and I can also see
01:53which way it's facing.
01:55If the letters are facing the right way, the UVs are on correctly and my bump
01:58maps will go in the right direction.
02:00The letters also let me see a local distortion within each square. As seeing
02:05simply black and white distorting gives me black and white, many people often
02:10use the default checkers for that.
02:12I prefer a map like this, as it lets me really see how these UVs are behaving.
02:17I'll click Open and press 6 in the view, and I can see some obvious distortion
02:22in my UVs as part of the modeling process.
02:26This one has had some UVs applied.
02:28The automatic projection has simply taken this and splintered it based on an angle.
02:34I'll look in the Texture Editor, choosing Edit UVs and UV Texture Editor, and I
02:39can see how those UVs are stacking up.
02:41One of the things I'll do in order to be able to stack these better is choose
02:45Tool and Move UV Shell tool.
02:48In the Move UV Shell tool, I'll make sure that Prevent overlap is unchecked. Here's why:
02:55if that's checked and we pick a shell, Maya wants to snap it back.
03:01What I'll do then is make sure that that option is not checked.
03:06This way I can take UVs and snug them right next to each other.
03:10I'll scale down the door just a little bit and now I've got the door fitted into the wall.
03:16This will be the start of my texture module, and I can see clearly where I
03:21can make a break in the texture, because the door and the wall texture is
03:24not the same texture.
03:26I'll take my wall elements then and stack them right on top.
03:31This is a test, and I may end up moving these around, but this will give me a
03:35good indication if I've got wear and tear in the right place and where it
03:39shows up, where in my texture sheet I need to pay attention to dirt and grime tiling seamlessly.
03:48I've closed the editor and I can see my UVs cleanly.
03:52It's working nicely.
03:53I can see that as long as I get them pretty close here on the small strips,
03:57they'll be in the right place, and we almost can't tell on the top.
04:01So as long as it is in the right place roughly, a little bit of ambient
04:04occlusion and generally the lighting in the scene will camouflage that.
04:08On this last strip here, again, as long as that lines up nicely with that wall,
04:13I'll be in good shape. An outer corner like this is a terrific place to break a
04:17texture or allow for a mismatch, because it's a naturally mismatched place.
04:23Now I'm going to clone this out and see where I need to pay attention to my
04:26texture sheet tiling.
04:29I'm going to take one of my interim modules and delete it.
04:33I'll pick the one I've got
04:34unwrapped correctly, duplicate it, and clone it over.
04:39I've just picked both by drawing a little window right here. And on my hot box
04:44I'll choose Modify > Align tool.
04:46I'm going to snap these front to back and then move it over in the right place.
04:52I'll pick this one,
04:53move it over by one on the Z, and then right-click and pick Edge.
04:59What I will do to avoid distorting the UVs though is press and hold W to go to
05:04the Marking menu for move,
05:05and I'll go into the Move Options.
05:08In the Move I'll check Preserve UVs, then close those options.
05:13Now when I pick this Edge, hold V for snap, and slide along the Z axis, I can
05:18snap it right in place.
05:20I'll right-click, pick Object mode, and deselect. And I can see clearly where I
05:26need to pay attention to my UVs tiling, but I've got a good layout for a
05:30texture sheet going.
05:31I can see where I'm going to reuse some of that texture space.
05:35We can see DBDB right in the middle of this small section of wall and where it
05:40shows up on the larger section.
05:42I'm planning here for a large texture sheet to cover a chunk of the building, and to reuse it.
05:48So as part of this process, making sure that these textures will line up in the
05:52right place and taking into account where I need continuity when I paint the
05:57texture is important.
05:58It's okay to take little steps like this to try out things and say, does this
06:02work? is it in the right place?
06:05knowing full well we may go in and rearrange some of these elements.
06:08If we need we can always pick pieces, go back to that texture editor, and there
06:14is our stacked UVs we can rearrange.
06:16I can see the side elements right here and I can flip them around as I need, and
06:20I can see those stacked UVs and that offset edge. It's working nicely.
06:25That Preserve UVs option is fantastic for texture sheets.
06:29And I can see very quickly in my texture sheet here that I can stack a
06:33whole bunch of my walls.
06:35I can plan out that within this,
06:37let's say 1024 space, I can probably get the whole building with a lot of detail
06:41by some careful stacking.
06:43What I'll do then is finish out the modules and go through and start creating
06:48and stacking UVs, using this large space of wall to the fullest extent and seeing
06:54where else I need to make a larger chunk of wall that use in other places, such
06:58as the bathroom door around the side.
07:01If I do it right, I can have a modular building that uses one diffuse texture
07:06and one normal texture. Because we're going into Unity, we can tuck the
07:10specular component in the alpha channel of the diffuse texture,
07:14so basically I'll have two textures come in to do the whole building.
07:18Some careful planning on the modules and the texture sheet is essential for this.
07:21And don't be afraid to take some interim steps and experiment along the way.
07:26You'll find you get a more finished model and an easier time importing and
07:30placing things if you try out some things and maybe even delete some parts and rebuild them.
07:36So let's get going and keep modeling modules. Then we'll move into textures and
07:40get this into the game.
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3. Modeling Building Elements in High Detail
Adding foundation elements
00:00In this chapter I'll look at modeling some high-detail objects for baking, and also adding
00:05more detail in general to the building.
00:06What we want to do is put in some key elements that really give us shadow lines and detail,
00:13to flesh out this building before we add just the general dirt in the texture.
00:17So far I've modeled this in a modular fashion, making my single module with the garage door
00:23and as we can see, cloning it around, using the Preserve UVs Checkbox in the Move tool
00:29to clone and move and adjust these while preserving the UVs so they're still stacked.
00:35I've gone all the way around the back, giving it one long poly along here and a clone
00:41of, well, actually the side door here where the bathroom would be, to give me an extra
00:45door on the back of the garage.
00:47I've added in a side, and I need to make sure I've enough raw wall to handle this. And as
00:53well, there's a window in it. Right now it's separate geometry.
00:56I'll probably combine things later, but it's okay to model in pieces like this.
01:01Right now I'm going to add in some foundations around the garage doors and the mechanic's bay.
01:07I'll jump over to Photoshop and take a look at the reference and see what I need to model.
01:11As we can see in the reference I'd sketched on earlier,
01:14I've got foundation pieces just under the wall I've modeled.
01:18Really what I've done is modeled the building down to the level of this sidewalk height,
01:22or the cashier station.
01:24I'll turn off those wireframes for a sec, and we can see the difference here.
01:28Call it 6 inches or so in the foundation versus the floor.
01:32I've taken the building down to 0, which is the finished floor line right there.
01:37I'm going to add in these extra blocks and make them just a little bit uneven.
01:41They need to go all the way around so that as this dirt polygon waves, it's got something
01:46to hit, and it will help reinforce the general decay of the structure where this is slightly uneven.
01:52We can see over time--and I'll zoom in to show this--but this has been thoroughly abused
01:57over years of use, and so it needs to look a little bit ragged.
02:01I'll start out by making the small blocks that sit under the wall elements between the doors.
02:06I'll zoom in, press 4 for a wireframe and rotate so I can see what I'm doing. A quick note on workflow.
02:13Hopefully you've noticed that I switch back and forth regularly, from 6 to show the textures
02:17to 5, just shaded, 4 for wireframe, and later I'll even use 7 to show lights in the scene.
02:24I do this so I can see what I'm doing.
02:26I'll also orbit around.
02:29What I see a lot of times people end up working like this, and it's difficult to operate in
02:34detail on a model. What I always want to do is zoom in and spin around.
02:39I know I'm doing it right when I'm looking at a view like this, where I can clearly see
02:43that section of wall and get it in the right place.
02:47I'll hold Shift and right-click and choose Poly Cube, hold V for snap, and snap to
02:52an outside corner of this wall.
02:54I'll click and drag and it registers the snap on the opposite corner.
02:58I'll let it go and pull down.
03:01I'll go into the Poly Cube Attributes. Notice I've hit Ctrl+A to go back and forth between
03:05my Channel Box and my Attribute Editor.
03:07I'll put the Height of this at .5. My units are still in feet, so that's 6 inches.
03:14Now I'll take this object and snap it to the bottom of that wall.
03:17In this case, I'll use my Align tool, on my Hotbox choosing Modify, Align tool, and snapping
03:23these top to bottom.
03:28Now what I'm going to do is with this box selected, just move this face out a little bit.
03:33I'll press 5 to go into the shaded view and just pull it forward.
03:37I want to make this just a little bit uneven.
03:40I can't spare the faces to really round and mash these corners, but a little bit of a
03:46less-than-perfect silhouette will go a long way.
03:49I'll just let it be a little bit wedge-shaped, as if over time it's become gently banged.
03:55This, plus the normal and diffused map with the wear and tear, will look right.
04:00I'll take this object and clone it, pressing Ctrl+D, and slide it over.
04:06I'll move in, hold V+D to snap the pivot down on to a corner, and snap it in place.
04:12Then I'll press F9 for vertex, select the vertices on one side, hold V for snap, and snap them over.
04:19I may choose to distort this further by grabbing a bottom point and just pulling it slightly,
04:25pulling that polygon just off square.
04:28Again, this'll reinforce the generally banged-up nature.
04:34Now for the remaining sides. I'm going to take one of my existing boxes and extrude it around here.
04:39I'll pick this one, press Ctrl+D if to duplicate, and slide it over on the Z axis.
04:46I'll zoom in, press V+D to move the pivot, and snap it onto that wall.
04:52What we can assume is that this place was made nicely and put together well at one point,
04:57and over the years it has become generally rundown.
05:00Now I'm going to press F11 for face and pick this face.
05:04I'll snap it over here on to the outside of that wall and then move this back, pressing
05:10F10 for Edge and sliding this edge back by -0.5 on the Z.
05:17Now I'm ready to extrude. What I'll before I extrude is double-click on the Move tool
05:21and make sure Preserve UVs is unchecked.
05:25That way when I go to move or tweak these vertices, they don't snap back into place.
05:32I'll press F11 for face and pick that face that's diagonal.
05:36Hold Shift and right-click and choose Extrude Face.
05:39The Extrude tool is really fantastic for modeling in Maya.
05:42In one tool I've got Move, Rotate, and Scale plus the ability to switch between local and
05:48world axes up here and new in the caddy: Thickness, Offset, and Divisions.
05:54I'll click on the local world toggle and now working on the world axis.
05:59I'll slide this back on the red X axis all the way along the building.
06:06I'll press F to zoom in, and there is this face, and I'll pull it back just a little bit off.
06:12I'll click on the rotation ring in the Extrude tool and rotate this around.
06:17As I rotate, I can see which axis it's rotating on.
06:20It is the Y axis.
06:22I'll get it as close as I can and come over here in to the Attribute Editor and make it -90.
06:30Then I'll pull this back into the right place. Just a little bit off is okay.
06:37That's all in one extrude operation, polyExtrudeFace1.
06:40I'll hit G to repeat last, switch over to the world axis, and repeat this process, extruding
06:46along the building and this time scaling, so this face instead of be diagonal, will go
06:52flat at the door frame.
06:53I'll scale down in the Extrude tool on that Z axis, putting the scale's Z at 0 to flatten
07:00that face out, holding V for snap, still in the Extrude tool, and snapping that face right onto the door.
07:10There's my foundation, and it's just a little bit off here and there.
07:14I'm going to zoom in, press F10 for Edge, and pick this corner edge,
07:20W for Move, and just pull it out slightly, giving me just a little more wiggle in the foundation.
07:27Finally, to finish these out, I'm going to delete their bottom faces.
07:32I won't be seeing these as they will be against the ground, so I can select the object, press
07:36F11 for face, and pick that face ring.
07:41Now here's that technique for selecting: picking one face, holding Shift, double-clicking, following
07:47the pre-selection highlight, and I pick a face ring. I'll hit Delete and now this is
07:54a clean optimized shape.
07:56I'll come over here to the other blocks and delete their bottoms as well.
08:00I'm going to leave their backs in, so that in case I need to be inside the building or see through it,
08:06I have block surface here that I won't see through the back.
08:10I'll assume that if I'm going to actually see through, if the windows are boarded up
08:13or too dirty, that I put some interior walls in as well.
08:18What I can do now is finish out the rest of the foundations and while am at it, look at
08:23making the small bit of sidewalk or raised curb that runs around the cashier's station.
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Modeling a high-poly roll-up garage door
00:00In this video I'll look at modeling some high-res doors or high-polygon that we
00:05can use for baking out things like occlusion and normals.
00:08I've taken my building and added in the rest of the foundations.
00:11I've even put the small bit of sidewalk around the cashier's booth.
00:15I need to add in some bevels here, to add a radius to these corners.
00:19This is one place where I feel comfortable spending a few extra polygons, as in
00:24the original, this is quite round.
00:25What I'll do is press F10 for Edge and select these corner edges, picking one,
00:31holding Shift, and picking another.
00:33Now I'll hold Shift and right- click and choose Bevel Edge.
00:36One of the things I hear for my students a lot is that Bevel doesn't work, and
00:41as you can see, I've had a small explosion here.
00:44It's actually okay.
00:45It's working exactly as advertised.
00:47What I'm going to do though is in Bevel, uncheck Offset As Fraction.
00:52And now this bevel is in scene units.
00:54I'm going to make this Offset 1 so it's got a good size radius on it.
00:59I'll put the Segments up at 3 and now I've got round corners on that curb.
01:04I can come back if I need and quad this mesh using the Split Polygon tool, or
01:08just leave it alone. When I export it out, it's going to triangulate anyway.
01:13What I'll do is spin underneath, press F11 for face, and make sure I take out the
01:17extra bottom faces that the beveling process puts in.
01:21These, again, will be down on the ground.
01:23I'm not going to see them, so I need to economize my geometry.
01:28I'll press Delete and they're gone.
01:30The last step I usually do is to harden up the edges and then soften
01:34selectively the ones I want.
01:37My general thought--and I'll turn off the wireframe unshaded here--is that I
01:42don't want to let Maya make a choice for me on whether things are hard or soft.
01:47I want them be deliberately hardened and crisp or soft and rounding over.
01:52I'll pick this object, hold Shift and right- click, and choose Soften/Harden Edge > Harden Edge.
01:58Now it's all faceted.
02:00I'll press F10 for Edge, come back and pick the middle two edges on those
02:05beveled corners, picking one, holding Shift, and picking the others, and then I'm
02:10going to soften them.
02:13I'll hold Shift and right-click, choose Soften/Harden Edge > Soften Edge.
02:18Now I have got flat, round, and flat corners nicely.
02:23Instead of being sort of round and sort of flat, they're distinctly one way or
02:28the other and will shade nicely in the game.
02:31Now I'm ready for the garage door.
02:32I'll go into a side view, looking at the front of the building, and press 4 for wireframe.
02:39I'm going to start out by holding Shift and right-clicking, Choosing Poly Plane
02:43and holding V for snap.
02:46I'll snap a new poly plane right inside that garage door.
02:50Notice that the Height comes out to 10 foot, 5.
02:53This accounts for both the original height of the building from 0 plus the extra
02:576 inches I've added down here at the base.
03:00What I'll do is put the Subdivisions Width at 3 and the Subdivisions Height at
03:045 for my garage door.
03:06This is going to be a high-poly garage door I'm going to bake using either
03:09Transfer Maps or a batch bake in mental ray to get occlusion in the normal map from.
03:14I can spend all the polys I'd like to on it. What I'll do is choose Display >
03:19Hide > Hide Unselected Objects, so I can see my door clearly.
03:23I'll go back and look at the reference and see what I need to do on the door.
03:26I've zoomed in on the reference, and I can see that the bottom of the garage door
03:30is a bit taller, so that will account for those extra inches.
03:33I can also see that these middle windows have an extra frame on them and
03:37are slightly smaller.
03:39I'll take care of that and then extrude in all the panels at once, except for this middle.
03:44In a normal or occlusion map we really don't care if it's glass or panels.
03:51First I'll press F10; that takes me to Edge.
03:54I'll double-click on one and hold Shift and double-click on the second edge
03:58loop on the bottom.
04:00I'll take these on the Y axis and slide them up slightly.
04:03This gives me that smaller-size window in the middle and the extra length on the
04:08bottom to account for the larger piece of wood at the base.
04:12I'll right-click and choose Object mode.
04:15As you can see here, occasionally Maya leaves behind a piece of a selection.
04:19We can clear this out, and it's worth doing, just to make sure we don't have
04:23accidental things selected.
04:24I press F10 for Edge, and I'll pick all the edges and deselect them.
04:30Now I'll work by face, pressing F11 for Face. I'll also press 5 in this case to
04:36switch into a shaded view so I can see a little clearer what I'm doing.
04:40With all the polygons selected, I'll go up to Edit Mesh and uncheck Keep Faces Together.
04:46Now I'm ready to extrude in all the panels at once.
04:48I'll hold Shift and right- click and choose Extrude Face.
04:52I'll extrude them by scaling on the Y and that pulls them down, but wait, that's not it.
04:58That doesn't look right. Why not?
05:01As you can see here, the scale on the rotation ring overlapped and Maya decided
05:07that I was picking rotation.
05:09One of the things to do in this case is to make sure you're in the right place
05:14and even hit plus to make that gizmo a little bigger.
05:17Now I'll click on the scale and I'm going to pull these in.
05:21This makes the frames for the garage door.
05:24Then I'll scale down on the X axis and make the sides.
05:29Now I'm ready for the rest of the frames.
05:31What I'll do at this point is press Q for select, hold Ctrl, and Deselect
05:37those middle panels.
05:38I'll hold Shift and right-click, choose Extrude Face again, and I'm going to
05:43push these in on the Z axis, and over here I'll put in an exact dimension.
05:48I'll put on the Local Translate Z, -0.15, because it sounds good and looks right.
05:57What I'll also do is scale these slightly on the X and Y axes so they have a
06:01little bit of a slant to that face.
06:04When I make a normal map then it's going to have a little bit of a bevel to it
06:08instead of being a straight drop-off.
06:11There's my main panels, and now I'm ready to tackle the windows in the middle.
06:15If we look back at the reference, we can see they've got an extra frame element in here.
06:20I'll put that in and then finally extrude in for the glass.
06:24I'll pick these middle polygons, hold Shift and right-click, and choose Extrude Face.
06:29I'll zoom in and make sure I can see what I'm doing clearly.
06:33First I'm going to push these in ever so slightly.
06:37There is a little bit of a lip there.
06:40Then I'll hit G to repeat last and scale in on the X and Y axes.
06:46There's that window frame.
06:48Now I'll hit G one more time and I'm going to push these in for that window glass.
06:55If you're concerned about the depth, you can hold V as part of the extrusion and
06:59snap it onto the other extrusion.
07:02Now I know I've got a consistent depth all the way around and the detail I
07:05expect to see in that garage door.
07:07I'll press F8 and step back and take a look.
07:11It looks pretty reasonable, although I think the indents here in these panels
07:15might be a little bit severe.
07:17I can let them ride or I can also bevel them.
07:20One of the things we'll see in a high- poly model like this is some beveling on
07:24edges so that normal maps are nice and smooth-looking.
07:27After all, this is not going to go into the game, so we can spend as many
07:31polys as we'd like. Here's how I'll bevel this.
07:34I'll press F10 for Edge and double- click on in edge loop surrounding that door
07:39panel, holding Shift and adding to that selection.
07:43Even though I had Keep Faces Together unchecked, this still thinks of itself as one loop.
07:52I'll zoom in, hold Shift and right- click, and choose Bevel Edge, unchecking
07:57Offset As a Fraction and making this offset very tiny.
08:01Here's .05, and I'll give it three segments.
08:06Now I've got a small round edge on this garage door, and it looks pretty good.
08:11This is the kind of thing I'd do to make a model that's suitable for baking a
08:15normal, where I want to model in all kinds of detail, maybe even adding in
08:19divisions in the panels and denting or moving them slightly, adding general wear
08:24and degradation to this, and then finally baking out a normal.
08:28I'll see what else I can add to this, finish it, and move on to making the walls
08:33all light-tight and clean.
Collapse this transcript
Improving building details
00:00I've modeled my garage door in pretty good detail, and I can continue to add to it if I need.
00:06I will take one other step though in this, and that's making that thicker
00:09bottom that I allotted space for in moving those edge loops up.
00:12I'll go to my side view, pressing spacebar for the Hotbox and choosing Maya > Side View.
00:18I'll zoom in and press F9 for vertex.
00:21I'll select those bottom vertices and move them up.
00:26I'm going to move them up 0.5 or .6 inches it so.
00:30If it's too tall, we can always nudge it back down, but this gives me that
00:34thicker bottom that I wanted.
00:40There's my garage door looking ready for baking.
00:42Remember you can always come in and adjust as needed.
00:45It's very malleable.
00:46The important thing is the model out the detail we're going to need here.
00:50Now I am going to make some other detail in the building.
00:54I'll choose Display > Show and Show Last Hidden.
00:58If this doesn't show anything, and in this case it didn't, it means that it
01:01forgot what was last hidden, or possibly you closed and reopened the scene in
01:07Maya. In that case I'll choose Display > Show > Show Geometry, and I'm working
01:12with polygon surfaces, so I'll show them.
01:16There's my objects and here's even my original bounding box.
01:21I'm going to spend a minute on organization here.
01:24I'll pick these bounding box objects, Press Ctrl+A to go to the Channel box, and
01:29down to the Display layers.
01:31In my Display layers, I'll click on the Create a new layer and assign
01:35selected objects button.
01:37I'll assign them to a new layer, which I will double-click on and rename to Bbox,
01:43short for bounding box.
01:44I am also going to change the Display type here to Template and hit Save.
01:49This way they always show up as a wireframe.
01:52I can snap to them if needed, but they're not blocking the view.
01:57For now, I'm going to turn them off.
01:59It's a good idea to organize even in Maya by layer, just to keep your
02:02construction objects separate.
02:05With my garage door ready, I'm ready to spin around and add in some other key details.
02:11I was looking at the reference, spending a lot of time looking at each image,
02:15saying, what are the key pieces I need here? and one of the things I noticed is
02:18that I need a pole at the corner.
02:21It's a small shadow line and it's hidden right now in dirt and moss and whatever
02:26else is going on here, but this is a key element so that the textures on these
02:31large window panels work correctly.
02:34It's also going to give me a less-than- perfect corner here, giving me a slightly
02:38off silhouette if desired.
02:40Finally, I'm going to add in any other little blocks or other stops here,
02:45such as this one by the door.
02:47It's a small piece, but it's the kind of thing that will make it less than
02:50perfect. As this large polygon here comes down to that sidewalk, I want to just
02:56disturb that silhouette a little bit.
02:58For the corner, we can't really tell if it's round or square,
03:01so I'm going to make it square.
03:03I'll hold Shift and right-click and make a poly cube.
03:07What I've done here is to move these panels 2 inches off this wall
03:12so I get an extra shadow line there.
03:14I'll snap this in place, holding V for snap and snapping on the wall,
03:19clicking and dragging
03:20so I can see the base of it, and snapping it on, releasing and dragging all the
03:27way up, even holding V to snap to the top.
03:32Now you're probably looking saying, that's too big.
03:34Well, here's what I will do.
03:36I'll click on a PolyCube5 INPUT, and there's that Depth.
03:40I'm going to copy it by pressing Ctrl+C and I'm going to paste it into the Width.
03:45There is my corner element, and now I can take it and snap it right into place.
03:56I'm going to leave it just outside of that wall, leaving it complete here, so
04:01that it adds just a little difference in the shadow.
04:05It's also going to be less than perfect, causing some slight aliasing or
04:09anti-aliasing, depending on my settings, and giving me just an extra little edge up there.
04:14If you'd like, you could remove the top and bottom polys and snap it into place.
04:19I'll remove the bottom polygon but leave the top in.
04:23I'll press F11 for face, select the bottom, and then hold Control to deselect
04:28across the middle. Then hit Delete and the bottom is gone.
04:31I will look for details like this.
04:35We can spend a few polys on this kind of shape if we need.
04:39As an example, just to show where we are in detail,
04:42I'm going to pick the door and hide it by pressing Ctrl+H. I'll zoom out to see
04:46the whole scene and choose Display > Heads Up Display > Poly Count.
04:54I'm not doing too badly.
04:55I'm sitting at 193 tries. If I select everything to make sure I'm in the right
05:00place, I have got 193 tries, or 96 faces.
05:04Even with some additional work, I will end up with the building that's a
05:08couple of hundred faces at the most, which is pretty good for an object for an environment.
05:13I can keep adding some detail in and look for places where it needs a little
05:18extra. Maybe there's a gutter or additional piece of sidewalk or something else we need.
05:23I can also start to add in the island canopy and the poles that support it.
05:29Finally, I need to get the roof in place, and maybe there's some detail up here
05:33as well I can put in.
Collapse this transcript
Building an island and a canopy
00:00My building is looking pretty good.
00:01I am starting to get in good detail and I'm still keeping my poly count pretty low.
00:06I need to get in a few of the doors, and I'll deal with those in a different video.
00:10But now I am going to make the canopy.
00:13It's one of the major elements and obviously a key thing we need to see here.
00:17I'm going to show my Bbox layer here, and I'm going to make it,
00:22instead of a template, a reference.
00:24One of the things we can do is switch around how we display things so we can
00:29see a little clearer.
00:31I'll go under Shading and choose X-Ray as an example, and I can see through things.
00:37I can tell which is my Reference here in black outline versus the standard blue
00:41of all my other mesh.
00:42It's really malleable.
00:44Whatever you'd like to do to be able to show things, do it.
00:48If working as a reference layer doesn't work and you'd like to simply work and
00:52overlap or work in a wireframe,
00:54that's perfectly fine.
00:56The big deal is to get around and see what you need to see so you can work efficiently.
01:01Now I am going to make my canopy, and I'm going to start out with a box.
01:06I'll hold Shift and right-click, choose PolyCube, and snap this PolyCube onto my
01:11geometry, holding V and snapping out.
01:16I'll drag up for the height.
01:18I remember from earlier that my height was going to be 2 feet, so in the inputs
01:22here for polyCube7, I'll make that Height 2.
01:28I'll pull this up and snap it onto those windows.
01:32I am going to hide my Bbox layer and put this in the right place.
01:37We have any number of ways to do this.
01:40Sometimes what I'll do, just for speed, is snap the pivot to any of the bottom
01:44vertices, hold V for snap, and snap it right onto those windows.
01:49Notice that because I'm using a precision move here on one axis and holding V
01:54for snap, I can pick any vertex I'd like to to snap on.
01:58It's easy to snap over here on the right side and get this accurately where I want it to be.
02:04I am going to look back in my reference and see how much of a round this needs to have.
02:08We can see here in the Reference there is a pretty good radius.
02:11We'll call it Art Deco or at least Art Deco inspired building.
02:15It's a nice little white box basically, but there are some round corners and
02:19hallmarks of that design.
02:21I would guess these radii at easily a foot and a half.
02:25Back here in Maya then, I'm going to add in those bevels.
02:29I'll get out of X-Ray mode.
02:30It's really up to you if you'd like to use it or not. It really depends on
02:33what you'd like to see.
02:35I now press F10 for Edge and pick these two outer edges.
02:39Hold Shift and right- click and choose Bevel Edge.
02:42This is a place where I want to spend those polygons.
02:45And again, it looks like bevel exploded; in reality, it's working quite nicely.
02:50What I'll do is here in the Channel box, put in a zero where it says Offset As a Fraction on.
02:55One and zero and off and on are interchangeable.
02:59There is that bevel, and I'll make that Offset 1.5.
03:03Notice also in my workflow here that I had bevel on, I put in 0, and I hit
03:11the Tab key, which took me down to the next field.
03:14I want to make sure that I'm always entering in a value by hitting Enter or Tab
03:18once I put it in, or else that value won't be entered and I won't see a change.
03:23Now I'll put those Segments up at 4.
03:27This is a judgment call.
03:29My thought is, I stand a good chance of standing roughly here--and I'll hide
03:35these Poly Counts by turning them off in the heads-up display--
03:39seeing this in contrast against the sky.
03:42It's a classic example of an edge test.
03:44We need to make sure that we're really pass, where we're seeing a curved object
03:48against a contrasting material or a contrasting lighting condition and we need
03:53to have enough polys in so it looks round.
03:55Four segments over this seems to work.
03:58I'll right-click, deselect it, and it looks pretty good.
04:02One of the other things we can do to test is go under Renderer and turn on Viewport 2.0.
04:07It's a new feature in 2012.
04:10Under Viewport 2.0, I'll go in the dialog, and I'm going to turn on my
04:15Multisample Anti-aliasing.
04:17I'll let the Sample Count go at 4 and hit Close and then turn off my
04:22wireframe on shaded.
04:24This approximates pretty nicely how this will look in the engine, using in Unity
04:29either the fantastic or beautiful rendering with Anti-aliasing on.
04:32It gives me a pretty good idea of how things are going to be, as I am using the
04:37Hardware Shading here.
04:38And I can tell those four Segments over 90 degrees are going to hold up pretty nicely.
04:42That, combined with smoothing of those edges, makes this look nice and round and
04:47preserves that key design detail.
04:52Now I'll model the inside of the canopy.
04:55I'm going to select it and press F11 for Face.
04:59I'll pick this inside face and make sure I catch those bevels as well.
05:03I'll hold Shift and right-click. But wait, before I do, I need to check.
05:09In the last video, when I was making the garage door, I had unchecked Keep Faces
05:14Together, under Edit Mesh.
05:16Now I am going to make sure I recheck it, and it's important to be aware of what
05:20you've done with this, as you can get some very awkward results if it's off or
05:24on, depending on what you're trying to do.
05:26I'll recheck this and now I am going to extrude.
05:30I almost got caught there and thankfully, I remembered to check.
05:33If you forget you can always undo and go back and check it and redo.
05:39Now I will use the Scale tool as part of Extrude to give this a little bit of thickness.
05:46It's working, although I may want to go in and approach this differently on the bottom.
05:51Extrude seems to be working decently except for right here at the corner. So how
05:56do we handle something like this?
05:59The trick is to not extrude these polygons.
06:02I'll undo and show how to get out of this.
06:05By extruding these in, I'm getting an odd scale factor here at the corner.
06:10To get this edge to work correctly and have an all-quad workflow,
06:14I'll actually delete those polygons, Press F10 for Edge,
06:18double-click on the border edge that results,
06:21hold Shift and right-click, and fill that hole.
06:25This is an n-gon, a many-sided polygon here.
06:28But now when I pick it by face, hold Shift and right-click and extrude, and scale
06:34in, they extrude cleanly.
06:37Sometimes what we need is an interim step, making sure that we delete faces and fill holes.
06:44And scaling in is part of extruding to make new geometry.
06:47We can keep a clean workflow really easily and get good edges and a good silhouette.
06:55Now I'll hold Shift and right-click, take this face, and extrude it up.
07:00I'm going to push it most of the way up.
07:02It looks to me like in the reference that this goes pretty high up to the top here,
07:06so I'll make sure that Local Translate goes up to 1.75.
07:12I'll make sure I put a negative in front of that, and now there's my canopy roof.
07:18I need to close at the end of it here and get the poles in place.
07:24I'll pick these faces, pressing F to zoom in, holding Shift, and adding to that selection.
07:30As an alternate, I can spin underneath and drag a selection across just a little
07:34bit of it, catching those faces.
07:37I'll delete them and now I'm going to take these edges and snug them up to this
07:42wall, making sure that it's light-tight.
07:44I'll press F10 for Edge and pick that edge in the inside.
07:49I'll spin around and pick its opposite.
07:52Press W for move, hold V for snap, and pull them in.
07:56To make it easier to see, I'll click on the Wireframe on shaded button,
08:00hold V for snap, and snap right onto the wall.
08:03This model is clean, lower poly, and light-tight.
08:08I'll press F8 to go back to object and zoom out and look at my canopy.
08:13It looks pretty good.
08:14I need to add the poles in and the sidewalk or island that goes around them.
08:20I'll make the poles cylinders, holding shift and right-clicking and choosing Poly Cylinder.
08:24I am going to make a cylinder and get it to the right size.
08:29Back here in my reference, I can see that these poles are pretty small.
08:33I would estimate them at about 6 to 8 inches across.
08:36It doesn't look like they taper at all.
08:38They go straight up.
08:39And I can't really even see the connection up here.
08:42So as long as they don't poke through obviously, I should be okay.
08:46I'll zoom in on the other reference, and it looks like they simply embed in the concrete.
08:51So as long as I'm not flunking an edge test here, as long as they're round
08:54enough, I can use cylinders that are fairly low poly.
08:58Back here in Maya then, in my Inputs, I'll put the Radius at .25, 3 inches,
09:04which comes out to a diameter of 6 inches.
09:07I'll put the Subdivisions Axis down to 10.
09:11What this lets me do is reduce the poly count while still preserving roundness.
09:15Finally, I am going to get them the right height.
09:18I'll press F9 for Vertex, select the top vertices, press 4 for Wireframe, and
09:24snap them down, right to the top of the underside of that canopy.
09:29I'll optimize the faces as well, pressing F11 for Face, selecting all the faces,
09:34holding Ctrl, and deselecting the middle,
09:37then deleting those selected faces on the ends.
09:41Finally, and the last step--and I'll switch over to Shaded to show this--
09:46I need to make sure that they're nice and round.
09:49If I turn off the wireframe on shaded we can see that they're faceted.
09:53I'll pick them, press F10 for Edge, select those edges, hold Shift and
09:58right-click, and choose Soften/Harden Edge > Soften Edge.
10:04Now the poles are soft and round-looking and I can get them in the right place.
10:09One more check on the reference to position them and I'll be set.
10:12It looks like the poles are a couple of feet in from the outside.
10:16I'll call it--since this was a foot and a half radius--maybe 3 feet in.
10:21And it looks like they are also maybe 2 or 3 feet in from each side.
10:25I'll pick the pole and go into a top view, pressing F to focus and 4 for a wireframe.
10:33I'll take this pole, press W for move, and snap it one axis at a time to the
10:38outside of the canopy.
10:41Now in my Relative Transform here, up in the top in the menu line input, I'm
10:46going to put in -3 on the Z and -3 on the X and hit Enter, and
10:54the pole is in the right place.
10:56I'll duplicate it, pressing Ctrl+D, snap it onto the side of the canopy again,
11:03and put in 3 on the Z.
11:08There's my canopy and the poles are in the right place.
11:11I need to finish out the sidewalk in the same way I've made the other ones.
11:17To get the sidewalk in the right place, I'm going to snap onto the poles.
11:22I'll hold Shift and right-click, choose PolyCube, and snap onto the pole's
11:27vertices, pressing V for snap, clicking and dragging from center to center on
11:32the pole, releasing and dragging up for the height.
11:36Remember, the center of an object is always in the center, which sounds rather
11:40redundant, but it's important to note.
11:42Here is the Height of 6 inches or 0.5 feet, a Depth of, well, what sounds good?
11:48here's 10, and a Width of 2.
11:54There is the sidewalk or island surrounding those poles.
11:58I'll make sure I move it down, snapping the pivot on one of the top vertices and
12:02snapping down to the other sidewalk. And then I'll bevel these corners, pressing
12:06F10 for edge, picking one, holding Ctrl and right-click, choosing Edge Ring
12:12Utilities to Edge Ring, and Shift and right-click to bevel.
12:18One more time. Offset as a fraction is off, and here's an Offset at 9 inches
12:26with three segments.
12:29As always, I need to clean up this shape, work over the hard and soft edges, but
12:34there is that island with its small concrete surround round poles and reveal
12:41underneath to show off the texture of the structure.
12:44I've added in a very key design element on my gas station, and I am ready
12:48for additional detail and finally making the doors here for the cashier and bathroom.
Collapse this transcript
Constructing high-detail doors
00:00In this video, I'll look at constructing the high-detailed doors and by
00:04extension, the windows next to them over here in the cashier's section.
00:07What I've done then is to finish out the canopy and the island,
00:11I've worked over the hard and soft edges, making sure that the corners are round
00:15and the flat sides stay flat.
00:18I've also deleted the faces on the bottom, optimizing the poly count wherever possible,
00:23and looked it over, making sure there's no other extraneous geometry I need to take care of.
00:29What I'd like to be able to do then is make one high-poly model for a door and
00:34transom window--the window over the door combination--and then use that, just
00:38stretching it a bit, to make the normals and occlusion map for the window units to
00:43the side of the door around the cashier's area.
00:46If I do it right, I should be able to use this same piece right here to become
00:50the bathroom window as well.
00:52I'll start out then in a side view.
00:55Press 4 for a wireframe and F to focus in.
00:59I've got an area here where my door needs to go, and I'll start out by holding
01:03Shift and right-clicking, choosing Poly Plane, and snapping a poly plane in that opening.
01:10Now, I can hide everything else, by choosing Display > Hide > Hide
01:14Unselected Objects.
01:16This lets me see a little bit clearer.
01:18This door is 6 foot 8 inches tall, as we're able to tell in measuring from
01:22where the door handle is.
01:23What I'll do then is take this poly plane which is 10 feet tall, put some
01:28divisions in, and start to extrude.
01:30I need to make a door frame, a door, a window in the middle of the door, and a
01:35window frame up above.
01:37I'll put in my Subdivisions Height here on this plane, the number 2.
01:41And because this started out at zero, and I can tell it's at zero as the Height
01:46is 10 and the Translate Y is 5, I can use my Absolute Transform to put this
01:53edge in the right place.
01:54I'll press F10 for edge and select it and put the Absolute Y at 7 feet.
02:03Now I am ready to model the door.
02:05I'll go back and look at the reference and see what I need on the frame.
02:08In looking at this door, it's got a fairly tall toe kick at the bottom, maybe a
02:12foot tall to account for wet weather or heavy traffic.
02:15The rails and styles are about 4 inches wide or so, which is pretty typical.
02:20And it's got a fairly flat frame around.
02:22As long as I gave it a little bit of detail, it should look fine.
02:25The window frames are similarly boxy.
02:28It's a little difficult to tell how they look, so I do have some latitude.
02:31I'll start out with them, making the doorframe.
02:35I'll press F11 for Face, hold Shift and right-click, and choose Extrude Face.
02:40I'll extrude this in and scale on the top and sides.
02:47I'll try to get these as even as possible.
02:50I can always come back and move this in a precise amount.
02:54I am going to do that to make sure this looks right, as this is one of the things
02:58we see a lot of, even though we may not register it.
03:01We walk through a lot of doors over our daily lives, and so we need to get these
03:05things looking correct.
03:06I am going to press spacebar for my Hotbox and choose Window > Settings
03:10Preferences > Preferences.
03:12And in the Settings, I'll switch over from feet to inches.
03:16As I start to get deeper and deeper into a model, I start to work in smaller and smaller units.
03:22Now I'm going to take this edge, pressing F10, W for Move, and hold V for Snap.
03:29I'll snap this back onto the outside. So actually, I've erased that face or
03:33made it have zero area. And I'll move this over on the Relative Transform by 2 inches.
03:41I'll do the same on the other side, making sure I've got the right
03:44dimensions all the way around.
03:53I'll press F11 for Face and press 5 for Shaded View.
03:58I'll pick the bottom face and delete it and then take this bottom edge and move it down.
04:04I'll hold V for Snap.
04:05If you notice, I do this a lot.
04:07I hold V for Snap and move on one axis.
04:10Now I am ready to extrude that door in.
04:12I'll press F11 for Face, pick this face, hold Shift and Extrude Face in, and
04:18I'll pull it back on the Z.
04:19I am going to push this in by -3 inches, so it's got a deep recess on it.
04:28I'll delete this bottom polygon, and now I am going to bevel these edges.
04:33Then I'll work on the interior of the door.
04:35I'll press F10 for edge, pick one of these inside edges, hold Shift,
04:40double-click on the opposite one, and hold Shift and right-click and choose Bevel Edge.
04:46I'm going to bevel this, turning off Offset As a Fraction, at an Offset of 0.25,
04:52a quarter inch, with three segments here.
04:55This is going to give me good roundness, making it look like, well, the round
05:00edges of a doorframe we'd expect.
05:01I can see as I spin around, I've got a little bit of a highlight there.
05:05It's rounding nicely.
05:08Now for the door. I am going to use the same technique: pressing F11 for Face
05:13and selecting that large face,
05:14holding Shift and right-clicking, choosing Extrude Face, and scaling to make new
05:20geometry that's coplanar with the existing.
05:25I'll hit G to repeat last, and I'll push this in by -1.
05:32Now I need to get these in the right place, as it's not quite in the right area for the door.
05:37I am going to use the same technique I did on the sides, picking one of these
05:41long skinny faces on the side of the door, holding V for snap, and snapping it
05:46onto that doorframe.
05:47Then I'll pull it back by -4.
05:51I'll work my way around very quickly.
05:54The technique here then is to make new geometry and then move it into the right place.
05:59We could probably figure out the percentage of extrusion as a scale factor, but
06:03that gets kind of messy.
06:05What I like to do is make the stuff and then put it where I want it to be.
06:12Finally, I'll put the bottom in.
06:14I'll snap this down, and I'm going to move it up by 12 on the Y.
06:18This gives me that tall kick at the bottom, and there's my door with all kinds of good detail.
06:24Lastly, because this is a high-polygon model, I'm going to bevel this door frame.
06:30I'll press F10 for Edge and double-click on the edge loop that goes around that door glass.
06:36I'll hold Shift and right- click and bevel that edge,
06:39and do the same thing: turn off Offset As a Fraction, put the Bevel at 0.25,
06:46and give it 3 segments.
06:51There is my high-poly door.
06:53I wouldn't want to take this into a game, but for rendering out a normal app, it
06:57will look pretty good.
07:01I'll finish out the windows in the same manner.
07:03Here is a trick to get these divided evenly.
07:06We can see that this window has a mullion right across the middle, and it's got
07:11an extra frame, it looks like, on the bottom one here.
07:14I'll hold Shift and right-click and choose the dialog next to the Insert Edge Loop tool.
07:20I'll put multiple edge loops on using an equal multiplier of one, and I'll snap
07:25an edge loop perfectly across the middle. Notice I can't drag it because it
07:29wants to use an equal multiplier.
07:32This is a good way to evenly divide across a polygon, even when you don't
07:37know the exact height.
07:38Now I'll press F11, W for Move to get out of inserting the edge loop, and
07:45pick these two faces.
07:46Under Edit Mesh I am going to uncheck Keep Faces Together,
07:50hold Shift and right-click, and extrude those faces in, scaling in and scaling
07:56over to make those window frames.
08:03I'll pick this top one, hit G to repeat last, and push this in, moving it in by maybe 2 inches.
08:11Then I'll take this one,
08:12hit G to repeat last, and push it in ever so slightly. G one more time to do
08:18another extrusion, and I'll extrude this frame in.
08:24Finally, hitting G one more time to repeat yet again, I'm going to push this in
08:29and hold V, as in Victor, for Snap and snap that extrusion onto the glass up
08:34above so that both glasses are at the same plane.
08:39Lastly I'll repeat my bevel, zooming in on that frame and double-clicking
08:44on those edge loops.
08:45I'll pick all three at once, holding Shift and right-click, choosing Bevel
08:49Edge, turning off Offset As a Fraction, putting the offset at a quarter-inch and 3 segments.
08:57It's okay to go through and bevel lots of things in a high-poly model.
09:01It's going to add a richness and detail to that model, and we are going to bake a
09:04normal map out of it.
09:07Now I need to work over the hard and soft edges, and my door module is pretty complete.
09:12What I'll typically do is select the whole object and harden up all the edges.
09:20Now, I'll come back through and soften edges selectively.
09:24I'll press F10 for edge and zoom in.
09:26I am going to double-click on the two middle edge loops, holding Shift to pick
09:33the second across that bevel, holding Shift to add to that selection and doing a few at a time.
09:40There is the edge loops around the inside of the door and the door frame.
09:44I'll even add to those up at the top.
09:50With all of those middle edge loops selected, I'll hold Shift and right-click,
09:54choose Soften/Harden Edge > Soften Edge, I'll press F8, and turn off the
09:59wireframe on shaded, and we can see that I've got flat surfaces, round corners, and flat surfaces.
10:06There is my detailed door done very quickly.
10:10Now, to add to the general wear and tear if we need, we could put some edge
10:14loops through the middle and move these around a little bit.
10:17I'm going to let it be as it is and simply paint in the wear and tear and general dirt.
10:24This is a pretty good door.
10:26For the normal map, I'll make one version like this and either make it a solid
10:30color diffuse for the bathroom or simply take out the panel entirely in
10:34Photoshop, replacing it with the standard blue that surrounds it.
10:38But I can take this and bake normals out of it very easily.
10:42I can also use this to bake out occlusion so I get detail: dirt and shadow.
10:47I can paint on other details such as the handles, or I could model them as
10:51geometry if I think I am going to get close enough.
10:53I can also add in other little bits of geometry if needed, such as the threshold,
10:57and get this ready to start baking.
11:00What we've got here out of this chapter is actually a mix of high- and low-poly objects;
11:05some high-poly pieces, ready to bake or render into a normal map or occlusion
11:10map; and some low-poly pieces that add to the silhouette and the general
11:14realism of the model.
11:15We'll see a lot of times that a model in Maya doesn't look exactly like the end model in game,
11:21that there is interim steps and extra parts we need to really make things look
11:26right that we're going to use and not take all of across to our game engine.
11:30Once I've got these all set, I can start to make the low-poly pieces
11:34these will project on to, and make sure that the mapping fits together
11:37for accurate baking.
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4. Low-Poly-Count Elements
Adding door elements
00:00In this chapter I'll make sure that my low-poly objects are the right size and
00:04ready to receive the bakes from the high poly.
00:07So far I've got a high-poly garage door model and a high-poly person door over
00:12on the side here, with a transom window.
00:14I should probably finish modeling a window element to the side, although I can
00:18probably use some of my door as well.
00:21What I'll do is extract these door polygons and stretch them out just a bit,
00:26as the garage doors need to come down to the bottom here of this foundation, as
00:30the car should be able to roll into the garage cleanly.
00:34I've already modeled the high poly in the right place and the right height, so
00:38now I just need to stretch out the low.
00:41I'll hide the high poly by selecting it and pressing Ctrl+H. I'll pick one of my
00:47low-poly modules, press F11 for face, and select that door face.
00:52Under Mesh, I'll choose Extract.
00:55In the Extract dialog, I'll uncheck Separate extracted faces, so they stay part
01:00of the same object but are simply separate elements.
01:03I'll hit Extract and click anywhere to not move it.
01:08I'll press F10 for Edge, double- clicking on the Move tool and making sure that
01:12Preserve UVs is still on.
01:15I'll grab that bottom edge, hold V for snap, and stretch it out.
01:20I can see where those UVs may need a little bit of adjusting, as now they're
01:23starting to lap over the bottom here, but I'm going to move them around to my
01:27editor later when I start stacking my UVs.
01:31However, this lets me have this door as a clean element here.
01:34It's still part of this one object but is a separate piece, so I can move it around nicely.
01:40I'll repeat this over here on the next door,
01:43pressing F11 for face and selecting that face, and on my Hotbox, choosing Mesh and Extract.
01:51I'll press F10 for edge, grab that bottom edge, and stretch it down.
01:59With the garage doors ready, I'm going to get polygons in for the doors in
02:02the cashier's area.
02:06I'll select my high-poly door and hide it temporary, pressing Ctrl+H. I'll go
02:10into my Side view and press 4 for a wireframe.
02:14I'll hold Shift and right-click and choose Poly Plane.
02:17I'll press V and snap that poly plane right in.
02:22I'm going to make a choice here to make a little bit of a door frame.
02:26I want the ability to snug up next to it if I need, or peer in.
02:31The door itself will be flat, but I want the frame to read correctly.
02:35The windows up above, we can't really get next to,
02:37so I'm going to let them be flat.
02:39Now that I've got this in the right place, I'm going to move it out of the way
02:43and show that high-poly door again.
02:49I'll pick both objects and choose Show > Isolate Select > View Selected.
02:55A lot of times what I'll do is Isolate, so I can see clearly what I'm doing.
03:00I'm going to add a little bit of geometry here in this low-poly door.
03:05Notice, to pick it, even though it was perfectly in line with the high-poly door,
03:09I pick both and used Ctrl to deselect the high poly.
03:12Now what I'll do on this low poly is in the Subdivision Height, give it a subdivision.
03:18I'll put it in at 2, press F9 for Vertex, and select those middle vertices,
03:23zoom in, and snap them right onto that door frame.
03:27My thought is that I'd like to bevel in at least the door frame, not with all
03:32the roundness, but at least the major frame, so that I've got a polygon and few
03:37extra pieces right here for the door to have a little bit of depth,
03:40as it's a pretty key shadow line and stand a pretty good chance of getting
03:43some sun across it.
03:45In a super-low-poly game, going out of something such as a phone, this might
03:50be all just a polygon,
03:51but I'm going to make the judgment call to spend a little bit of geometry here.
03:55I'll press F11 for face and make sure under Edit Mesh that I recheck Keep Faces Together.
04:01I'll hold Shift and right-click and choose Extrude Face and pull them in.
04:08Again, I'll delete the bottom, press F10 for edge and grab that bottom edge, and
04:12snap it down, holding V for snap.
04:16Now what I can do is in my Side view, use my existing edges as a place to snap on.
04:23I'll press F10 for edge and select that side edge.
04:26What I'll do to get these snapped right is hold V for snap and move on the Z axis.
04:32Look at where I'm going to place the mouse.
04:34It's on the bottom of the door, inside of that bevel.
04:37I'll zoom in close and show this again,
04:39as this is the place where find people often get stuck.
04:42I'm holding V for snap, and this edge starts out wherever it starts out.
04:47I'll make sure that I uncheck Preserve UVs. There's that edge.
04:54I'll hold V for snap and snap it inside.
04:57The reason this is working so nicely is that the closest point is the
05:01innermost on that bevel.
05:02Instead of trying to go in and find it-- and we can see that edge moving back and
05:06forth--by holding it inside here,
05:08it's snapping to the closest point and registering where I want it to.
05:14I'll make sure this bottom is snapped down. It looks like I missed it in that last snapping.
05:19Finally, I'll take this last edge and repeat, holding V for snap and snapping it
05:24to the inside of the bevel.
05:26I'll do the same up at the top, using the high poly I had made as a template
05:30to the low poly onto.
05:33Now I can take this face, hold Shift and right-click, and extrude it in.
05:38I'm going to push it by -3 again.
05:43I'll pick the bottom polygon and delete it, and there is a low-poly door and door frame.
05:50It's got the same size and detail that the high poly does, as it's snapped to it.
05:54The high poly, when the normals are baked, will give round corners on these hard
05:59corners of the low poly, and the high- poly window frame and door itself will map
06:04perfectly onto these polygons here.
06:07There's an enormous polygon difference as well.
06:13The high-poly door has 200 tries, the low poly 16.
06:17I feel fairly comfortable spending that number of faces to add a little extra detail here.
06:24I'll choose Show > Isolate Select > View Selected and move this into place.
06:30I'll pick the high poly and hide it, pick my low poly, hold W for move, and snap
06:36the pivot down at the base here.
06:38And I'm going to snap it right on the edge of that block, which gives me yet
06:42another little shadow line.
06:44Even in a game, we can expect to have decent shadows--either baked or real time,
06:48depending on our engine--across small things like this, which greatly heightens
06:52the realism of what we're doing.
06:56I can take this door and clone it over to the bathroom here.
07:00The difference will really be in the diffused map, all white for the bathroom
07:04versus what looks like glass here.
07:06It's important when you're modeling doors like this to consider the detail you
07:10need and what we may be doing with them.
07:12If we're running around the building and possibly avoiding other folks who are
07:16out to get us, let's say,
07:17occasionally, a door frame provides what feels like a little bit of cover.
07:22It's also the kind of condition that we may see in a view like this, where we're
07:27so oblique to the surface that we do see that depth, and for the building to read
07:32correctly even in a low-poly version,
07:35we need to have that little bit of extra detail, those extra shadow lines that
07:39say, yes this is a door, just like we see in our everyday lives.
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Building a roof
00:00In this video, I'll finally get a roof on the building.
00:03At this point, I've got the walls modeled and my high-detail doors and low detail as well.
00:08To make a roof I need a couple of extra elements, and what I need to consider is,
00:12how am I going to access the roof?
00:15We could say in this kind of game it's reasonable we could find a ladder and go
00:19up on the roof or something.
00:21Maybe there's tools up there hidden we need to get to, or we need to get up there
00:25to look out and see what's going on.
00:27In a building like this, typically, it's a flat roof and it's got parapet around it.
00:34If we look at reference, we can see that the roof is flat apparently. Really,
00:39what's going on in here is that this wall extends up a little bit higher than the roof,
00:43that the roof is probably closer to this level, give or take, and it's easier to
00:48bring the wall up and bring the roof up to it than to make up perfect corner
00:52and try to cap it and keep it watertight.
00:55It's different from the background building we can see over here on the left
00:58with a sloped roof, where the water is meant to just run off it.
01:02On a flat roof, we channel the water to the inside and off the back, or to
01:07gutters and downspouts.
01:09For our purposes then, we at least need to have the edge of the wall here, the
01:12parapet, and a little bit of detail, plus the asphalt roofing itself.
01:17We may also see things up there like pipes, and it looks like there's a vent poking
01:21up or a stack vent or something,
01:24and air conditioners, if there are. We can't see the roof and so I'm going to use
01:30a rough dimension to get the thickness of that wall in the right place.
01:34What I'll do then is hold Shift and right-click and choose Poly Plane.
01:37I'm going to snap a poly plane completely over the building.
01:40Now I'll press F11 for face and pick that that big face.
01:45I'll hold Shift and right-click and choose Extrude Face, and scale in the Z
01:51axis. Holding Ctrl on the Z axis scales the x and y together.
01:57Alternately, we could scale on the y and then the x. It's really up to you how
02:03you want to do this. As long to get geometry all the way around we are fine.
02:07Now as you notice here I've got some interesting flashing going on.
02:10What we're seeing here is that the original poly is still there, and this is a
02:15minor quirk in extruding just in a plane.
02:17What I'll do is make sure I mouse over, watch the pre-selection highlight, and
02:21pick that big poly and delete it.
02:25Then I'll take the center poly, hold Shift and right-click, and extrude it down.
02:29I'm going to pull it down and over here in the Local Translate Z, I'll put in -16.
02:36If you'd like, you can also scaled it in a little bit.
02:39What I'll do is make sure that this is consistent first and then scale these in.
02:43I'll work by face, pressing W for move and picking one of the side faces. And I'll
02:48use that same technique of holding V for snap,
02:51snapping that face onto the outside wall, and pulling it forward by 6 inches.
02:57It actually is a fairly skinny wall usually.
02:59We can tell by the building; it doesn't look too substantial.
03:04As I pull these back out, I'm making the parapet, which is the part of the wall
03:08that extends up above the roof.
03:10I'll work my way around and now my roof is light-tight and has a thickness that
03:18when we're up on top, we'll see what we'll expect to see, a low wall here.
03:24We can also see, if you've ever been up on the top of a roof like this, that
03:28we're in a little bit. It's not a perfect corner;
03:30we are actually recessed.
03:32So if we needed to crouch behind here, we can.
03:35I'll right-click and pick Object mode and harden up these edges, holding Shift
03:39and right-clicking and choosing Soften/Harden Edge > Harden Edge.
03:45There's my roof, and it looks like my building is fairly light-tight.
03:50I still need to finish the doors once I've made them and mapped them for the
03:54sides and the back, but outside of that, this building is ready as a low-poly building.
04:00In the next video then, I'll just make sure my walls are light-tight on the
04:04inside and see if there's anything else I need to add to really flesh out the
04:09character of this abandoned place.
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Modeling light-tight walls
00:00With my gas station's exterior coming together nicely, I'm going to look at
00:04some interior walls.
00:05The reason for that--and I'll pick this window and hide it to show--is that I've
00:10modeled this single-sided, and it'll come into Unity this way.
00:14So if I put transparency on the window, which I would like to, smudged, dirty,
00:18and maybe broken but still transparent,
00:20I don't want to see through the back of the walls and see that there's nothing there.
00:25That's important one.
00:27So what I'll do then is to really quickly model out light-tight interior walls.
00:33I'll work this over a couple of walls at a time so I can see what I'm doing clearly.
00:37I'll start with his big wall and make sure I pick the piece underneath it.
00:41I'll choose Display > Hide > Hide Unselected.
00:44I'm going to keep my interior walls as clean as possible, assuming that they
00:48will be in the dark. We may actually get in and explore the building at some
00:51point, but at least I need to block the light.
00:55I'll go into my front view and press 4 for a wireframe.
00:59I'll hold Shift and right- click and choose Poly Plane.
01:03Again, I'm going to snap a poly plane onto this wall. I'll zoom in,
01:09press 5 to shade, and either rotate it around or flip its normals.
01:14I'll press E for rotate in this case and spin it around to 180 degrees.
01:19Now I'll snap it right onto the inside of that window frame, which I had made 6 inches deep.
01:27I'll press F11 for face and pick that face, holding Shift and right-clicking
01:32and extruding it in.
01:33I'll pull it in and select and delete the big face. Delete the middle, and
01:40now by edge, pressing F10 for edge, I can snap these edges right onto that window frame.
01:46This gives me a clean, light-tight structure, where there are no leaks in the
01:51space within the wall.
01:53It's important to do this, to make sure that we are clean and light-tight,
01:57so that when were standing inside a structure looking out, we're not seeing
02:01through the invisible back of a polygon.
02:04Or if we're outside looking in, we're not seeing through the invisible back of the outside wall.
02:09Now I'll show my other pieces, choosing Display > Show Last Hidden. And making
02:15sure I've my interior polygon selected, I'm going to pick my garage doors in
02:20the front. And again, I'll hide my other pieces.
02:24The first thing I'll do is pick this interior wall I've just made, press F10 for
02:28edge, and snap this back.
02:31This sets up the thickness of the wall on the inside.
02:36I can either run it as part of my modular texture inside now or one continuous piece.
02:42I think what I'll do is use my modular texture. So what I'll do here is pick
02:48this existing object and duplicate it, pressing Ctrl+D. I'll slide it back, press
02:53F11 for face, and delete the faces that I don't need.
03:00Now, I'll pick these faces and flip their normals, pressing spacebar for the
03:05Hotbox, choosing Normals and Reverse.
03:09I'll take this object and center the pivot. The reason to do that is that the
03:13pivot is on where the original object was and it might be slightly forward or
03:18backward on the X axis.
03:20I'll choose Modify > Center Pivot.
03:23Now I'll snap this right onto those walls. Then I'll press F10 for edge and make
03:29sure that inside miter works.
03:32What I'm doing here is making sure that all the corners are sewn up inside
03:37and out, and making sure that the walls go all the way down to the floor and
03:40will be up to the ceiling when I'm all done, so that I can stand inside and
03:44not having any leaks.
03:46I'll deal with the garage door as separate objects.
03:49I'll take this object.
03:50Notice that if I hit 6 that I've preserved my UVs, although they are
03:54backwards. And I'm going to clone it over, pressing Ctrl+D and sliding it over on the Z axis.
04:02Now I'll use my Align tool to put in the right place here.
04:06Here they are, snapped front to back.
04:08If you can see here, it's not quite snapping on where it needs to be.
04:12It still thinks that this is a bigger object than I've actually got.
04:17Sometimes we run into this, and it's really not a big deal.
04:20In this case, I'll just switch over and snap that pivot down at the base.
04:26Alternately, I could freeze the transforms so it thinks it is the actual size that it is.
04:31I'll press F10 for edge, pick these two edges, and slide them back.
04:38I'll use V+D again, moving the pivot onto a vertex and pulling it back over.
04:44I've got my light-tight walls inside.
04:47I'll go through and deal with the UVs;
04:48in fact, they may just be a solid color, like a dingy white,
04:51because I may not be able to see too well. Alternately, I may unwrap these and
04:56have a place in my texture sheet for framing and so forth.
05:00But I can make my interior walls so that when I stand inside the building and
05:04look out, I see the inside; or more importantly, if I stand outside and look in,
05:11I can see the inside.
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Adding miscellaneous elements such as air conditioners, signs, and steps
00:00In this video, I'll look at adding miscellaneous elements into my gas station.
00:05So far I've got the shell pretty well together and I've added in the rest of the
00:10light-tight interior walls here in the mechanics bay.
00:13I've also put it in a ceiling, snapping it into place just like I've done with
00:16other objects, and walling off across where the cashier is.
00:20Presumably, there is a door in there, but I'm going to say we can't go in.
00:25We might only see it, so I want idea of depth in the murky darkness.
00:30Over here in these windows, I'm going to make them mostly smudged so they're
00:34really opaque and we can't get in.
00:36And over here in the bathroom, I'm just going to make that door solid. We can't get
00:40it at all and so I don't need to worry about an interior.
00:44Now I need to add in any other details, because they will come into play in my texture space.
00:49I'm going to put up on the roof a small air conditioner, maybe
00:52retroactively installed,
00:54as well as a sign. Presumably this would have at least housing for a sign, if
00:59not the sign actually still there.
01:02And I'd like to add it in as a small design detail.
01:05First, the air conditioner. I'll hold Shift and right-click and choose Poly Cube,
01:10and now while I click and drag, I'll hold Shift and make a perfect cube.
01:16To get this the right size--right now it's 52.025 inches on the side--
01:21I'll click and drag in the Channel Box all the way down, and in the Depth,
01:25I'm going to put in 36.
01:28All three properties--Width, Height, and Depth--all change at once.
01:32I'll spin underneath and pick that bottom face and delete it, because it's going
01:36to be up against the roof.
01:38I'll press F8 for the whole object and now I'll pick the roof.
01:43On my Hotbox I'll choose Modify > Align tool, and I'm going to plant it in the
01:48center and then zoom around until I see the roof.
01:53As we can see here, sometimes with the Align tool I need to orbit around to find
01:58that tool on a particular side.
02:00I'll zoom in, and there is my tools for the side here.
02:04I'm going to plant the air conditioner right on the bottom of the roof.
02:09Now I can take it and move it over, and I'm going to say it sits there, off center,
02:15and maybe just about here, almost seemingly randomly placed,
02:20but it'll give me a nice detail if I do happen to get up there.
02:24From down here on the street view, I can barely see it.
02:27I'm going to add in a sign as well.
02:29I'm going to say that there is a remnant of a sign housing right above this canopy.
02:35I'll hold Shift and right- click and choose Poly Cube.
02:39I'll drag in a new poly cube.
02:40Now if you notice, Maya is not letting me drag a cube, and that's because my view is too flat.
02:46I'll spin over and now I can put that cube in.
02:49For this one, I'm going to give it a Width of 48, a Height of 48 as well, and the Depth of 12.
02:57This will be my sign housing, and I'm going to plant is on top of the canopy
03:02using the Align tool as well.
03:03I'll get it centered, and top to bottom, and then I'm going to snap it to the
03:11outside edge, and then move it back in by -36. There's my sign.
03:19I can alter this and do something maybe more deco, as a fin running up the side if I need it.
03:24But I'll let it ride for now. Maybe at one point this was functioning, but now
03:28we'll have a board or just a rusty white panel over it.
03:31I want to look for any other details like this, where I can add little bit more life to it.
03:36If you think of it from this way, down here, running in Viewport 2.0 so we
03:42can see things clearly, turning off the wireframe, that's a pretty good idea of a sign up here.
03:50More importantly, it's a major element of the silhouette.
03:53I've got my round corner of my canopy, my poles, I can see cleanly through,
03:58nice sharp corner of the building, and there's my sign, so it's a worthy element
04:03to spend some polygons on.
04:06I want to look over for any other elements in here and finish detailing out the model.
04:11I'll add in the interior floor and any other interior walls I need.
04:15I'll also make sure that I'm light- tight and finish modeling out the high-
04:20detail windows, to go along with the low poly window that I've got hidden over
04:24here on the left side.
04:26Finally, I'll make window elements in high detail that go around the cashier's
04:30station and put in a low- poly door for the bathroom door.
04:35In the next chapter then, we'll look at unwrapping and stacking up those UVs to
04:39make good use out of our texture sheet. But getting a good modular model
04:43established first is the key, making sure we've got the right geometry to get
04:48in the right place for the texture.
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5. Unwrapping the Elements
Mapping UV projection types
00:00In this chapter I'll look at unwrapping methods and ways of getting a stacked
00:04texture sheet together.
00:06So far I've modeled out the building, including its modules and various
00:10accessories, such as the sign and air conditioner up on top.
00:13I've also applied my Unwrap Checker material to the whole thing, so I can see if
00:17the unwrap is working.
00:19I've modeled out some additional detail I'm going to use later in baking.
00:22We can see poking through here, the detailed windows around the cashier's station,
00:26and also on this side, the detailed windows on the side of the garage.
00:31I'll isolate these to show them in a little more detail.
00:35As you can see here, I've started with the original polygon for that window and
00:39I've added in divisions, allowing the UVs to propagate.
00:43They've done so reasonably well in most places, although we're seeing a
00:46little stretch here on the windows, however, as I'm going to project this
00:50onto a flat polygon, that doesn't matter too much.
00:53The big deal is that I've got the geometry there for baking or projecting later.
00:58What I'll do now that I've got the whole structure modeled, and all the high
01:02detailed pieces then, is start unwrapping the parts that need some attention.
01:06The modules here for the garage doors look pretty good.
01:09The judgment on that is that the squares are square and facing the right direction.
01:14In that unwrapped checker, the squares start out square and the letters
01:18obviously face the right way to be read.
01:20Therefore on the model, if the squares are square and are readable, not
01:24backwards, I'm in good shape.
01:26We can see on the canopy then that the original UVs have been stretched, part
01:31of the modeling process, and partly, because that's how they were applied in
01:34the original object.
01:36All primitives have UVs applied to them by default, so we don't get errors when rendering.
01:40I'll pay some attention to the canopy, as I've got some obvious stretching.
01:44First, I'll hide the unselected objects, by pressing spacebar from my Hotbox and
01:48choosing Display > Hide > Hide Unselected Objects.
01:51If you notice here, while I've got this open,
01:53I've got all my tools available on that Hotbox.
01:56What this let's me do is have my toolbox close at hand, instead of going up to
02:00the top menu and mousing around for something, I can get to my keys, my
02:05commands, and my objects very, very quickly.
02:08Makes for faster workflow, although, you might say, well gee, it saves a couple
02:12of seconds here and there.
02:14The big deal is really the savings in thought and speed;
02:18that by the UI becoming more transparent to the workflow, you can get your work
02:22out in to Maya faster with less interruption.
02:25To unwrap this I've got a number of things available.
02:28We can see that the top is decent, although the squares are not square.
02:33Inside, I'm seeing some obvious stretching along here, as that texture is
02:37totally smeared, as it is on the front as well.
02:40The top is very, very stretched and backwards, and on the sides here I've got
02:45some obvious smearing going on.
02:47The trick is then to unwrap it piece by piece, we have places in here for some
02:51obvious texture breaks.
02:53The texture of the side or the fascia is different than the roof.
02:56The roof might be maybe metal or asphalt or something similar, and again, that
03:00texture is different from the bottom here of that roof.
03:04I can probably get away with the same texture, rusty, white metal we'll call it,
03:08on the inside of this, as it's a fairly thin piece.
03:12What I'll do then is try some automatic mapping to start.
03:16Under Create UVs we've got some different mappings available, Planner,
03:19Cylindrical, Spherical, Automatic and based on camera, they do different things.
03:24As an example, I put some Cylindrical Mapping on this to show it.
03:28It wraps a cylinder around the object, which is nice as I can see that UV is
03:32spanning around that corner, so I get continuity in the texture.
03:35But it makes a mess at the top.
03:39Other things may not work as well, as an example, a Planar Mapping smashes
03:44through one side, smearing along the top on the sides here and it's not sized correctly.
03:49So I can use planner in some places, but in this case, Planner Mapping the
03:53whole thing won't work.
03:55What I like to do a lot of times for architecture like this is to use
03:59an Automatic Mapping;
04:00I'll choose Create UVs and Automatic.
04:03What that does is to project his texture on from 6 sides initially.
04:06We can see over here in the Channel Box the planes are set at 6 and this
04:10works for most things.
04:13It wants to put it on as a square and it doesn't necessarily pay attention to
04:16the orientation, as we can see these letters are sideways in places;
04:20however, all of the pieces are mapped square, the squares are square, and
04:25hence are not distorted.
04:27If we look in the UV Editor, we can see that these are not distorted.
04:32Now you're probably seeing this and saying, wait a minute, I can't tell what's going on.
04:37So here's the thing to do.
04:38When you start out on the UV Editor, it shows the texture you've got applied and
04:42the UV Shells are shown as Wireframes.
04:44What I typically do is to turn off the image and shade the UVs. That's the
04:50result of the Automatic Mapping, everything is splintered apart but
04:54proportionally correct.
04:55We can use this technique a lot on buildings then, take pieces and hit them with
04:59an Automatic Mapping, especially where we need to preserve the size of elements
05:03relative to each other.
05:04I'll leave this at an automatic, and go pay attention to the poles for the canopy next.
05:14I'm going to come back and sew this canopy together, but I need to get some
05:18other things ready first.
05:19I'm going to pick the poles and apply a Cylindrical Mapping to them.
05:24Cylindrical Mapping is useful for, well cylinders, and actually it's useful for
05:28boxes and other things like them.
05:30The reason for that, as I'll put Cylindrical Mapping on here, is that it wraps
05:34the map around the object. We can grab these red nodes in the middle and
05:39increase the Horizontal Sweep, making that mapping wrap around a full turn or half as we need.
05:46It's dictated by the Projection Horizontal Sweep number.
05:50We can also take that Projection Height and reduce it to get those squares back to square.
05:54What I'll do is to click and drag across the number and the name in the
05:58Channel Box, and then with the mouse wheel I am going to drag down here and pull that around.
06:04What we're seeing is probably a little bit of snapping, so I'm going to just
06:07manually put a height number in there, and I get this pretty good.
06:11Again, and I'll switch back to our Object mode so we can see it.
06:15What I'm looking for is that the squares are square and the texture wraps around cleanly.
06:20Right here is where that break in the texture is, where orange and green or
06:24red and green meet.
06:25As long as I can paint to camouflage that seam decently, I've got a good map.
06:30If you need to get back to your mapping and my students often ask this of me,
06:34here's how to do it.
06:35I'll pick the object, right-click, and choose Inputs > Poly Cyl Proj.
06:42If it doesn't show up there, you can always go into the Traversal and here
06:46is the shape node and the projection, and I'll select it, and there I am in the mapping.
06:51We can see where it's applied and how it's tiling along that object.
06:55In that UV Texture Editor then, we can see those pieces.
06:59Right now I've the Cylinder Projection selected, which is why it is not showing up.
07:03I'll make sure I pick the object and there are those faces, they're very big,
07:08they span over here as I've tiled those UVs.
07:10I can select them and scale down these UVs to fit in my Texture Sheet.
07:15But the big deal is first in unwrapping, whatever method you choose to get the
07:18proportion correct, making sure the squares are square and readable, so that as
07:23part of the Texture Sheet, we're stacking undistorted UVs.
07:27I'll finish out some other elements and then get into moving and sewing and
07:31stitching these pieces together.
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Moving and sewing UVs
00:00In this video I'll explore moving and sewing UVs.
00:03I've gone through and done some Automatic Mapping on some other elements in here.
00:07I think I've hit most of them, but I may have to go back and catch one or two,
00:10which is perfectly fine.
00:11Now I need to get some continuity going in my UVs.
00:14The first step in unwrapping is to get the objects unwrapped and flat, and
00:19the right proportion, and we can see I've got it going pretty nicely here on the canopy.
00:23The squares are square and the text is readable, however, I've got some places
00:27where there's an obvious texture seam, right here where green D and yellow D
00:30meet on that corner, it's an exposed corner.
00:33There's a good chance I'm going to see it very prominently in a view, and I need
00:37to make sure that my, well, rusty metal texture, wraps around here nicely.
00:41I can make a texture break over here where it meets the building, and I can
00:45also make a break from the bottom of this to the side or from the underside to
00:51the side, and so forth.
00:52I can make a break in the texture here, where the pole meets the concrete as
00:55well, as they're different materials.
00:58I want to watch out for places where I need obvious texture continuity as
01:01part of my unwrapping.
01:03The other thing I can do then is to look at places that I cannot see all of
01:07it at once, as an example on the canopy here, and I'll isolate it to show it
01:11a little bit better.
01:13I've got continuity issues from front to side.
01:17I need to make sure those stitched together.
01:19However, it's impossible to see one side and the other at once.
01:24So it stands that if I can make continuity on one side and put a place in here
01:29where there is a logical break, as long as it's not terribly obvious, I may not remember it.
01:35It also might let me stack you UVs, taking one side and a corner, making a break
01:39at the front and stacking it right over the other side.
01:43I'll open up the UV Editor, choosing Edit UVs > UV Texture Editor, and I'll look
01:48at some moving and sewing.
01:50Remember, what I've done in here is to turn off the image and shade the UVs. It
01:55makes a little easier to see.
01:57I'm ready for some moving and sewing and it's a really powerful technique here
02:00in Maya to get UVs together.
02:02When you're unwrapping, you've got the whole space as your scratch space.
02:06Eventually, it needs to end up back here in the 0 to 1 space, the normal UV range.
02:11Some engines will accept non-zero to one space or the full UV range.
02:15But if you're in the 0 to 1 quadrant, you're always safe.
02:18What I'll do then is pick the Move UV Shell tool and select those UVs. I'll grab
02:24them and just pull them off to the side, it's just scratch working space.
02:29Now I can take these shells and I'm going to slide them back over, so I can get
02:34to them, I can see them a little bit clearer.
02:37It's time to do some moving and sewing, I'll right-click in here and pick edge
02:41and select an edge, and I'll see where this edge lines up.
02:44If you can't select, you can hit W for move and then pick an edge.
02:48Now this is a Maya issue we've just saw there.
02:52Occasionally, it will deselect everything.
02:55I'll make sure I pick the object in Object mode and hit W for move.
03:00Then in the texture editor I'll right-click and hit edge, and then I can
03:04start picking edges.
03:05What it shows me here, highlighted in orange, is that with this edge selected its
03:10corresponding edge is over here.
03:11What I'll do then is choose Polygons > Move and Sew Edges and it's going to take
03:16those edges and move and sew them together.
03:19Now I've got the side and the front, and I'm ready for the other side.
03:24What I might do then, because these are long and skinny and I stand a chance of
03:27needing that much length of white rusty metal, is to take them and stitch them
03:32altogether and see how it looks.
03:34I can always break them apart later.
03:36I'll repeat the move and sew action, picking edge and selecting an edge and
03:40choosing Polygons > Move and Sew UVs.
03:43I'll repeat this all the way around.
03:45Moving and sewing the inside as well, picking the edge and hitting G to repeat last.
03:51Now I've got at least a fascia inside and outside unwrapped and sewn together.
03:55I'll pick my Move UV Shell tool and select one and see what it is.
04:00This is the inside then, and I can tell because when I move it, if I spin
04:04underneath, I can see those UVs moving in the view.
04:08This then is the outside.
04:10The other judgment call here in stacking them is different lighting conditions.
04:14The inside will be, well, obviously in the dark. It's inside, it's in shadow.
04:20Therefore, if I get the UVs stacked decently, and there is a bit of an
04:24overlap or an obvious rust in the same place from the inside to the outside,
04:28it's not going to matter as much, because it's a radically different amount
04:32of light hitting the inside.
04:34I'll take these pieces and stack them.
04:36To make this work, what I'll do is actually just get these UVs lined up.
04:41As long as they're reasonably on top of each other, up and down here on the Y
04:44axis, I just need to worry about the X. What I'll do then is slide these inside
04:51and get it reasonably close.
04:53It's a little bit shorter, and so as long as it overlaps, it'll be in good shape.
04:59Now I can worry about the other parts, the bottom edge here is probably going
05:03to be uniformly rusty.
05:05What I'll do then is to break this apart.
05:08The Automatic Mapping has sewn this all together, it planner mapped this side
05:11essentially, giving me a large U shape.
05:14In unwrapping, this is not a good condition to have, as I'm using a lot of
05:18texture space for very little here. I can hit it with almost a solid color and
05:22probably be in a good shape.
05:23What I'll do then is right-click and choose Face or Edge, and pick those faces.
05:31I'm still in the Move UV Shell tool, so I'm going to make sure I hit W for move
05:35and then right-click and pick Face, and I can select them.
05:39With those faces selected, I'll choose Polygons > Cut UV Edges.
05:45This is now a separate shell and much more compact.
05:49It cut all of the edges, so I may want to be careful on what I cut.
05:53I can take these and move them and sew them together if needed and get this back
05:56in, or I can take this small element and sew these pieces together.
06:02I can also right-click and choose Polygons and here at the bottom is Merge UVs.
06:08I've got a lot of different options.
06:10This is now one shell again, so we can take things and split them apart, cut
06:15them, paste them as we need to get in the right space.
06:18Really what I'm after is this, that if I take this element and I'll rotate it
06:22using the Rotation up here, clockwise by 45, this is almost straight, straight
06:28enough that I can probably stack it over like this, and get the other pieces to
06:32line up in one skinny line of bottom rusted faces on this canopy, using much
06:38less of my texture space.
06:39I can take the roof and probably minimize it down as well.
06:42It doesn't need a lot of attention in texture as it's almost a solid color.
06:46As long as it has got some dirt that matches, it'll be pretty good.
06:49What I want to do then is get this as compact as possible and look for places to
06:53move and sew UVs together, anywhere that I need texture continuity, I should be
06:58sewing and spinning around it here in the view, making sure that as I move
07:02around, I can see, is that texture spanning?
07:06I'm not worried yet about where the texture is on here,
07:09as I'm going to line things up in a Texture Sheet in one of the next videos.
07:13The big deal though is continuity, once the UVs are flat, sew them together so
07:18that there is continuity in obvious places, and you can break things where
07:21there are places that are obviously discontinuous, where there's an obvious break in texture.
07:27So we can go to the rest of the model and move and sew things together to make
07:31continuous elements where we need.
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Planning a texture sheet
00:00One of the best things we can do for a game is to use a texture sheet or texture
00:04atlas, as it's sometimes known.
00:07Depending on how much is in the atlas and how big it is, it can cover many, many
00:11objects in the game.
00:13The idea then is to plan out your texture sheet, rather than simply mapping
00:17every object with a unique texture, we want to stack our UVs as much as
00:21possible, and I've started doing this.
00:24I'll select the objects and look at the UV Texture Editor.
00:28Now at the moment, it looks like I have a giant mess, and that's actually okay,
00:32I'm going to stack these UVs.
00:34The big deal though is how do I plan to stack these UVs?
00:38Sometimes what I'll do, rather than simply using a solid checker here,
00:42meaning, it's continuous, is to look at some of the major components and plan
00:46out a texture sheet, so I've at least got areas blocked in that I can start to
00:50use to layout my UVs.
00:53What I want to look at in planning my texture sheet are the largest pieces
00:57that'll be most prominent in the view.
00:59As an example, the air conditioner up here gets minor detail, as does the sign.
01:05The canopy needs pretty good detail, as do these major walls and doors, and
01:09they're going to have garage doors on them, so I better give them pretty good
01:12amount of texture space.
01:13There are other pieces like the concrete here that are fairly small and
01:17fairly monochromatic.
01:18They're going to be generally a weathered gray probably with fairly
01:23consistent moss or dirt staining down at the base, so I can allocate them a smaller section.
01:28I'll start out then by looking at my largest elements, and I'll go back and look
01:32at the reference for a minute and see if there's anything noteworthy in the wear
01:36and tear that would tell me what I need in the texture sheet.
01:39Here in Photoshop, I've opened up my PSD that I was drawing out my mesh lines on
01:43this gas station on.
01:45I'll turn off this blue line layer for a minute and look at the texture.
01:49What I'll do is hit F twice, and then hit Ctrl+0 to zoom in.
01:54I'll make sure I can really see it without the distraction of the UI, that way I
01:58can really tell what's going on with the texture.
02:00What it appears that I need is some kind of vertical wall texture or maybe
02:05that's just a seam or mossy spot, general cracking and dirt, and up at the top
02:10here, all kinds of speckles and streaks and things.
02:13So if I do a decent Streak Map, I can use it along a lot of the facade.
02:18It's almost the same stuff up here in the canopy.
02:21So long as my texture is big enough or I stack the UVs correctly, the same chip
02:26paint will work in multiple places.
02:28I can also tell in my texture sheet here that the streaks run full length and
02:33the chips are almost somewhat random up here.
02:37The canopy can then share part of that and have its polygons slid up and down to
02:41match different parts of streaks and chips.
02:44I've got a similar texture over here on the side and apparently the remains of a
02:48sign, I think. I might end up losing that remains of the sign and just have more
02:53streaks and chips in here.
02:54It's the same I think on all the other sides.
02:57So really what I need to plan in, is some pretty good detail in the large
03:01white wall and garage door section and make sure I've got enough length in the
03:05top here, to accommodate the canopy as it's unfolded in the side wall and back walls.
03:12I'll start out then here in Maya, selecting a couple of my big wall elements and
03:16seeing how they lay in.
03:18I'll pick the side wall as well, and the bottom of it, and go into my Texture Editor.
03:25We can see I've got a pretty good stack going here;
03:28really what we've got is one wall and the next one right over it.
03:33So picking these two together shows a deeper blue here in the UVs as they stack
03:36up. I might deal with the ends separately, but it looks to me like I need to
03:42allocate at least a good chunk of the texture sheet to this wall.
03:47The side wall is split open, because I had mirrored over these polys, and so I'm
03:51going to end up with a possible seam there on the side, which is actually right
03:55here, and as long as I paint to camouflage it, I'll be okay.
04:00The back wall fits in as well, as does this large section of back.
04:04This looks like it'll need to tile, so I'd either want to minimize it or shrink
04:08it down across, and make sure I've enough white to span.
04:15The other side matches, so I have a lot of places where I've got stacking UVs,
04:20but that end in different areas.
04:21What I'll do then is given the size and reading the numbers in here,
04:25go over to Photoshop and make a new texture template prior to actually painting.
04:32I'm going to make some colors over my checkers, just to give me areas to start
04:35to layout these UVs.
04:37Here in Photoshop, I'll press Ctrl+O to open up an image.
04:41I'll go into my Maya project called Game Environments and into the sourceimages.
04:46I'll open up 1024 template.
04:50I'm going to save a working PSD of this file and then a flattened TIFF to bring in.
04:56I'll press F to return back to the full Photoshop UI and I'll turn on my Rulers
05:00by pressing Ctrl+R. What this gives me--and here in pixels are these units, are
05:05numbers showing me roughly where I am.
05:08As an alternate I can put a grid over.
05:10We can choose Edit > Preferences and in the Preferences, here's our Grid.
05:17Sometimes what I'll do then to give me a grid is put a grid line in every, let's
05:22say, 256 pixels with one subdivision.
05:29I'll choose View > Show > Grid, my grid is over it, but the color is a little
05:35bit off, I'll go back to my Preferences and change that.
05:39In Preferences, under the Grid section, we can make our grids whatever color we want.
05:44Right now it's gray and it's blending in perfectly.
05:46I'm going to make this grid color something a little more vibrant that I can see.
05:51Here's a nice big red or even pink, we've also got some choices in here on
05:56how this grid looks.
05:57I'm going to leave it alone and hit OK and there is my grid lines.
06:01Now what I can do with this grid in place is start to add in some colors over this.
06:07I'll make a new layer by pressing Ctrl +Shift+N, call this layer--doesn't
06:11really matter what actually, and put a marquee in.
06:15I'm going to land a marquee over, making sure I switch the marquee back over
06:19to rectangular, looks like I had it circular earlier and making sure my
06:24marquee is a normal marquee.
06:26What we're seeing here is that at one point I was using a fixed size marquee
06:30in the rectangular, which is different from the circular settings, which were normal.
06:35Photoshop will remember which one you're using and put that on the next time you
06:38go for the marquee, so make sure you switch it.
06:41I am going to use my grid squares in my texture map, and guesstimate roughly
06:46about here, a little more than half each way. I'll put in this new layer a fill
06:51color, I'm going to choose a medium blue and hit my paint bucket on it. I'll
07:00take the Opacity of this layer down to maybe 30%, so it screens that color over.
07:06Now I've got an area to start to stack those wall UVs and see if they work, if I
07:10get enough resolution.
07:12I'm going to do this with the rest of these pieces.
07:15This area will cover the wall and I need to make sure I've got maybe a separate
07:19section for the garage door.
07:21I'll go in here, line in another marquee, and fill it in a different color.
07:30There it is orange, so I can tell them apart decent. I can always play with the
07:34opacity in this a little bit, pulling it up and down.
07:37What this tells me now is if I stack my blank wall pieces here and my garage
07:42doors here, I've got a pretty good resolution, and I can use the space up here
07:46for the remaining elements.
07:48I'll see my doors fit in and probably some other parts.
07:52One of the other things I'm looking at in this is that it's okay to have things
07:56that are normally vertical in a building, such as the doors, go horizontally if
08:01they fit in better in the texture.
08:03I'll save this in two ways.
08:05I'll do a Save As, and save it as a PSD, and I'll call this texture sheet
08:11working. I'll Save the layers with it so I can come back and edit if I need.
08:20Now I'll save a flattened version, again, pressing Save As, and saving out a TIFF,
08:25I'll call this one 05_03_sheet, and I'll turn off the Layers to not increase the file size.
08:35Back here in Maya then, I'll pick any of my objects, right-click and choose
08:39Material Attributes and go into those unwrap_checkers, into the color
08:43texture, and I'll swap out that file, clicking on the File Folder and
08:48choosing my 05_03_sheet.
08:49What we can see in here is that the blue shows clearly on those wall
08:55elements, and I can see some places I need to slide it around to help get
08:59this in the right place.
09:01I'll start in on this and show how few pieces look.
09:05Here in the Texture Editor I'm going to actually show that image.
09:10One of the things we can do is choose Image > Dim Image, that way it
09:14screens back a little bit.
09:16I'm also going to turn off the grid there is the View grid off/on button, and
09:20now I can see what's going on.
09:23I'll take these UVs and shrink them to fit them into that blue area.
09:28I'll use the Move UV Shell tool and select them all, then I'll hit R for scale,
09:35and scale them down.
09:38With them scaled down, so they just barely fit, I can pull them over and be able to stack.
09:44My thought here is that this blue section will be white, rusty, streak dirty
09:49metal, and I'll take the garage doors and slide them over here and make them just
09:55a little bit bigger, fitting this space as well as I can.
10:00This way when I bake this texture, I've got a pretty good resolution on the
10:03doors, and it looks like I'll gain back a little bit of texture space right here
10:07for use in something else.
10:10This is the start of laying out a texture sheet, what we can see then at least
10:14on these two walls, is that cleanly from top to bottom they fit in one section of the sheet.
10:19The garage doors are clearly in another section of the sheet, and I can see
10:23where I need to plan for matching textures across, making sure that the streaks line up.
10:29What I'll do then is continue to unwrap this, we can see I need to pay some
10:32attention to the side wall, as I've got a blue and orange divide here, and I'll
10:36make sure that all my major walls end up with the blue tinted texture, and other
10:40elements have other parts of the tint here.
10:42That way all the elements will stack properly and in my texture sheet I'll
10:47get the maximum usage.
Collapse this transcript
Stacking UVs
00:00Once I've got things unwrapped and their proportions are laid out, and I've done
00:04some moving and sewing in my UVs, and I've planned out my texture sheet, at least
00:08the major areas for things.
00:10I'm going to start stacking my UVs so I can paint my texture and see how it comes out.
00:14What I've done so far is to take these major walls and start to stack them and
00:19move the garage doors off to the side as we can see by the different tint in the texture.
00:24I'll hide the high-res garage door I've got, and we can see when I select both of
00:29them that they actually are stacked quite nicely.
00:32One of the advantages to a modular approach in modeling something, cloning it
00:36after it's unwrapped and then moving UVs around, is that a lot of the UVs are
00:41nicely stacked already.
00:42We can see here by the deeper blue that both garage doors are in fact stacked up
00:47and also here these walls are stacked as well.
00:49What I'll do then is start to pick other elements such as the side wall and get
00:54them stacked on as I need.
00:57Because I know I've stacked these two walls, I can pick just one of them as
01:01essentially a template to stack the other pieces on.
01:04This side wall is already partially stacked as we can see here by these lines lining up.
01:10What I'm going to do then is move them off to the side and start picking a few
01:15pieces at a time to line up those elements.
01:20I'll select the shells and slide them over on the X axis.
01:23There's that precision movement again.
01:25Then I'll pick the other element and for now I'm going to turn off that template.
01:30I already know that I've this one in as a reference or it's in the right place.
01:35Now with my Move UV Shell tool, I'm going to start picking pieces and sliding them over.
01:40I can see that I need to scale these pieces in.
01:44I'll do both at once, picking one, sliding it over, and making sure it's in the right place.
01:49The important part here is actually that these two line up, because that's where
01:54I need the texture continuity.
01:56I'll slide them in and scale them down.
02:00I'll click in the middle of the scale and pull it down and then hit W for move
02:05and pull it over in the right place.
02:08I'm not concerned about the overlap in the side pieces here, but really just
02:12having the metal in the right place.
02:16I'm going to pull it in as close as I can and get those UVs stacked.
02:20What I'm going to end up with, as we can see here, is vertical is on the left,
02:25vertical is in the middle and on the right, and most of the tops on the top.
02:29That's why I've allocated in the texture sheet this area, I'll turn on that
02:32image to show it, for generally white rusty streak metal, as it'll work nicely
02:38with a bunch of stacked UVs in here.
02:41I'll work my way around looking at the other pieces and stacking them in.
02:45So far I've handled this side.
02:47Now I'll look at the back and in picking these UVs I can see that they're a little
02:52big and a little bit spread.
02:54As you can see I'm not afraid to toggle off and on those UVs and toggle off and
02:59on what I've got selected in the image to be able to see stuff better.
03:03If you can't see it, move it around, or do you need to get to a better view.
03:08Don't feel you're constrained by simply what you've selected.
03:13I'm going to start matching these in.
03:15In this case rather than using an existing UV to line up on, I'll pick just
03:19this one object, making sure I'm in Object mode, turn back on my template, and select that shell.
03:25There is that Maya issue again.
03:28I'll pick it, hit W for move, then hit the Move UV Shell tool and I can
03:32select those shells.
03:34The big deal here is I'm going to make sure I scale these down together.
03:38Scaling these elements in,
03:39it looks like I missed one there.
03:41So I'll make sure I come back and grab it and making sure on these elements that
03:46they're all within that blue area.
03:49I'll press R for scale and scale them down, move them in, and stack them in that
03:56area, but not exactly over the others.
03:59I don't have a spanning issue right here, as there's a door, and this is a
04:04possible break here where I might need to see a streak or something that skips.
04:08It's okay to do that in this context, because we can see in the reference
04:11imagery that there are streaks and lines and things in the facade.
04:16I'll come back and grab these elements and slide them over.
04:23If you notice here I was in move, and so I just grabbed those bottom two UVs. I'll come
04:28back and pick the Move UV Shell tool which grabs the whole thing and pull it up.
04:33If you'd like you could take elements like these and rotate them.
04:36I'm going to spin this around and move it roughly in to the right place so it's
04:40got a matching texture for that chunk of wall.
04:43I'll zoom in and there is most of B and part of the B and so I'm pretty decent here.
04:49As an alternate to avoid an obvious mirroring of texture here I could take this
04:53piece and slide it up here.
04:55So I've got a B&D and there's not an exact match between right here and around the corner.
05:02Now for the big wall. There's that large element, and I've got some choices to make here.
05:09I could take this and span it, I could decide I need more rust, or I
05:14could shrink it down.
05:15I'm going to select it, hit W for move and then the Move UV Shell tool.
05:21I'll pull it in to place, getting it to go as long as I can, reduce it down, and
05:26scale proportionally and see how this looks.
05:30Now here's the big question, this is a big blank wall and should it be one large
05:36element or should it be two?
05:39That way I can get a better stack in the texture.
05:41I'm going to make a judgment call here and I'm going to insert a new edge loop
05:46across this piece and split this element so I can stack its UVs up, saying
05:50that I'm okay with an extra polygon in order to not have a difference in scale of those UVs.
05:57I'll right-click and pick Object Mode and isolate this so I can see it little clearer.
06:03Under Edit Mesh, I'll choose the Insert Edge Loop Tool, making sure that I'm set
06:07to a relative distance.
06:10I'll land a new edge loop across this.
06:12This looks good right there.
06:14It's a rough judgment call where that landed in here and really what I'm after
06:18is that now I can take by polygon this face.
06:22I'll press W for move to get out of the Insert Edge Loop tool, pick this face
06:27and under Polygons in the UV menu, choose Cut UV Edges.
06:33Now that I've split it off, I'm going to pull these UVs back.
06:37I'll make it slightly offset and I'll say that this seam right here is going to
06:41have some streaks along it, and because in the facade there were some lines
06:45showing, that may have half a streak which we can accommodate and say it's a break
06:50in the actual skin of the building.
06:54I'm starting to stack my texture sheet in pretty nicely.
06:58We can see in here, and I'll turn off the wireframe on shaded that I've got the
07:02same set of UVs wrapping around on all the walls, so as long as I paint decently
07:07I'll be in pretty good shape.
07:08I need to take those UVs around this side, finishing out the other walls, and
07:13then adding in the windows and canopy.
07:15The canopy will stack in that same blue area, and over here these detailed
07:20windows and garage doors need to be in their own section, which I've
07:24already started with.
07:25I'll unwrap the rest of it making sure I've a large space to accommodate the
07:29detail on this big side window as well.
07:32I'll get one of the doors unwrapped and once it's done, once I project those UVs
07:37out, I'll take the low-poly door and copy it onto this side.
07:41It's okay to see an incomplete building for now until I get all the UVs done and
07:46stacked and then clone them.
07:48That way I'm cloning UVs and they're stacking automatically.
07:51Finally, I'll take these curved pieces which at the moment are fairly large.
07:56And in the Editor, I'm going to smash them down.
08:00One of the things I'll do is to take these elements making sure I hit W for move
08:05first, pick the Move UV Shell tool, and rotate them.
08:09I'll spin them and move them down.
08:12I'm not concerned that they are a little bit off as much as they're all facing
08:16the same direction, so that when I start to grab them and scale them I'm scaling
08:22along horizontal piece.
08:24Now I'll take all these pieces which will get a generally dingy concrete,
08:29select them, and scale them in.
08:31These are just gray.
08:34So as long as it looks decent and fairly dirty I'll be in good shape.
08:38I'll take these and temporarily I'm going to stack them over here.
08:41I'll allot this much texture space and see what else I've left.
08:46What I'll probably end up with is maybe a little more space given to the
08:50garage door, a little more space for the walls here, and windows and doors
08:54stacked in this area.
08:56I'll finish my unwrapping and see how it comes out.
08:59The big deal in unwrap in stacking up for texture sheet is allotting the amount
09:03of space proportionately for the detail you need.
09:07In this case, the doors and windows and rusty white walls occupy a lot of the
09:12space and correctly so, as they have either the most detail, or it will be seen the
09:17most times because I'm stacking UVs.
09:18One of the most powerful things we can do in texturing for games then is to
09:22stack up or UVs, instead of unique textures everywhere, using and reusing and
09:27rereusing the same texture sheet with a little bit of elegant planning and a
09:32proxy texture or template like I've got here we can get our textures stacked in
09:37so that when we paint magically the building is, well, complete and rusty.
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6. Transferring Maps
Overview of ambient occlusion
00:00In this chapter, I'll look at ambient occlusion and normal maps.
00:04We'll use these in a game for all kinds of different purposes in the texture.
00:09Ambient occlusion is the blocking of bounce light by adjacent objects and I'll
00:13demonstrate what that looks like in just a minute.
00:15Normal maps allow us to make a surface look like it's got greater detail as
00:20we've seen in a previous example.
00:22Now I'm going to show how to use the Transfer Maps function to bake the normals
00:26from the high poly I've made to the low poly.
00:29We use ambient occlusion in a couple of different ways here.
00:32It's a great foundation for things like rust and dirt, as they tend to cluster in
00:36the same places, the corners of things.
00:38It's also a way to make things look like they have more detail as they're
00:42showing more shading and lighting in the small recesses.
00:46It really make things like the garage doors pop out.
00:48To start, I'll show what the Ambient Occlusion shader looks like and how it
00:52looks in a rendering.
00:54I've got my scene and I've unwrapped and stacked all of my textures pretty
00:58much on that sheet.
00:59I've still got to finish the canopy, but I've got the windows in place and
01:03all the walls are in.
01:05I'm going to put a ground plane in just for show here, just to show what this
01:09looks like with the occlusion shader on it.
01:11I'll take this ground plane and make sure I hold V and snap on the Y axis down
01:16to the bottom of my concrete islands here.
01:20So we can see this clearly.
01:21I'm going to hide some of the high-detail work.
01:24I'll pick these windows and press Ctrl+H to hide them.
01:28I'll also pick my high detail windows here.
01:31I'll hide the high detail windows and doors.
01:35Notice that I still haven't added the door in over here, as I need to clone that
01:39geometry and those UVs will stack.
01:41So I can do it at anytime.
01:44I'm going to show the ambient occlusion on the low-poly version.
01:47Then I'll run it on the high and we can see the difference.
01:50There's two ways to run occlusion.
01:52For rendering in movies, we run occlusion usually as a separate render pass.
01:56In games, we bake the occlusion.
01:58We may also see, in engine, screen space ambient occlusion often shown as SSAO,
02:04which gives us not necessarily true occlusion, but occlusion that the graphics
02:08card can display competently and quickly.
02:11I am going to use a Render layer override which we use here in film renderings
02:16to demonstrate what occlusion looks like.
02:18I'll right-click on my master layer and choose Overrides > Create New Material Override.
02:23In here I'll use the Surface Shader.
02:26Everything turns black and we can see in the attributes that's well, quite correct.
02:30The Out Color is black.
02:32In the Out Color texture I'm going to click on the texture and down here under
02:36mental ray Textures I'll pick my mib_amb_occlusion.
02:41This is really just to demonstrate what it looks like and show some
02:44possibilities with it.
02:46I'll pull up my IPR and I'm going to make sure I'm using mental ray as my
02:51renderer for occlusion.
02:53To make this look a little clearer, I'm going to customize a few things in
02:56the Render settings.
02:57We don't always have to do this, but I would like to be able to show this nicely.
03:02I'll go into the Quality tab and instead of Adaptive Sampling I'm going to
03:06choose Custom from 0 to 1.
03:09I'll also change my Filter from Box to Triangle to get a little bit better sampling.
03:16I'll click on IPR and we'll see the occlusion start in.
03:21Ambient occlusion then is the blocking of bounce light by adjacent objects.
03:25What we're seeing here is that the low sampling rate is giving me dots all over,
03:30and in this occlusion, it is bouncing out to infinity or rather everything is
03:36occluding everything which is why it's generally gray.
03:39To tune this then I'll bring up the samples.
03:42Here is my samples at 64 and I'm going to put the Max Distance up.
03:46This is again one of the reasons why modeling in real-world scale is so important.
03:51This Max Distance is in scene units.
03:53A Max distance of 0 is always a special case saying everybody participates no
03:58matter how far apart.
03:59I'll put the Max Distance up at 60 as an example, and we'll see a much clearer rendering.
04:05This is more what we're after where only close surfaces cast occlusion on each
04:10other, and things that are fairly far away, like the walls up here, read as white
04:15which is the bright color of occlusion.
04:17The idea then is we're going to use this occlusion in multiple ways.
04:22It's a great way to generate dirt as dirt clusters in the corner as we can
04:27see in the occlusion.
04:28It's also a way to ground things, even without lights.
04:31This is sitting on the ground.
04:33We've got natural, almost proximity shadows we can call them, that make this
04:38sit down in the space.
04:40Occlusion has then two colors, a bright and the dark, and usually what I do is
04:44run them full strength, because in Photoshop when I multiply that over later
04:49as part of the texture painting, I want the full gamut or range to be able to adjust.
04:54We can play in here with them with the spread, and the spread I'll crank up the
04:58distance to show allows us to calibrate where the occlusion sits.
05:03It's an artistic choice.
05:04I'm going to put the Max Distance up at 120 and we'll see a little bit more
05:08darkness on the building.
05:10A higher spread is going to make that occlusion go farther into that zone
05:15yielding me much more dense gravity we'll call it.
05:18It's got more darkness that creeps onto the surfaces.
05:22A lower spread then, let's say .5, is going to make that occlusion cluster
05:26tighter in the corners.
05:27So we may want multiple occlusions as part of our texture painting, very tight
05:32rust in places or tight dirt, and a spreading quality to things like moss or
05:38general slime on surfaces.
05:40It's really a fantastic way to be able to get in and add some realism to things.
05:46To show where we would use this in a game, I've baked out an occlusion from my
05:51high-res garage door and we'll get to how to do this in a later video.
05:54This is an example of what a baked occlusion looks like and rather than simply
05:58rendering out an occlusion image as I've shown, we're going to use this kind of
06:03image as part of our texture, and we can see in this that the occlusion is really
06:07making all the detail on my high-res door pop out.
06:10That if I map this onto the low-res door as both dirt, shadow, and rust if I
06:15need, it's going make all those little details show up better.
06:19So we can use occlusion in several different ways in our textures.
06:22The key to it is a good unwrap.
06:25We can test on how it looks by using IPR here and putting an Occlusion
06:29Shader on, but really I use this as a great way to show occlusion for those
06:33who've never seen it.
06:34What we'll do then in the next videos is look at how to bake things like
06:38occlusion and normals, and get them to really add some life and realism from
06:43those high-poly models on to our low-poly gas station.
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Overview of the Transfer Map dialog and baking
00:00The idea of baking shows up in several places in the game pipeline.
00:04Here in Maya, baking comes in when we need occlusion, normal, and maybe other
00:08maps, baked out is part of the texture.
00:11In a game engine we're going to bake things like the lighting into an additional
00:15image that overlaid on the mesh.
00:17I'll release my material override by right-clicking on the master layer and
00:21choosing Overrides > Remove Material Override.
00:25I'm back to my unwrap model and we can see in here that I've got all of my UVs
00:29stacked in and the doors in the separate space.
00:33I'm going to show my high-res garage door here by choosing Show > Show
00:37Geometry > Polygon Surfaces.
00:40I've set up some high-res meshes to bake normals and occlusion, planning that
00:44I've got a high-res door, a high-res door and window, window assembly, and
00:49window over here as well on the side.
00:52As you can see, what I've also done in this is to split some of the larger
00:55polygons and stack their UVs.
00:58I've reduced down some of the geometry.
01:00So instead of a full-length high- res window, it's a half window.
01:05What this looks like then in those UVs, pressing F3 is the UVs are stacked.
01:12These are both sides of this side window for example and this high-res
01:16window fits right over it.
01:18This will let me economize on my texture space a little bit.
01:21A good unwrap is essential for good baking.
01:26I'll press F6 to go back to the Rendering menu and under Lighting/Shading we've
01:30got our Baking and Transferring Maps options.
01:34Transfer Maps is what will handle things like baking normals or baking diffuse maps.
01:38A Batch Bake in mental ray allows us to bake mental ray lighting and also
01:43occlusion into UV space.
01:46Bake Sets allow us to mark collections of objects.
01:50So we can bake a whole bunch of things at once which is very likely in a
01:53detailed game environment.
01:55I'll go into the Transfer Maps dialog.
01:57What this gives me by default is not much, actually what it says is it's ready
02:03to accept what I like to put in, although I haven't decide on anything yet.
02:07We can see in here different types of bakes we can do; Normal, Displacement, a
02:12raw Diffuse color, Shaded, and so forth.
02:15As an example, we may want to use a procedural such as a noise or something
02:19similar to help generate our diffuse map and then bake it or render it into
02:25the UV space of a mesh.
02:27I'll start out by setting up an example for a Normal. I'll pick Normal.
02:32We need to decide what kind of bake we're doing.
02:34I'll choose the format as a TIFF and its path out to my project in the images
02:40called by default sampledNormals and I can change that if needed.
02:42What I'll do then in a bake is pick out my source and target meshes.
02:48I'll pick the low-res wall and garage doors a target mesh and click on Add Selected.
02:54What it says then is a pPlainShape2, which is the name of that as I haven't
02:59combined and renamed yet, is going to have something baked into maps set 1 and
03:04map set 1 is a default maps set applied to everything.
03:08I'm showing just the mesh at the moment and here is a search envelope size.
03:12Now I'll pick the Source Mesh.
03:15I'll clear out the source that was in there from selecting something earlier and
03:19pick my high-res door and click Add Selected.
03:23Now what it says is I'm going to project a normal from the high-res onto the low-res.
03:29If we look at the UV editor for just a second, pressing F3 to go back, and Edit
03:34UVs > UV Texture Editor.
03:36We can see in here that I've got the garage door low-res with a high-res right over it.
03:42So those normals will project right in there.
03:45This space off to the side won't be used.
03:47So it really doesn't matter if it's there or not.
03:49What I'll end up doing most likely is doing some cropping and cutting and
03:53pasting in Photoshop to get these all-in-one image eventually.
03:58Transfer Maps let's us handle things like Normals, Displace, and so forth, and we
04:02have common parameters we can deal within these.
04:05Beyond choosing the format, we need to look at things like the size.
04:09I'm going to render this is an example at 1024x1024 with a Medium or High
04:15sampling quality and I can choose a filter type. These are all common ones;
04:19Gaussian, Triangular, and Box.
04:21We can determine in here how good is the sampling and how much is it blurring.
04:24If we're dealing in mental ray we've also got common output available, the size
04:29of the map, and so forth.
04:31We can also adjust these in the Batch Bake which I'll show next.
04:36Under Lighting/Shading then we have Batch Bake and the idea on the Batch Bake is
04:41we're going to use mental ray's specific parameters.
04:44I've checked a Bake Set override here and I'm baking to a texture with shadows.
04:49What this lets us do is different than Maya software in that we can put in
04:52things like occlusion, or we can choose to bake out things like just the global
04:57illumination or just the lighting for a light map.
05:00We can define in here an independent resolution and we got our occlusion
05:03shader here as an example.
05:05Again, we're seeing that falloff in rays which is a quality setting.
05:09We can also factor into this final gather if we like it, allowing us to bake
05:14very rich and detailed lighting into this diffuse map.
05:18It comes down to a good solid unwrap first.
05:22If things are unwrapped cleanly and are setup for baking, baking will go smoothly.
05:27If things are messy and the projection is too complex we're going to get some
05:32very odd looking issues in our mesh.
05:34We can plan for baking and what this lets us do also is model intensively.
05:40Modeling a crazy amount of detail into things and baking, then disregarding
05:45that high-res model and taking our low-res model across to the game looking
05:49like it's got more detail.
05:51We'll start in first in the next video in baking occlusion as a foundation for
05:55rust and dirt, and then look at baking normals and applying them to these garage doors.
06:00So get your UV sets tuned up and let's get baking.
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Baking occlusion using the Batch Bake dialog
00:00With my model unwrapped and my high-res pieces in place, I'm going to use Batch
00:04Bake to bake the occlusion from the high-res garage door on to the low-res.
00:08However, I need to do a quick fix in here first.
00:12I'll zoom in on that door.
00:14Remember, from the occlusion demonstration that occlusion tends to occur in the
00:18corners where adjacent objects block bounce light.
00:20What we can see here in the low-res door on the left is that the door is
00:25recessed into that frame by 6 inches.
00:27The high-res door is in the right place but not far back enough.
00:31I'll hide it temporarily.
00:32I will move it forward first so I can see what I'm doing, and then press Ctrl+H to hide.
00:37Now what I'm going to do is extract the low-resed garage door face out of this mesh.
00:44I'll press F3 to go over to the Polygons menu, and right-click, and choose Face.
00:50I'll pick that large face, and choose Mesh > Extract.
00:53I'll press W for Move, and reselect just that garage door, making sure I
00:58right-click and pick Object Mode.
00:59With the low-res door selected, I'll choose Display > Show > Show Geometry >
01:05Poly Surfaces, and then pick that low-res door if it's not already.
01:09Then I'll press Ctrl+H to hide it, and finally then, I take the high-res
01:14door, and move it back.
01:15I'll press V and D to move the pivot, and snap the pivot down on one of the corners.
01:20Then hold V for Snap and snap on one axis back into the right place in the frame.
01:25It's important to do this, and the reason is I want the adjacent wall to cast
01:30occlusion on to that garage door correctly, as if it had sat there for years
01:35closed and all kinds of dirt and schmut accumulated in the corner.
01:39Now I'm ready for a bake.
01:41I'll press F6, and under Lighting and Shading, choose Batch Bake (mental ray), opening up the dialog.
01:48In my Batch Bake, the default settings are using the existing bake sets.
01:53What I will do is use the bake set override and change my Color mode down to
01:57Occlusion, because we can see in here, I've got options for baking out lighting
02:01color or even just illumination, and I can also bake out just lighting if I need
02:06to map it on as a light map.
02:08I'll pick Occlusion and there is my occlusion rays and falloff, similar to the
02:12Occlusion Shader I showed previously.
02:15This is another reason why modeling in real-world scale is so important, making
02:19sure that if things are in real-world scale, the occlusion goes far enough.
02:24Occlusion rays are a sampling quality.
02:27Rays of 128 will result in a decent size render, but a nice smooth occlusion.
02:31I'm going to try it like this and see how it looks.
02:35It's put a prefix in called baked.
02:37I'm going to change this to high res garage door, and there is an X and Y resolution.
02:44What I usually do is to bake twice as big.
02:47What this means is that I'm aiming for a texture that is 1024 square.
02:52So I'm going to bake at 2048, and paint at 2048 for my other work in Photoshop.
02:57Then I'll take this map, and when I save it out, I'll try it both reduced
03:01out in Photoshop, and also letting Unity reduce it in size to see which one looks better.
03:06It's okay to experiment along the way.
03:08For occlusion, I want to bake to one map, baking a complete map here, and then
03:14I'd like to bake the alpha as well because I can use it to select.
03:17I'm going to bake this as a TIFF with a bit depth of 8 per channel.
03:21If it's too low in quality, if there is some aliasing or other issues, I can
03:25always up the samples here.
03:28If we need, we can have final gather quality and reflection factor in.
03:32Although for occlusion, it doesn't matter.
03:34Finally, I am going to use the 0 to 1 range, the normal range of the
03:38UVs, because I've unwrapped everything into that 0 to 1 quadrant in my texture editor.
03:43If we can accept other parts of the UV range, such as the entire range or a
03:47user-specified min and max, we can put it in here,
03:50but I'm going to leave it alone.
03:52If we've added on a new UV set, or we'd like to bake into something besides Map
03:561, we can override the mesh set assignments as needed.
04:00I'll scroll up, make sure everything looks good, and hit Convert and Close.
04:05This may take a minute, but I'll do it and show what it looks like when I'm done.
04:11My bake is finished.
04:12What we can see here, and I will close this Bake dialog, is that mental ray has
04:17done the bake, and it's added on a new material on to this which is actually a
04:21black lambert with the baked image in the incandescence map.
04:25I'll right-click and choose Material Attributes and check out what this looks like.
04:29I haven't deleted the history yet which is okay as I'm going to do it before I export anyway.
04:34I'll go into Lambert2, I'll open up this file in Photoshop, and see how
04:38this occlusion came out.
04:40Here in Photoshop, I'll go find that occlusion.
04:43I'll press Ctrl+O to open up the image.
04:46It actually nested fairly deep in that Environments project.
04:50Here in Game Environments, I've got renderData.
04:53In renderData, there is mental ray, in mental ray, here is lightMap, and
04:57finally, there is my high-res garage door.
05:00We could set our project in the secondary locations to go somewhere different.
05:04However, I'm comfy leaving it here because I'm going to go dig it out and use it anyway.
05:08I'll click Open and I'm going to turn off my Grid, choosing View > Show > Grid.
05:16There is the occlusion.
05:17And when I zoom in, I can see it looks pretty good.
05:20What I've got here very nicely is the darkness around the edge from the door
05:24frame, and then darkness on each panel.
05:26Really makes the detail pop out nicely.
05:28When I map this on to a low-res door as either dirt, or rust, or maybe both,
05:32it's going to look like there is an enormous amount of detail and shading on
05:36just that single polygon.
05:38What I probably should do is adjust that falloff a little bit.
05:42Right now, I think 12 is a little big.
05:44I am getting a little bit of a crossing right here in the corners where I could
05:48probably back off the distance of the occlusion just a touch, so it's not quite
05:52so bold in the panels.
05:53And that way, it just sits in as dirt instead of spreading as a uniform gray across.
06:00Back here in Maya then, what I'll do is reassign those checkers,
06:03choosing Assign Existing Material > Unwrap Checkers.
06:07I'll go back into my Batch Bake, and adjust this Occlusion falloff.
06:12I'll pull it down to 8 and try it again.
06:15As I said, this may require some experimentation.
06:18Although, once you've got it going pretty nicely, you can apply that to other objects.
06:22I'll hit Bake and see how this looks;
06:24getting the occlusion baked out, so I can use it in the next video as a
06:27foundation for dirt, as occlusion, dirt, and rust, and to cluster in the same places.
06:33I can apply the idea of the Batch Bake here on anything I have modeled in high-res.
06:37I've got the other windows, the doors, and the other windows on the
06:41cashier station to do.
06:43Finally, I can even use a Bake on a low-res object if I need occlusion
06:46from other things on it.
06:48As an example, I may want some occlusion on my foundation elements, but I've
06:53stacked the UV, so that may not be an option.
06:55What we need to do as part of baking then is really consider, how do things stack up?
07:00If UVs are stacked and an occlusion bake is in place for one, all those stacked
07:05UVs will share that darkness, and it may look kind of odd.
07:09So I tend to reserve it for things I can isolate, like these high-res doors where
07:12I really need the detail to pop out.
07:14I'll run this bake again and see how it looks, and move on to do some texture
07:19painting in the next video.
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Using occlusion as a foundation for dirt
00:00I've baked out the garage door;
00:02changing the Occlusion falloff down to 8.
00:05It's done it and applied that same Lambert again.
00:07What I am going to do now is show the existing low-poly garage door, and take a UV snapshot out.
00:14So I can use this high-res as a foundation for dirt using the occlusion.
00:18Let's take a look at this map.
00:20I've opened it up in Photoshop, so I can zoom in and see how this looks.
00:24I've also renamed this to 06_04_bake_start.
00:27That way I don't accidentally overwrite if I try another bake.
00:32This is an interim file.
00:34So really you can name it as you need.
00:36We are going to go in and take it and cut and paste into other things.
00:39It looks much better.
00:40The occlusion is a little tighter in the corner, still giving me dirt as I need,
00:45but not quite that large lapping stripe here.
00:48When I go in and erase as part of the dirt, I'm going to lose some of
00:52the squares in here, making the map a little more uneven and a little less symmetric.
00:57I've still got my grounding darkness in the corners here.
01:00So I'm ready to go with my dirt.
01:02I'll go back to Maya, and look if I need to take out a snapshot or if I can
01:07paint like this and try it straight as a texture.
01:10Here in Maya, I'm going to show that door by choosing Display > Show > Last Hidden.
01:15There is my door overlapping and now I'll press Ctrl+H to hide the high-res.
01:20What I have done then is extracted this low-res door.
01:23The neat part is that when you extract the mesh, the UVs are preserved.
01:27It didn't change them, it's simply a different object;
01:30poly surface shape 10 or 20, or whatever it is at the moment.
01:33If I look under Edit UVs in the Texture Editor, we can see that those UVs are
01:38still in the same place.
01:40I don't actually need to take a snapshot out at the moment,
01:42as I made sure when I was unwrapping these that this polygon perfectly
01:46overlaps at high-res door.
01:48So I will go back to Photoshop and start painting and bring it in and see how it looks.
01:53Here in Photoshop, I am going to use this as a foundation for dirt and rust.
01:57I know in the middle of the door I have got glass, and up above I have glass as well.
02:02So I may want to take out some of the occlusion or change how it looks,
02:04but down here in the lower panels, those are solid and definitely need some dirt in them.
02:09What I will do to start is double-click on the background layer, and call this rust start.
02:16Now I will make a new layer under it, pressing Ctrl+Shift+N and I will name this color base.
02:24I'll press Ctrl and left square-bracket to move it down.
02:27I will check my reference imagery and see if I can get any idea of what
02:32color this should be.
02:34The reference imagery is almost like a sepia tone black and white, and it looks
02:38like everything in here is, well fairly white, although it needs a considerable
02:42amount of grunge on it.
02:43What I will do then is start out by eyedroppering one of these colors.
02:47I am going to pick the wall as it's a little bit clearer than some of the door,
02:51and I'll go maybe a little bit brighter with it to begin.
02:55Instead of starting with an absolute white then, I'll fill this with kind of a
02:59medium putty or beige.
03:01Now I'll take this rust start, and I'm going to clone the layer.
03:06The reason I want to do this is I would like a pristine layer to start with.
03:10I will turn that layer off, and now I can take this rust start, and I am going
03:14to make it a Multiply blending mode and it lays that color over.
03:17I am going to say that this door is both rusty here and dirty.
03:22What I will do to start is colorize this.
03:25Right now, it's adding a heavy black in there.
03:27I am going to press Ctrl+U to colorize or Hue/Saturation and check Colorize, and
03:33I am going to swing that hue over, a little bit warmer, maybe in the 30 range, a
03:38little more saturation and a little bit lighter.
03:42We only really care about the door.
03:43So what's going on out here in this chocolate colored area doesn't really matter.
03:47I will click OK and I am ready to do some painting.
03:51The first thing is to make this less even.
03:54I can use my channels to get in and select this door exactly.
03:57I will go over to the channels and there is that Alpha channel and things like
04:01the blue, and so forth.
04:02What I can do as an example is hold Ctrl and click on the Blue channel and it
04:06selects the rust fairly evenly.
04:09Alternately, I can go over here by layer, even in the rust start copy and use my
04:14Magic Wand or my Quick Selection.
04:17Magic Wand the black, and then invert that selection, pressing Ctrl+Shift+I.
04:22What this is giving me is a constraint on where I'm going to paint.
04:26Now I will get in here on this rust start layer.
04:29Hit X to swap the colors and change that foreground color to white.
04:35What I am going to do is press B for brush, use the brackets to bring my brush
04:39size up, and change my brush mode over to Linear Dodge or Add.
04:44I will take this Opacity way down;
04:47reasonably 5% is just fine.
04:49I am going to zoom in and start to brush away some of that rust using some very,
04:56very gentle brush strokes and downsizing and upsizing the brush as I need.
05:01The Add is going to let me vary the color of that dirt.
05:04So I can let it cluster in the corner here.
05:08I don't want to go too strong.
05:10Add gets very big very quick, and can eliminate a lot of the grunge we are after.
05:15I'm letting it blow out in parts and erasing some, and leave some there;
05:20just shooting for uneven corners, general wear and degradation.
05:27As an alternate to this, you can switch the blending mode over, trying either
05:31Screen, Lighten or Soft Light even to lighten up that rust and make it vary.
05:36I'm going to start with a general treatment with Add here.
05:40Now here's the big deal.
05:42Why did I save this copy?
05:44If I look at this and I say, well, that was really not it.
05:47I've got a pristine copy I can get back to.
05:50But I am going to try it, gently painting in rust in varied places and taking
05:54out any obvious straight edges here;
05:57eliminating it in parts but not entirely, letting this door be, well,
06:02wonderfully grungy as old worn doors are supposed to be.
06:06I will take a little bit more out, and then I am going to come back, and on a
06:12new layer paint in more.
06:13I will make a new layer in here, eyedropper one of the rust colors in the
06:17bottom, press B for brush, and switch my brush over to a Screen.
06:22I will start to brush in a little bit more on the bottom here, adding in
06:27a little extra wear.
06:29I can also make this a Multiply;
06:31even 5% is going to give me, well dirt.
06:35The bottom has been exposed to weather and elements for years, and so it's okay
06:38to have it be, well, fairly rusty in here;
06:41dirty and brown and generally degraded.
06:45I'm not too picky on color when I do this yet as it's going to be an overlay.
06:49Really what I care about is making this uneven.
06:53Now here's the deal with the windows though.
06:55We don't want to have this kind of dirt on the window glass, we need different dirt.
07:00What I will do then is rather than erase this, I am going to paint over this in white.
07:06On a new layer, I will use my Marquee tool.
07:09Press M for Marquee, and deselect.
07:11Then, I will go in and run a marquee right over that window.
07:15I am going to fill this in, in probably just a white or something similar.
07:22Alternately, I can choose a deep gray as if these have gone dark over time.
07:27In the Alpha, these will be fairly transparent.
07:30So what I'd like to do is pick a medium gray as if they are dirty, and I will
07:34fill on this new layer, those windows.
07:36I will take this and hold Alt and clone that over.
07:41Those are my arrow keys to nudge that piece over, Alt to clone again, Shift to
07:46constrain direction, arrow keys to nudge it in place, and zoom out.
07:51There is the start of my door.
07:53It looks a little bit on the beige side.
07:55So what I will do is come back to my color base layer, and just adjust its color
07:59by pressing Ctrl+U. I will go a little bit brighter, a little less saturated, so
08:05it's a little bit whiter in the door. My door is dirty.
08:10What I may want to do now is even run another occlusion with a bigger spread and
08:14lay it over as general dirt, or I can come in here, and use the original rust
08:20start as a way to select.
08:21I will show that as an end in this video.
08:25Here is my original rust copy.
08:27What we can see here in the occlusion is that the occlusion clustered in
08:30the inside corners, leaving me basically a clear selection through most of these pieces.
08:37If I use my Magic Wand pressing W, and clicking on that, I can get a selection
08:42of all the crossbars in that door.
08:45I'll turn back on the rust start and turn off that rust start copy.
08:48And now with that selection constrained on yet another new layer, or one of
08:53my existing ones, I'm going to brush in a little bit more dirt along the frame here;
08:59just adding in some general wear on the pieces here that stick out the most.
09:04If you notice because I am painting at a 5% Opacity, or maybe I'll up this to 6
09:09or 8, it takes a lot of strokes to really build up that dirt, and that's okay.
09:14We want this dirt to be built up over time and inconsistent.
09:19The occlusion is a great foundation for this kind of dirt, adding in little bits
09:24of corner darkness where we expect them, and we can add to them.
09:29There is that map and I've got some places where I'm still shiny, and I've got
09:32some places that are fairly rusted.
09:34What I will do then is test this.
09:36I am going to save this image as a proxy and take it back out, and check it out
09:41in Maya and see if it worked.
09:42I will ignore the gray windows as I will handle those with an Alpha in Unity.
09:46First, I am going to save my working PSD.
09:49I will end up with a lot of working PSDs in here as part of this process.
09:55I don't want to bury this that deep in the light map.
09:57What I will do is go up to the sourceimages folder, and in here, I will call
10:02this 06_04_bake_end.
10:06This is the full working PSD with all of its layers.
10:09Now I will save out a flattened copy and see how it looks.
10:12I am going to leave it named 06_04_ bake_end.tif, turning off the layers and
10:19temporarily the Alpha Channel as I'm not going to set that up correctly yet.
10:22I am going to bring it in and see how it behaves, and just if it looks good
10:27on that flat polygon.
10:30It's okay if you're doing this to have working files you can go in and delete later.
10:35Back over here in Maya, I'm going to make a new material and put it on that
10:39door, choosing Assign New Material with a low-res door selected, and picking Blinn.
10:44Into the color in that Blinn, I will put a file by clicking on the Texture node,
10:48and choose File in the Create Render Node dialog.
10:52In here, I'll click on the yellow file folder.
10:55It browses right over to the sourceimages folder and there's that TIFF.
10:59I'll open it up and there is the start of my garage door.
11:03Now obviously it needs a normal map to really pop out correctly.
11:07But we can see in here how the occlusion is a terrific foundation for the dirt
11:11we expect on the door.
11:12When I add in some wood grain and other chips and splintering, it's going
11:16to look pretty sharp.
11:18A final test then would be look at it in Viewport 2.0, which is hardware shading
11:23that emulates what we will see in game.
11:25I'll turn on in Viewport 2.0, my Multisample Anti-aliasing, and also my
11:31screen-space occlusion. It takes a sec,
11:34and now what I get here is a pretty good approximation of how it will look in unity.
11:39Yes, it still needs a normal map and obviously this scene is unlit,
11:43but it's definitely well that rusty, dirty, grungy door.
11:48I'll continue baking objects and using them as foundations for rust and dirt to
11:52really make that detail pop out.
11:54Then I will start to add in normal maps on here using the Transfer Maps dialog.
11:58So this single polygon really looks like this paneled garage door.
Collapse this transcript
Baking a normal map using the Transfer Map dialog
00:00I've baked the occlusion for the high-res garage door and used it on the
00:04low-res, as we can see here in this test and it looks pretty good.
00:07There is definitely some detail showing on the door.
00:10I still need to deal with the windows in the Alpha Channel, as we need to handle
00:14the transparency slightly differently to go into Unity.
00:16What I would like to do now though is get the normal map baked out, so I can see
00:21how this looks with both the Occlusion and the Normal on that flat polygon, and
00:24see if this low-res door really looks like the high-res one I have modeled.
00:28What I've done here is unwrapped the low-res and I'm ready to project the
00:31high-res on to it for a normal map.
00:33I will press F6 to go to the Rendering section and under Lighting/Shading, I
00:37will choose Transfer Maps.
00:40I am going to get out of Viewport 2.0 as with enough stuff showing, it's going
00:44to bog down my graphics card with these large maps.
00:47I will choose Render and Default Quality.
00:50Now I can move around little bit easier, although, Viewport 2.0 is terrific for
00:53seeing how it's going to look in games.
00:55What I will do is show that high-res door, choosing Display > Show, and in this
01:00case, Show Geometry > Poly Surfaces.
01:02There is my high-res door and we can see it clipping through here.
01:05What I need to do then is make sure it's set up for the Normals.
01:08I had clicked on Normals earlier, and so the normal map is active here.
01:13If you need to remove a map, you can always click on Remove Map and add a new one back in.
01:18What I will do for my normal map is put this out as a TIFF.
01:22It's going to go in as sampledNormals.
01:23I am going change this name and call it garagedoor.
01:27This is going to be a temporary file, and so I can use it, rename it, take parts
01:35of it and cut and paste in Photoshop, and delete it when I'm done.
01:38I'm going to use this as part of a working PSD I will assemble for the whole object.
01:44Now get the meshes assigned.
01:45What I will do for the target mesh is to pick this door and click on Add Selected.
01:51You may want to rename some objects as part of your baking, just so you can see
01:55things clearer, although in this case I was able to select it pretty nicely.
01:58What it shows me here is it's going to put that output into the map 1 UV set and
02:03right now I'm just showing the mesh.
02:05I've got a search envelope which I may end up needing to play with a little bit.
02:09I will go in the Source Meshes and make sure I add in the right one.
02:13I will pick my high-res mesh and click on Add Selected.
02:18It is pPlaneShape17, which was in there from earlier.
02:21I will scroll down and look in the Maya Common Output and see if I've got the right size.
02:28For normal maps I may render these at the actual size, so that I am not
02:32smoothing or degrading detail by reducing the size of the image.
02:36I will try it like this, alternately, I may try and experiment at 2048 and see
02:41which looks better, the reduced or rendered at actual size.
02:44I've set my sampling quality here to Medium, so I get a pretty decent normal,
02:49and I am using a Gaussian filter.
02:51We can always increase the Filter size if we need more blurring.
02:55It's going to make this and put the map into the Assigned shader I have got on here.
03:00I will hit Bake and Close and see how this looks, and if I projected far
03:04enough. It baked it out and I have got my door selected and I will go over to
03:10the material attributes and see if it worked.
03:12It put a file into the Bump Mapping called file 3.
03:16In that node is my garage door.
03:18I can view this in FCheck or here in Photoshop.
03:20I'll pull this image up in Photoshop and see how it came out.
03:24In Photoshop, I had opened an image from Source Images, so I am going to go up
03:28a couple of directories and into Images and there's that garagedoor I had just rendered.
03:33It looks pretty decent, although I'm seeing that I need to adjust my high-res
03:37mesh just a little bit.
03:38What we are seeing here and I will zoom in, is that in that normal map, it's
03:43taking into account the round corners and beveled edges, but anything that is
03:46a straight up and down variation is not showing up well, like the windows in the middle.
03:51What I need to do is massage those polygons, push them back and forth a little
03:56bit so that they are not perfectly flat.
03:59Other than that, the normal map is working nicely.
04:02The important lesson to learn here is that not only should the geometry go up
04:07and down, but side-to-side a little bit as well.
04:10That way when the normal map is projected, all the detail you craft in actually shows up.
04:15What I will do here in Maya is to select that high-res door and I can do this by
04:20hiding the low-res and there is my high-res.
04:23I am going to isolate it, choosing, Isolate > View Selected and I'll spin over
04:30and it looks like I need to add some more geometry.
04:32Ultimately, I can push and pull this just a little bit.
04:36This door is, well, definitely old, probably cracked, fairly worn and
04:41guaranteed not straight.
04:43I can start to grab things and push them around just a little bit to get the
04:47Normals to really work.
04:49What I also need to do is to probably bevel some more edges, right here in this
04:53window frame as an example, to get these Normals to show up.
04:56I will start out by taking these edge loops and pushing them back just a
05:01little bit, so that instead of a perfectly straight edge, these edge loops
05:06here on the window frame just move back a touch, slimming that down, so it's a sloped surface.
05:12Now I will come in and Bevel those Edges.
05:15Unchecking Offset as a Fraction and beveling at a quarter inch with three
05:19segments, that's going to give me a good Normal there.
05:23I may want to do this on other parts, selecting them by double-clicking and
05:27beveling, pressing G to repeat last, and there's that bevel.
05:33We can bevel everything.
05:35The big deal is really getting enough geometry in here that is not straight.
05:40Now I'm going to make this wave just a little bit, the door is old and cracked after all.
05:45I will right-click a pick Vertex as an example.
05:47I am going to pick some of the vertices here in the door and I will press B as
05:52in Baker for my soft selection.
05:54I can press and hold B and click and drag with the mouse wheel to increase the
05:59falloff radius in that soft selection.
06:01What soft selection is doing is, as that one vertex is picked, the selection
06:06fades off to the side as shown by the color.
06:08I am going to pull these out just a little bit, as if the door is slightly out of plumb.
06:14I'll pick a few others here and do the same thing, grabbing those and just
06:18pulling them slightly.
06:22What this is going to do for my normal map is perturb or distort these Normals.
06:27I have already baked the Occlusion, so I may end up running my Occlusion again,
06:30or I can leave it alone and simply use the Normals out of here.
06:34It's worth some experimentation, it's fine to end up baking multiple times
06:39just to get it right.
06:40Now my door is slightly out of whack and we can see it from the side here.
06:45I'm ready to get out of that isolation and run those Normals again.
06:49On my Hotbox I will choose Display > Show > Show Last Hidden and there is my doors.
06:55I will go back to Lightning/Shading and Transfer Maps and run that operation again.
06:59I'll make sure I have got the right pieces in my Source Meshes, and I am going
07:03to override this file.
07:04I will hit Bake and Close and see how it looks.
07:09My normal map is baked out.
07:10I will pull it up again in Photoshop and see how it looks.
07:14I will choose File > Open Recent and reopen that garage door, updating this time, much better.
07:21Now we can see here, because the Normals vary that all the detail is showing up.
07:26This is a proper normal map, where I have got slight variation across the
07:29color and we can really tell it right there where that color changes just a little bit.
07:35In a normal map, blue is strength and red and green are direction, so the slight
07:40red and green shifts here give me just a little bit of surface variation.
07:44I'll take this image and put it in the material and see how it looks.
07:48I'll take my high-res door and press Ctrl+H to hide it, then select my low-res
07:53and go over to its material attributes.
07:56In that Blinn, in the Bump Map, I am going to go in and make sure it's got
08:00my garagedoor.tif.
08:01If it doesn't show up right, I can hit Reload and I can see up here in the
08:04thumbnail, it's got all of its panels.
08:07To really see this, I will go back to either High quality or Viewport 2.0.
08:11In my High Quality render, there is the normal map and I am going to make sure I
08:16go back up to the bump2d node by clicking on to the go up to the output
08:20connection and that it's set to Tangent Space Normal at a depth of 1. The reason
08:25to run it at 1 and make sure your strength looks right, is that a lot of times
08:29in a game engine, Normals are there.
08:32We don't have control necessarily over the strength, as much as, are they there or not?
08:37So it's a good idea to make sure things work at a depth of 1 and look correct.
08:40It's working nicely.
08:42What I can see is that I have got what looks like a pretty good garage door
08:46with all kinds of rust and dirt on it, and panels and all kinds of details and round edges.
08:52In reality, it's a flat polygon.
08:55My baking is working really nicely.
08:57I will do a final test in Viewport 2.0, switching over, and I am going to put
09:03a light in as well.
09:05It's a good idea sometimes, especially when you're playing with maps like this
09:10to put in a light and say not just in the default lights, but as an example with
09:14a point light, are we seeing things behaving correctly?
09:18I'll pull my light up in the scene and press 7 to use all lights.
09:23As I pull this back and forth, we can see the Normals apparently redirect the surface.
09:28It's working nicely, there's all the grunge, and the panels, and all the little
09:32edges light correctly.
09:33This is just a good way to test, as we are probably going to end it with more of
09:38a sun, although we may have some point lights on the player to give things a little
09:42bit of a shine in Unity.
09:44But that's a Transfer Maps in a bake.
09:46It's working beautifully and between the two of them I am getting a really nice
09:49looking garage door.
09:51I still need to go in and handle the windows and their dirt here and get their
09:54Alpha channels set up right in Photoshop.
09:57So when it imports into Unity, I can redirect the Alpha to come across for
10:00both Specularity and Transparency, but the normal map is working.
10:05What I should do then is bake out the rest of these, baking out the cashier's
10:09windows, door and the windows on the side, using those bakes as a foundation in
10:15the Occlusion for dirt, and then a normal map, to get all the surface detail and
10:19beveled edges to show.
10:21So the low-res pieces look like the high-res, when they are all done.
10:24A good test then is to put that light on and make sure it's working nicely, in
10:29that, as the light travels, we can really see that normal changing, and the
10:34surface looks like, well, that dirty, grungy garage door I expected.
Collapse this transcript
7. Planning and Constructing Texture Sheets
Assessing the size of elements on a texture sheet
00:00In this chapter I'll start out by looking at the size of elements in the texture
00:04sheet and judging if I need to bake at a higher res possibly.
00:08Then I'll look at making a diffuse map and painting detail at the right size.
00:12Looking at tiling and non-tiling textures and finally ending up with specular,
00:17transparency and diffuse textures ready to bring into Unity.
00:21To start I've baked out all my different high-res elements; the side windows,
00:26the garage door, the cashier door and cashier windows.
00:30I need to do little scene cleanup. What's happened here, if I pick any of my
00:33materials in the checker, is that as part of the bake, Maya has planted
00:38various files in different places, such as file 8 in the Bump Mapping here in my checkers.
00:44I'm going to right-click on Bump Mapping and break that connection.
00:48It's also put in a black Lambert on different things making a new one each time
00:52to put the incandescence in.
00:55As an example, way over here is Lambert 6 and in that Incandescence is my high-res door.
01:01It works nicely but I don't actually need it here, what I'm going to do is first
01:06pick everything and get those checkers back on it.
01:09I'll select all my objects, right-click, and choose Assign Existing
01:13Material > unwrap_checkers.
01:17Now I'm going to do a cleanup in my Hypershade, I'll choose Window > Rendering
01:21Editors > Hypershade.
01:23I needed the bake on those materials but I don't actually need the material
01:26themselves. Those are just working materials Maya inserts just part of the baking
01:30process because of the options that I've selected.
01:33So here in the Hypershade, I can see I've got a lot of extra stuff going on. I've
01:40got extra materials we can see here by all the nodes and also extra textures.
01:44What I'll do is choose Edit > Delete Unused Nodes; this will slim down any of
01:49the nodes that I'm not using,
01:51returning back to just my checker texture template and the few materials I
01:55haven't seen, the default materials that it starts out with, and my unwrap.
02:01What I've also done is to take those elements and stick them together in Photoshop.
02:05I'll take a look over there and see how this is working.
02:08Here in Photoshop, what I've done is taken all the occlusion and put it in the
02:12PSD called 07_01_AO_start.
02:15I've also taken the normals and put them in 07_01_Normal_start.
02:19In this case, I haven't renamed the layers, I've just copied and pasted, or moved
02:24over while holding Shift and placed those occlusion images in the right place in
02:28those UVs. This is a raw working file that I would go in and probably colorize and
02:34scratch and dent, and so forth.
02:37Over here in the Normals I've done the same thing.
02:40The big deal in textures is making sure that the elements are the right size. My
02:44garage door looks pretty good. If I zoom in, I can see the panels clearly and the
02:49different normals especially on the frame in the middle windows here, however
02:53I've got a bit of a problem up here on the cashier door. The door itself looks
02:58good, but because of some anti-aliasing issues and overlapping polys, I'm seeing a
03:04bit of smudginess going on to the normals here, it's messy.
03:08The windows are working well, but right here I'm getting some oddness. I may want
03:12to sort this out in a couple of different ways. The first is in that bake I can
03:16choose stronger sampling or bake at a high-res. The second would be actually to
03:21take the normal out of this part, which is actually the side of the door frame.
03:26Really what I need is this normal right here, where it makes that edge look softly
03:30beveled on the door,
03:31but the door frame can be solid blue on the side here.
03:34So one option is to simply grab a piece of color and put it over, or use a
03:41marquee and just on a new layer put in that blue.
03:45I'll eyedropper the blue and use my paint bucket to fill that in.
03:50You can treat normal maps basically like any other image here in Photoshop when
03:53it comes to manipulating them; cutting, pasting, copying and stitching together.
03:58The normals give you the colors, the red, green and blue, but how you'll use them
04:02is just like anything else.
04:04I've zoomed in on the door and we can see some places I have a few issues.
04:08Really what we're seeing is that I need a higher sampling right here on the door frame.
04:13The door itself looks pretty good and I'm getting the bevel here on that
04:17inside frame nicely.
04:18What this tells me is I should probably render out the door normal at a
04:22higher res. The big deal then is to bake out, as you think it should work, put in
04:28and see how it looks which is what I'll do next.
04:30You may find you want to render or bake at a higher res and then reduce.
04:35Finally the cashier window looks pretty good, I'm seeing all the detail although
04:40it feels like in some of the anti-aliasing I'm losing a little bit right there,
04:44and this might be a place, again to render these elements at a higher res because
04:48of their size and the texture sheet.
04:50What I'll do as an experiment is save this out, pressing Ctrl+Shift+S and
04:55saving this out as a TIFF.
04:58I'll call this one 07_01_Normal_end.
05:03I'll turn off of Alpha, turn off Layers and Save as a copy, and save it into my
05:08sourceimages folder.
05:11I'll do the same over here with the AO, holding Ctrl+Shift+S and doing a Save
05:16As, saving out as a TIFF and calling this 07_01_AO_end.
05:23I'll turn off the Alpha and Layers for now and Save this.
05:28Back here in Maya, I'll try a quick test.
05:31The cool part is everything has that checker material, so really if I put those
05:35images in I should get my black building with white occlusion and normals on the right places.
05:42I'll pick any element and scroll over the material attributes.
05:48In the color in that blend, I'm going to swap in for those checkers my occlusion
05:52clicking on the yellow file folder and picking occlusion end.
05:57Now I realize this is going to give me a lot of black building which is okay in
06:01the solid parts for now.
06:03There's the update and I'll go back up to the root material and into the Bump
06:08Mapping, in the bump node, I'll put a File. Remember you can always slide the
06:13nameless slider and increase the icon size if you need.
06:16I'll put a file in and make it Tangent Space Normals.
06:21Then I'll go into the file node and in there I'll browse over for
06:24that Normal_end.tif.
06:27You may see this occasionally. This is a TIFF warning error and what we're seeing
06:31here is that different flavors of TIFF can carry different data, and sometimes
06:36saving one out of one program shows up as an error in something else, because
06:40it's tagged image file format. We can add different things to it and the TIFF
06:44standard is somewhat fractured.
06:47Its okay to see that, it's not going to affect anything, but if it does pop up
06:50don't worry about it.
06:53I'll hit Open and now I'm going to hide high-res objects. I'll hide the garage
07:00door, I'll make sure that I pick the right element here by checking the name.
07:04What I've done also here with the Door_ high_res as an example, is gone through
07:08and name my objects for baking, that way I could keep them fairly straight.
07:12Door_high_res is the high-res cashier door, and I'll hide it.
07:16I'll do the same with the windows here, there's my low-res window and I'll make
07:20sure I'll pick the high-res.
07:22If you can't get to it cleanly, zoom in, press F to focus and spin around,
07:29there's that high-res window.
07:31I'll make sure I use Ctrl to deselect anything else than hide that.
07:35I can also look in the outliner to do this as well.
07:38Finally here's the side window, I'll pick that high-res window and hide it
07:44pressing Ctrl+H. I'll turn off the Wireframe unshaded and there at least is
07:49my occlusion on there.
07:50I'll turn on high-res display and there's the normal plus the occlusion on the garage doors.
07:56Now I realize that I'm sitting on ground covered by garage door and that's okay.
08:01I can fix this easily enough by mapping the ground, and I've also got small
08:05garage door pictures on the concrete elements down here I haven't attended to yet.
08:09I need to finish the unwrap and find a space for them in my texture layout.
08:13They're fairly small so they're almost going to be a grungy solid color.
08:18But at least my cashier windows look pretty good, and we're seeing that map wrap
08:22around. I also need to deal with this corner element here.
08:25You'll find that there's a lot of things you end up picking up, or catching
08:29later which is perfectly fine.
08:31The big deal that I'm after is does that texture show up correctly? The garage
08:36door looks good and this door looks decent although perhaps a little bit hard.
08:42What I'll do to finally test this is check it out in Viewport 2.0, turning
08:47that on and making sure in Viewport 2.0 that I've got my Multisample Anti-aliasing on.
08:54You can use the screen space occlusion if you'd like, but being that our shapes
08:58have occlusion we don't necessarily need it.
09:01What I can see in here is that I need to make sure that the sides of the door
09:05frame are white in the occlusion which I can paint in.
09:08I can see that the normal map is working but I may want to take out the
09:11occlusion right here on the glass because it's a little dark.
09:15The resolution looks okay although it might be a little bit blurry on the windows.
09:19My judgment call on this, based on getting the optimal look, is that I should go
09:23back and rerender this window and the door here at twice size and then downsize
09:30in Photoshop to get a better rendering.
09:32Overall however, the detail is really starting to pop out, keep in mind that
09:36these are flat polygons with the texture, and so for the game they're looking
09:40pretty good.
Collapse this transcript
Drawing detail at the right size
00:00In this video, I will look at painting detail in the right size.
00:03So far I have got my occlusion baked out for all my high-res pieces and applied to
00:08the low-res along with a normal map.
00:10I have got a few places I need to pick up in the unwrap, but I just
00:14haven't gotten to yet.
00:15It's perfectly fine along the way to model, render, unwrap, bake and come back
00:19and pick up other pieces.
00:20As long as it all gets done, there is not really an order to things in a lot of places.
00:25What I am going to pay attention to are the canopy and the poles here first.
00:29I'll select the poles and go back to my Default Quality Render.
00:33I will press F to focus in and I can see they need some attention in the unwrap.
00:38Right now they've got their cylindrical mapping, which is nice as it spans
00:41completely around, but it's tiling up the pole and so I'm seeing obviously that
00:46striping which is really that occlusion texture repeating.
00:48I have pressed F3 to go into my Polygons menu, and I will go under Edit UVs and
00:55the UV Texture Editor.
00:56What I need to do is to shrink these down.
00:58I'll pick the UV Shell tool and select those shells.
01:02They are really selected way out here, but as long as I can see that Transform
01:06tool I am in good shape.
01:08What I am going to do is press R for Scale and scale them down uniformly.
01:12I would like these to be fairly big.
01:14What I will do is a gauge rather than swap out my texture here, I can simply
01:19select one of my wall elements that I know is stacked in the area I'm going to
01:23paint scratched white.
01:24I'll zoom in, turn off the grid and pull these over.
01:30I am going to place them right here because it sounds neat and I know I will be
01:35painting scratches there.
01:36Press R for Scale and scale them down.
01:38I am going to make them as tall as I can while still fitting in this space, knowing
01:43we're going to paint my scratch texture.
01:46I want to get as much detail on these as possible because it's very likely we
01:50are going to get up and close.
01:51However, it's a very small area and so as long as they are pretty good size in
01:56here it should work nicely.
01:57I will look at the canopy next.
02:00There is the canopy and where I had left it is that some elements are sized out,
02:05some of them are still off to the side and some are ready for stacking.
02:09I will do the same thing, selecting these shells here and pulling them over.
02:14This is an area where in order to get the right size detail I may want to make a
02:18break in my texture.
02:20As an example, what I had done is to put these on and let that texture
02:24wrap around completely.
02:26In order to get better detail in a texture, we may want to take things like the
02:30outside here and split some of the UVs.
02:34I'll find a logical place to do it.
02:36As an example, leaving this curve intact and splitting right here, or right here
02:42where the side and the curve join the front.
02:44I will press W for Move, right-click and pick UV and select those two UVs.
02:51Then I will right-click and choose Polygons > Split UVs.
02:56I will do this as well over here, picking those two UVs and hitting G to repeat last.
03:03Now when I pick the Move UV Shell tool and move the shell out of the way, I can
03:08see I have got one UV Shell and another that's the whole front on the curves and
03:12finally the other side.
03:13What this will let me do is make them scale bigger in that space I have allotted
03:19for that scratch white texture.
03:20So I am going to place them over here and rotate them.
03:24I will spin this way and take a look at it.
03:29It's important here when you are placing things for texture, not only to get
03:32them at the right size but the right orientation.
03:36What I am going to do here is I am going to right-click on it and make sure I am
03:41back in Object Mode.
03:42I will go back into that material, my unwrap checkers and I am going to swap out
03:46the occlusion texture in the color map here for my checkers again.
03:52I've picked 05_03_sheet which is my texture template.
03:57The important part here is that I have got my letters and numbers and I can see where this is.
04:02I will press 6 to get out of showing the lights and go back to just a shaded display.
04:07What I can see is that because of that rotation, I've flipped around this texture.
04:11As this is going to be a directional texture with staining from top to bottom, I
04:16need to flip this back.
04:21I will press W for Move, pick this shell and rotate it around.
04:27We can see the A is in the right place and so streaking will travel in the right direction.
04:31I am going to pick the other shells and get them lined up and start painting my texture.
04:38There it is upside down and I'll keep flipping around until it's in the right place.
04:45I'm stacking these loosely and the idea is that I don't want the same texture in the same place.
04:51They are stacked over, spun in the right place and pulldown.
04:58I can accommodate that seam there by having just a minor mismatch because it
05:02will be a reasonable streak.
05:03I will go through and finish this out at later point.
05:07Right now I am going to start snapshotting my UVs and painting.
05:15What I will do to get the UVs out and start painting detail is pick a couple
05:17of major walls.
05:20I will go back under Edit UVs > UV Texture Editor.
05:25I have pressed W for Move and in the Texture Editor, I'll make sure I select
05:30those UVs I want to snapshot.
05:33I'll choose Polygons > UV Snapshot.
05:36I'm going to run this out big.
05:38I had rendered my Occlusion at 2048 on a side, so I'm going to paint this at 2048x2048.
05:45It's going to browse out to the Images Directory, but I'm going to go and name it.
05:49One of the things we see here and if you're using 2012, we will call it a
05:54feature, is that there's an asterisk occasionally after the title, outUV.
06:00So I will make sure I go to the end, hit Delete and then put the right name in.
06:05I'm going to call this walls_template.
06:10I'll save this out as a TIFF image.
06:13We have some different options in how to do it.
06:15What I will do though is uncheck Anti- alias lines, that way I don't get digital
06:20fuzz around my lines.
06:21All the lines I have got here in the selected objects are straight, and so I don't
06:25want to have width on the lines where I want 1 pixel selection.
06:29I am exporting out the Normal range and I will hit OK.
06:33It takes a sec and exports out that template.
06:35I will go over to Photoshop and take a look and start painting.
06:38Here in Photoshop, I have opened up my PSD, which has my occlusion in it,
06:42called Diffuse_start.
06:43I will open up that template and pull it in here.
06:52Here is my walls_template file and we can see in the preview it's black with white lines.
06:56I will click Open and what I usually do is invert this by pressing Ctrl+I. This
07:01is a temporary working file, so I name it template, that way I know I can clean
07:06up my directory later and take out anything called template.
07:10I'll Select all by pressing Ctrl+A, Ctrl+C for Copy, and paste this right on top in my PSD.
07:18Then I will switch its blending mode over to Multiply and I am ready to paint.
07:22What I am going to do for now is pick this occlusion and group it.
07:27It won't let me group the background layer.
07:29What I need to do is actually rename it to layer 0, that's fine.
07:34Pick those three, group them by pressing Ctrl+G and hide them.
07:39Now I can paint under those lines, white and multiply is invisible.
07:44It's like multiplying by one.
07:46That lets me paint cleanly and I can see what I'm doing.
07:52But I'll start out with as a base color, making a new layer and putting in maybe
07:58a very, very light gray.
07:59Alternately, we could start out in white and start to add some grunge to it.
08:04I am going to pick my Foreground Color and go very bright and pull
08:07that saturation out.
08:09It's just the tiniest hint of maybe warmth in here.
08:14I'll fill that layer in with my base and then I'll start to paint grunge.
08:18This may take a little bit to paint.
08:20So what I would like to do here is simply look at the size of things that I am
08:25painting, as an exercise engaging the right level of detail.
08:28I am going to paint some streakiness along here.
08:30I know that all of my polygons are aligned on the top and so what I will
08:35begin with is another new layer, and a brush, and I am going to make this
08:41brush kind of a medium gray with a little bit of green in it, just sort of a
08:45generally grungy color.
08:47I'll make my brush nice and small and a low opacity, and I'm going to start to
08:51add in grunge, streaks along the facade.
08:56Because it's got a little bit of green in it, it's got a mossy, dirty
09:00quality, and I can start to add in, well streaks, making sure that they're
09:05fairly directional.
09:06I want to avoid things that kind of go across to the side, so I don't have big diagonals.
09:11I can always use my Eraser, set in here as a Brush and take those out.
09:21The trick to painting, aside from making sure you're working at the right
09:24resolution is to paint on new layers.
09:27If you feel you're going to make a mark on the document, make a new layer.
09:30You want to keep your flexibility all the way through, that way if somebody
09:34says, wait take out the dirt or move it around, take off that layer.
09:38I am going to start in by adding in more streaks, hitting B for Brush and just
09:46going to harden this up a touch.
09:47I will just add in some weathering.
09:52The trick is really when we get into distinct streaks, when we start to get into
09:57places like chips or fractures in the facade, I will right-click and in my Brush
10:02is here as an example, I've got sponges and dots and all sorts of things.
10:06I am going to pick some dots and add in just a little bit of dirt along here,
10:12clicking several times to really build those up.
10:14I will up-size the brush and take up the Opacity on that Multiply as well.
10:23I'm clicking a few times and moving the brush around, adding in some, well dots
10:28and rust, and streaky stuff, whatever you call it.
10:32I'll take this and export it out and see how it looks.
10:34The big deal is painting at the right size, and seeing if the detail really works.
10:39When I turn it off and turn back on this Group, bring the group up on top and
10:45set the Group to Multiply.
10:49It works nicely except that I am missing my texture.
10:51The trick then is in that group, to go in and add in white, making sure that the
10:56group is not blacking out the texture entirely in the tests.
11:00I will put a new layer in, press M for Marquee and add in just a large
11:07white block here.
11:10I'll press X to swap the colors, pick my foreground color and make it white and
11:16use my paint bucket to fill that in.
11:19If you need, you can always trim out parts of that occlusion.
11:22In this case the black is overriding some of my white texture.
11:27I'll deselect and now I will save this out as a working TIFF.
11:31I'll call this Diffuse_end, and that way I can find it, it's just a
11:35temporary working file.
11:36I will turn off Layers and Alpha Channels, hit Save and OK.
11:41I will also save out this PSD and I can always come back to it if I need.
11:52Back here in Maya, I am going to swap in that color texture and see how it looks.
11:56I will go into the color, pick that file and I am going to put in my Diffuse_end.
12:03Once that's in, I can see where those streaks are and it's starting to work nicely.
12:07I can see that I have got some repetition in the streak, so I need to get
12:11actually generally streaky and dirty.
12:14But it's working, there is the occlusion, the white texture, and I can see I have
12:18got pretty good detail even if somehow I managed to jump up and get fairly close
12:23this is holding up pretty well.
12:25I'm practically smashing my face against the wall here to see those dots and
12:29rust or whatever it is and it's working very nicely.
12:33As long as I watch out for tiling issues, I can paint at a good res, it will
12:37reduce down and I won't see pixels in it too badly.
12:41Here is one final test, I will go over and look at the poles and see if I
12:45can find that dirt.
12:46It does look like I need to take out some black up there in the texture,
12:49or move those UVs around.
12:51And they are right now fairly clean, which is okay as long as they end up with some dirt.
12:57The canopy looks good and I can't really see where I got that seam.
13:01This is how I know I am painting decently.
13:03I do need to watch out that my streaks again are not tiling, but aside from that
13:07I'm painting at the right res.
13:09So paint twice as big and then reduce down and test it along the way and see if
13:13it's really working.
13:14You'll get a rich looking texture because you're allotting enough space for it
13:19and because we are repeating, you can get a lot of detail in.
Collapse this transcript
Using tiling and non-tiling textures
00:00In a video game there is often a choice made between tiling and
00:04non-tiling textures.
00:05The difference in those is fairly straightforward.
00:07Tiling textures are made to repeat from end-to-end, top to bottom and side-to-side.
00:12An example of a place for a tiling texture would be this ground plane or
00:16whatever is going on here.
00:17It is very likely we want a cracked worn asphalt pattern to simply wrap
00:21around the building;
00:23we're using non-tiling textures for the building.
00:26As an example, right here at the top I can see an obvious repeat, this is not
00:30tiling correctly, in that I've got stacked UVs.
00:34However, there's other places where I'm tiling quite nicely, right here in the
00:38window units as an example.
00:40If you ignore this small corner post I need to unwrap, or hit with a solid white
00:44color, we can see that one window unit is actually repeating very nicely next to the other.
00:50I've gone over in Photoshop and updated that PSD a little bit, I'll bring it in
00:55and see if that helps in the tileability just a bit.
00:58Here in Photoshop, what I've done is I've taken my Diffuse_start.psd and I've
01:02added in a new layer which has a medium dark gray in for all the glass.
01:07I simply painted it using the marquee, selecting right onto the Occlusion and
01:12filling it with the paint bucket.
01:13I've revised my dirt here, so it's more smudgy and it stands a better chance of
01:18repeating across those elements.
01:20I've done the same on the bottom, so I've got some smudging in the middle, but
01:23really it's fairly consistent all along the top.
01:25Then I have added in a place where it's obviously not tiling.
01:30Here on the bottom there's some kind of splotching or mold on the bottom of the
01:33door, this is a likely place to not tile, as it's very rare to see both doors of
01:39this kind close-up enough to tell that it's that same texture.
01:43I haven't touched this window set yet, as this one I need to pay careful
01:46attention to it, to make sure that it repeats seamlessly next to itself.
01:49The big deal then is to watch out for textures that are repeated.
01:53We're essentially tiling a texture because it's part of a stacked sheet of UVs,
01:58versus making a seamless end to end tiling single texture.
02:02I'll save this out and try it out and see how it looks and where I need to pay
02:07more attention to how I paint.
02:08I've already got the PSD saved, so I'll press Ctrl+Shift+S and save this out as a
02:13flattened TIFF for use. I'll uncheck Layers and Alpha and call this Disuse_end.
02:22Back here in Maya, I'm going to swap out that diffuse map in my unwrap_checkers,
02:26going into the material on any object and picking in the color texture and
02:31swapping that out, I can even just change the number in here, from 02 to 03.
02:36Once that's swapped in, it looks much better.
02:39I can see in places that I've got dirt.
02:42I can also see an obvious goof I made.
02:44I'll go back to Photoshop and fix that, here's the goof.
02:46I'd taken my template layer, the snapshot at UV lines, and I'd put them out as a
02:52multiply layer of black lines on white, that's all fantastic, except I
02:56accidentally exported it with that in there.
02:58It's a common mistake and an easy fix.
03:01However, looking for a minute here at the windows, those look pretty good.
03:05The dirt so far tiles nicely, because it just the baked occlusion.
03:08So one of the things I need to watch out for is that whatever I do on this is
03:13seamless enough that it looks good wrapped around four of the same window units.
03:18The new smudged dirt, even accounting for the lines here, looks good across
03:22this surface. If I deselect, I can see not too much of an obvious goof, it is
03:26tiling very nicely.
03:28I'll fix those lines and export it one more time.
03:31What I've done here for ease-of-use and recognition in Photoshop is to take my
03:36template and rename it.
03:38It was called Layer 0 or whatever I brought it in as. I've renamed it to
03:42template and I've locked the layer, I'll just turn it off and save that TIFF out again.
03:47While I'm here, I may as well put a little bit of dirt along the garage doors.
03:52This would be a good test of whether a large area of dirt is repetitive enough,
03:56I can tell it's the same thing.
03:59My template actually has lines on it and I'll turn off this Dirt overlay, so we
04:03can see them clearly.
04:04What we can do here when painting textures, especially to make sure that the
04:08lines match up nicely, is to select cleanly inside one shell and paint and then
04:13clone it over and make sure it works.
04:15I'll present W for Wand and I'll select the white on my template layer.
04:20What this does, and I'll zoom out to show, is throw marquee cleanly around
04:24just that garage door.
04:26Now on my dirt layer, which is Layer 6, I can start to add in dirt along the bottom.
04:32What I'll typically do here is go under Select and choose Modify > Expand, I'll
04:38expand it out by a couple of pixels, just so that I am over-painting a little
04:42bit, in case there is any gap in the texture there, it's covered with the right
04:46stuff instead of blank white, giving me a hard white line at the edge of which
04:50should be a dirty door.
04:51Now I'll turn back on that Dirt overly.
04:54What I've also done in my organization is to keep my raw AO passes all separate
04:59in a group. I've cloned that group and then colorized that to give me that mossy
05:04green dirt overlay here.
05:06I like to keep working versions, just in case I need to get back to it.
05:10We're not going to export this PSD out to the game, so it really doesn't matter
05:14what we've got going on in it.
05:16Now in my dirt layer, I'll zoom in on that door, eyedropper some of the dirt
05:20from somewhere else, let's say, right there, there's my gray, maybe make it a
05:24little bit darker and switch over to my brush.
05:28I'm going to paint inside this marquee using the bracket keys to make the brush
05:32bigger and laying some dirt along the bottom of the door to start, generally
05:36making it scratched and grungy and at least mossy.
05:39Now I'll switch over to a different brush, there are all kinds of brushes
05:45available, right-clicking pulls up the brush palette, and we can get any
05:49additional brush from the Internet if we'd like, searching for free Photoshop
05:53brushes as an example.
05:54I'm going to pick a speckled brush and up-size that brush, then I'll start to
06:00lay some speckles along the bottom of that door, simulating well splattered stuff
06:05or moss or whatever else it is.
06:08I'm clicking several times to start to add those in and I'm giving it a real
06:11subtle, well, splattered dirt look.
06:15I'll do a few and up-size that brush, click a few more times and move around,
06:20adding more and more in each time.
06:21I still need to add into this layers of wood grain.
06:25I can make wood in Photoshop and then apply it over here, overlaying it so it's
06:30painted wood that's since become dirty and out of repair.
06:37I'll add a few more in, increasing the Opacity on the Multiply to get some
06:41pretty good speckles going.
06:42Finally, I'll switch back to maybe a different brush, a little bit bigger and a
06:47little bit harder and add in a final level of dirt.
06:52What I also need to do is trim through this occlusion just a bit.
06:55I'll do a bit and see if this still holds up.
06:59I'm going to eyedropper my white, and I'm going to paint again as an Add or a
07:03Soft Light and erase some of that occlusion.
07:10As I start to add that in, a little bit goes a long way.
07:13I'm using Ctrl+Z and Ctrl+Alt+Z to undo and step backwards.
07:17I'll bring the Opacity way down, 5% on that linear dodge, and I'll make sure I
07:22am on the right layer, my Dirt overlay.
07:25As I start to erode that occlusion, we can see it disappearing fairly quickly.
07:29I need to make sure that whatever I'm doing in here tiles, because we're going
07:33to see both doors next to each other, and we'll be able to judge fairly quickly
07:37if that texture is obviously repeating.
07:40I'll take most of the dirt out of some, not at all in others, and generally mess
07:45this up a bit, seeing if I can get it fairly uneven.
07:49I can also come back and add to that as I've shown previously.
07:52I'll let the window frames be fairly grungy, maybe just at the top a little
07:57cleaner, and just a little less dirt up at the top of the door, just removing
08:02some by brushing in with that at.
08:03It looks pretty good, I'll deselect by pressing Ctrl+D, save my working PSD as
08:11Diffuse_end and save out a TIFF image.
08:19I'm going to save this out as a TIFF, but before I do, I've got to make sure I
08:23fix the original mistake I came back here to deal with.
08:26I'll turn off my template layer, so I don't have lines across that image.
08:29Now I'll press Ctrl+Shift+S and save this out as a TIFF image.
08:35I could override my existing Diffuse_end or I can append to this name, I'll take
08:40that second choice calling this Diffuse_end2,
08:44that way I've got both versions.
08:46These are really just working files, so later I can go back and clear out my
08:50directory, once I've got a final texture established.
08:53It's a good idea to save some versions, try some different things, see which
08:57works and you can always go back to it, maintaining your flexibility right up
09:01until you take this image into the game.
09:03I'll uncheck Alpha and Layers, saving as a copy and hit Save.
09:08I'll click OK, and now I'll bring this back into Maya and see how it looks. Back here in Maya,
09:14I'll click on the Color texture in that Blinn and just put a 2 after Diffuse_end.
09:22The lines disappear and I've got a much better texture, we can see that dirt
09:26tiling along, my windows look good, there is the, whatever it is on the bottom
09:31of the door, and there's my garage door.
09:34Looks pretty good, here is that final test then.
09:37I'll turn on the high-quality render, and hit 7 to show that light in the scene.
09:42This is pretty well how it is going to be in the game.
09:45We can use either Viewport 2.0 or the high-quality render in this case to test.
09:50What I can see here is that I'm tiling nicely.
09:53Although, I've got the same texture and both garage doors, as long as the
09:56lighting varies they're separated by enough, and they've got enough other stuff
10:00going on around them that I really can't tell it's the same grungy garage door.
10:05The unique piece that is not tiling, this cashier's office door right here
10:09has, well, unique moss or mold on it, and I don't mind that, because I don't
10:14see the other door.
10:15What I need to do then is to finish that texture painting, adding in other
10:19places where the paint is peeling or there is other localized dirt.
10:23Once I've got it done, I'll take my low-res door and clone it around to the other side.
10:29What I may want to do is put in a board or something similar instead of glass here.
10:33Simply saying that both doors have been boarded up, in reality, the bathroom
10:37door is a solid, and this one is boarded, and everything got painted in a coat of
10:42cheap white paint, that way it'll look a little more natural in this, well,
10:46abandoned environment.
10:48I'll pull this light around and check out this wall.
10:51My gas station is generally grungy and it's working nicely.
10:55I need to deal with the foundations in the ground, but it's coming along, and
10:59that texture is working even well on the canopy.
11:03I'll pull my light over, swing over in the scene, and there is my canopy, and I
11:08can't really tell where that texture seam is. The poles look good, and they've
11:12got good dirt on the bottom.
11:13This is pretty representative of how it's going to look in game, and I feel
11:17fairly comfortable with how the texture is going so far.
11:19I'll continue to paint and try out things.
11:21Then I'll also add in a Specular Map and a Transparency, so when we bring it
11:26into the game, I can have, well, dirty windows I can see through.
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Painting layers of dirt and wear
00:00One of the biggest things when you're making a texture especially for a place
00:03that's been around a while and maybe worn down or dirty is to think of the dirt in layers.
00:09At some point this gas station was probably clean and functional. Over the
00:14years and weather, it's gotten weathered, dirty, decayed, splintered, mossy, and so forth.
00:20So the important part is to start out as if it was clean and then start to
00:24build up those layers.
00:26We've got the occlusion to help with that and I've already shown some painting,
00:30adding in tiling dirt across the top and bottom of these large panels.
00:35I can see a goof, I need to fix, where I just need more white and more dirt right up here.
00:40That or I need to trim back when the occlusion pieces as it's masking over some of this tile.
00:45The other thing I need to do is to well, paint in some of the dirt.
00:50What I'll show is how to take the occlusion and flip it so instead of dark on
00:55the windows, it actually goes light as if there was dust that it build up there overtime.
00:59Back here in Photoshop then, I can see where I need to make that fix.
01:03I'll turn on my Template temporarily and turn off that Dirt overlay, and we can
01:08see where I just need to mask out more of that black, the occlusion is simply
01:12darkening giving me a stripe at the top.
01:16In my Dirt overlay layer then and I may want to turn off other layers, so I can see clearly,
01:21I just need to add in more white.
01:23What I'll do is press M for marquee and marquee in just another big
01:28section right there.
01:30It's okay to keep adding to a texture as you work on it, we don't have to
01:34paint it all at once.
01:35We can take different parts and put them in and make them parts of this
01:39texture one at a time.
01:40On this layer then, I'll make sure I've got my default white up, just checking on
01:45the saturation and brightness, and fill that marquee. That should get rid of that
01:51stripe in the texture.
01:53Now I'm going to make the windows properly dirty.
01:56What I've done here and you can see on this later called glass, is I've put in a
02:01deep gray on the glass.
02:02The original occlusion is still laying over that giving me a dark mossy edge on the glass.
02:08What I'd like to do is give it more of a lighter dirt.
02:11What we can say is this was clean and at one point the glass may have been, well
02:17fairly clean, and dust has settled. Dust on glass tends to look light.
02:22I'll hold Ctrl and click on the Layer thumbnail for the glass what that does is
02:28select constrained on that layer.
02:31Now I'll go over to my occlusion layer and press Ctrl+0 so I can see clearly.
02:36I've got any number of things that I can do here.
02:39I can delete that occlusion, I can also flip it, I've got some different options.
02:45I think what I'll do is take it and put it on a separate layer, that way each
02:49layer can have its own blending mode.
02:51In that occlusion layer, the Dirt overlay I'll call it, I'll press Ctrl+C for
02:57copy, Ctrl+V for paste.
03:00What that does then is to paste that occlusion into that same layer. It's
03:05actually overlapping those doors perfectly.
03:08Now I can hold Ctrl and select that new layer go back to the original Occlusion
03:13layer and delete from it.
03:17I'll make sure to turn it on here in the Layer view and hit Delete.
03:21At the moment, we don't see a change, however when I start to hide some things
03:25we can really see a difference.
03:26When I try off the glass, we can see now I've got clear white in those
03:31window glass areas.
03:33What I'll do is to invert this, and play with the blending mode a little bit to
03:38get this in the right direction.
03:40Remember that this is going to be a diffuse texture with an alpha channel
03:43defining transparency.
03:45I'll take this new level of windows that are white and cut out,
03:50move them above that Dirt overlay group.
03:52The reason for that is I have set the blending mode for the Dirt overlay group as Multiply.
03:56If I take this and invert Layer 8, I'll get black windows, not be able to see through them.
04:01What I'm going to do now and now that it say Normal blending mode is invert
04:07that, then I'll go and play with the levels to bring some of the black out, so I
04:11actually get my gray back in my windows.
04:13But it's a terrific start to light dirt in the corners.
04:18I'll choose Image > Adjustments > Levels. Working on that layer, I'm going to play
04:24with these levels until it starts to get brighter.
04:28I'll bring the midpoint down and we can see that getting lighter.
04:32I can also take the Output level up and there's that gray coming back in.
04:35Now bear in mind, this is running as a Normal layer, what I want to do is change
04:41this over to maybe a Screen, or if that doesn't work, try it as a Multiply.
04:47There's that white and I'm getting my gray in my windows.
04:51I can take the Opacity down and it starts to blend in a little better.
04:55I don't mind the windows looking generally deep and gray.
04:58I can always pick the glass layer and adjust its color.
05:02When I turn it back on you can see I'm almost losing my dirt.
05:05Between the two, I can balance it out to make windows that were clear, that
05:09are dark in color but will be somewhat transparent, that have dirt in all the corners.
05:14Now I'll start adding in some dirt.
05:17I'll take this glass, and brighten it up just to touch, pressing Ctrl+U for
05:21Hue/Saturation and increasing the Lightness.
05:24You could go in to Brightness/Contrast
05:25if you want, but I find having a hotkey for Hue/Saturation makes it easy.
05:30Now on this Layer 8, I'm going to work in light gray, hitting B for Brush,
05:36holding Ctrl and selecting that layer to constrain my painting just to that glass.
05:42I'm going to lighten up that gray considerably.
05:44Going to the Brightness slider and bringing it up, and yes it does have a little
05:48bit of blue to it which is okay.
05:50And I'm going to paint instead of a Linear Dodge as a Screen and I'll add in
05:56just some lightness along here.
05:57Adding in some dirt and smudges and general wear and degrading in the glass.
06:05I'll paint this in.
06:06It's okay to go little heavy with it.
06:08Remember, we are going to have some transparency on here, so dark, clouded, dirty
06:12windows are just fine.
06:14I'll increase the brush size just a bit, and add to the tops.
06:19When you're painting, it's important to paint in overlap, what that means is
06:24that rather than painting at 100% strength with a big hard brush, paint a little
06:28bit at a time and let that wear build up.
06:32Remember this took years to get to the state that it's in and so you need to
06:36take a little time and build that wear up.
06:38Therefore we get the feeling these windows got dirty in the corners over time
06:43and maybe some spiderwebs and other folks.
06:45We'll start to see, and even with a little over paint there, is that these windows
06:51take on a rich, dirty look.
06:54I'm going to make this color a little bit brighter, and give it just a
06:57little more Opacity.
06:58I'm using the up arrows to bring that up.
07:01Any time you have a number field in Photoshop, you can use your arrows to go one at a time.
07:06I'll bring this up and paint right over, adding in dirt on the windows.
07:10In this case, this particular window is really dirty right here, almost completely milky.
07:14I'll add a few more in.
07:17I'm painting with a mouse in this case.
07:20If you're painting with a tablet that is spectacular, let me tell you I've had
07:24to paint sometimes in the airport with a track pad on a laptop.
07:28So I think it's worth having good painting techniques and good organization,
07:31so you're versatile in how you're painting.
07:33If you've got Wacom or Cintiq or some other kind of tablet and you've the
07:39ability to draw right on it and paint that is terrific,
07:42but sometimes you just make do with what you have and learn to get good results
07:46from your art and not just the hardware.
07:51I'm almost done with my windows and I'll take it back over to Maya and see how it works.
07:58I'm always going to save out my working PSD, pressing Ctrl+Shift+S and
08:03calling this Diffuse_end.
08:06Then I'll save out a TIFF image, pressing Ctrl+Shift+S to Save As again,
08:10and saving out my TIFF, calling it 07_04_Diffuse_end, and turning off Alpha and Layers.
08:19Now I've made that goof again so I need to save it out one more time.
08:22I've still left my Template layer on.
08:25Remember, this is an easy one to miss, and I missed it which is okay.
08:28Because I've got a layered workflow, it's very easy to turn off that layer and
08:33simply resave that image.
08:38Back here in Maya, I'll pick one of my objects and go in and change that material.
08:48There's my Diffuse_end.tif and I'll click open.
08:52It works nicely. I can see my fixes are showing up. My windows have a milkyness
08:57to them, suggesting age and built up dirt.
08:59I've fixed the goof at the top, where now my white side, it goes all the way up
09:04instead of having a black stripe.
09:05I've got a bit of a tile in the texture here, which as long as I paint some more
09:10streaking, might look kind of nice.
09:11More importantly I'm adding in layers and layers of dirt and wear on this,
09:15building that up so it looks like it really did age over time.
09:18I'll finish painting the Diffuse Map and then tackle the specular and transparency.
09:23I'm almost ready to take this across into game.
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Painting specular and transparent textures
00:00My diffuse image is shaping up nicely, and now I'm ready to think about the
00:04specularity and transparency for my gas station.
00:07I need a couple of different things here to bring it across to game.
00:10I've got a diffuse map and a normal map going.
00:13I need to add in a Specular channel in some place and also define my transparency.
00:19I'll take a look in Unity and see what I need to make, then go back to Photoshop
00:22and see what I need to do.
00:24I've got Unity opened in a completely blank project.
00:27I haven't imported in any of the packages for controllers.
00:29I'm going to make a new material just to look at what it needs here.
00:34I'll choose Create > Material.
00:37The default material is just to diffuse;
00:39all it has is an RGB base.
00:42I've got a couple of different things I'm going to need.
00:45The first is a Bumped Specular, and this'll help me on the walls, doors, et cetera.
00:50So what I'll do is in the Alpha Channel, put the specularity.
00:53What we can see here is that in the base RGB is the color and the glossiness is
00:58in the Alpha, then I've got a separate slot here for a normal map.
01:02For the doors, I'm going to use a different material with the same image.
01:06Under Transparent, I've got Bumped Diffuse and Bumped Specular; here is the difference.
01:12In a Bumped Specular transparent material, the transparency and gloss is in the Alpha.
01:20Under Transparent in a Bumped Diffuse, it's just the transparency in the
01:23Alpha which is more suited to the matte finish doors I've got.
01:27I'll try it in both and see which works when I get into Unity in the next
01:30chapter, but I know at least, I need to get my specularity, my glossiness we'll
01:35call it, and my transparency in the Alpha.
01:38Ideally I can use one alpha for both, but if I need to vary it slightly I can.
01:42If it comes down to it, I can always bring in a black RGB with an Alpha channel
01:47separate for the right transparency.
01:49We've got some different options in here, but I'd like to keep it as concise as possible.
01:53Here in Photoshop, I've pulled out my reference image, just to check and make
01:56sure I'm thinking right on the surfaces.
01:59It looks like most of the building is fairly a matte finish. Maybe there's
02:03a little bit of a gloss going on here on the canopy and some of the other surfaces.
02:08The doors however are painted wood and have lost their shine years ago.
02:12The glass may still have a little bit of shine and we can tell by the reflection
02:16here, but really it's the only shiny part on this.
02:19However, it is a transparent material.
02:23So I need to have transparency here and then see if I can manage reflection in some way.
02:28This is a place if you feel like getting a little more customized in Unity,
02:31you can use additional packages available such as the Strumpy editor for getting
02:35extra material pieces into your materials.
02:38I will work with the default Unity packages for the moment and see how good I can get this.
02:43I've got my Diffuse PSD app with all of my layers, and I'm going to make
02:48an Alpha channel that's got the right parts in it for hopefully Shine and Transparency.
02:53Being that the bigger component of this is really the transparency.
02:56Can we see through the windows or not? I'm going to work on that first.
03:01Over in the Channels palette, I have an Alpha channel left over from the
03:04original import, I am going to take this Alpha and delete it or just clear it.
03:10Now I have exactly no transparency in the image.
03:13I will make a new channel, which will be called Alpha 1.
03:17What I'll do to get the Alpha channel right is to either copy and paste or
03:21select Layer 8, which is my dirt and glass overlay, and paste into the Alpha.
03:27I'll try a couple of different versions first.
03:29I'll hold Ctrl, click on the Layer thumbnail to select that layer by marquee.
03:34I'll press Ctrl+C for Copy, and with the marquee still up go over the Channels.
03:39In the Channels, I'll make sure I've got my Alpha channel ready, and I'll paste
03:42that in pressing Ctrl+V. Pasting that in allows it to paste into that marquee.
03:48Now in the Alpha channel, I need to fill the rest of this with white so that we
03:53can't see through the building.
03:55I'll press Ctrl+Shift+I to invert that selection, and G for the Paint
03:59Bucket. I'll fill that selection in in white, and there's the transparency for my windows.
04:05This should do a pretty good job defining the shine hopefully.
04:09What I'll do to see if this works, before I start pulling everything into Unity
04:12and organize materials and so forth, is to do a quick test in Maya.
04:17I'll turn back on my RGB channels, and turn off the Alpha.
04:19I'll go back on the layers and make sure I have a layer selected.
04:24If you can't select a layer make sure in your channels you have one of the
04:27RGB is selected, or RGB.
04:30Now in the Layer menu, you can select one of your layers.
04:33I'm going to make sure my Template layer is off and save this out, pressing
04:37Ctrl+Shift+S to save it out as a TIFF.
04:41In this case, I'll uncheck Layers but leave Alpha Channels on.
04:44I'll call this Diffuse_end.
04:49I'll click Save, and notice here in the Image Compression, we've got a couple
04:53of different options.
04:54It's so quick to just click OK on this, but sometimes we miss what's going on.
04:58TIFFs can carry different compression. LZW is a lossless or a numerical
05:02compaction, which simply records things like the all-black pixels at the top and
05:07compacts them, stating one and repeating that value; JPEG or ZIP or possibly
05:13lossy compression depending on how we would like to use it.
05:16I can also run uncompress to let Unity compress it.
05:20As this is a working texture, it doesn't matter much, although when you get
05:23farther in, it may be worth making these uncompressed by choosing None and then
05:28letting Unity actually do the compression on it.
05:31I'll click OK and go over to Maya and see how this looks.
05:35Here in Maya, I'm going to swap out my texture yet again.
05:38In the color texture of that unwrapped checkers, I'll go in and pick the right file.
05:47What happens here is that Maya automatically puts the Alpha channel in the
05:51Transparency, what this gives me then is windows I can see through.
05:56I can see through some of the building where it's got well, mistakenly the
05:59texture on the ceiling, that's the roof there.
06:02But more importantly, as I spin around this, in the places that it's applied
06:05correctly, I can see through.
06:08What I may want to do is dim down that transparency, as I'm almost completely
06:12losing my dirt on the windows.
06:14However, it's working nicely.
06:16I can see where I need to shift around some things.
06:19As I've got see-through canopy elements and other things that I can see through
06:23that I probably shouldn't.
06:24However, where it's working, it's working nicely.
06:27Over here on the side, I've got cloudy windows.
06:31I'll pull the light around and see if this works.
06:38When I pull that point light around, I'm seeing the same thing.
06:41Yes the windows are cloudy,
06:43yes they look decent although, I think the transparency is too high.
06:48One of the things we're seeing here is that we really need to pull back
06:52the amount of transparency we have, in order to make the glass really show up correctly.
06:57I'm also not seeing any kind of reflection, and I've got a little bit of a
07:00clipping issue right here at the corner.
07:03I think that's just a redraw issue where I was seeing through that, as it looks
07:06fine from this side.
07:08I'll fix that glass and test it one more time.
07:10By the way, on the interior here, my thought is that the building is going to be inaccessible.
07:16It's simply something to go around;
07:17maybe we need to discover something around the back.
07:20So inside, I'm going to use a solid white color in Unity, that way it lights up
07:25correctly, dimly, and we can see there's white walls inside but since we can't
07:30go in I'm not going to spend the time texturing.
07:32As an alternate, I could take those walls and stack their UVs just to match the others.
07:37We've got some different choices depending on what we want to do.
07:41There again is that transparency and clipping issue.
07:44It's not a big deal.
07:45It's really just a graphics card minor goof.
07:48I can always go back to the high- quality display and see if that's any better.
07:52There at least is my transparency, and I definitely still need to lower it.
07:57Here in Photoshop, I've gone over to the Channels palette, and there is my alpha channel.
08:01What I'm going to do is actually make this much brighter.
08:04I'll choose Image > Adjustments > Levels.
08:08I've got Levels, Curves, and Brightness/Contrast.
08:10Because we're in the alpha channel, some of the other filters are grayed out.
08:14I'll choose Levels and I'm going to slide this middle back and forth until those
08:18windows get brighter.
08:19I want to keep my bright range and keep my darks, but I have some transparency in.
08:23I'll try this out, and I can really see where that dust is building up.
08:29I'll turn back on my RGBs, and go back to my layers and make sure one of them is on.
08:34I'll save this out one more time and see how it looks.
08:40Remember, I've got some versions going here, so I'm going to call this
08:44end2, that way I can load them in and even make a separate material and see them
08:48side-by-side and judge what looks better.
08:50I'll uncheck Layers, make sure Alpha is checked and hit Save.
08:57Back here in Maya, I'll pick that material, go in and just swap out that image.
09:03I'll put a 2 at the end of end, and hit Enter.
09:09I'll make sure I do this on the Transparency as well if it does not do it automatically.
09:13It looks pretty good, it updated that with the new alpha channel, and I can see
09:17through my windows a little bit less.
09:19Especially right here on this side, I can definitely tell that I've got well
09:23some serious dirt going on the windows.
09:25It's working wonderfully.
09:26I'll check it in Viewport 2.0, and see how this looks.
09:33It's pretty good.
09:34Here's one last way to test this.
09:37If you take a light, such as the spot instead of a point, and you turn on depth
09:41map shadows, Viewport 2.0 can display them live.
09:45As an alternate, you can put in a Ray Trace directional light to simulate the sun
09:49and see how this looks in the high-quality display.
09:53I'll delete that point light and go over to my High Quality Rendering to start.
09:58I'll hit 6 to show Textures only, and put a directional light in.
10:02It's important to test this before you get in game, you've got different ways
10:06of testing built-in, has graphics cards evolved over time and gotten more and more powerful.
10:11I've made a directional light.
10:13I'm rotating it in the scene to aim down.
10:15Let's say a long, low sun.
10:17I'll move it up out of the way, and turn on some Ray Trace Shadows.
10:22I'll go under the Shadows, turn on Ray Trace and under the Lighting choose Use
10:28All Lights or hit the number 7, then under Lighting I'll check Shadows, and I
10:34can see it pretty nicely.
10:36This gives me a better representation.
10:39Obviously, we're seeing a little bit of a quality hit under the canopy as those
10:42shadows are rather jagged.
10:44But at least I get the idea of the dark interior, seeing through the windows, and
10:48I get a pretty good gauge of the windows working.
10:51They're definitely dirty.
10:53I could even pull back their Alpha channel just a little bit more, and get
10:56them even more opaque.
10:59It's a neat way to test it because we're going to similar conditions in the game.
11:03We're seeing a minor display issue here and it's not a big deal.
11:06Really what I'm concerned about is the transparency and the windows looking
11:09correct and seeing into the, well murky darkness of the abandoned gas station.
11:14I'm going to leave the transparency map alone, and I'll see if this works in the
11:19Alpha channel for a specular or see if it gets me too shiny.
11:22It might work nicely or it might give me a blown out building.
11:26I'll test this in the next chapter when I get these things ready for Unity,
11:29and if I have to quickly make a different Alpha channel to use for specular components I will.
11:34My one ally in this is that this building is weathered and so a lot of the gloss
11:39has worn off and surfaces are rough and matted.
11:42I need more transparency than I need shine in this particular place.
11:46When you're painting your textures, make sure you account for the wear and tear
11:50you got going on. Make sure you account for the years something may have set
11:54out in the weather and rain,
11:55and how things, well sag, rust, get dirty and generally degrade over time.
12:02Build it up in layers and think about the size of things in your texture sheet as well.
12:06It's a big deal to get the textures right.
12:09Remember, in a game it's very likely to get this close to something, and this
12:13door looks pretty good up close.
12:15If this didn't look good, people would judge it and lose track of what
12:19they're doing in the game.
12:20So we have to look at this and say of course, it's a weathered beaten up garage
12:24door, and not thinking anything of it.
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8. Importing into the Game Editor and Testing
Cleaning up, exporting, and importing the model
00:00In this chapter I'll take my completed gas station and look at bringing
00:04it across into Unity, doing some cleanup in the model and exporting out the texture.
00:09Finally, in Unity I'll add some lights in and get some materials fairly
00:12tuned up, so it starts to look pretty good and we can see if it's really going to work.
00:17What I've done then is to pick up any last UVs that were hanging out there unfinished.
00:22I've done the foundations and also put a dull, dirty concrete color on these
00:26little sidewalks in the island.
00:28We're also seeing a bit of the display card goof here.
00:31Sometimes display cards have issues displaying transparency in Viewport 2.0.
00:36It's nothing to become alarmed about.
00:37It just means that because there is transparency in the image, Maya is having
00:41a little trouble showing it in the right place and there is not really a good
00:45fix for it the moment.
00:46You can always check for the latest graphics drivers or you can say, yes, it's
00:50working in the right parts and it should work fine in the game.
00:54To fix this and make sure it's working,
00:56I'll just pick any object with that material and break that connection,
00:59right-clicking on Transparency and breaking.
01:02With that broken, my windows are black again and as I spin around I can see
01:06it looks pretty good.
01:07I am going to put a separate material on the sign and the air conditioner.
01:11And I've got my shadows going pretty dark on the back, so I may want to turn
01:15those off by choosing Lighting and unchecking Shadows.
01:18Alternately, I can hit 6 and just see the view without lights.
01:23I can see some places where there's a little bit of a mismatch in the texture
01:26and a lit bit of a span, but I'm okay with it as I may see other things next to
01:31it; props such as dumpsters or stacks of tires or whatever, plus variable
01:34lighting, so I think this will work.
01:36I've cloned the door around the back and I had to stretch these just a little bit.
01:40I think it will be okay and maybe one last fix is to actually white out this door.
01:45The side door and backdoor are actually solid in the reference, and the front
01:49door we could say is boarded over and painted.
01:52I'll leave the windows alone for the other parts.
01:54I've finished the canopy as well applying that same dingy white texture on all
01:59of its elements and even in the varied lighting here just in the default view
02:03it looks pretty good.
02:04I think I'm ready to go, so I'll do a little cleanup in my scene first.
02:09You don't have to delete history, but sometimes it's a good idea to reduce file size.
02:13You can do this by picking objects and pressing Shift+Alt+D or Alt+D. I also may
02:22want to combine some things depending on how I'm running it.
02:25At the moment I've got a lot of different parts.
02:27As an example, these are separate objects.
02:31Really if I can reduce this down to basically one object it's one draw call,
02:35instead of a draw call in Unity for each element.
02:39So that's another thing to do, but I'll start out with getting the right
02:41materials on so that when I bring it in Unity, I can change the material
02:45properties for materials that are already assigned, instead of making more and more new ones.
02:50It's very flexible how you do this.
02:52I'm going to do it so it's easier to organize and pick the parts inside.
02:56Right now I've got my texture map splayed all over these inside elements.
03:00What I'll do is I'll pick these inside walls and ceiling and assign a new
03:05material to them, right-clicking and choosing Assign New Material.
03:09I'll put on here just a Blinn and I'll call this Blinn inside.
03:14I'll do this just so I can find it and make it moderately white.
03:18I'll pick the other elements and right- click and Assign an Existing Material,
03:24and there is my inside.
03:25All this is doing is helping me organize a bit and taking care of places that I
03:29am not really going to see well, but need to have a surface so I don't see
03:34through the back of my building.
03:35I'll right-click and Assign an Existing and choose inside.
03:41Looks like I have just a couple of more elements and I can hit G to repeat last in this case.
03:46Now the inside is all white.
03:47I may want to put in a backing polygon for the door, but I can do that later
03:51once I see how this looks when I bring it in.
03:53I'll also need backing polygons for the garage door or I can take the existing
03:57poly and mirror it over.
04:01I'll put a new material on my sign.
04:03I can deal with incandescence or making things look lit if I need, and I also
04:08need to paint a texture for it.
04:09I think what I'll do is say that this is part of a larger project and there are
04:12other signs that are generally broken.
04:15Ultimately I can simply unwrap it and put it onto my texture sheet.
04:19For now I'll put a new material on, and I'll call this material after I've put it in, sign.
04:29I'll put one more on here, right- clicking and assigning a New Material, this one
04:33will be air conditioner.
04:38My thought is I'll end up with other buildings in my scene and I may have a
04:42library of just air conditioner texture that will apply to multiple pieces as I
04:46run around the rooftops and I see really the same texture in a lot of places,
04:51everybody's got an air conditioner on the top of their building.
04:53So I'll leave this alone until I can deal with another time.
04:57I'll make sure that everything else is assigned my right texture.
05:00The small block here at the door and so forth, just checking and verifying that
05:04they've got those unwrap checkers on them, which I've put in there, my maps that I've made.
05:09Now I am ready to export.
05:11I'm going to hide my lights and my cameras, so I don't accidentally select
05:16things, choosing Display > Hide > Hide Lights.
05:20I'll also choose Display > Hide > Cameras.
05:24It's a good idea to save out a working version of a mesh that's all separate
05:28like this, in case you need to adjust it.
05:30Then you can take a version and combine it and then save that out.
05:34To get this across to Unity, I'll select everything in here and combine it.
05:39I could leave things separate if needed, but I'm going to choose to combine as
05:42this is really one object I'll place in a landscape.
05:45I'll have other things around it that the player can interact with and pick up,
05:48such as tools or other props.
05:50I want to reduce the number of draw calls I am dealing with, and so, I'll
05:54choose Mesh > Combine.
05:57Here's the neat thing before I combine it, right now if I look in the Texture
06:01Editor, I've got everything in there stacked.
06:04I'll make sure I go back, select all of my objects and there they are.
06:10I can see a bunch of things in here.
06:11These backwards UVs are probably some of my air conditioners or other parts and
06:16I've got a giant mess or so it looks, of stacked UVs.
06:20In reality it's working beautifully, everything is stacked where I wanted it to be.
06:27I'll choose Mesh > Combine.
06:30It combines it into a single mesh and I can delete the history by pressing
06:34Shift+Alt+D. It's a much cleaner object now, and it's got multiple materials on it.
06:40I am going to name this material unwrap_checkers over to something different.
06:43In this case I'll call it gas_station.
06:47Now in Unity these names will come across, gas_station, inside,
06:51air_conditioner and sign.
06:55I can name this object as well.
06:57I may want to call this something like Gas_Station01, in case I want to clone it
07:01as part of my environment.
07:04I'll go back and check out my Texture Editor.
07:06You don't have to do this, but it's nice to see it sometimes.
07:10This is the neat part, what I've got here is that same stack of UVs.
07:14Although we look at this and say, wow, what spaghetti!
07:16In reality it's working perfectly.
07:18I can discern my curbs, I can see my garage door cleanly, I've got my windows
07:24and doors right up here and everything is simply stacked as I'd put it in.
07:31Once you've got things unwrapped or UVed, combining and extracting doesn't affect it.
07:36So I want to combine it to reduce the draw calls.
07:39Now I am ready to export it, but before I do that I'll go set up my Unity project.
07:44I've opened up Unity and have not set up a project yet.
07:47The idea in Unity projects is analogous to a Maya project.
07:51We've got a structure that contains our assets we're going to use, and if we set
07:55the project first, when we open our scenes, everything is in the right place.
08:00I'll choose File > New Project here.
08:04I'm going to Browse to make a new project in a directory I've got for
08:07the exercise files.
08:12Here in my Exercise Files folder I'm going to make a new folder and I'll call
08:17this one Game Environments Unity.
08:20Once I've got a new folder created and named, the Select Folder button becomes
08:24available and I'll click on it.
08:26In Unity, things import as Unity packages, basically components we can choose to
08:31bring in that are readymade if we need.
08:34I'm going to bring in just a few of these to start.
08:36I'll add in the Character Controller, so I can navigate around, Light Flares and
08:40Light Cookies, so I can put in shapes on lights.
08:44I usually like to bring in Particles, Physics and let's see what else is in here.
08:49Scripts are good, in case we need some quick interactivity, as are Skyboxes.
08:53I may not use all of them, but importing them in doesn't hurt.
08:58I'll bring in some Basic Water and maybe some Trees. I may not place them, but
09:03again, having them in is always good.
09:05If I forget to import these in, I can always go back and import them through
09:08the Project window.
09:10I'll click on Create and I'm not going to save my blank project here that I had.
09:17Unity is going to take a minute and create a new project folder, importing
09:21those standard assets in and presenting me with again, a blank project with those pieces.
09:28Unity started out and gave me a minor warning flag down here.
09:32Just one of the info files has a space in it, which is not a big deal, it's just
09:37saying be careful with the naming.
09:38Unity is pretty good about letting you know if things are amiss, even if it's
09:42something you created while opening up a blank scene.
09:45More importantly in my Standard Assets, I've got all of the things I imported
09:48in, all of my packages, such as my Character Controllers, and so forth.
09:52Now I am going to do some organization.
09:55In this project I can bring in assets by taking them out of Maya and dropping
09:59them in that Unity project.
10:01At the moment I have nothing in my scene.
10:03I'll go back to Maya and look at my export.
10:07In Maya, I've been working in inches.
10:09I started out in feet and then got into modeling and switched over to inches for
10:14a little bit finer model.
10:15For Unity, our units are meters, so I need to export as meters to get
10:19this across correctly.
10:20It doesn't mean I need to rescale the mesh, it means I need to re-measure it.
10:25Here's how I'll make this work.
10:27First, I'll select my building.
10:29I want to make sure I'm exporting selected objects, rather than a whole scene.
10:33That way in case I have something else still showing, such as one of my high-res
10:36doors, it doesn't accidentally come across.
10:39I'll choose File > Export Selection.
10:43We can export Maya's scenes straight into Unity.
10:46However, intuitive versioning in Maya and Unity and which one you have or download;
10:51we may see some slight issues.
10:53It's always safe to export out as an FBX file, which is what I'm going to do.
10:58I'll click on Export Selection and in the Export Selection dialog, I'll change
11:02the Files of Type over to FBX.
11:08I'm going to redirect this over to my Unity project, going up in my exercise
11:12files, into that Unity and into the Assets folder.
11:17In Assets, there are my Standard Assets, all of my packages.
11:21What I'll do is now call this file 08_01_export_end.
11:28I need to tune up a few things first.
11:32Here's the things that need to come across.
11:34In Geometry, I want to make sure my Smoothing Groups get exported.
11:38That way my hard and soft edges come across correctly.
11:41I am also going to scroll down and make sure that I am not taking across Lights;
11:47I am going to do my lighting in Unity.
11:49Cameras are hidden and I don't have any of them selected, I don't think.
11:53I'll also look in the Advanced Options and there is my Units.
11:57You can work in any units you want, but I want things to come across at a scale
12:01of 1, so I am going to bring it across as meters.
12:04I'll uncheck Automatic and make the File units converted to Meters.
12:09This way when things come across into Unity with whatever Scale Factor there is,
12:14Unity's scale can be 1, and my Character Controller which is 2 meters high will
12:19fit in the scene correctly.
12:22I'll hit Export Selection and it takes a brief second and exports.
12:27I'll go over to Unity and it will import it in automatically for me.
12:31Here in Unity, I can see that model came in.
12:34When I bring it in, the Scale Factor initially is 0.01.
12:38The idea is it's made for Maya and it wants to bring across stuff that was
12:42modeled in Maya's default units of centimeters.
12:45I am going to change this to 1, and hit Enter.
12:49We've got some different options in here, in terms of how are we generating
12:52colliders, and colliders let us not pass through the walls of the building,
12:56but instead bounce off.
12:58If we make colliders based on a mesh, every object in here will become a
13:02collider based on its polygons.
13:04It's okay to do this for a test, although, when you're making a game you may
13:08want to take boxy objects such as the building, and rather than having every
13:12part of the mesh be a collider, fit it with a box collider, which is cheaper on
13:16drawing and rendering power.
13:18For now I'm going to check Generate Colliders.
13:21I'll scroll down and there's all my materials.
13:25It looks pretty good so far.
13:26I'll come in and tune those up in a bit once I get the textures across.
13:31I'll click on the Apply button and it applies it, and now I have two ways to get this in.
13:37I can drag my Mesh from the project window right into the viewer, or I can
13:41drag it over into the hierarchy, and this way it's going to come in, in the
13:45place I created it.
13:46There is by building and I'll press F to focus.
13:49The user navigation is like Maya, Alt+ Left-mouse, Alt+Right-mouse for dolly,
13:54Alt+Mouse-wheel for panning, pretty straightforward.
14:01The cool part is my building came across and it's one draw call.
14:04It's ready for its texture and ready for some fine-tuning of the materials.
14:09The last thing I'll do when I am getting ready to test this is get some ground in here.
14:13I'll choose Game Object > Create Other > Plane.
14:18I'll make a Plane, press R for Scale and scale it out.
14:22I'd assume to model a ground plane at another point and bring it across with
14:26a tileable mapping.
14:28In this case though, I'll press W for Move and hold V for Snap.
14:32I am going to register on one of those points and snap this down to the
14:36bottom of the building.
14:38Then I'll pull this over just a little bit and I've got a ground plane in here.
14:42I'm going to save my scene.
14:44We can save Unity projects and scenes within that.
14:47If you get really into making the game, you may have multiple scenes which are
14:51levels that you toggle between or multiple scenes within a level.
14:54For now just for testing, one scene will do fine.
14:57I'll choose File > Save Scene, and I'm going to save this as 08_01_end.
15:05It goes in my Assets folder in my Unity project.
15:08This way I can pull up different scenes if I need.
15:11I am ready to start bringing my textures across and getting my materials on.
15:15Then I'll add lights in and see how this looks to run around the gas station.
Collapse this transcript
Importing textures and marking them for use
00:00In Unity, now that I brought in my model, I'm ready to get my textures in.
00:05I'm going to go into Photoshop and start taking out some flattened pieces,
00:08seeing if there is anything I need to tune up or discard along the way.
00:12I've opened up my Diffuse_ start.psd and my Normal_start;
00:16I've also got my gas station reference open just to be able to check.
00:19I tend to keep reference open a lot of times, just so I can toggle back and
00:24forth and check on what I'm doing, this looks pretty good so far.
00:27I think the last thing I want to do as part of that diffuse is take out the
00:32glass here in that door.
00:33A layered workflow makes this easy.
00:34I'll scroll down and there's my glass layer.
00:37I will zoom in and with a marquee just select it and delete.
00:42I'll delete here off the glass layer, so it goes nice and white, and then I'll
00:46go up to the glass dirt and take that out as well, it looks pretty good, maybe
00:50you needs a little bit of dirt on it.
00:52I don't mind having the line there;
00:54it's almost like a very, very thin little reveal next to some plywood on the door.
00:58Now I'm ready to save this out and get it into Unity.
01:01I'm going to save out two files from Photoshop, a diffused with an alpha
01:04channel, and a normal map.
01:07I'll go to my Channels and make sure I have my Alpha still.
01:10Here in Layers, I'm going to make sure that my template is turned off and I'll
01:14save this out, pressing Ctrl+Shift+S and saving out both the PSD as my final
01:20working file, as well as a flattened TIFF image.
01:23I'm going to save my PSD in my source images folder calling it Diffuse_end.
01:30Now I'll save out the flattened TIFF, pressing Ctrl+Shift+S and I'm going to save
01:35out as a TIFF file with no Layers, but an Alpha Channel.
01:39I'm going to put this in my Unity project.
01:42The neat part is that if you put stuff in the Assets folder like we saw with the
01:46model, it will import in automatically when you go back to Unity.
01:50So I'll call this 08_02_ Diffuse_end and as a TIFF.
01:54I'll hit Save, and in this case I'm going to run my Image Compression as
01:58None, that way I will let Unity do all the compression, where it handles it very nicely.
02:03I'll click OK and then I'm going to do the same with the normal map.
02:08Here is my normal map and it's drawn nice and big. I'll hit Ctrl+Shift+S and I'm
02:13going to save this out as a TIFF image.
02:17I'll put in the same place, going into my exercise files, into Unity, and in
02:22Assets, and I'll call this Normal_end.
02:29In this case there's no Alpha Channel needed.
02:32Sometimes we'll see alpha is used for either a height map or something else.
02:36One of the things I may want to do is actually use the alpha and the normal map,
02:40not for the normal map itself, but if I find a need an extra map for the
02:44specular channel in another material, that way I'm only loading in two images,
02:49but I'm using different parts in different places.
02:51For now, I'll turn off Layers and turn off Alpha.
02:55I'll hit Save, and again, make sure the Image Compression is None.
02:59I'll click OK, go back over to Unity and see how this came across.
03:03Well we're seeing here is that Unity imported in those maps for me. I'm going
03:07to put those in and test it out, and see if there's anything I need to do in here
03:10to really tune it up.
03:12First, I'll get the images set up right.
03:14I'll pick my diffuse map and I'll check and make sure it's marked correctly.
03:19When things come into Unity we have a choice over how they're marked, and they
03:23can be a Texture, a Normal, a GUI, an Overlay, Reflection, a Cookie, Lightmap or
03:28whatever you'd like in advance. I'm going to use this as a texture.
03:32The wrap mode and filters seem to be working nicely, if we needed we could
03:36always change these to be specific instead of repeating around.
03:40I leave it alone though, I'll click Apply, and in this case we can also see Unity
03:45is going to reduce that in size.
03:47Remember, I had painted this at 2048 on a side, so I have the option here of
03:52actually having it come in the right size or the default of 1024.
03:56I'm going to let Unity reduce it, as it does a very good job, and it's going
04:00to compress for me.
04:01If I bring that in now we can see down here in the bottom of the preview it's
04:05coming across at 1024x1024 RGBA Compressed 1.3 Megs, not too bad.
04:12I'll hit Apply and it looks good.
04:15For the normal map, I need to tag this as a normal map, under Texture Type,
04:20I'll choose Normal.
04:21We do have some options in here in terms of Filtering and Bumpiness.
04:25I don't want to create it from the grayscale, because I've already made
04:28the normal map in here.
04:30I've got some possibilities in Aniso Level, how are we seeing it shined
04:34essentially, in the edges. I'm going to leave it alone and see if it works.
04:38Again, letting it run at 1024, coming out of 0.7 Megs down here in the
04:43bottom looks pretty good.
04:44I'll hit Apply and now I can put in my materials.
04:49When I pick my FBX object or my export end, I can see the materials done in the bottom.
04:55I'll scroll down and there are their properties.
04:57They're all starting out as simply a diffuse material, meaning it just has a color.
05:03If I go into the Materials folder, there they are, and I can adjust them as needed.
05:08I'll pick the gas station material and I'm going to change that shader.
05:12Instead of just a diffuse, I'm going to make it something different.
05:17Because this shader is going to go on everything, I'll go down under Transparent
05:21and choose Bumped Diffuse.
05:23I've got a diffuse map, the RGB, the transparency I made an Alpha Channel and a
05:28normal map to add in.
05:30I can either drag the map over from the Project window or click on the Select
05:34button to get it in here.
05:35I'll drag the Diffuse map right into that None Texture and there it is in the gas station.
05:41It looks pretty good, although I'm not really stunned with how it's handling the transparency.
05:46I may want to look at this in other ways. I'll take the normal map and bring it
05:50across as well, and now my gas station has the right relief from the doors.
05:55What I think I'll do temporarily, just so I can see this better, is make it
05:59instead of a Transparent Diffuse, just a regular Bumped Diffuse, and come back
06:04and deal with a transparency only on the garage doors.
06:07I'll dropdown here and pick Bumped Diffuse, and now my windows are black, but at
06:13least I'm not seeing through the building.
06:16I haven't made maps yet for the inside or sign.
06:18The inside I'm actually to going to let run, just as a white solid, so it's
06:22pretty good as it is.
06:24I may need some other polygons again to cover up some gaps and areas, but so far
06:29it's working nicely, and there's how it's going to look in game.
06:32In the next video then, I'm going to get some lights and a player controller to
06:36be able to run around this and see if it really worked.
06:39I'll also look at making a separate material just for those doors.
06:42Part of which may include breaking out some of that mesh, but I'll start out by
06:46getting lights in and seeing if this really holds up, if my painting and
06:50everything worked as advertised.
Collapse this transcript
Adding lights to test smoothing and textures
00:00With my model imported in Unity, I'm ready to get some lights in and see my
00:04scene. I'd also like to fix some transparency issues with my materials and get a controller in.
00:09Before that though I need to do some organization, as you can see very quickly
00:13my Project window is getting a little crowded. I've got different scenes running
00:17around, textures and the folders for materials and standard assets.
00:21We can right-click in the Project window and choose Create > Folder and make
00:26folders to help organize.
00:27I'll make a folder here it called Scenes, I'll make a new one called Textures,
00:32right-clicking and choosing Create and Folder. This will actually make folders in
00:37that Unity project, not just here in Unity, but will show up in that directory.
00:42Now when I start to take things and move them over, they'll be in the right
00:46place, both in an Explore and here in Unity.
00:50I'll pick my scenes, holding Ctrl to add to the selection and drag them
00:54into this Scenes folder.
00:55Then I'll pick my textures and bring them over into the Textures folder.
01:00I'm going to leave this initial FBX where it is, although, I could make an
01:04import folder as well if I needed.
01:05We can very quickly get hundreds of assets going for a game, between scripts,
01:10animations, other interactivity, materials, textures, meshes, characters and so
01:14forth, so being organized is really important.
01:18Now in my Scenes I can click on the Scene and enter into it.
01:23I'm going to get a controller in first, and then I'll put some lights in, and
01:26finally deal with that material.
01:28I'll go under Standard Assets and scroll down and there is my Character
01:31Controllers. I can even pull up the Project window just a little bit to make it easier to see.
01:36Here's a First Person Controller, which is basically a capsule with a camera and
01:40it's set to understand WASD as controls, plus a mouse to look around.
01:46I'll take this controller and either drag it into the view, or into the hierarchy.
01:50I'll pull it here into the view and it looks like it's the right height, as we
01:54orbit around, it's just about the height of one of the doors, so I know I got my scale right.
01:59Now I'm going to make a light. I'll zoom out and I'm going to make a couple of
02:05point lights around and a directional light for the sun.
02:08I'll choose GameObject > Create Other > Directional Light, I'll take this
02:13directional light and pull it out.
02:14What we've got here are different ways to rotate, right now this is placed in
02:19the tool handle at the center and I'm orbiting on the local axis.
02:25I pull the sun back and I'll hit E for Rotate. I'm going to switch from
02:29local over to global and spin that sun around, we can see where the light is
02:34on the building as I spin.
02:38I'll make sure that my sun is aiming down at the building here, so I get some
02:42good shadows, and under Shadow Type I'm going to use Soft Shadows.
02:46As a note here, this is a professional version of Unity.
02:50If you're using Unity Indie, you may not see the Soft Shadow option available;
02:55you'll need to bake your shadows.
02:57I'm not going to cover baking in these videos, as that's a whole different topic
03:00in the lighting in Unity.
03:02However, you can bake and get good shadows if you're using Unity Indie.
03:06In this case because I have the Pro version, I'm showing my soft shadows
03:10real-time in the view.
03:11I'll aim the light over, shooting for contrast between adjacent walls, making
03:15sure my corners have good distinction.
03:18If you have things that need to shine, put point lights in, what I'll do is put
03:22in some point lights choosing Create Other, and Point Light, and then moving
03:26these point lights out in my scene.
03:29They tend to be fairly bright.
03:31What I'll do is move them around fairly close to the building and then pull back
03:35their intensity, so they're very, very mellow.
03:37I'll also add in a little bit of blue here just to approximate a little
03:42bounce from the sky.
03:44In the sliders here, I'll work by HSV or Hue/Saturation Value and pull that
03:49Value and Saturation down.
03:52Remember, lights get very big very quick, they tend to add in and blow out surfaces.
03:58In this case, I'm going to warm up the sun just a little bit increasing
04:02the Saturation and swinging the Hue into the 40 range, and then pull back its strength.
04:08Here in the intensity, I'll pull this back just around 0.3, so it's muted
04:13overcast sun. This way when I take my point lights, bring their range out, and
04:18drag up, and by the way, that was select the number and drag on the name, I get
04:24mellow light around it, approximating the natural bounce in the sky.
04:29I'll take this light and duplicate it by pressing Ctrl+D. This isn't really a
04:33complete lighting rig for this game, as much as a test rig, to be able to let me
04:38see what's going on.
04:39I'll duplicate this light twice more, so I have lights here out at the cardinal points.
04:46This will give me a good idea of how the surfaces will react.
04:52I'll give it a quick test and see if it's working.
04:55What happens here is that there is a Main Camera, there is also now my Player
04:59Controller in the tags here is noted as the Main Camera, but when I dragged that
05:04First Person Controller in, it becomes checked as the default camera to go to.
05:09I'll hit Play and I'll go into the game.
05:13Now I'm actually navigating around and seeing my building in game.
05:17There are project settings in Unity, if you'd like to get to anti-aliasing.
05:20Right now the settings are good, which is halfway decent, and I show some obvious
05:25stair stepping or aliasing, but it displays fairly quickly, and I'm here to
05:29test rather than export a build and choose in the viewer, good, beautiful or
05:34fantastic as my display modes.
05:36I also haven't done anything to the shadows in that light, so we can see some
05:40obvious shadow quality issues, but it's definitely my degraded gas station.
05:48As I go around to the back, I can see some minor issues in the door I need to
05:51iron out in the UVs, but again, those extra point lights really help perk up the
05:55surface and I can see that it's holding up nicely in shadow.
06:01Even on the back UVs, where it's tiling, I can see a title, but with a proper
06:05too, I can probably get rid of that noticeable artifact, also with some better
06:09anti-aliasing that scene will disappear.
06:15Around here on my windows I can see a couple of minor issues in the unwrap to take care of.
06:19It's not a big deal to fix these, as I can move the UVs and re-export.
06:24Unity will take this and simply re- import that FBX and update what's here.
06:29The normal map and the dirt on the windows look pretty good however, and
06:35here's the front again.
06:37The canopy is holding up nicely and this one area where there's a seam showing
06:41is actually fairly logical.
06:42It's okay to see a seam as we probably see some kind of construction seam
06:46there as well, being that the building is falling apart slightly, I think it's passable.
06:51Now what I need to do, back in my project, is get my materials set, I'll do this
06:56in the next video, as I need to go back into Photoshop and make a custom alpha
07:00to handle specularity and transparency.
07:02I'll show how to do that and bring it in and run around the scene again.
Collapse this transcript
Refining materials
00:00I've got my scene in Unity and it's looking sharp.
00:02I'd like to refine the materials a little bit, adding a little bit of
00:06specularity to the walls here and bringing back the transparency here on the doors.
00:11What I am going to do is go back to Maya and assign a new material to those polygons.
00:16Unity will bring it across when I overwrite 08_04_export_end.
00:20I've cloned that that FBX file and brought it into this new scene just to be
00:24able to show that update.
00:26Usually I'd end up overwriting my existing scene.
00:29But to account for versioning here in this video, I've made some clones.
00:33What I'll also do is alter the Alpha Channel with my Diffuse map, allowing for
00:38transparency here for a new material as well as specularity on the building.
00:43I'll start by going back to Maya and updating those materials.
00:47Here in Maya, I am going to put a new material on those windows and doors.
00:51I'll pick my building which has been combined into one mesh.
00:54I'll press F11 for Face and pick those large faces.
00:57Maya makes it easier to assign materials by face than Unity.
01:02So as long as you have materials assigned, Unity will respect them when it comes
01:06across, even if it's on components.
01:09I'll spin around and catch the other parts.
01:12I'll hold Shift to add to this selection.
01:14It looks like I'm using an earlier version of my texture in here, but that's not
01:17a big deal as I am going to update it in Unity.
01:20I'll catch the transom windows above the doors, and above the cashier door as well.
01:25I'll spin around and get the window in the back too.
01:29With these polygons selected I'll right-click and assign a new material.
01:33I'll put a Blinn on and call this blinn Windows_and_doors.
01:37I'll right-click and pick Object mode.
01:39It really doesn't matter if I get the texture in there or not, as I am going
01:42to assign it in Unity.
01:44I'm using my materials to organize.
01:45As you can see here, I've got one object with a shape node and
01:49multiple materials assigned.
01:52If it makes it easier to see, put a color in here.
01:55Here is a mellow orange as an example.
01:57This lets me see simply where those window and door materials are applied.
02:01Sometimes what I'll do is I'll go through and color code things, so when it
02:04comes across I can see it clearly.
02:06Now I'll export this, choosing File > Export Selection.
02:10In the Export dialog, I had already set up my export, switching away from the
02:15Autodesk Media & Entertainment over to a user-defined, because I've added in my
02:19Smoothing Groups and also unchecked Lights.
02:22Down here in Units, I've converted to meters and there's that Scale Factor.
02:26I am going to overwrite the 08_04_export_ end and that way we'll see an automatic
02:31update with the new materials in Unity.
02:33I'll click on Export Selection and overwrite that file.
02:37I'll go over to Unity and see how that looks.
02:40Here in Unity there is the Automatic Export, there is that new material with
02:44that orange or brown color on those doors.
02:47Now I can get that material tuned up and get the texture in there.
02:51We can use one map in multiple materials for different properties in Unity.
02:55I'm just reloading the texture in a different way.
02:59In my Materials, I can see already there's the Windows_and_doors material, I'll
03:03select it and dropdown here under the Shader.
03:06I'm going to make this a Transparent Shader using a Bumped Diffuse.
03:12In the Main Color I'll click on Select and I'll pick my Diffuse map.
03:16I need to put a different map in here, so I'm not going to grab it quite yet.
03:19But this is where I can go to get it.
03:22I'll put the normal map in by clicking on Select and there is that Normal.
03:28The normal map is applied and looks pretty good.
03:30We can see in here where some filtering may be helpful, especially as I scroll
03:34around to this side we can see it scrolling back and forth in those windows and
03:38we can handle that in the map in the way it filters and also when we put other
03:42things on in the view, such as Depth of Field or other shadows and our lights.
03:46Now I'll go back to Photoshop and fix those maps.
03:50Here in Photoshop, I've got opened up my Diffuse map and my Normal.
03:53My Normal looks pretty good, although there is one fix I would like to make.
03:57I think I'd done this and somewhere in the versions had overwritten.
04:01Down here in the door frames I need to copy that blue over again.
04:04It's easy to miss stuff sometimes.
04:06However, if you've got a good layer structure, doing a patch is not a big deal.
04:11I'll go in with a Rectangular Marquee and select those areas where the normal
04:14is a little awkward.
04:16On a new layer then, I'll eyedropper a blue and fill that marquee in.
04:22Now my door frames won't be bent on the side.
04:25I'll save out this PSD, always taking care to save my working PSDs as well as
04:30my flattened TIFFs.
04:34With the PSD saved, now I'll save out the TIFF image pressing Ctrl+Shift+S. I'll
04:39save out a TIFF, uncheck Layers and uncheck Alpha Channel.
04:43I'm going to put this over in my Unity project.
04:47Here in Game Environments Unity, into Assets, and there is the Textures folder I
04:50had created earlier.
04:52In Textures, I'll call this 08_ 04_Normal_end and click Save.
04:56Remember in the Image Compression, we are setting it to None, letting Unity
05:00handle the compression.
05:02I'll click OK and when I go back into Unity we'll see that automatically import.
05:06Now I'll take care of my specularity.
05:09Because I am going to use this map in two places, I can have different things in
05:13the Alpha Channel for different elements.
05:15Right now what I've got in the Alpha is a solid Alpha except for the windows and
05:19the dirt has varied transparency.
05:22I'm going to use this large blank section, which is most of my walls, as well
05:25as some of the concrete and door frames to add in a little bit of specularity
05:29for the other material.
05:32I've organized in layers here.
05:34I can name things as needed and I am going to take all of my layers and group
05:38them in a new group called Diffuse.
05:40I'll rename my concrete, calling it, well concrete.
05:44You can rename after the fact, as long as you can get to things easily.
05:48It's not uncommon to have an art director come back and say, fix that, and
05:52you'll say fix what? I worked on that two months ago.
05:54But he or she will expect you to pull it up and make the fix.
05:58If you've got an organized workflow, that becomes easy.
06:01What I'll do is I'll scroll down, select all my layers by holding Shift and
06:05press Ctrl+G to group.
06:07I'll double-click on this group and rename it to Diffuse.
06:11Then I'll hold Alt and clone that group by dragging it.
06:14I'll rename the copy Specular.
06:18What I am going to do is work here in the RGBs and then once it's all done,
06:23take that Specular channel, copy it and throw it in the Alpha, I'll turn off my Diffuse group.
06:28To make a specular channel we need a grayscale.
06:30Basically in a Specular map, white is shiny and black is dull.
06:34So I'm going to end up with middle grays and the occasional dark.
06:38I'll go in my Specular map and start to desaturate my layers, pressing
06:41Ctrl+Shift+U while selecting each one.
06:49I'll open up the Dirt overlay layer and do that as well.
06:52I'm ending up with gray on gray, which is working nicely.
06:58To start I am going to take my base color and dim it down, pressing Ctrl+U and
07:03pulling down that Lightness.
07:04Roughly a 50% gray is a good base.
07:07If you are not sure about what that gray is, you can also choose Edit > Fill.
07:13In the Fill dialog we can Fill using a 50% Gray.
07:17This gives me some latitude in the specular channel.
07:19Everything starts out slightly shiny and I can go brighter or duller
07:23depending on what we need.
07:25Now I can adjust the specularity.
07:27The concrete looks pretty good.
07:29It's generally dim and rough with some minor shiny areas.
07:33What I need to do though is take that wall dirt and dim it down by pressing
07:36Ctrl+U. I'll lower down that Lightness and there's the dirt which is fairly
07:41rough and not shiny then.
07:43My Specular map is fairly ready.
07:45What I am going to do then is take this, flatten a clone of the group and then
07:51throw it in the Alpha Channel.
07:52Here is how this works.
07:55I've got my layered workflow and my Specular group which I want to preserve.
07:58I'll take this group hold Alt and clone it once more.
08:02Then I'll press Ctrl+E as an echo to flatten that group.
08:07I'll turn off the original and take out the parts that I know I've already got
08:10going nicely in the Alpha.
08:13I'll press M for marquee and start to pick things like those doors.
08:16I'm going to take the parts of my Specular copy that are the doors where I need
08:21to define the transparency and delete them, so I actually have an opening in the mesh.
08:25Because the door material goes on selected polygons, I can be fairly picky about this.
08:29I'll use this marquee and take out those windows.
08:32I am going to zoom in by pressing Z for Zoom and dragging a marquee.
08:39If you can't see what you are doing clearly, zoom in.
08:42Now I'll use my Arrow Keys to nudge that marquee over and delete those windows.
08:46That's going to be the Specular channel or at least the part I am going to use
08:51and copy over to the Alpha.
08:52I'll press Ctrl+D to Deselect, Ctrl+A to Select All, Ctrl+C for Copy.
08:57I'll go into my Channels palette and into the Alpha Channel.
09:00I'll paste this right into the Alpha by pressing Ctrl+V. This will work nicely.
09:06The polygons that have the transparency are in the white with a light gray.
09:11The polygons that will need the specularity in the Alpha are here in the darker grays.
09:15Different materials will use the same map in different ways.
09:19I'll press Ctrl+D to Deselect, go back up and make sure my RGBs are visible.
09:25Now in my Layers palette, I can turn off that Specular copy, turn back on the
09:29Diffuse and I'm ready to go.
09:31This is what the RGB channel will look like, and over here, that's how the Alpha will be.
09:37I am using the 50% Red in here to show it.
09:40Remember you can always turn off and on your RGBs as well in your channels.
09:48I'll always save the working PSD choosing File > Save As and in this case
09:52calling it Diffuse_end.
09:57Now I'll save out a flattened TIFF image into my Unity project.
10:01Pressing Ctrl+Shift+S and choosing Save As a TIFF.
10:06I'll discard the Layers but keep the Alpha Channels and put this over in
10:09that Unity Environment, into the Assets folder in the Textures and I'll drop that texture.
10:15As I've done previously, I am going to leave the Image Compression at None,
10:20allowing Unity to handle the compression.
10:23I'll go over to Unity and pull this in and see how it looks.
10:26Here in Unity it imported those textures, and I can see them down here in my
10:29project window in my Textures folder.
10:32Now I am ready to get my materials all tuned in.
10:35I'll take my 08_04_Diffuse_end, make sure that it's all set as a Texture and
10:40pull it in the material that's on this mesh.
10:42I'll select the mesh and scroll down and there's that Windows_and_door material.
10:46I'm going to grab this Diffuse material and drag it right in.
10:51There is the transparency in the windows, it's working nicely.
10:54Well we can see here is that Unity has kept the original color of that material.
10:59We can always get rid of this by changing the Shader and pulling it back.
11:02If we pull it back to a Diffuse, or put a new material on.
11:07We can also go in and click on the Main Color and just simply make it White.
11:11That way it won't participate or tint that material and there's my map showing cleanly.
11:16Now I'll make this my transparent material.
11:19I'll go in and choose it as a Bumped Diffuse.
11:23The transparency shows nicely and I've got my normal map in here.
11:27I'll deselect and clearly I can see through the windows, and thankfully I can't
11:31see through the solid part of the building.
11:33Now here's the other material.
11:35With my building selected I'll scroll down and all the way at the bottom is my
11:40gas_station material.
11:41I am going to click on the Select button over in the Texture preview and make
11:46sure I pick the right one, the 08_04_Diffuse.
11:49I'll close that once I've got it selected, and it is slightly shiny on the building.
11:57Here is how I'll test this to finish up.
11:59I'll make one new light, choosing Create Other > Point Light.
12:04I'll take this light, pull it out of the building and see how this shine looks.
12:09As I go across I can see that building shining.
12:12As I move that light I can see the shine changing across the dirt.
12:15It's a different material and it looks really good as it shines across curves.
12:20We can see right here in the canopy as an example.
12:22There is a slight variation to it as I move the light back and forth.
12:26It's a fine level of detail and realism I've added in, by using that
12:30combination Specular map.
12:33In this case I'm using the Alpha Channel in two ways.
12:35Once for the transparency in one material, which is only applied to certain
12:39polygons mapped in certain areas, and once in another way for the specular
12:43component of an opaque material mapped in again, different areas.
12:48I can keep going and fine-tuning this as needed.
12:50I may have a little bit of work to do in my Alpha, as we can see right here
12:55I need to adjust those polys slightly, as I'm a little bit transparent to the bottom.
12:59I can continue to go in and adjust my materials and fix any issues, but it's
13:03working wonderfully.
13:05My gas station is imported and I am ready to run around and play.
13:09I'll click on the Play button and see if this all worked.
13:15I'll use the W, A, S, D standard hotkeys and navigate around.
13:19And we can see in here that it's working nicely, except for that one goof in the
13:23windows which is an easy fix.
13:25I can either fix that in Maya and put a new material on those polygons, or I can
13:30fix it here in Unity.
13:32In this case those are single polygons, so I'm probably better off fixing it in
13:36Photoshop, taking the specularity or the Alpha out of those pieces.
13:44The canopy looks good and the obvious seams there are natural, that's how it'd
13:49be put together, so I am okay with it.
13:51I could do little more painting to kind of camouflage those,
13:54but that's just more work in Photoshop which is not a big deal.
13:58Overall, it looks pretty good to run around and my efforts in building modular
14:02pieces are worth it, as my textures are clean and I can stand right next to the
14:07building and not see pixelation.
14:12I'll finish the last fixes and I am ready to take this into my game, or bring my
14:16game around it and add in props and other elements like we'd find around, well
14:20an abandoned gas station.
Collapse this transcript
Viewing the final project
00:00Here is the final gas station model with all the fixes and patches in place.
00:04I've tuned up any textures and applied the materials making sure they look
00:08right in the scene.
00:09I've got some lights in to be able to test it and I'm ready to run around the environment.
00:14I'll go to the Game mode, turn on Maximize on Play and hit Play.
00:18I'll back away and spin around to take a look.
00:22There is all the detail I've put it in and those are just flat door polygons
00:26with occlusion and normals.
00:28I'll run under the canopy and look in the windows, I can see just barely into the office.
00:34The back is dingy and dirty as I'd intended.
00:37With a seam in the back, I can either acknowledge and say it's part of the
00:40building or cover up later with a prop.
00:43I can look in the garage and I can see the dirt on the windows as I look through.
00:47It looks great and it's ready to run around in as part of the game.
00:51We can add props in and flesh out the environment, finishing out the ground and
00:55adding in the rest of the town.
00:57Then we can get in and play.
Collapse this transcript
Conclusion
Next steps
00:00I hope you've enjoyed this course on lynda.com on modeling and texturing
00:03for game environments.
00:05If you like to go further, there are many videos available on modeling,
00:09texturing and even rigging in animation for characters.
00:13Thanks very much for watching the course, and have a good time modeling
00:16game environments.
Collapse this transcript


Suggested courses to watch next:

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