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Fixing geometry

From: Game Prop Creation in Maya

Video: Fixing geometry

In this video I'm going add some more detail into these boards. I've realized also, that I'm not quite happy with the end board with the corners. I've got a low poly mesh, which I'm going to go back and borrow. What I'm seeing here is that when I bevel these original edges, I didn't get a corner, and it's giving me maybe not the optimal result right here. Even when I try to bevel this because I've already got a beveled edge here, it's not quite looking right. I can either try beveling it, and I may get some odd edges, or I can go back and get a part from the original low poly.

Fixing geometry

In this video I'm going add some more detail into these boards. I've realized also, that I'm not quite happy with the end board with the corners. I've got a low poly mesh, which I'm going to go back and borrow. What I'm seeing here is that when I bevel these original edges, I didn't get a corner, and it's giving me maybe not the optimal result right here. Even when I try to bevel this because I've already got a beveled edge here, it's not quite looking right. I can either try beveling it, and I may get some odd edges, or I can go back and get a part from the original low poly.

The middle board looks good, and I need to bevel the end one, those are okay. And those softening artifacts will go away. I'll choose Display > Show, and Show Last Hidden. It says to me that the previously hidden objects are unavailable. That because this scene is new, there's nothing else in it that was previously hidden. I'll show all of Polygon Objects, choosing Display > Show > Show Geometry > Polygon Surfaces. I'll hold Shift and make sure I grab High and Low Poly right here.

With those selected, I'll hide my unselected objects. And now I can pick the low poly, duplicate it, and take a piece off. I'll Isolate this choosing Show Isolate > View Selected, and I've got a duplicate of the low poly I'm going to borrow this board from. I'll select those faces, hit Shift+Greater than to grow that selection and delete. Now I've got one object here, which is just this corner board. I'll go back to Show > Isolate Select, and Uncheck View Selected, and then I'm going to take my high poly and delete this board, combining it with a low poly piece I have just extracted.

I'll take my low poly boards and hide them as I would like to preserve them as they are. I'll take my high poly boards and delete some of them. I'll pick some of the faces. Notice I've got a overlapping objects. And I'll grow that selection hitting Shift+Period, or Greater Than, and growing that selection out until it stops. Once I've hit it enough times, it's completely stopped, and I can hit delete. Now I've got this piece here ready for some sculpting. I'll subdivide it once again, and this time I'll bevel those corners.

I'll Insert my edge loops, show what it looks like and then come back and do my bevel operation. I've added in edge loops on my board much like I had before, but now I've got a cleaner flow. However, as part of that splitting process, I've got a bit of a mismatch right here, where I had split, I missed, and I didn't snap the vertices together. We've got some options in here to be able to get these in. I can use the Merge Vertex tool, Merge Vertices, or Merge to Center. Here's what I'm going to do. I'm going to select both of these vertices, and I'll hold Shift and right-click and merge them. Now here's the neat part under Merge Vertices.

If we look in the Merge Vertex tool, there is a checkbox, Always merge for two, which means no matter how far apart, even if they are farther apart than the Threshold Distance, these will merge together. I'll merge them, and now they're one. I'll uses this is a lot to take vertices that are separated and stick them together where I want them. They always merge to the center, and I count on that it gets me out of a jam, and it gets my edge loops back in shape. Now I'm going to bevel this, and get my object back to where I want it.

I'm going to soften up some edges because I think the hard edges here were causing issues. I'll press F8 hold Shift and right-click and soften the object, that's not a big deal as it's a separate peace. Now I'll try some beveling, double-clicking on edges, and I need to work my way along here. I'll hold Shift, double-click, and add to that selection making sure I go all the way around this object this time. What I've seen before that I had some of the tops beveled, but not the corners, and it was getting a interesting collection of faces at the corner, we'll call it.

Things were crossing over themselves and getting very messy and so I decided to go back and clean this up. It's okay to do this to realize, wait a sec, this went down the wrong path, and I need to get something different. I'll do that a lot and having that low poly there with a good edge flow to begin with really helps. Now I've got all the edges selected, and I think I'm ready to bevel. I'll try this holding Shift and right-clicking and choosing Bevel Edge. On Bevel Edge I'll Uncheck OffSet as a fraction, and I'll look really briefly.

It seems to be okay, with one exception. Right here again I have vertices that are not merged. I'll undo that bevel, go back to vertex and see if I need to merge those together. I'll select them, actually I'll select the whole object. Remember if vertices are already merged, they are not going to remerge. I'll hold Shift and right-click choose Merge Vertices and merge. If you're not sure if it's getting done you can always go into that Merge Vertices tool and up that Threshold. Right now its very, very small.

I could put it .1 and try a merge. It's not going to take the end and glom it onto the side, but a decrease in that merge distance may help. Now I'll try that bevel again. I'll go back to edge and select those edges. Just as a quick experiment, I'll try beveling this side and see what it looks like, it's better. We can see that OffSet as a Fraction is not helping, but when those are merged I'm getting the right flow. I'll undo that bevel and reselect my sides.

I've got all the corners reselected, and now I'll bevel them. When I bevel and uncheck OffSet as a Fraction I'm getting a good flow all the way around. I'll put my Offset at a quarter inch, just like the other boards, and Segments at 3, and now my corners are rounded as I intended. I'm ready to do some more sculpting on this board. What I'm seeing here also is a mix in the workflow. These middle boards are thoroughly subdivided while the end is simply beveled. I could go in and add in some more subdivisions manually, or I can try smoothing it.

I'll see what this looks like, picking this board, and trying to a smooth. In the Smoothing Dialogue I'll reduce the Divisions down to 1, and I'll try smoothing, and it looks, well, smoother. What I'm seeing here is some awkwardness, where these lines are going back and forth and really I don't care at the moment. What I'm after is that this is thoroughly subdivided and ready to Sculpt. Once this is done, I can recombine this object, picking it, picking the name copying, selecting, and choosing Mesh > Combine.

I'll Delete the History because I'm okay with the bevels. And then rename this object by pasting that name in, it still got the same UVs, and that's the neat part. Here in the Texture Editor it simply propagated the existing UVs as part of the smoothing. I'll pick it and soften out those edges holding Shift and right-click and softening, and this should get rid of any artifacts here in the corners. I'm going to come in later and sculpt these so I'm not overly concerned about it. I need to do still little more beveling on this object, but my high poly is coming along nicely.

What I'm after here is not only beveled edges but additional geometry for sculpting. Its okay to really subdivide these and bevel them making them look nice and smooth and pushing and pulling around, which I'll do in the next video. I'll finish the beveling on this board and show what it looks like, then I'll get into pushing, and pulling, soft Sculpting, and maybe even more subdivision. Really getting these boards looking, well, old and warped as they should be.

Show transcript

This video is part of

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

90 video lessons · 6166 viewers

Adam Crespi
Author

 
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  1. 7m 22s
    1. Welcome
      43s
    2. Using the exercise files
      1m 35s
    3. What you should know before watching this course
      23s
    4. Setting up the workflow
      4m 41s
  2. 46m 16s
    1. Overview of modeling a large prop and planning for modular textures and models
      6m 53s
    2. Blocking out the overall form
      6m 14s
    3. Adding curved panels
      3m 26s
    4. Rounding the corners
      6m 46s
    5. Unwrapping the face frame
      6m 39s
    6. Unwrapping the sides
      5m 8s
    7. Moving and sewing UVs
      5m 23s
    8. Laying out the UV coordinates
      5m 47s
  3. 1h 50m
    1. Overview of the texturing process and PSD networks
      4m 43s
    2. Creating a bump map for the sides
      10m 55s
    3. Adding details to the bump map
      8m 6s
    4. Drawing the bump map for the front
      7m 51s
    5. Adding details to the panels
      7m 45s
    6. Painting the diffuse texture and planning the layers
      3m 35s
    7. Painting the base coat and the logo
      5m 24s
    8. Adding labels and other markings
      10m 45s
    9. Adding soft rust
      8m 32s
    10. Adding rust bubbles
      8m 58s
    11. Setting up a library of gas pump textures
      6m 40s
    12. Painting dirt and rust variations
      5m 23s
    13. Weathering away the paint
      5m 1s
    14. Converting bump maps to normal maps
      5m 36s
    15. Testing the maps
      11m 8s
  4. 1h 28m
    1. Overview of modeling small props
      1m 59s
    2. Modeling a sledgehammer
      6m 11s
    3. Modeling a pry bar
      6m 26s
    4. Adding detail and hardening edges
      5m 28s
    5. Unwrapping as part of building a texture sheet for small tools
      8m 27s
    6. Modeling a metal ladder
      8m 51s
    7. Unwrapping and cloning
      8m 46s
    8. Placing the clean texture
      8m 39s
    9. Laying out a texture sheet for multiple tools
      8m 37s
    10. Painting rusty steel
      7m 46s
    11. Adding dirt and wear
      5m 42s
    12. Planning for optimal texture usage
      7m 37s
    13. Painting dirt and age variations
      3m 42s
  5. 1h 45m
    1. Modeling furniture using simple parts and reusable textures
      2m 53s
    2. Planning and analyzing the modeling of a chair
      4m 56s
    3. Blocking out the basic form
      8m 24s
    4. Adding detail and softening edges
      6m 42s
    5. Refining the silhouette
      12m 9s
    6. Blocking out the form of a round chair
      7m 39s
    7. Adding detail and softening the edges of a round chair
      5m 20s
    8. Unwrapping as part of building a texture sheet for furniture
      14m 36s
    9. Planning the modeling of a table
      3m 14s
    10. Blocking out the basic table form
      4m 41s
    11. Adding legs to the table
      7m 6s
    12. Breaking up the model for texturing
      7m 55s
    13. Laying out the wood texture
      9m 29s
    14. Reusing parts to make a round table
      10m 12s
  6. 39m 23s
    1. Understanding the importance of painting textures from scratch
      2m 9s
    2. Creating the initial grain lines
      4m 43s
    3. Adding value variation across the grain
      2m 22s
    4. Warping the grain
      2m 50s
    5. Adding knots
      4m 27s
    6. Colorizing the grain and planning for stains
      6m 53s
    7. Cutting out boards for a UV layout
      5m 26s
    8. Adding patina and wear to a final texture
      10m 33s
  7. 1h 2m
    1. Understanding the importance of a low poly count
      4m 46s
    2. Overview of normal maps
      9m 26s
    3. Overview of the high-poly projection pipeline
      3m 10s
    4. Planning the UV space for projection
      5m 29s
    5. Working with hard edges and subdividing
      7m 22s
    6. Adding details by beveling and extruding
      6m 50s
    7. Fixing geometry
      7m 39s
    8. Using the Sculpt Geometry tool and soft selection to add dents
      9m 32s
    9. Baking the high-poly model onto the low-poly model to produce a normal map
      8m 21s
  8. 51m 4s
    1. Overview of Mudbox
      4m 26s
    2. Preparing for a smooth export to Mudbox
      7m 43s
    3. Importing from Mudbox: Choosing the right resolution
      5m 9s
    4. Using the sculpt tools
      8m 30s
    5. Painting
      8m 58s
    6. Exporting paint layers from Mudbox
      1m 35s
    7. Extracting and exporting a normal map from Mudbox
      6m 2s
    8. Importing and assigning objects and maps in Unity
      8m 41s
  9. 41m 4s
    1. Overview of ambient occlusion and specularity
      5m 55s
    2. Setting up ambient occlusion as a texture
      7m 3s
    3. Using ambient occlusion as a foundation for dirt
      6m 44s
    4. Using ambient occlusion as a foundation for rust
      10m 5s
    5. Painting a specular map
      6m 48s
    6. Streamlining the import process: Placing maps in the right channels
      4m 29s
  10. 21m 46s
    1. Overview of importing into Unity
      3m 15s
    2. Preparing and exporting props to Unity
      7m 54s
    3. Cloning props in Unity with different looks
      5m 21s
    4. Adding lights to test smoothing and textures
      5m 16s
  11. 22s
    1. Next steps
      22s

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