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Game Prop Creation in Maya

Game Prop Creation in Maya

with Adam Crespi

 


Explore the world of modeling and texturing 3D game props and assets in Autodesk Maya. Author Adam Crespi provides strong technical modeling techniques, from blocking basic forms and leveraging simple parts and reusable textures, to simulating real-world detail like dirt, wear, and grain with UV maps and ambient occlusion. The course includes workflow and integration considerations such as planning UV space for projection, and also steps into Mudbox and Unity for further refinement.
Topics include:
  • Planning for modular textures and models
  • Blocking out the overall form of a prop
  • Moving and sewing UVs
  • Laying out UV coordinates
  • Texturing with bump maps
  • Converting bump maps to normal maps
  • Unwrapping and cloning objects
  • Breaking up a model for texturing
  • Painting textures from scratch
  • Adding detail with beveling and extruding
  • Baking high poly model onto a low poly model
  • Painting in Mudbox
  • Importing and assigning objects and maps in Unity
  • Adding lights in Unity

show more

author
Adam Crespi
subject
3D + Animation, Modeling, Rendering, Textures, Materials, Game Design
software
Maya 2013, Unity 3D
level
Intermediate
duration
9h 33m
released
Aug 20, 2012

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Introduction
Welcome
00:04Hi! I'm Adam Crespi and welcome to Creating Game Props in Maya.
00:08In this course, we'll look at modeling props for games.
00:11We'll start with a good low-poly workflow and explore unwrapping and stacking UVs.
00:16We'll look at ways to paint textures from scratch and apply them both as a
00:20texture sheet and unique textures.
00:22We'll explore digital sculpting in our pipeline and look at the best way to bake
00:26out ambient occlusion and normal maps.
00:28Finally, we'll look at importing into Unity, taking our props into a game
00:32engine and seeing how they work in light as we run around.
00:35We'll be covering all these features plus plenty of other tools and techniques.
00:40Now, let's get started creating some game props in Maya.
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Using the exercise files
00:01If you are a Premium member of the lynda.com online training library, or if
00:04you're watching this tutorial on a DVD-ROM, you have access to the exercise
00:08files that are used throughout this title.
00:10In this course, there are four folders that have the exercise files.
00:14Game Props is a Maya project, and in there are the default Maya folders.
00:19We've got scenes for the scenes, sourceimages for the textures, and renderData
00:23for things like baked ambient occlusion.
00:27Game Props Unity is a Unity project, and in there are the default Unity folders
00:31of Assets, Library, and ProjectSettings.
00:34Inside we'll see folders for textures and scenes, so we can be a little more organized.
00:39In Reference Images, I've landed reference images from Thinkstock.
00:43I've also included a Finished Layouts folder, where I've drawn on the reference
00:47images to show different mesh lines.
00:51Finally, there's a Working Textures folder, and in here are working PSDs of raw images.
00:57What these are are textures, not necessarily attached to a particular material
01:01or a set of UVs, but rather a large raw image such as wood or steel that's
01:06ready for use in an actual texture.
01:08If you're working in Maya 2010 or later, you can open up the files by choosing
01:13Ignore Version in the File > Open dialog.
01:16If you're working in Unity, make sure you download the latest Unity build from unity3d.com.
01:22If you're a Monthly member or Annual member of lynda.com, you don't have
01:26access to the exercise files, but you can follow along from scratch with your own assets.
01:30Let's get started and get modeling our game props.
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What you should know before watching this course
00:01For this course, you should have good working knowledge of Autodesk Maya
00:04and Adobe Photoshop.
00:06Knowledge of Mudbox is not necessary, as I'll explain along the way.
00:10You should have some knowledge of Unity,
00:12although I will go through the basics on importing and bringing objects into a scene.
00:16If you'd like to use a tablet or touch- sensitive monitor, you may, but you can
00:20also do the painting with a mouse if needed.
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Setting up the workflow
00:00In this video, I'll look at the workflow in Maya, Photoshop, and Unity I will be
00:04using over this course.
00:05I'll also explore how to set the project file so Maya and Unity can find all of
00:10the assets correctly.
00:11For my workflow, I usually try to minimize the UI as much as possible.
00:15What I'll typically do is press Ctrl+Spacebar and make that UI go away.
00:21I'll rely on my hotbox, and I'll slim down that hotbox to get the controls where I need them.
00:26I'll press Ctrl+Spacebar to bring back the UI, and you can really see a difference.
00:31We're limited in how much view we have, and I'd rather have more working viewport
00:35than simply UI clutter.
00:37First, I'll slim down the hotbox, pressing and holding the spacebar for the
00:41hotbox and choosing Hotbox Controls > Show Polygons > Polys Only in this case.
00:47This is the Polygons menu, and the tools here are geared towards working in polygons.
00:52I'll hold Shift and right-click and access the marking menu for polygon creation.
00:56I'll choose PolyCube, noting that Interactive Creation is on, and click and
01:00drag in my objects.
01:02There's a cube. And it should go that fast.
01:04I'll minimize elements of my UI to give me more working space.
01:08I'll leave the toolbox on, and I'll leave the Status Line on at the top.
01:13What I will do is press and hold the spacebar for the Hotbox and click in the
01:16space to the right of Maya.
01:19I am going to turn off my Shelves and I also have turned off the Time slider and Range slider.
01:24I'm not animating in this course, and so I don't need the timeline cluttering up the view.
01:28I use Ctrl+A to toggle between the attributes and channel box.
01:33This way I can keep this minimized and see attributes if I need.
01:38I'll use my default hotkeys Q, W, E, and R for Select, Move, Rotate, Scale are
01:42some of the most important.
01:44I'll also use F8 through 12 as my function keys to access components in Maya,
01:49such as Vertex, Edge, Face, and UV.
01:54Finally, I'll use my other marking menus.
01:56For example, holding Shift+right- click gives me a modeling menu.
02:00I'll insert an edge loop by clicking on an edge.
02:03My tools are closed at hand, and very quickly, I can model something and add to
02:08it, preserving a good edge flow and not dashing up to the top for my tools. It slows me down.
02:14Not necessarily minutes or hours a day, but it interrupts my chain of
02:18thought, and I'd rather have my thoughts be as transparent as possible
02:21getting out into Maya.
02:23Any way that you can streamline your UI and make your tools fit your hands,
02:27you'll get faster, and you'll get a better model going quicker.
02:31I'll go over to Photoshop as well, and look at the way to customize there a little bit.
02:36Here in Photoshop, we tend to have a lot of palettes running around.
02:40Typically what I'll do when I draw is I'll start out a new document and press F:
02:45once to take away the Windows UI and once more to go full screen.
02:49I'll use the Tab key to take my menus off and on.
02:53I'll press F one more time, and that brings back the Tab menu system up at the top.
02:57I'll toggle between these and use Ctrl+0 extensively to zoom extents in the drawing.
03:03I'll also customize my layer palette, dropping down in the options and
03:07choosing Panel Options.
03:08I've made my thumbnails large so I can see what's going on.
03:14I'll use my hotkeys extensively:
03:15B for brush, V for move, M for marquee, and G for the paint bucket.
03:22This lets me get around quick and draw fast, again getting my thoughts out here
03:26as fast as I can make art.
03:28In Unity, we can customize the UI somewhat, choosing our display modes up here at the top:
03:34Textured, Wireframe, or Textured and Wire.
03:36We can also grab tabs and pull them around as we need, so that we can see what we
03:41need to when we need to.
03:42We can even have floating or modeless windows.
03:45I'll pull this back on, and now I've got my project and inspector on the side,
03:49and I can pull the viewport down and see my game.
03:52I'll also make sure to set the project here in Unity.
03:55I'll choose File > Open Project.
03:59Unity looks towards the last projects, and here is my Game Props Unity folder.
04:03Right now it's working in the default project folder it creates upon install,
04:07set in Documents called New Unity Project.
04:10Always make sure you go in and open the project, and then you can open the scene.
04:15The same is true in Maya.
04:17Set the project and then open the file.
04:20This way both programs can find the textures that are associated with scenes,
04:24and you won't get blank spots or missing files.
04:27Things will work smoothly and you'd be much happier with the game props you've got.
04:31I'll go ahead and set this to the Game Props Unity folder and get started
04:35modeling my game props.
04:36Now that we've got everything set up, let's get started modeling props for games.
Collapse this transcript
1. Modeling a Large Prop: Gas Pump
Overview of modeling a large prop and planning for modular textures and models
00:00In this chapter, I'll look at modeling large props for a game environment.
00:04I'm going to model a rusty old gas pump to go with my gas station that I've
00:08modeled in my Game Environments for Maya course.
00:10I brought up the gas station reference, as well as some reference I've collected
00:14for various gas pumps in different states of repair or disrepair.
00:18I'll start out by looking at the gas station.
00:20I'll press Ctrl+0 in Photoshop to zoom extents on that image.
00:24This gas station has been around for a while and has some gently Art Deco theme styling.
00:29There's round corners in the canopy and the straight lines and long windows are
00:34horizontal, meant to evoke the feeling of speed.
00:36We need to find a gas pump that matches, as the existing gas pumps are now
00:40missing from the island.
00:42In place, there's a bush. That gives you an indication of the age of this place
00:45and how long it's been abandoned.
00:48I've collected a gas pump reference on the Internet, and there's a number of
00:51different sites you can go to, or you can generally search.
00:54You may want to, when you're searching for reference, add in terms like "gas pump"
00:58and "rusty" or "gas pump" and "old" or "abandoned" rather than simply "gas pump."
01:03I've made sure in my reference that I've collected details, as well as pictures
01:07of the whole thing, and looked at different styles.
01:10I've got may be more modern from the 70s here in Gas pump06, and fairly old ones here in B01.
01:17I'll start up by looking at these and see if they're going to be a good fit.
01:21These might work nicely for my station.
01:23I'll zoom in and see if they hold up.
01:26They're Art Deco in style with a waterfall side, a separate front panel,
01:31and horizontal trim.
01:33They've also got fairly intact dials, and we can see at least where the
01:36hoses and pump should go.
01:37There's one over here on this one even though it's leaning off to the side.
01:43It's a good idea though to look at all kinds of reference and cull down what you need.
01:48This is another good candidate, especially because it says Ethyl up at the top,
01:52and the design is fitting our gas station.
01:54It's got a shoulder up at the top.
01:56This is a very Art Deco touch here, with this two-step top and long chrome band.
02:01This again might be a nice candidate, depending on what kind of reference I can find.
02:06It's also good to look at wear and tear.
02:08Even though this might be a different gas pump here, the amount of rust and
02:12general decay of this is important.
02:14We'll need it when we paint textures.
02:17You can never have enough reference.
02:19What we really need to do then is get a bunch of reference and look it over, and
02:22really understand not only gas pumps, but how do they rust and what do they look
02:26like after they've been sitting out in the elements for a while?
02:30These are decent, although I'm missing too many pieces to really tell what's going on.
02:36I've gone through my reference, arranged it, and zoomed in on the gas pumps I
02:40think I'm going to use.
02:42What I need to figure out with a model like this is how I can economize on
02:45geometry and texturing.
02:47Here's the big deal with large props.
02:48It's very difficult to see more than three sides at once.
02:52As you can see with the gas pumps, we can see one front and one side, and maybe
02:56something that sticks off the other side, but we can't see both sides of one gas pump.
03:01We can also barely see the top and definitely see the front, or we could probably
03:06stand way up high and see the top but not the front or side.
03:09Here's the other thing to consider.
03:11If you're dealing in props, will there be more than one?
03:14As an example, we can see two gas pumps here on this island.
03:18It's very likely then that we can see one side and the same side next to it,
03:24so the textures need to be either a seamless match or just different enough
03:29or rotated around to make it look like they're two different pumps instead of an exact clone.
03:35However, they're manufactured to be alike,
03:37so we have some advantage there in matching geometry.
03:40What I'll plan then is for a modular texture and a modular model.
03:44I know I'm going to make this and duplicate it twice, and possibly four times,
03:48depending on if I add another island to my gas station.
03:51A lot of times what I will do is I'll make a new layer in Photoshop,
03:55pressing Ctrl+Shift+N, and calling it anything particular, pressing B for
04:00brush. By the way, in Photoshop,
04:02it's okay to do this to your tools, and bring them up to a smaller strip on the
04:06side instead of a long strip that goes all the way down the view.
04:10My brush settings reflect what I was drawing earlier, and so I'm going to bring
04:14this back up to normal at 100%.
04:16Photoshop will keep settings for tools until you use them again or change them.
04:21Now on this layer, I'm ready to draw, and what I will do is make sure I hit Escape.
04:26That way Normal is not highlighted. Use the bracket keys to downsize the brush
04:29and start to draw out the mesh, laying out the overall form.
04:34I know I'm going to have a mesh line here, and it's going to go up to the top
04:38and across on the chrome, and down the side here, so that's one big panel I'll need to make.
04:44My suspicion is that I want some geometry right across there to help outline the inset face.
04:51I know I'll end up with a mesh line on the side here and finally down at the base.
04:55It's okay to spend a few polygons here to get the form right.
04:59As we can see, if I turn off this layer, it's actually very curvy.
05:03All the sides are gently curved.
05:05So we don't want to make this just a box, as it won't have that Art Deco look to
05:08match the gas station. I'm going to need to spend a few faces up on the top.
05:13I'll probably end up with some kind of geometry up here to help make this curve,
05:18and then it needs to curve across the back.
05:21Finally, I'll have some additional mesh lines running down the side.
05:24One of the things we need to plan, especially in dealing in modeling and
05:28texturing for games, is our polygon structure, and making sure that subtle curves
05:33look right without obvious facets.
05:35A curve like this side, and yes, it is curved, will most likely have at least
05:39three or four polygons to make that curve, so when I soften the edges, it looks correct.
05:44I'm prepared to spend some polygons up here on the top, because it's a very
05:48visible piece, and I need to make sure it looks curved like the original.
05:51There is a good chance in a model like this that it's going to be subject to an edge test,
05:57and what that is is when an edge is visible against another material.
06:01As an example, I can see these gas pumps clearly against the side of the
06:05building, and that curve looks curvy.
06:07So my model better be ready for that kind of a test, especially since my gas
06:12station, and I look back at the reference here, is white, dirty, rusty, mossy or
06:17moldy, but still white.
06:18And so if my gas pumps are shown against it, they're going to be in sharp relief.
06:23So I'm going to plan out my pieces.
06:24I'm going to model this in various elements, fronts and sides, and try to put
06:29them together so I can clone side to side and front to back.
06:33I'll try to do it in a way that my textures show up rusty but not the same rust everywhere.
06:39I'll see if I can do this on one texture sheet and simply move around the
06:42pieces for my gas pump.
06:44I'll do this while trying to preserve the curviness and fluid design of the
06:47original, because matching the style of the props to the environment is important
06:51for the immersion in a game.
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Blocking out the overall form
00:00In this video, I'll block out the basic form of my gas pump, laying down a
00:04bounding box so I can model inside it and avoid model creep.
00:08What I've done so far is to redraw some of the lines on my reference imagery here,
00:13showing major mesh lines and areas I know are going to need special attention,
00:17such as the curves on the top, the subtle curves of the side, and the mesh lines
00:21across to get the numbers and dials in the right place.
00:26What I'll do is try to estimate the height and width of this and make a box in
00:30Maya that defines the overall volume.
00:33Gas pumps are designed to be readable so you can see how much gas you're getting.
00:37So reasonably, we could say that this gas pump is probably four and a half
00:41to maybe five feet tall, as we need to be able to stand here next to our car
00:46and read these numbers.
00:47Also, we need to be able to reach up and put the pump nozzle back in without
00:51reaching too far up or down.
00:53I'm going to estimate this at 5 feet tall, and I'm going to look at any other
00:57markers in the scene that let me know the height.
01:00We actually have a built-in ruler here, and it's called the board siding of the
01:04building next to it.
01:05Typically, clapboards like this are 4, 6, 8, or maybe 12 inches tall.
01:10We can tell the width and height by gauging next to the window.
01:14A lot of times this is a one-and-a- half inch piece for the windowsill.
01:18And if I estimate this at one and a half and allow for some slight overlap in
01:22the clapboards, we're probably seeing 5 to 6 inches exposed.
01:26The other gauge is the corner board here.
01:28Roughly, this is probably 4 or 6 inches across.
01:32Give or take at 6 inches, we're looking at roughly 5 feet tall, eyeballing
01:37the measurement across.
01:38We can put it in and see if it works.
01:40Remember, in Unity, the default controller is 2 meters tall,
01:44so we should be just tall enough to look over the top of the gas pump.
01:47If this is 5 feet tall, it's probably 18 inches across and 16 or 18 deep.
01:54I'll go into Maya and start making a bounding box for my reference.
01:58Here in Maya, I've minimized some of my display components, as I've explained
02:02in the workflow video.
02:03I want to have as much working real estate as possible.
02:06I'll press Shift+Right-click, choose Poly Cube, and make a poly cube, right around 0, 0.
02:11What I'll do is press Ctrl+A to go to the Channel Box; select Translate X, Y,
02:17and Z by clicking and dragging down; and put 0 in.
02:19Then I'll go into the INPUTS in the polyCube and put in the size I want.
02:25I'll go into my preferences and make sure my units are set correctly first.
02:29On my Hotbox, pressing the spacebar, I'll go to Window > Settings/Preferences > Preferences.
02:35Under Settings, there is my Linear units, and I was estimating in inches, so I'm
02:39going to make my units Inches here.
02:42We can work in any units we want.
02:43When we export out, we'll convert to Meters, but if working in inches or
02:47centimeters or feet works, then work that way.
02:50We can re-measure the object upon export.
02:52Now I'll put in the width and height and depth.
02:55I'm going to say that the Width is 18 inches; the Height is 60, or 5 feet;
03:01and the Depth is 16.
03:02It's a little narrower than it is wide.
03:05I'll press F to focus, and there is my object.
03:08It's at 0, 0, and goes below the 0 plane.
03:12What I'll typically do is put the Translate Y up at half the height of the object,
03:16in this case at 30.
03:19The center of an object is always in the center, and I'll press W to move to show this.
03:24In this way, I'll keep this object down at 0. Then if it comes in on a ground
03:28plane at 0, it stuck to the ground instead of floating in midair.
03:32I typically model things starting at 0, so upon import, they're automatically in
03:38the right place on the Y axis.
03:41Now with this bounding box in place, I'll go into the INPUTS and add in a
03:44couple of mesh lines for height markers.
03:48I'll put my Subdivisions Height at 3.
03:50This gives me two edge loops across, and I'll go back to my reference and
03:54estimate some heights.
03:55Back here in Photoshop I'm going to estimate some key height marks on my gas pump.
04:01I'll turn on my layer 1, and there is my mesh lines.
04:04I've got a mesh line near the top, right where this curve of the top starts,
04:08and I'll show it by pressing V. And I'm going to estimate that this is
04:12probably 6 inches tall or so,
04:14so I'm going to put a mesh line up there.
04:15It's going to held bound where this display is and also the curved top.
04:19I'll also put another mesh line maybe right here, just a little above the
04:24halfway point, as I may end up wanting to indent this part.
04:27I'm going to estimate, if this is 60 inches tall, that this mesh line is probably a 36.
04:35Here in Maya then, with the object selected, I'll press F10 for Edge,
04:39double-click on an edge to select the edge loop, and go up to my menu line input.
04:44In the menu line, we can choose Absolute or Relative transform.
04:47Being that I'm starting at 0, I'm going to put my Absolute Transform on and put
04:51the Y of that mesh loop at 54.
04:55This now shows where the curved top needs to start.
04:58I'll double-click on this other edge loop and put the Y at 36, and there's the
05:03height mark for that middle area.
05:05I'll right-click and choose Object mode.
05:08Now, what I'll do then is take this object and add it to a new display layer,
05:13clicking on the Create New Layer and Assign Selected Objects button.
05:16With it on and added in, I'll double-click on the layer and rename it.
05:20I usually call mine Bbox for short, or Bounding Box.
05:24I'm going to make the Display type a reference and click Save.
05:29Now, it's there as a reference for height.
05:32If I need, I can always make it a fully editable object and snap to it, or I can
05:36make it a template and see through it, even in a shaded view.
05:40But more importantly, I've boxed out the major height marks on my prop.
05:43It's important to do this to avoid what's called model creep.
05:46When you start out modeling something and it seems to grow in dimensions--you
05:49thought you were modeling a six-foot person who ends up around eight and is
05:53rather oddly shaped--
05:54I make a practice of adding a bounding box in, and I'll even use this in a
05:59white box model which I need to hand off for game development, and then
06:02fleshing out the final props.
06:05This way, I've got the actual heights of things in place and key height marks in,
06:09so when I model details, they go in the right place and the world
06:12stays consistent.
Collapse this transcript
Adding curved panels
00:00With my bounding box in place, I'm ready to start modeling my actual gas pump.
00:04I'm going to make a new box, holding Shift+Right-click and choosing Poly Cube.
00:09I'll make a box and then get it in the right place.
00:12Because I know I put the original box around 0, 0, I can do the same thing here,
00:16picking all three translates and pressing 0.
00:19Now I'll get it in the right place by moving it up.
00:23I really have no idea what the height of this box is,
00:25so I'll go into the INPUTS here and change it.
00:28I'll put the height here at 54.
00:31My thought is I'm going to end up extruding that top out to get the curves
00:35right, and so I'll come back up to the top here in the Translate Y and put that at 27.
00:41This way it snaps in the middle.
00:43My other thought is that these sides are curved, that probably the bounding box
00:48reflects the outer part of the curve, and those shallow curves in the gas pump
00:52are not terribly thick.
00:53So this inside box needs to be a little bit smaller.
00:56I've made my original 18 x 16,
00:59so I'm going to put this one at 16 x 14.
01:04That way it fits snugly in the middle there.
01:07And because I've put in zeros in the X and Z, it's already centered on my bounding box.
01:13A little careful placement goes a long way when you're modeling.
01:17I'll start to block out the basic form.
01:19My thought is I want an all-quad workflow.
01:22What that means is that everything is a four-sided polygon, and those triangulate
01:26nicely when we import them into a game engine.
01:29We can have more sides if we need.
01:31Everything will be reduced down to triangles anyhow.
01:33But it's good to have a nice even flow.
01:36That way we avoid smoothing or softening artifacts on edges.
01:40Now what I'll do is get those subtle curves in.
01:43I'll go back to my reference and take a look.
01:45Back here in Photoshop, I'm going to turn off my layer 1, my overlay lines.
01:50It looks like I need a curve that kind of radiuses that corner.
01:55There is this front panel that actually seems to pop out a little bit.
01:59And finally, there is the sides which have a little bit of a curve to them as well
02:02and then obviously that curved top.
02:05My thought then is I'm going to need vertical loops running all the way up the sides.
02:09I'm going to get those in and get these sides bulging out or curving as they're
02:14supposed to be for that streamlined form. With all the vertical loops in place,
02:18then I'll get the curved top in.
02:21Here in Maya then, I'll scroll down into the INPUTS in that polyCube, and I'm
02:26going to put in Subdivisions Width and Depth.
02:29I'll put the Width Subdivisions in at 3, and I'll also put the Depth
02:33Subdivisions in at 3.
02:36I'll hide my reference, and I'm ready to start adding in a bit of those curves.
02:41I'll press 5 for shaded view, and I'll press F11 for face.
02:47I'll pick this side and spin around, hold Shift, and pick the other one.
02:51I can either move them or I can scale them, and my thought is I'm going to scale them.
02:56I'll click and drag on the X axis,
02:58doing a little bit of precision movement right here, making sure I'm scaling in
03:02one direction only and giving those sides a gentle bow.
03:05Now, I'll do the same on the front.
03:08In this case, I'll scale them out on the Z axis just a little bit. And there's
03:12the start of that curved form.
03:14Now, I can begin to bevel corners and add in those tighter radii.
03:18I can also then start to look at the top. And finally, because I have a clean
03:22flow all the way up, I can add in divisions across for the display.
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Rounding the corners
00:00With my curved sides in place, I'm ready to round over the corners.
00:04I'll check back on the reference and see how it looks.
00:06I haven't set up an image plane here.
00:08I don't think it would do me a lot of good, as it's in a perspective already.
00:12I typically use image planes when I have orthogonal views drawn of an object and
00:16I can match the model in a front or side view directly onto it.
00:20Rather than see an image plane and spin around, or have it occlude something, I'm
00:24comfy just switching back and forth to either a browser or over to Photoshop to
00:28look at that reference and draw mesh lines on if I need.
00:32Here in Photoshop then, I'll zoom in and take a look at that gas pump.
00:36It's got a curve on the front, which I've just put in, and a little bit of
00:39a radius right here.
00:41There's even a little bit of a notch, and we can just see it over there.
00:44That's that Art Deco form coming in.
00:47The recess here will be handled through a normal map,
00:50but I need to have this curve in at least, so I get a streamlined form going.
00:55The vents will be part of a normal map as well. And these rivets and probably
01:00some of this display will end up with a normal map.
01:02This will be a normal map.
01:04And finally, more vents and extra fins will be in the texture as well, but
01:09these curves are a big deal.
01:11Here in Maya then, I've got some options.
01:14My thought is I'm going to end up extruding some top faces to make those curves,
01:18and so I could either extrude the top and then add the side curves in or add
01:22them in and then extrude the top.
01:24I can make both work.
01:26The choice I'm going to take is to curve the sides first.
01:29I'll press F10 for edge and pick those sides.
01:33I'll hold Shift and select all four corners and then bevel them.
01:39What I want in a model like this is consistency.
01:42It's important to make sure that you're beveling things like these corners all
01:45at once, so they all have the same dimension.
01:47We could go back and put in the same dimensions if we needed, but having it done
01:50in one operation will go smoother.
01:53I'll hold Shift and right- click and choose Bevel Edge.
01:56The comment I always hear on Bevel is "Bevel didn't work;
01:59my shape exploded," and if we look at this, it doesn't quite look right.
02:03Here is the deal with bevel.
02:05There is an Offset as a Fraction, and if we take that and put a zero in for
02:09off, now we're beveling in scene units.
02:12I'm going to put the Offset at 1.5, an inch and a half, so it's nice and curvy,
02:18and then I'll come down and put the Segments in at 2, so I get one extra edge
02:22right in the middle of it.
02:24I can soften this later and get the form right.
02:26I'm ready to start getting in the top.
02:28What I'll do is instead of having these small triangular faces here from
02:32the bevel, I'll delete the top faces, fill that hole, and then extrude that top polygon.
02:38I'll press F11 for face and select the faces.
02:41Then I'll hold Ctrl and deselect the vertical faces I've got, leaving me just the top.
02:46I will hit Delete and then press F10 for Edge.
02:50I'll double-click on the top edge, which is now a border.
02:53I'll hold Shift and right-click, and here on my Marquee menu, I'll choose Fill Hole.
02:58Now I've got one n-sided polygon, which is fine.
03:01I'm going to extrude it and I can come back and quad it if I need.
03:04I'll press F11 for face and pick this top face.
03:08I'll hold Shift and right- click and choose Extrude Face.
03:12The Extrusion tool is really fantastic for modeling, because it's got Move,
03:15Rotate, Scale, Local and World axes, and also Divisions all at once.
03:20I'm going to pull this up and set that Extrusion Height at 6 inches so I come out right.
03:25Over here on the Local Translate Z I'll put in 6.
03:30Then I'll hold Ctrl and scale on the Z axis.
03:33What that does is actually scale the X and Y proportionally.
03:36I'll give this a taper.
03:38And finally, I'll come in here to the Divisions and add in 3.
03:42This gives me divisions to make the curve on the side.
03:45I'll go into my front view and start scaling out these edge loops to make
03:49those curved corners.
03:50I'll press F10 for Edge, W for Move to get out of extrusion, and double-click on an edge loop.
03:56I'll press R for Scale and hold Ctrl while I scale on the Y axis in green.
04:02I'll pull these in and out, knowing that it's making the same curve on the front and side.
04:08I can't double-click and select the top, as we can see here because it's one big
04:12n-gon and I've broken the edge structure.
04:14I'll press F9 for Vertex and select those top vertices.
04:18I'll even turn off my grid so I can see what I'm doing a little better, and now
04:22I will scale those in, to make the rest of that curve.
04:25It's a matter of kind of pushing and pulling it around to get it in the right place.
04:30It's working, and there is the top curve of my gas pump.
04:33What I'd like to do to avoid some smoothing artifacts later is come back here
04:37and use my Split Polygon tool or bridge across.
04:41I can do this now or I can simply leave it alone, and it will
04:43triangulate nicely.
04:45I'll take the first choice.
04:47Under Edit Mesh, here is my Interactive Split tool.
04:51I'll click and drag to a vertex and over to its corresponding vertex.
04:56I'll put it in place and hit Enter.
04:58And there's a new mesh line.
05:00This will let me smooth across these edges, and I'll repeat this all the
05:03way across the top.
05:06I'm hitting G to repeat last, and I'm landing these mesh lines right across.
05:11This will put in new vertices and let me smooth this over later.
05:16If you miss, like I just did, you can hit Z to undo.
05:20I'll hit G to repeat last and snap that edge line in again.
05:24Now, I'll click and drag along the edge and land it.
05:27You can see it's snapping in, and hit Enter to accept it.
05:30I'm ready to play with the hard and soft edges, and then I'll get into unwrapping.
05:34It's a fairly straightforward model on the gas pump, and I've got my curved form
05:38in place all the way around.
05:40I'll go back and check the reference one more time and see what else I am missing.
05:44It looks like it can flare out a little bit at the base, so I'll take the top,
05:48and scale it just slightly.
05:49I'm also going to put in a mesh line so I can bevel or inset this area where the dials are.
05:56First, I'll add the taper in the top.
05:58I'll press F9 for Vertex and select all the top vertices.
06:01I'll press R for Scale and hold Ctrl and scale slightly on the Y axis.
06:05The X and Z scale in ever so slightly, and it's got a little bit of a taper.
06:11Now, I'll turn back on my reference, press 4 for a wireframe, and go into a front view.
06:17I'll hold Shift and right-click and choose the Insert Edge Loop tool.
06:21I'll go into the dialog on this and see what it's set to, because it holds the
06:25settings from last time I used it.
06:27I'll make this a relative distance and then close the Tool Settings.
06:30I'll land in one edge loop, and I've already got a second up here.
06:35I'll press W for Move, V for Snap, and I'm going to snap this right onto
06:39my reference object.
06:41Now I've got a clear place in front to come in and model that inset face.
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Unwrapping the face frame
00:00I've adjusted the form on the gas pump just a little bit, and I'm ready to add
00:04in the inset faces for the dials.
00:06I've just massaged some of the curves up on the top, making sure that the edge
00:10loop is in the right place for that subtle curve as the side curve is in.
00:14I'm ready to deal with hardening and softening edges to eliminate some of the
00:18creasing from the original box.
00:19What I will typically do on a model is either soften all the edges and come
00:24back and harden selectively or harden everything and then come back and soften selectively.
00:29It's really up to you how you want to proceed.
00:32What I'll do here is spin around to the bottom first and delete the unneeded polygons.
00:37I'll select them and then hold Ctrl to deselect any of the verticals.
00:41I'll hit Delete, and now I have an open border at the bottom.
00:45Then I'll press F8 for Object,
00:48hold Shift and right-click, and choose Soften/Harden Edge > Soften Edge.
00:53I'll make sure I turn off my wireframe on shaded and see if it softens decently.
00:58It looks pretty good, although I need to add a little bit more curve to the top.
01:02I'll zoom in--and this is one of the reasons I came back and subdivided this.
01:06I'll pick this top polygon.
01:08It's important when you're adding in curves, especially for a game, that rather
01:12than pulling up an edge or a point, you pull up a polygon so that at the top of
01:17the curve, when we look at it straight on, we see this:
01:20a little bit of a flap, which if we come back far enough, really starts to look like a curve.
01:26It's better seeing this than a peak in a model.
01:30I could come back and use that Split Polygon tool to add in more loops here to
01:34get a little more subtle curve, but I think this will work fairly nicely.
01:37I'm going to insert the front panels, and then I'll start the unwrap.
01:42What I'm going to do is pick the three big front faces on each side, holding
01:47Shift to add to the selection.
01:49I'll zoom in, hold Shift and right-click, and choose Extrude Face.
01:54I'm going to extrude these in by scaling, first on the X and then on the Y axes.
02:00I'll pull these in, and it's going to give me a centered extrusion.
02:03Then I'll hit G to repeat last, and I'll take this extrusion and pull it in on
02:09the Z axis slightly.
02:11It gives me the inset face on both sides, and I can come back and round over
02:15these corners a bit.
02:16What I'll do is go back to my front view.
02:19I tend to switch around views a lot, and it's okay to do this and zoom in.
02:23Now, what I'll do is some scale.
02:25I'll go to a wireframe by pressing 4.
02:27I'm going to select the corner vertices of this panel,
02:31holding Shift to add to the selection. And actually what's happening is I'm
02:35grabbing both sides.
02:38I'll press R for scale and scale them down on the Y axis just a little bit and
02:42approximate a little bit of a curve.
02:45If needed, I can add in a couple more edge loops and curve these further.
02:49I'll hold Shift and right-click, but it looks like I need to change over to
02:53edges so I can pick that Insert Edge Loop tool.
02:56I'll press F10 for Edge, hold Shift and right-click, and it looks like I still
03:01need to change that marquee menu.
03:03The reason for this is it still thinks I have vertices selected.
03:05If I pick an edge, hold Shift and right- click, there is my tools for edges, and
03:10here's my Insert Edge Loop tool.
03:12What I will do is put it at Multiple edge loops at 2 and land an edge loop right across it.
03:18This is how I can tell I've got a good model going.
03:21One edge loop insertion travels all the way around the model, and I can see it
03:25in a perspective view.
03:27Now, I can take vertices, pressing F9, and selecting these middle vertices,
03:32holding Shift to add to the selection and curving out those sides.
03:37I can go back and look at the reference and scale this up and move it up
03:40and down as needed.
03:41I'll move it, get it positioned correctly, and then do a mass-unwrap on this object.
03:45I'm going to pull up the sides here, keeping the sides themselves straight,
03:51getting the display in the right place, and pulling up the top and bottom to
03:55make the approximation of a curve at the corners of that inset.
04:00I switch into a perspective view in Shaded mode by pressing 5, and I'll do a
04:04little more scaling on the inside faces.
04:07What this is going to give me is just a little bit of a corner here--not really
04:13a full round, as I can't spare the polygons to radius this,
04:17but it needs to be less than straight.
04:19So, I'll scale these in on the X axis first and then the Y.
04:23So, I've got a little bit of a slope here.
04:26With a normal map, these will start to look pretty decent.
04:30More importantly, if I back out far enough, there is that display, and it looks
04:34right about the right shape.
04:36Here's how I'll proceed with the unwrap.
04:38What I'd like to do is to stack the UVs, stacking the fronts and the sides together.
04:43We've got a bunch of different ways to do this.
04:46What I'm going to do is to look at the reference and see where I can make a
04:48break in the texture. I've got a good clean break in the texture;
04:52the sides and top are red and the front is white.
04:56If I can break on that edge line, I can unwrap those in almost a planar map
05:01and stack those UVs.
05:04To start in with the unwrap, I'll press F11 for Face.
05:07I'm going to pick the front face right in the middle of that display.
05:12I'll spin around, hold Shift, and grab the other one.
05:16Now I'll hit Shift+Period or Greater Than.
05:19This grows out the selection, and I'll grow it out until it captures all of that display.
05:24Then I'll hold Shift and add to that selection by clicking on those lower polygons.
05:30I'll pick the upper ones that go with it, and there is the front of the gas pump selected.
05:34Under Create UVs, I'll hit them with Planar Mapping.
05:38I need to rotate this mapping over, and the quickest way to do this, to get it
05:42aligned correctly, is to put in some flavor of 0 or 90 degrees in the rotation on the mapping.
05:49I'll put in 0 and that mapping flips in the right direction.
05:53What I'll also do to get the proportion right in a planar map like this, because
05:57right now this is going to be stretched in my UV layout, is to take the height,
06:03press Ctrl+C for copy, and copy it over to the width.
06:08Now, I'm projecting onto its square.
06:10And when I go into the texture editor, what I get is those polygons.
06:16They may not be fitted and laid out correctly in the space here, but they are
06:20correctly proportioned so that I'm not stretching the UVs.
06:24I'm going to keep unwrapping, and I'll look at unwrapping the sides and the top
06:28in the same way, and stacking those shells.
06:31Once I've got it unwrapped and flattened and distortion-free, I can lay out
06:34those textures to optimize that texture space and start painting in rust.
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Unwrapping the sides
00:00I'm deep in unwrapping the gas pump, and I'm going to put on the temporary
00:03material so I can tell what I am doing a little bit better.
00:07I have unwrapped the front, and I need to unwrap the sides and top and get them laid out.
00:11What I will start out with though, is selecting the object, right-clicking, and
00:15choosing Assign New Material.
00:17I'll put a blinn material on, sliding the nameless slider up at the top of the
00:21Assign New Material dialog and clicking on blinn.
00:24I'll scroll over, and there's the attributes on my blinn.
00:27What I have also done and here is to delete the history, as it did say poly
00:31tweak and extrude and so forth. And I really didn't need to go back to it;
00:35I just need the polygons.
00:36We can delete History by pressing Shift+Alt+D. I'll call this blinn unwrap_checkers.
00:43This way know it's a temporary material
00:45I'm using if I spot it later, and I can make sure I get a proper material on
00:48before I go over to my game engine.
00:51Now I'll click on the texture for Color, and in the color, in the Create Render
00:55Node dialog, I'll pick File. It puts in a File node, and I'll click on the yellow
01:00file folder to go browse for an image.
01:02I've put in the sourceimages folder for this project a file I use called 1024 x 1024 template.
01:09It's a file I made in Adobe Illustrator, and what it's got is gray and colored
01:13squares and letters.
01:15What these let me do is see, where is a map tilling and repeating, as red and
01:20green will meet up or yellow and orange or whatever it is?
01:24The letters also let me see local distortion in each square and if it's
01:28facing the right way.
01:29A lot of folks tend to use black and white checkers, and I tend to shy away from
01:33that, and the reason is that black stretching to black is black;
01:37white stretching the white is white.
01:38The only place you can tell you have a stretch in your unwrap using a simple
01:42checker pattern is at the border of the black and white.
01:45So I would rather use something that lets me see, where is it tiling and where is
01:49it stretching within that image?
01:51I'll click Open, and then I will press 6 and show that texture in the view.
01:56What we can see here is that I've got the front unwrapped and although it's
02:01backwards, it's at least proportionate. The squares are square.
02:05But the sides and top are badly stretched, which is part of the modeling process.
02:09We're seeing the original UVs of the original box still in place on some of it,
02:14but because I've added to the model and pushed it around and extruded, they are
02:18stretched and mashed up here.
02:20Now I'll start unwrapping the sides. What I will also do is turn on Wireframe un-
02:24shaded so I can see would I'm doing.
02:27I'll press F11 for face, and I'm going to unwrap the side and then the top.
02:32I'll look back at the reference and see if I can find a clean border.
02:36Here in the reference, I can see that the side is a separate panel that snugs up
02:40under the top. The top flares out slightly, and I'll zoom in so we can see it.
02:45It's got a bit of a lip here where the steel has been curled under and then
02:48popped out, both for strength and to provide a watertight joint.
02:52This is a great place to break the texture, as I can see the rust on the top
02:56comes down to this lip cleanly and then it's red and rusty in a different way on the side.
03:02If I plan correctly in my unwrapping then, I can unwrap the side and then the
03:06top and get a clean unwrap where I can paint in rust and not have to worry as
03:11much about making the rust match from side to top.
03:14On the side then, I'll press F11 for face,
03:18I'll pick the object, and pick those side faces.
03:21One of the things I do when unwrapping sometimes is press 5 to go back to a
03:25shaded view without the texture, so I can see what I'm doing a low clearer.
03:29I'm going to pick these side faces, picking two, holding Shift to add the
03:33second, spinning around, and picking those two.
03:37Then I'll grow the selection by pressing Shift+>.
03:41Now I'll press 6 and make sure I'm catching enough polygons.
03:44It looks like I need to grow out that selection a little bit more.
03:47I'll press Shift+> once, twice more.
03:51I'll press 5 to switch back to shaded view, and it looks like it grabbed the
03:55amount of the side I need but went too far in the top.
03:59Here in my front view, or in a perspective, I'll hold Control and deselect
04:03those top polygons.
04:05Those are the sides I want selected for my unwrap.
04:08I'll go back to that Shaded with texture view and show the planar unwrap on it.
04:13I'm using a planar unwrap because these are nearly planar;
04:16that subtle curve won't make a difference in the unwrap, and I want to project on it cleanly.
04:20I'll choose Create UVs > Planar Mapping. A lot of folks like to go into the
04:25dialog and try to get the sides right-- X axis, Y axis, and so forth. Really, it's
04:30faster sometimes for me to just say Planar Mapping, and then I'll look in here
04:34in the planar mapping attributes in the Rotation and at some version of X, Y, or Z
04:39on 90 degrees, or some multiple of, to get it flipped in the right direction.
04:44Then what I will do is take that Height, copy it, and paste it in the Width.
04:49We can see here on the side that now the squares are square. Yes, these are backwards.
04:53They're mirrored.
04:54On this side they are correct, and I'll deal with that in the next video.
04:58But the side is unwrapped, the front is unwrapped, and the other side is unwrapped.
05:03I'll repeat the process with the top, and then I'll get into laying out
05:06these textures.
Collapse this transcript
Moving and sewing UVs
00:00I have continued unwarapping the gas pump, and I can see I've got some obvious
00:03issues here on the top.
00:05I need to take a different approach to un-wrapping these curved top polygons.
00:09I've set it up so I've got a clean seam in my UVs here and also at the front,
00:13as we can see where the clear letters match up with the distorted ones.
00:17Rather than a planar map on the top, I need to try a different approach, and
00:21the reason is, as these polygons start to turn more and more, that planar map
00:25smashes those UVs through.
00:27It's not giving me what I want, and it's going to distort a very visible part of the gas pump.
00:31What I'll do instead is go in and picks that shell and then try some
00:35different unwrapping.
00:37Once you've unwrapped, things are presented in UV shells in the Texture Editor.
00:41Under Edit UVs, I'll go in to my editor, and there is my shells all stacked up.
00:45What this lets me do then is use it as a selection.
00:49I'll pick the Move UV Shell tool and select that shell.
00:52That way instead of having to reselect those faces, I can grab them cleanly this
00:56way. I'll press Ctrl+F11 to convert that selection to faces.
01:00And now under Create UVs, I'll choose Automatic Mapping.
01:05Here in my editor it's split it open a bit.
01:07I've got the sides of the top and the top itself. With some creative moving and
01:12sewing, I can probably get this back together nicely.
01:15More importantly, it eliminated a lot of the distortion. Yes, some of the pieces
01:19may be a little backwards,
01:21but the squares are predominately square.
01:24A little stretching I can accommodate, and I can probably even it out.
01:27But I can get it to a point where I can paint the rust in this very visible
01:30section and not have it terribly stretched.
01:34My one ally in this case is of course this has been outside for years, and the
01:38rust, because of water dripping down it, streaks.
01:42Here's how I'll handle this in the Texture Editor.
01:44I'll pick my Move UV Shell tool and grab these shells and pull them out of the way.
01:48What we're seeing here is that the shells are all stacked up and because I've
01:53mapped both sides at once, some are red and some are blue.
01:56What I've also done here in my editor is to turn off the default view.
02:01What it looks like when you start up is this. Everything is in a wireframe with
02:05the image you're using as your texture shown.
02:08It makes it difficult, I think, to see your UVs.
02:10What I do then is to turn off that image and toggle on shading the faces.
02:16This way I can see which way they're facing and grab my shells a little easier.
02:20What I'm seeing then is that the red are backwards, and I can tell they are
02:24backwards also because the letters in the viewport are backwards.
02:27I'll deal with this one later.
02:29Right now I'm going to take these pieces at the top and start to stitch them in.
02:34I'll press W for move and right-click and choose Edge.
02:38I'll start to pick some edges on my top here, and I can see the orange edge here
02:42corresponds to the orange edge there.
02:44I'm going to pick other edges on the top here.
02:47Selecting and I can see their counterparts selected as well.
02:51And under Polygons, I'll choose Move and Sew.
02:54It's going to so those sew together, and it's actually giving me a small gap,
02:58right here, or a little bit of an overlap.
03:01I want to be careful how I'm moving and sewing, to get these in the right place.
03:04I'll undo that by pressing the Z, hold Shift and add to that selection, and
03:09select those two legs. And now I'll try a Move and Sew on them, choosing
03:14Polygons and Move and Sew.
03:17Much better. I can stand a little bit of tear here because I can fix that, but
03:22more importantly, I can paint the rust seamlessly from the top all the way over
03:26to the side to where it needs to break at the front.
03:30Now I'll repeat the moving and sewing, picking an edge, holding Shift, and
03:33double-clicking on the rest of the edge loop.
03:36In this case I've broken that loop structure, by having that giant polygon in
03:40here and then subdividing it using the Split Polygon tool.
03:44I'll go and select these manually, holding Shift to add that selection.
03:48Then I'll do a Move and Sew again, and get the rest of the top in.
03:54Once I've got edges selected, I can hit G to repeat last, because the Move and
03:58Sew command is repeatable.
04:03There's the top, and if I look over here in my display, it's a little
04:06more distortion-free.
04:08I've got a couple of places right here, I can see I'm stretching the A on the
04:11red, but I can fix that by scaling or moving those vertices.
04:16To fix UVs once you've got a large shell in, you can right-click and choose
04:20either Edge or Vertex and convert that selection if you need.
04:24In our editor we can only move UVs, so I'm going to actually pick UVs and press W for move.
04:31Here in my viewport I can select UVs, and there they are, in the UV Editor.
04:36My thought is that this polygon here is much taller than it shows up over here.
04:41What I'll do then is try grabbing the four UVs next to it and pulling them
04:46slightly, and seeing where that distortion goes.
04:48And I think with a little bit of careful work, I can get some of the distortion out.
04:52I'll hold Shift and add to that selection and see if I can tug gently on these
04:57and get that shape restored.
04:59As long as I get most of the distortion out, I will be in pretty good shape.
05:03What I may also want to do is pick the counterparts here on the other side,
05:07making sure I grab all of them, and press R for scale.
05:11I'll scale them out on the Y axis just a little bit, and those squares come
05:15back to square decently.
05:17I can do the same on the other side, getting this shell evened out and ready for
05:21laying out in this texture space.
Collapse this transcript
Laying out the UV coordinates
00:00I've finished unwrapping this gas pump.
00:02Everything is fairly well proportionate and all the squares are squares as I
00:06spin around and check.
00:08Now it's time to layout these UVs to make best use of my texture space.
00:12The way I've set it up is that I've got mirrored sides and fronts, and the top is unique.
00:17I've also planned it so I've got a clean texture scene here where there is a
00:21natural seam in the reference, where the top has a lip that laps over the side.
00:25On the front I've planned in that texture to correspond with the joint between
00:29the white and the red paint. So as long as I paint to it and have decent rust
00:33around, it will be a good match.
00:36Now I'm going to lay this out.
00:37I'll go into my Texture Editor and look at stacking and laying out UVs to make
00:42the best use of this.
00:44Textures tend to be square, and they're powers of two.
00:46What we need to do then is make the best use of our texture space and
00:50accommodate possible variation in the number of objects and also wear and tear.
00:55What we're seeing here right now is that I'm out of my zero to one space, which
01:00is called the normal range.
01:01I need to stay within this so I'm always safe when exporting.
01:05Depending on where you're going, you can use the full UV range if you need,
01:09but it's better to stay within zero to one, depending on which engine you're exporting to.
01:13This size is relative; it's not pinned to a pixel size until we do a snapshot.
01:19What I'll do is start to lay out some pieces.
01:22I'll pick my Move UV Shell tool and start to grab UVs and pull them off to the
01:27side so I can see what's going on.
01:29There are the sides and tops, and I can see that they're a little out of order.
01:34What I need to do is to flip these around so that bump maps work the same on both sides.
01:39If UVs are flipped and they're backwards, as shown here in red, bump maps that
01:43should go out will go in.
01:45Things like flaking paint will appear to go into the object instead of sticking
01:49out from the surface.
01:50What I can do to make the selection easy here is to convert some selections
01:55back and forth so I can flip things and keep both sides aligned. Here's how I
01:59will make this work.
02:01Instead of spacing out my UVs, I'll undo.
02:04I'll get these stacked back up as they were, and I'll go and pick both fronts and move them off.
02:09Over in my viewport I can press F11 for face and pick a face.
02:13I'll spin around and pick one face on the other front.
02:17Up here in the UV Texture Editor, I'll choose Select and select Shell.
02:22It selects all the faces in that UV shell. And I can press Ctrl+F12 and convert
02:27that selection to UVs. Then I can move them using the Move UV Shell tool off, and
02:33there are both fronts and both sides now separate.
02:36Now I can deal with the backwards-facing UVs.
02:39I can see that A, B, C, and D are flipped here. That's why I put those letters
02:44in that UV map, so I can tell which way it's facing.
02:46What I will do is use the same technique, only picking one side and flipping it.
02:50I'll pick one face and here under Select, choose Select Shell.
02:55I'll press Ctrl+F12 to convert to the UV Shell and choose Polygons > Flip.
03:01They flip around but are still stacked.
03:03Whether we use all of it or not, we're still loading this texture space in memory.
03:08My plan then is to stack these UVs.
03:11That way they share texture on fronts and sides, and I can get more detail
03:15painted in that UV space.
03:17Then I'll get these arranged and laid out once they're all stacked in and see
03:20what else I have space for.
03:22Because it's a gas pump, I need to allot some space in here eventually for a
03:26hose and nozzle. Or maybe there's another fitting I want to end up using.
03:30I'll repeat this process on the sides, looking for this side that's backwards.
03:35There it is, and I will pick that face.
03:37I'll choose Select > Select Shell and Ctrl+F12. Then I'll take this face and
03:42choose Polygons > Flip.
03:45Now I've got the sides stacked, and I can start to lay this out.
03:49I'll use my Move UV Shell tool.
03:51I'll pick these shells and slide them over next to the fronts.
03:55This way I've got some continuity I can paint across here if needed.
04:00Finally, I'll pick the top and press R for Scale.
04:03After all that work to get it proportionate, I want to make sure I'm scaling uniformly,
04:07so I'm going to click in the middle and scale it down.
04:10I'll move it over and place it in right here.
04:14It's a decent layout.
04:15The one last thing to do is to make sure these shells are not touching the edge.
04:19I've got some leftover space here, which I can probably use for something else
04:22like a tool or maybe there is a tire or maybe there is an air and water nozzle or
04:27something else that I can use here.
04:29What I do need to do so it imports properly into Unity is make sure I select
04:34these shells and scale them down.
04:36Unity tends to have issues if shells are touching the edge of the UV space,
04:42so I'm going to pull them down slightly and then move them over, just making
04:46sure they're inside.
04:47I want to give myself a little bit of a margin here.
04:50That way, depending on the size of this texture, if this comes near the edge,
04:55it's still going to be okay.
04:57I'm ready to snap-shot this and start painting.
05:00I'll save this model. Then I'll figure out how big to paint and start in on
05:04first the clean paint and then to the general wear and tear.
05:08This is a fairly easy object to model.
05:10Really what I'm after when I'm modeling props is that I'm using my texture space
05:14elegantly, and I'm modeling to get the right silhouette and the right number of
05:18curves in the model,
05:20keeping it low poly. We can still spend some faces where we need, on key contours,
05:24to make sure it really looks like the model it's supposed to,
05:27watching out for the hallmarks of the design, things like those round corners
05:31and slight tapered shape that really denote it as Art Deco.
05:35It's going to match in with my gas station nicely.
05:37And I'll be able to paint on it easily, and my UVs are laid out cleanly so that
05:42I get distortion-free rust and general grime on my gas pump when I'm all done.
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2. Texturing the Gas Pump
Overview of the texturing process and PSD networks
00:00In this chapter I'll take the gas pump I've unwrapped and look at texture-
00:04painting techniques, starting with a clean texture and then adding in dirt and wear.
00:08I'll construct both the diffused and a normal texture from a bump painted as a grayscale.
00:12I'll also look at a PSD network, a really powerful way of texturing in Maya that
00:17links a PSD file and layer sets into various components in a material, so we can
00:22see all of the parts at once here in our view.
00:25To start, I'll pick my object which has already been unwrapped.
00:29We can delete the history if we need, if we feel it's getting a little bit bulky.
00:33I can usually tell as I'm scrolling over here in the Attribute Editor.
00:36If I have to scroll a lot, it's time to delete history.
00:39If we delete history, UVs are still on the model. They're baked in.
00:43I'll press Shift+Alt+D and delete that,
00:46so now I'm down to the Transform node, a Shape node, and a material.
00:51I'm going to put a new material on this, right-clicking and choosing Assign New Material.
00:55And I'll put a blinn on, which I'm going to call Gas_pump.
00:59I've pressed F6 to go to the rendering module.
01:02And under Texturing, I'll choose Create PSD Network.
01:06What this will let me do is make a PSD, size it, print out a template or a
01:10snapshot, and add in different attributes.
01:14That way I can have one file that links in multiple places in this material.
01:19My usual rule of thumb is to paint twice as big as my final texture.
01:23I can also let Unity do some optimization, so even though I may paint this big, I
01:27can let Unity reduce it in size.
01:30What I'm going to do is I'm going to paint this at 2048.
01:34I'll say at the most this comes down to 1024 in the final export, but I may
01:39reduce it to 512, depending on where it's going to be in my game.
01:43But I'd rather have more detail and reduce than not enough and see pixels.
01:46What it will also do is browse this out, clicking on the file folder, and it's
01:51going to put it in my source images folder.
01:53I'll call this one 02_01_gas_pump_start.
02:00I can have it open Photoshop automatically if I want, and I'll check this so
02:04we can see it happen.
02:05Now I'll scroll down and look at the snapshot settings.
02:09Every object has map1 assigned.
02:11We can think of it as a folder to keep UVs in.
02:13If we need, we can have multiple UV sets assigned to an object, and we'll see this
02:17a lot of times in the game engine side, where our light maps will be in a
02:20separate set of UVs.
02:22I'm going to leave it alone like this, leave the color value at white, and let
02:26my lines be aliased, not checking Anti- alias, because I'd like to have clear
02:31single-pixel lines on all my straight edges.
02:33Now I'm going to add in my attributes.
02:37I'm going to pick the color, bump, and maybe specular and add those in.
02:43I'll pick specularColor, and then I'll click on the right arrow, and it says these
02:48are the attributes we're going to add into that Gas_pump.psd.
02:51I'll hit Create and watch it open up Photoshop.
02:54Maya did that automatically, and this is really a fantastic way to start.
02:59What it's given me, if we look over here in Layers palette, is my UVSnapShot
03:03layer. There is my white lines.
03:05It's also given me layer sets named for that PSD, Gas_pump.specularColor as an example.
03:12And in each one of them it's put a single layer with 50% gray.
03:15We should work in a layered workflow in Photoshop, keeping all of our different
03:19parts in different layers.
03:21My general rule is that if I think about it, it's another layer.
03:25If I'm going to add something new, it's another layer.
03:27If I'm adding in layers of dirt and grime and rust and wear, those are new layers.
03:32Text is on the new layer.
03:34I need as many layers as possible, because more often than not, I'm going to
03:37come back and need to change a little something.
03:40Anything I do within each of these layer sets gets exported as that layer set in that linked PSD.
03:46Finally, it's got a background down here.
03:48Let's say as an example I put something in the color.
03:51I'm going to say I'll start out with a good rusty red here.
03:55I'll go over to my gas pump reference and eyedropper that red.
03:59Back here in my PSD, I'm going to fill that layer 1 with my base color.
04:03I'm going to save this PSD and I'll see it update.
04:08I'll go back to Maya and here under Texturing, I'll choose Update PSD Networks.
04:14There is that color appearing on my gas pump.
04:16What this lets us do then is paint all kind of things, and when we turn on our
04:20High Quality display, we'll see the diffuse, the bump, and the specular
04:24showing up correctly.
04:25Now with that PSD network in place, I'm going to start in on the bump and then
04:30get into the diffuse color and finally, the specular,
04:32getting them in the right place in my PSD and seeing it here in Maya. It's a
04:36very fast way to texture and get things viewable with all the different
04:40properties in the view very easily.
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Creating a bump map for the sides
00:00In this video, I'll look at painting a bump map for my Gas_pump using that PSD network.
00:05What I have done so far is put a base color in the color section.
00:09I'll go into my Gas_pump material, and first I am going to show how to change a PSD over.
00:15For this video, right now, although I'm in 02_02_start, if I go into the color
00:20texture, I can actually see I am using the PSD 02_01_gas_pump_end.
00:24I need to change this over.
00:25What I can do is actually either click on the yellow file folder or change the name.
00:31In this case, I'll just type in the new name: 02_02_gas_pump_start.
00:34I have taken my PSD and copied it so I've got the correct version.
00:40You may find as you have different PSDs, you need to be able to swap them out.
00:44It still looks to the same layer set, just a differently named file.
00:47Now, I'll take this and copy the name by pressing Ctrl+C. I'll pick that Gas_pump
00:53and go into the other slots.
00:55The Transparency is already looking in the right place.
00:59I'll go into the bump map and I'll paste that name in, selecting it and pressing
01:04Ctrl+V to paste, then pressing Enter and picking the Gas_pump again.
01:09I'll scroll down to the Specular Color and select it and paste that new name in.
01:14This is a versioning issue we hit some times where we are dealing with different
01:18textures on a model.
01:19Most often what I'll do is have one PSD and simply save over it, but you may
01:20and a dirty version, and you need to be able to swap out the PSDs.
01:23wish to have different versions.
01:24For example, you might have different color gas pumps or may be there is a clean
01:33It's easy if you've got good naming conventions, because you can just go into
01:35the image name and put the right name in in the different slots you need.
01:40Now I am ready to paint.
01:42I'll go over to Photoshop and start painting a bump map.
01:45What I'll typically do in Photoshop is press Ctrl+0 to zoom in as far as I can.
01:50What I'll also do is go full screen, pressing F once and twice. Then I'll use the
01:56Tab key to bring the menus back and forth, and press Ctrl+0 to zoom in further.
02:01It's up to you how you'd like to work.
02:03My general rule is I want as much working space as possible.
02:07My lines are a little bit missing, and that's really a function of the magnification.
02:11What I can also do is hit Z for zoom, hold Alt, and click once.
02:16Zoom out just a tiny bit so the lines are solid.
02:19There is a work for the basic bump and then I'll zoom in as I need.
02:22I am going to press F one more time and take a quick look at the reference.
02:26It's important to go back and forth and look at your reference and get things
02:30right in the right place.
02:31This bump right here is at the bottom of the top shell or the top of the side.
02:37It's going to be easier to paint this going at the top of the side, because of
02:41the way I stitched together the top.
02:43I also need to put in the vents, and those can be simple gradients. And there is
02:48either a hose or a pump holder left over.
02:51I'll get those pieces in and then start to work on the front.
02:54To start with, I'll turn off the specular color, rolling up the group and
02:59turning off the visibility.
03:01I'll do the same with the color here. And now I am going to work in the bump.
03:05I'll rename layer 2 to bump base.
03:07I am going to leave it alone as a 50% gray.
03:10That's going to let me go into white to come out from the surface and down into
03:15black, or almost, if things need to dip into the surface.
03:19I'll make a new layer.
03:21I'll double-click on this and rename this.
03:23We'll call this one vents to start.
03:26I'll make one more new layer and I'll call this ridge.
03:29This will be my top ridge, or fold.
03:32Now, I'll zoom in and get that ridge in place.
03:36This is my side here, and it's going to be easier to paint a bump across here
03:39than it will be over on the top shell, which is a little bit fractured.
03:44To start then, I'll press M for marquee, and I am going to put in a marquee right
03:48across the top here.
03:50This fold needs to go all the way across.
03:53I'll go in and eyedropper my gray by clicking on the foreground color and
03:57selecting that gray.
03:58Then I'm going to make it just a touch brighter, going over to the brightness
04:03and using the up arrows to nudge it ever so slightly.
04:06Then I'll pick the background color.
04:08Because this needs to stick out from the surface, it's going to go lighter.
04:12In a bump map, white is high and black is low.
04:14It's not necessarily an exact measurement like an inch or so;
04:18it's really that it looks like it's higher.
04:20When we make a normal map out of this, the gray will convert to a
04:24higher level in the normal map.
04:26I tend to leave a little bit of latitude, so I am going to make the brightness
04:29on this white, which would be the top of this fold, a little bit off, maybe 95%.
04:34Now I am going to put in a gradient.
04:38Underneath the paint bucket is my Gradient tool, and I can click on that gradient
04:42and pull up the Gradient Editor.
04:44This key at the end here is really that same foreground value.
04:49I'll click on it, and I can drop down and pick Foreground.
04:53Now I'll put in a new key by clicking in the middle here. And in this I'll choose
04:58the Background and over here another one, and I'll put in a background color.
05:02If you'd like, you can make the percentages match, picking on the key, and there
05:05it is at 20% with this one at 80.
05:09I'll click OK and zoom in so I can see what I'm doing,
05:13pressing G for Gradient tool. And I'm going to draw this gradient as a linear gradient.
05:18Notice my gradient key is up here at the top: Linear, Radial, and so forth.
05:23I'll click and drag while holding Shift, making sure that line goes vertically
05:27right across that marquee.
05:28I'll zoom out and press Ctrl+D to end the selection.
05:34In a quick check, there is that bump.
05:36It starts low, ramps up, and then goes back down.
05:41If it doesn't look quite right, it's not a big deal to reselect and do it again.
05:45I can hold Ctrl, click on the ridge layer, and the selection constrains to
05:49what's on the layer.
05:51I'll delete and go into my gradient one more time.
05:53I think what I need to do is to take these keys and just pull them over.
05:58I'll make this location 30, and I'll put this one at 70 instead of 80.
06:04I'll zoom in one more time, press G for gradient, and start inside.
06:09That's a little better.
06:10It's a smooth transition from gray up to white and back again.
06:14That's the start of that ridge, and I am going to do the vents in this same way.
06:17I'll pick the vents layer and zoom in.
06:20It looks to me like these lines provide a good place to do the vents, a good gauge.
06:25I'll land another marquee in and go back and look at the reference for the vents.
06:29If I make one, I can clone it.
06:31The vents are really made by punching through the metal and stretching it out.
06:36This is broken across here, or cut out, and this metal is actually bent or folded,
06:41so it's another gradient.
06:43I also need a gradient on the end so it curves in correctly.
06:47I'll zoom in on that marquee and press G for gradient.
06:51I need to make a slightly different gradient here.
06:54I'll click on my gradient and take the keys I don't need, this third key,
06:58and just drag it off.
07:00I'll do the same with the fourth right here, pulling it off.
07:03Alternately, if it doesn't want to go, I can take the middle key and yank it off to the side.
07:08Then I'll take this fourth key, drop down under Color, and pick Background.
07:13Now it's a smooth gradient from gray to light gray.
07:16I'll press G for gradient if I am not there already and click and drag down,
07:22holding Shift to get a straight line.
07:24There is my gradient, and I need to dole this down so it looks like it's got
07:28a fold at the side.
07:30What I'll do is use the Polygonal Lasso in this case.
07:33I'll go into my lasso, press Ctrl+D to deselect, and start the lasso down here in
07:38the corner where those mesh lines intersect.
07:41I'll click and drag and hold Shift, constraining that on a 45.
07:45I'll drag over and just finish that lasso around, hitting Enter to finish the lasso.
07:51I'll press Ctrl+U for Hue/Saturation, which I use as a quick shortcut for lightness.
07:56I'll take this lightness and dim it down.
07:59This is going to give me a little bit of what looks like a fold here, as if that
08:02vent was punched out.
08:04I could also come in and brush that in if needed.
08:07I'll show both methods and see which one I like better.
08:09I am using my lasso and holding Shift.
08:12That gives me a 45, and then it's a free lasso after that.
08:16I'll hit Enter to accept it, and on this side I am going to press B for Brush.
08:20I'll brush in here as a Darken brush set at a low opacity.
08:25And what I'll do is simply brush over this vent.
08:28That way the metal looks a little more folded.
08:31With some careful brushing, I can get this nice and dark,
08:34deselecting, and it looks like it's folding down in, maybe a little beaten up by time too.
08:40It's good to experiment.
08:41What I am actually going to do is to leave these alone, bring it in, and see
08:44which side looks better.
08:46I'll add a little more brushing, pressing Ctrl+Z to put my marquee back on, and
08:51just darkening a little bit more right here.
08:54I'll deselect and see how this looks.
08:58Here's how this link PSD works.
09:00What I am going to do is to save this as 02_02_gas_pump_end.
09:04Then I'll go back into Maya. And because I'm working in different versions, I'll
09:08update the PSD name and then we'll see that change show up.
09:12Back here in Maya, I've updated the name of that PSD, and it gives me a warning
09:17down at the bottom, Gas_pump.color in the set 02_02 is empty.
09:20I'm going to fix this and show why it's giving me that error.
09:24It's not a big deal.
09:24It just means that it's respecting that I've turned off that layer set.
09:28I'll pick my pump, go into the normal, and change the name again.
09:33Finally, I'll go into the specular color, and I'll change that name over from start to end.
09:40Again, it gives me the warning that the pump is empty in that PSD. That's fine!
09:45Here's how I'll make a fix.
09:46Now that I have updated the name, I am going to go back here, and here's why it's
09:51giving me that error.
09:52I've turned off the specular color and the color.
09:55I'll turn them on and press Ctrl+S to save.
09:59I'll go back to Maya, and this time I'll just update that PSD Network. Under Texturing,
10:05once I have saved a PSD I like, I can choose Update PSD Networks, and that bump
10:10map will show up correctly.
10:12It's got the transparency working, which I don't really need for my PSD.
10:16What I am going to do is to right-click on Transparency and break that connection.
10:21And I'll deselect the object.
10:22I'll also turn off my wireframe unshaded, and there is my bump map on the vent.
10:28It looks like I need a little work, as neither side is particularly what I want,
10:32so I'll have to go in and craft that gradient again.
10:34However, this fold at the top is working nicely. Even though it's all the same color,
10:39it definitely looks like the fold of the original. And it's showing up on both
10:43sides because I've mirrored those UVs around.
10:46I'll fix the vents and clone them and then start to add in other bumps like
10:49rivets and other folds.
10:51Once I have got that in place, I can start to look at the color on the gas pump.
Collapse this transcript
Adding details to the bump map
00:00I've added on more vents on my gas pump and smoothed them out a little bit so they
00:04do look like they are popped out of the surface correctly.
00:07I'm going to remember to select this and break the connection of the
00:10Transparency that it wants to put in automatically. We could set a preference for
00:14this also if we need, or we can just break it.
00:17As we're not taking the final PSD across the Unity, I'm fine just remembering to break it.
00:21Now I'm going to add some more detail on the sides.
00:25I need some rivets and side panels, as well as the holder for the nozzle.
00:30I've got my PSD up, and right now I've turned on my Specular and Color so that
00:35they come across into Maya.
00:36I'm going to turn them off and work again in my bump group.
00:40I'm going to add in a new layer for the rivets, and I'll see what I need to make.
00:40I've a got a layer for ridges and one for the vents.
00:47When I zoom in on this side, I can see that there are four rivets here in the middle.
00:52I also need this round hole here on the side; it's going to be a separate layer.
00:56I'll start out on the rivets, as they're pretty easy to make.
00:59I'm going to make a new layer, and I'll rename this one to rivets. I'll zoom in.
01:06The trick when you're making rivets is not to make them at the actual size.
01:10If we press M for Marquee or fly it out and pick the Elliptical Marquee and make a
01:15marquee the size of the rivets--how about like that?--
01:18it seems to look okay, but when we zoom in, it's actually a very pixelated
01:22piece of the circle.
01:24What I'll do is make these quite big and then reduce them down in size, pressing
01:28Ctrl+D to deselect, zooming out a little bit, and M for Marquee.
01:33I'm going to make a giant rivet.
01:35I'll hit this with a gradient, and then I'm going to shrink it down.
01:39What I'll do is eyedropper my background color and just bring up the
01:43Brightness little bit, maybe 2 points. That way the rivets start out sticking
01:48out from the surface.
01:50Then I'll pick that background color and go fairly bright with it. Press G for
01:55gradient, which is under the paint bucket. It's the same hot key.
01:58In the Gradient I'm going to switch over here to Radial, and I'll click and drag
02:03from the center, holding Shift and dragging out.
02:06Occasionally, I miss in the gradient direction. There are a couple ways to
02:10handle this. I'll Undo by pressing Ctrl+Z. In the Gradients you've got a Reverse checkbox.
02:15We could use that, and now the gradient is flipped.
02:18I'll click and drag, and there is the rivet in the right direction.
02:23The other one I'll do--because again, going up to the top of the UI for me feels
02:26like it slows me down--is I'll hit X to swap foreground and background colors.
02:32Because the gradient is set from foreground to background, swapping those
02:36colors here swaps the gradient.
02:38Again, I can turn off Reverse, swap the colors, and run the gradient in.
02:44Now want I'll do is deselect by pressing Ctrl+D and Ctrl+T for transform.
02:50There are handles outside here and I can click and drag on them so I can see them better.
02:55I'll hit Escape and turn off that bump base layer in gray.
02:59Now when I press Ctrl+T. There is my handles.
03:03I'll click and drag and hold Shift.
03:06This keeps the scale proportionate, and I can put my rivet down to the right
03:09size, hitting Enter when I'm ready.
03:12When I turn back on this bump base, there is a rivet, and I can place it on my gas pump.
03:17I'll zoom out and then zoom back in.
03:20What it looks like I need is just about halfway up, a rivet.
03:24I'll take this rivet and snap it right onto that line, or close to.
03:28I'll hold Alt and clone, while holding Shift and snapping it to the other place.
03:34I can also nudge it.
03:35What it's doing is exactly snapping onto the vents, which is okay.
03:38I'll move it over and then press Ctrl+E to merge down the rivets copy layer.
03:44Now I've got two rivets on one layer.
03:46I'll hold Alt and clone them down again, holding Shift to constrain the direction.
03:51It makes me a new layer, copying the old one.
03:54I'll press Ctrl+E to smash those down again.
03:57There are the rivets on the side.
03:59I'll go back and check that reference one more time. And it looks like I could
04:03space them out a little bit and maybe move them down a touch, but they're in
04:06the right place I think.
04:07I'll look at it against where the opening is on the top.
04:12I'll zoom in and select them with a marquee.
04:14I'm going to pick one side and hit V for Move, and I'll nudge these over,
04:20counting the number of times I tap the arrows.
04:23There is 10 nudges to the left.
04:25I'll press Ctrl+D to deselect, M for marquee, and zoom in and grab the others, V
04:31for Move, and nudge them 10 to the right.
04:33I'll deselect by pressing Ctrl+D. Now I've could use the Offset Filter as well.
04:39It's really up to you how you want to do this.
04:42I often nudge things around as I need to, kind of move them over incrementally,
04:46maybe a finer degree of movement that I can do with the mouse or the Wacom.
04:50I'll zoom out and there are the rivets, and they will be on both sides.
04:54Now I'm going to look at the gas pump holder. Again, I'm going to zoom in and
04:59I'm going to make some radial gradients.
05:02I'll make a new layer, and I'll rename this holder.
05:06To start, I'll put in my circular marquee pressing M for marquee, clicking and
05:11dragging, and using the mesh lines as a rough measure.
05:14I think it's about that big.
05:17I'll hit G for gradient, and I'm going to switch around my gradient.
05:21If we look at the reference, it actually starts out with a little bit of an
05:24edge, goes flat, and then comes up in the middle.
05:27I'm going to draw this all at once.
05:30I'll click on my gradient, which is right now set from foreground to background.
05:34I can swap these around, dragging these stops around as I need, even flopping
05:38them over each other to put them in the right place.
05:41I'm going to bring the gray to the left and then finally, this middle one, the
05:46new one I've just added in, will get slightly darker.
05:49Instead of being a Brightness of 89, I'll bring it down in the 85 or 82 range;
05:53somewhere in there is good.
05:55I'll add in another stop based on that one.
05:58This is almost in the middle, and now I'll put in one more and make this one brighter.
06:04This is going to get me a two-step gradient.
06:07I'll snug this in a little closer so it's got a sharper edge. There is the
06:11big flat area which is raised up, and then here's the middle that raises up even further.
06:16I can repeat this on the other side, or I can stretch out this gradient and see
06:21how it looks repeating across.
06:23I'll try the latter method, taking this stop and deleting it by dragging it off
06:27and picking these two and pulling them over.
06:32I'll see if this works and is in the right shape.
06:34I'll click OK, and onto my marquee, I'll try it from the center.
06:39It's good, but it's backwards.
06:41I'll undo, check Reverse, and try it again.
06:45There is that extra detail, pressing Ctrl+D to deselect.
06:50I can go in and finesse the gradients if needed, but what I'm really after here
06:53is that it's a plate that sticks out from the surface, with a low little bit of
06:57a gradient out of the edge.
06:59I think I'm going to adjust the gradient, as it seems like it sticks out a little too much.
07:04It's very easy to get in and edit these.
07:06I'll click on this first stop and pull that color back a bit, maybe trying 75.
07:12I'll pick the next key over and set its key as well.
07:16Here it is, at 75. And finally, I'll take this key, the uppermost part, and bring
07:21it back from 95, let's say to 85.
07:25I'll also pull this over just a little bit to see if I can get them in the right place.
07:30I'll redraw my gradient, starting in the center, holding Shift, and clicking and
07:34dragging out to the side.
07:36That's a little better.
07:38It looks like when I zoom out I've got that hole where the gas pump could go.
07:41I'll actually put the darkness in as part of the color.
07:44That way it looks like there is a recess there, because trying to do with the
07:48bump in the gradient is going to look awkward.
07:50We can keep adding on details, looking for other places that are fixtures of the construction.
07:55We want to start out when we are making a bump and putting in the clean parts first.
08:00In later videos, we'll add in rust and add in the bumps and then add the
08:04wear and tear on.
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Drawing the bump map for the front
00:00In this video I'll look at adding more detail to the bump map on the front.
00:04I've got the rivets in on the side and the hole where the gas pump nozzle should
00:07be, as well as the vents.
00:08Now I need to put in the extra recess, as well as start to look at where the dials go.
00:15What I've also done is to update the PSD for this file.
00:18In the Gas Pump material, it now looks to the 02_04_start PSD.
00:23I'll go over to Photoshop and keep adding in detail.
00:27Here in Photoshop, I've got the 02_04_gas pump start PSD up,
00:30and I've turned on the Specular and Color maps so that I can see them when I update in Maya.
00:36I'm going to look at the reference and see what's next to paint.
00:40And it looks like the things I need to paint next are the chrome trim up here,
00:44the light--or I think that's what that is--and then this recess. Maybe it's a
00:49missing panel or maybe it should be a sign or something,
00:52but I'm going to put it in as a piece of trim at least.
00:55I'll start out with this.
00:57This is a chrome band going across the front, so in the color it should look
01:00like metal, but really, I need to have the ribs in first.
01:04They need to go just above those UVs for those corners. A little bit of space will
01:09work, as long as it stays flat.
01:11I'll press Z to zoom and zoom in on my top UVs.
01:14I'm going to land that strip right about here.
01:18I'll go into the bump and turn off those Color and Specular color groups as well.
01:23In the bump will make a new layer.
01:25It's okay to have lots of layers because Maya just looks to the layer set
01:28when you bring it in. I'll rename this trim.
01:32Now I'm going to make a marquee, pressing M for Marquee, and I'd like to have a Rectangular.
01:38What I'm going to do is draw one rib and then clone it.
01:41It's going to go right about here, above this recess where the dials are.
01:45I'll click and drag and draw and a thin strip here--actually, a little bit
01:49oversize, as I can shrink it down after I draw the gradient.
01:52I'll zoom in and pick my gradient.
01:55What I'll do here is click on that gradient and just choose Foreground
01:59Background. This takes out the keys I'd put in instead of being a custom
02:03gradient, and just restores it to the colors I've got.
02:06I'm going to choose Reflected Gradient here, and I'll start this gradient from
02:11the middle and click and drag up by holding Shift.
02:14Looks like I'm backwards again because the Reverse tab is on.
02:18I'll turn that off and try it one more time.
02:21There is a strip of that chrome.
02:23Now what I'll do is clone that and then get it in the right place.
02:27I'll deselect by pressing Ctrl+D. I'll hit V for Move and hold Alt and clone this.
02:33Notice that Photoshop is snapping those layers together for me.
02:37I'll clone twice, and it's giving the layers called trim copy, trim copy 2, and trim.
02:42I think what I'll do is I'll take these layers and space them out just a touch,
02:46just a couple of nudges here, picking both by holding Ctrl and nudging them up.
02:51Now with those selected, I'll press Ctrl+E and I've got my trim layer.
02:57It's fairly big, as we can see here.
02:59I do need to shrink it down.
03:01What I'll do then is press V for Move, Ctrl+T for Transform, and shrink it while
03:07holding Shift to scale proportionally.
03:10That looks pretty good right there.
03:12It's about a match, maybe a little bit taller than the band on the side.
03:16I'll hit Enter to accept it, and now I'm going to move it over and get in the right place.
03:21Again, I'm going to clone it by holding Shift+Alt while I drag.
03:25I don't really care that I'm making extra layers;
03:28I'm going to use them anyhow and smash them flat.
03:32I'll take this and merge these down, pressing Ctrl+E to merge those layers down into my trim.
03:39One last thing is I'm going to make a new layer and slide a color under the middle of it.
03:45I'll drag in a marquee and just fill this in something lighter than my gray,
03:49picking my foreground and reducing it slightly, pressing G, and clicking and
03:54holding on the gradient to flyout the paint bucket.
03:57I'll fill that in and maybe just deepen it a touch.
04:00It looks like I need to make sure it's moved underneath as well.
04:04As long as you've got your layers managed decently, you are in pretty good shape
04:07to move stuff around.
04:09Now I can adjust this layer using Hue/Saturation, and I'll just play with
04:12the Lightness a bit.
04:13That the trim band, and it's working nicely.
04:16So we can see I've got my trim, and it sits right over there.
04:21I can always take this and make it a blending mode so it shows up correctly if
04:25I don't like the way it's looking.
04:27But I'm okay with it.
04:28I can take out this layer, and there's that trim.
04:32I could just take this and brighten it up, pressing Ctrl+U, and again, bringing
04:37that up a little bit.
04:37I just want to make this a little bit brighter, so it sticks out of the surface.
04:43Now I'm ready to tackle the light and the other pieces.
04:46I'll zoom in, and I'm going to make a panel down here.
04:49What I'll do is use a marquee and refine the edge by rounding it before I put in
04:55a border or something similar to get a little bit of a round edge.
04:59I'll make a new layer, and I'll drag in my rectangular marquee.
05:03I can always center it after I'm done, so as long as I've get the size right,
05:07I'm not terribly concerned exactly with where it is.
05:10That's one of the benefits in working in a layered workflow.
05:14I'll choose Select > Refine Edge. In the Refine Edge, I'll change the View mode
05:20over to On Layers and make it Marching Ants.
05:25Now I'm going to add in a radius, using the Radius in here and cranking that up
05:28until it looks right.
05:30There is the Radius, probably somewhere in the six range; that will work nicely.
05:35A smart radius may give me a slightly different look.
05:39I'll click OK, and now I'm ready to fill this in a slightly darker color.
05:43What I'll do to produce a gradient around here that looks like it bevels in
05:47slightly is eyedropper that foreground color, press G for the paint bucket,
05:52and make sure I change that foreground color to something a little bit darker,
05:56let's say from 50 down to 48. I'll fill that in and contract the selection,
06:03choosing Select > Modify > Contract.
06:06I'll pull it in by a couple of pixels and darken that color again,
06:11going from 48 down to 45.
06:15I'll do this one more time, adjusting the foreground color down to, let's say 40,
06:22and contracting the selection, choosing Select > Modify > Contract.
06:28I'll deselect by pressing Ctrl+D. Now I've got an inset here, and when I put the
06:34color on with stuff in there--I am not really sure what it is--
06:38it should look like a recess piece into the gas pump.
06:41I'll name this layer Recess and update that PSD and see how it looks.
06:45I'll make sure here, when I save, that I turn on the Specular and Color Maps,
06:50and I go and save this as a different version.
06:53I'll save it as 02_04_gas pump_end.
06:58I'll go back to Maya and swap in that new PSD and then update.
07:03I'm going to click on the color and go browse over to that end file.
07:08I'll go back up to the material and change the bump as well. If you saw there, it
07:13just put in that transparency for me again.
07:16I'll go back and make sure I break this, right-clicking on Transparency and
07:19breaking that connection.
07:22I'll scroll down and update the specular color as well.
07:26There's the trim band, and it's working nicely.
07:29I've got a little but of a flicker to it, and I need to make sure it's in the right place;
07:34it looks like it's a little bit off.
07:35The recess looks good.
07:37It's got a neat edge to it, which is some kind of beveling in there.
07:41I do need to move that trim up,
07:42and I can start on the color and the panel as well.
07:45Also, I need to start painting in the general rusty color of my gas pump, and
07:49I'll do that in the next videos.
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Adding details to the panels
00:00In this video I'll add some detail into the panel where the dials are.
00:04I'll zoom in and make some new layers for them to have their bumps.
00:09I'll turn off the color and turn of the specular color as well, opening up the
00:13bump group, and I'm going to make another new layer.
00:17If you notice, it made my layer outside of that group.
00:19If that happens, you can always take that layer and drag it into the group and
00:23then pull it up to where you need.
00:24I'm going to grab it, pull it up to the top, and I'll name this one dials.
00:29I'll go back and take a look at the reference and see what I need to make.
00:34It's a little fuzzy, but really, what it looks like is that it's a fairly flat panel.
00:38There is just some small rectangular recesses in here and maybe a couple of rusty rivets.
00:44It doesn't hurt to add on some extra detail.
00:46What I'll also do is go look at some other gas pumps and see if it's in the
00:50right direction or if I need to add more to it.
00:52These gas pumps have glass in them, so that's not really a good indicator.
00:57This one's a little better.
00:58It might be a different gas pump, but we can see how these need to recess.
01:02It's actually got some kind of fold going on here, and then these dials are
01:06punched from the back
01:07so it sticks out slightly, and then these are removed and the dial rotates within it.
01:12I'll probably do something like this so it's got a little extra surface to it,
01:16and I'll see if I can add in some small dots for some screws.
01:20Don't be afraid to add in some detail. This is the kind of thing that we stand a
01:24chance of, well, standing very close to.
01:26Remember, in a game our controller, is a little bigger than person height.
01:30In Unity, the default controller is 2 meters high, so we can get very close to this gas pump,
01:36so we need the detail in the dials correctly.
01:38What I'll do to start out is make a new marquee.
01:42This is going to be for the pop-out where the dial themselves are.
01:46I'll zoom in, and in that marquee I'm going to put a gradient.
01:50Here is a trick though. There is a four-corner gradient, and what this gives me is that.
01:56It's actually what I want, but I need to stretch it, and here's how this will work.
02:00Instead of a rectangular marquee, I'm going to draw a square, pressing M for
02:04marquee and clicking and dragging while holding Shift.
02:07I'm going to land my four-corner marquee in here and then start to stretch it.
02:12I'll eyedropper that base color.
02:14Remember that even though this is all the same color, this polygon is actually
02:19recessed, so I don't need to darken the panel polygons.
02:23Back here in my marquee then, once I've eyedroppered my base color, I'll hit X to
02:28swap colors and then pick the foreground and make it a little bit brighter.
02:32That's going to help these pop out.
02:33I'll press G for gradient and go in the center of the square, hold Shift, and
02:39drag that gradient out.
02:41There is my four-corner gradient.
02:43If it takes couple of tries to draw it right, that's okay. I'll draw it one more
02:47time, and it looks pretty good.
02:50It's on a separate layer, so what I'm going to do now is draw in a new marquee
02:54and grab half of it.
02:56I'll make sure my marquee is right on the center, or as close as I can.
03:00I'll hit V to move and drag it over.
03:03I'm going to spread this out so it looks like that piece of folded metal.
03:08Now I'm going to take these center polygons and start to clone them.
03:11I can either do this with another gradient or I can do it by grabbing and
03:15pulling and cloning.
03:17We've got any number of ways to do this.
03:19I'm going take one polygon here, hold Alt, and nudge.
03:24While I'm nudging, it's cloning.
03:26I'll keep doing this and holding Alt and nudging just to clone it along here. It's fairly fast.
03:32I can do this fairly nicely, and I know I'm getting an exact match versus making
03:36a new gradient that might be just a little bit off.
03:40Because I'm using a marquee selection on those pixels and I'm nudging them over,
03:43it's staying on that same layer.
03:46I'll deselect, zoom out, zoom in again, and see if I'm in the right place.
03:52It looks like it could be just a little bit bigger here.
03:55I'll press Ctrl+T and with this selected, grab right on the corner.
03:59I'll Shift and scale this out just a touch,
04:03maybe just a little bit on the vertical, and I'm in good shape.
04:09Now I'm going to punch out the dials.
04:11I'll press M for marquee.
04:12What I am actually going to do on this is draw a separate piece and hit it
04:17with a darker color.
04:19I'll pick my foreground, drop in a much darker gray, and hit G,
04:23but G doesn't take me to the paint bucket.
04:26Remember that G is mapped too both gradient and paint bucket, so I'll fly out
04:30the gradient and pick the bucket.
04:32I'll put that in and Hit V for Move.
04:36I'll move this into the right place. Here's one and holding Alt to clone, there's 2, 3, and 4.
04:44My dials are in the right place.
04:46They pop out of the surface in their metal and then they recess in.
04:51Now I can take this whole thing and move it to where it needs to be.
04:55I'll check the reference.
04:57This one has it in the middle.
04:58The one I'm using has it kind of off to this side.
05:01I'm going to leave mine off to this side, so I get some writing, or what at least what it
05:05appears to be over here.
05:07This one also has two of those, one for the gallons and one for the dollars and cents.
05:13I'll take this dials layer, press M for marquee, and select all of what's on that layer.
05:18Hit V to move and hold Alt and clone this up.
05:22Now what I'll do is deselect and just select and delete a little bit of the cents dials.
05:29They're a little shorter in the reference.
05:31I'll zoom out and see how this looks.
05:34It looks like I'm ready to start my on color.
05:37I do still need to move his trim over, so I'll move it over and make sure
05:40it's in the right place.
05:42Here's how I'll do this, and I'll update the PSD afterwards.
05:46What I'll do is pick a face--let's say the front here where this trim needs to
05:50go--and I'll add to that selection a little bit.
05:53I'll press F3 to go to my UVs, and under Edit UVs, go back into my Texture Editor.
05:59In the editor, I can see which ones are which.
06:02Those chosen on the top are actually the top of the front.
06:05It looks like I need to just move this up a little bit.
06:08I can tell just by selecting which pieces are which.
06:12This is the front, and over here this is the top.
06:15One of the things is important to do is to pick different faces and say, where do
06:19they show up on the model?
06:21This is actually the front of the top, or the back depending on how I want to look at it.
06:26And I want to make sure that I'm putting this in the right place.
06:29I'll check the reference and move the trim strip just a little.
06:34I'll zoom in, and it looks like I just need to move it up a bit.
06:38I'll right-click on it and there it is, called trim copy 2.
06:42I'll pull this up, and now it's in the right place.
06:45What I'm going to do is to save this PSD as 02_05_end.
06:50Then I'll go back and replace it in Maya and see how it looks.
06:56Back here in Maya I'm going to go back to Object mode and pick the object.
07:00I'll go into those textures for specular and color and bump and swap out the
07:05right PSD, 02_05_gas_pump_end, clicking on the bump layer and picking the right one.
07:12I'll pick the pump.
07:13I'm going to click on the color texture in that gas pump material and click on that file node.
07:19I'll go find 02_05_gas_pump_end.
07:22The PSD updated. Again, it brought in the transparency.
07:26It looks like I can move down the trim strip just a bit, but this one's in the right place.
07:30The vents are in, and there's the dials in the middle of this recess.
07:34Because it's recessed geometry, I don't need to worry about it in the bump.
07:39I'm ready to get the color on, starting out with the clean gas pump and then
07:42adding rust and general wear and tear.
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Painting the diffuse texture and planning the layers
00:00With my bump in place, I'm ready to start on the color.
00:03It's really up to you which one you're going to paint first: color or bump, or even specular.
00:08I started with the bump because there are things I need there, such as the ribs, trim,
00:12and vents, that having the bump in makes it easy to select the color.
00:16Ultimately, if there are colors you need in there to be able to select and make the bump
00:20from them, go ahead and do it that way.
00:22As long as you end up with both, it's really not a big deal.
00:25What I'll do now is to look at the reference and see how to paint this and what layers
00:29I'm going to need.
00:30I'll go into the gas station reference I've got, and there's that pump. I'll zoom in.
00:37And it looks like I need a couple of things to start.
00:40This pump at one time was hopefully a nice-looking red.
00:43It was red on the sides and the top, with a white front, but a red panel right in the
00:48middle, so I need to make sure I establish those parts in separate layers so that I can
00:52scratch and degrade them correctly.
00:55The red paint has been very thoroughly rubbed or scratched off right here.
00:59On the side then, I'm also going to need layers for rust.
01:02There are places where the paint has worn away, and then there's rust on the surface.
01:07The same goes for the top, which having been fully exposed to the elements, is thoroughly rusty.
01:13Then I'll need layers in the diffuse channel for things like the writing and other markings.
01:18And finally, I need to make the light and if there's any screws.
01:22Sometimes things like screws are better shown simply as a bump; they're so small they really
01:26register as slight dots more then anything else.
01:29I'm also going to add in a slightly different texture for the base.
01:32I'll need to make sure this shows up in the bump as well, and I can go back and do
01:36that easily with a couple of quick lines.
01:38What this means here in my PSD is I'm going to make some layers as part of my planning process.
01:44It's a good idea to think through not only how did this look when it was clean, but how
01:48did it get dirty or worn?
01:50When I saved out that PSD, I had turned on my color and specular layer so I didn't get
01:54an error in Maya.
01:56I'll turn them off and now turn off that bump layer as well, turning on the color and opening it up.
02:02I am going to rename layer 1 to base color, and I'm probably going to make this maybe
02:08a little more vibrant.
02:10I'll come in later and start to fade it out.
02:13I'll press Ctrl+U and just crank up the saturation a touch. It's a good vibrant, warm red.
02:20Here are the layers I know I am going to need.
02:22I'll make one new layer and I'll rename this to white panel.
02:26I'll make another new layer and rename this to red front.
02:31By the way, if you find you don't like staying over at the right side of the screen, grab
02:36the Layers palette and tear it off, open it up.
02:39What I've also done here to make it easier to see is I've dropped down on the Layer menu
02:43flyout and gone into the Panel Options.
02:46In the options I've made my thumbnails big.
02:48I like to be able to see what I'm doing here.
02:50There is the white panel with a red front and now a separate layer in here we'll call Dials.
02:57This will do for now, at least in the base color.
03:00I also I'm going to need some rust layers.
03:03I'll call these first one Rust skim, a light coating of rust in places that I'll paint first.
03:10Then I'll put in another layer here called Rust bubbles.
03:14This one will be the more pronounced rust.
03:16It's a good idea to kind of think through the parts you need.
03:19Remember that things get worn and degraded over time, and so we need to plan our layers
03:24to build up like that, rather than simply trying to paint it all at once.
03:28With these in place now, I'll start in on the painting, getting the clean colors in
03:33and then scratching them up.
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Painting the base coat and the logo
00:00In this video, I'll look at painting in the red and white on that gas pump, and
00:05then adding in some of the general other colors.
00:07What I'll do to start out is get the white overlay on the front panel here.
00:12By the way, I've unwrapped it.
00:13I've already got the border of that white paint in cleanly, and I've even got
00:17polygons right here to be able to put the red in nicely.
00:20I've made my layers as part my planning process.
00:24If you're tired of working on the side, you can always grab the Layers
00:27palette and drag it over.
00:29I've also gone into the Layers palette and under Panel Options, made the
00:33Thumbnail Size large.
00:35Now I'll scroll down and pick the white panel.
00:38Then I'll take this Layers palette and dock it back over here again.
00:43I'll use my marquee, pressing M and selecting a large region right over the
00:48front panel of the gas pump, overlapping by just a touch in case there's any texture spilling.
00:53I'll eyedropper my white color for my gas station.
00:57Here's the reference image.
00:58When I eyedropper this, what we think is white here in the picture, when I
01:02click on the foreground color, is actually a fairly bright gray with a tiny bit of color.
01:07What I'm going to do for my color, because I'm going to have my lighting in
01:10game, is to brighten up this color considerably and then bring up the
01:14saturation just a touch,
01:16so there is the slightest bit of warmth in there.
01:19Now I'll go back over, and I'm going to fill that marquee, making sure I'm on
01:23my white panel layer.
01:25I'll press G, and it takes me to the paint bucket, and there's the fill.
01:29I'll deselect by pressing Ctrl+D. Now what I need to do is get the red strip
01:34across the middle in.
01:35I'll look back at the reference, and it looks like that red needs to come from
01:39just under the trim to just below the window where the dials are.
01:45Here's the red front panel layer, and temporarily, I'm going to turn off that white.
01:49This lets me see in my mesh lines a little clear.
01:52What I can also do is turn off and on other components.
01:56I'll turn on my bump layer, scroll down in there, and turn off the bump base.
02:01So now I've got the bump overlaying on the diffuse without the bump base, and
02:05I've got a clean marker where this chrome trim strip is.
02:08I'll press M for marquee, and I'll put in a marquee right there.
02:13And I'm actually going to let it go right under that chrome strip,
02:18as later I'll come back and put a color on that overlapping on a separate layer.
02:22What I'll do is scroll down in my layers and pick the red front layer if
02:26it's not already active.
02:27I'll eyedropper my base color and then press G for the paint bucket and fill that in.
02:34Finally, I need to subtract the dials from that red front.
02:38In this case, what I'm going to do is use the Magic Wand to select.
02:42I'll go up and pick my UVSnapShot layer and press Ctrl+D to deselect.
02:46I'll press W for Magic Wand, and I'll start to magic wand those polygons.
02:51You can always zoom in if you can't see things clearly.
02:54With my Magic Wand on, I'll pick the polygons in the middle here on that dial.
03:00I'll also pick polygons on the surrounding area.
03:03That way it's white all the way out.
03:06I'm holding Shift to add to the selection, and I've selected all the way around.
03:10Now what I'll do is choose Select > Modify > Expand.
03:15With a little bit of expansion, I can catch the white lines in here so I have a continuous area.
03:20I'll expand out by three pixels.
03:23Now it's a continuous piece, where that white needs to be in the dials.
03:27I'll check here in the reference one more time and make sure I'm in the right place.
03:32It looks pretty good. It looks like the red needs to stop right on that edge.
03:36I can always come in here and contract it if I need,
03:38choosing Select > Modify > Contract.
03:42I'll pull it in by a couple of pixels.
03:45I'll scroll down, and there is that red front.
03:49I'll delete that piece, and then I'll turn back on my white panels, and now I'm set.
03:54I've got my clean red paint with a white recessed section for where the dials are.
03:59I've also got my white panel and my red overcoat on everything.
04:03What I'll do is save this PSD and update in Maya and sees if this works.
04:08I'll deselect by pressing Ctrl+D. I'll go back up and make sure in my bump group
04:13I turn back on that bump base.
04:15Then I'm going to roll up these layers and just check and make sure everything
04:19is visible correctly.
04:20There is the color, and there's the bump.
04:24I'll turn off the UVSnapShot and save out this PSD as 02_07_gas_pump_end.
04:31Back here in Maya, I'm going to update that PSD once again,
04:35clicking on the bump layer and picking the right one.
04:39In the color, I'll pick the 02_07_gas_ pump_end, and it's going to put it back in
04:44the transparency as well. That's okay.
04:46I can always break that connection.
04:48I'll update the specular, just to make sure and consistent, and then I'll see how it looks.
04:54It gave me that warning at the bottom: the layer is empty, et cetera.
04:58That's okay. I haven't done anything with the specular yet, so I'm not
05:01concerned about it.
05:03If I deselect and look around, my gas pump is coming together nicely.
05:07Right now it's clean, but at least I've got all the parts in the right place.
05:12I'm ready to start scratching the red and revealing the white underneath.
05:16I've got the white showing, and it's ready for the chrome trim.
05:19I'm also ready to start rusting and degrading the sides, which I'll do in
05:23the next video.
Collapse this transcript
Adding labels and other markings
00:00In this video, I'll look at putting labels on the dials here, and I'll also put
00:04some other markings on the gas pump.
00:06Before that though, I realized I made a goof on the gas pump and I put the white
00:10band above this trim line too low.
00:13What I am going to do then is show how to make a fix here and do some cutting,
00:17moving, and sewing on the UVs and putting them back in.
00:21One of the important things to realize is that it's an iterative process.
00:24You'll spend time on doing this and possibly redoing some things, making sure it
00:28looks right and revising work occasionally,
00:31so don't be afraid to do that.
00:32What I'll do is double-click on the Move tool and here in the Move Settings,
00:37I'll check Preserve UVs.
00:39Then I'll close this and now I am ready to do some editing.
00:42I'll press F9 for Vertex, and what I realized is that I need more white above this trim.
00:48I have decided, instead of having a two- point corner, that I'd rather draw in a
00:52smooth curve in Photoshop where the white and the red meet.
00:56I'll select these vertices, knowing that I am actually selecting four vertices in
01:00the front and the back in this case.
01:02I'll pull them up and then press R to scale them out.
01:06I'll scale them out straight, and now I am ready to remap these six polygons on top.
01:12I'll go into my UV Editor.
01:14I can see the vertices I've got selected, and I can see the adjacent polygons.
01:18What I am going to do is press F12 for UVs and W for Move.
01:22I'll pick these two UVs across the bottom of those faces and hold Shift and grab
01:26their opposing ones.
01:28Now I'll press Ctrl+F11 to convert that selection to faces, and under Polygons,
01:33I'll choose Split UVs.
01:35What this has done for me is take those UVs and split them out into separate shells.
01:41I'll pick all three and pull them over where they need to be, on the side here.
01:46I'll do the same over on the other side.
01:50I'll rotate these, using the Rotation up on the top, and getting them in
01:53straight, making sure I don't accidentally move pieces out of the way while I am selecting.
01:58I'll rotate these counterclockwise, and now I'm going to move and sew them
02:02into the right place.
02:04I'll right-click and pick Edge and press W for Move to get out of the Move Shell tool.
02:09I'll pick the bottom edges, holding Shift to add to the selection.
02:12We can see their corresponding edges are selected here in orange.
02:16I'll right-click and choose Polygons > Move and Sew, and it sews those perfectly on.
02:23We can see I have a minor issue here,
02:25as those UVs have overlapped. There is one thing to do before moving and sewing.
02:29I'll undo and show what this is.
02:31If you notice while I was moving things, I was grabbing one shell and pulling it.
02:35Because I had selected those faces and split their UVs, they actually split into
02:39three different pieces.
02:40Before I move and sew them, I am going to pick these shells, right-click, and
02:44under Polygons, I'll choose Merge UVs.
02:49These four UVs where the two polys lap over will now be merged into two, one
02:54instead of two there at each corner.
02:57Now when I pick this shell, it's one piece, and when I do a Move and Sew, these
03:02won't split over each other.
03:03I'll do the same on the other shells here, right-clicking and choosing
03:07Polygons and Merge UVs.
03:10Now I'll right-click, choose Edge, make sure I hit W for Move, and select
03:15these bottom edges.
03:16With my edges selected, I'll right- click and choose Polygons > Move and Sew.
03:22It's sewed them on and I can go eliminate the distortion in a minute.
03:26I'll do another Move and Sew here on the other piece and hit G to repeat last,
03:30making sure I have them all selected of course.
03:33Now I am going to even them out.
03:35I've introduced in a little bit of distortion.
03:38We can see that in that the polygon shape here goes in while mine actually go out.
03:43What I'll do then is right-click and pick UV, pick these top rows of UVs, and
03:48scale them slightly.
03:50I'll pull them in so they start to match the polygon geometry.
03:54Then I'll grab the top here and just pull them down a bit.
03:57Now the question would come up, how do you handle this overlap? What do you do?
04:02What I should probably do is take this set of UVs and scale it in.
04:07This is going to be slightly messy, but because I have got a layered workflow, I
04:11can accommodate it in Photoshop.
04:12I am going to pick these shells and scale them down slightly.
04:15Sometimes we'll get in places where we just need some revision, and it's okay to
04:20go through and do this.
04:22It's better to have it laid out right and faithful to the concept art than to be
04:26halfway along and if you have to go back and fix, it's OK.
04:30I'll right-click and pick Object mode, and now I'm ready to make that fix.
04:35I'll press F6 to go back to the Rendering section and under Texturing, I'll
04:39edit my PSD network.
04:41It's set to go to that start.psd.
04:44I'll check Open Photoshop and leave everything alone.
04:47I'll hit Edit and then Apply.
04:49It will take a minute and bring it over to Photoshop.
04:54I'd like to update this PSD I have opened.
04:56What we can see here is that it brought in that new snapshot. My UVs--and I'll
05:01show it by zooming in at the top--are now the new UVs put in the place I had just put them.
05:07What I need to do then is just go into my bump map for the front elements and
05:11move the pieces into the right place.
05:13It's a fairly easy fix and the interoperability is a big plus.
05:17I'll zoom in, open up my layers, and start to move some things around.
05:22I'll turn off the bump and make sure I have got the red in the right place.
05:26It looks like this red panel needs to slide down a bit.
05:29I'll hit V for Move, right- click, and there are those panels.
05:33I'll pick red front.
05:35I'll pull this down a little bit and make sure it's in on the UVs.
05:38It may be helpful at this point to turn off those white panels so I can see
05:42what I'm doing, and also turn off the red base layer.
05:45I'll even turn off the background so I can see it against transparent.
05:49One of the things I'll do sometimes in unwrapping as well is to scroll up, pick
05:53the UVSnapShot, and Invert it by pressing Ctrl+I. Instead of white lines, now I
05:58have got black lines, and it may be easier to see in some places.
06:02I'll make sure I've got this layer selected, and I'll nudge it into the right
06:05place, lapping over those UVs nicely.
06:08Now it's right on, and I'll check it all the way around.
06:11It looks like I need to shrink down slightly.
06:14I can shrink it or I can reselect it and remake it.
06:18I might take this second option, using the same things I've done previously with
06:21selecting the polygons and expanding and contracting a selection.
06:25For now, I'm going to clear out this layer, pressing Ctrl+A and delete.
06:30I'll delete it, turn on the white panels, and I am ready to put in the labels for the dials.
06:35With the white panels on, I am going to show the bump, making sure I turn on
06:39that bump group and turning off that bump base.
06:42I am going to move those dials down.
06:45Again, I can right-click on a layer and choose it.
06:47There it is, under its layer set.
06:49I'll grab the dials, pull them down into place, and then go back in the Color
06:53group and add in the labels.
06:56I have selected the Dials layer, and in here what I'll do is put in some numbers
07:01or something going on on those dials themselves.
07:05I also need to put some text in.
07:07I'll start out by magic wanding that gray.
07:10What I'll do sometimes, instead of switching back and forth between layers in the
07:14Layer palette, is right-click and choose the layer, magic wand what I need--
07:19selecting these as an example--and then I'll switch back to the Dials layer.
07:24As we can see here, we can't see it, and the reason is there's no color on it yet.
07:29In this case, I do have to go back to the Layer palette, but I'll try to do this
07:33by right-clicking whenever possible.
07:35Now I am going to put on a little bit of a gradient, as if they were a little bit round.
07:40I'll eyedropper this white and then set the background color to the foreground
07:44and reduce the brightness slightly.
07:47It's just a little bit in shadow.
07:49I'll zoom in and I'm on my Dials layer,
07:52so I can actually hide that layer for the bump if I want.
07:55I'll press G for gradient or paint bucket in this case, fly it out and pick the gradient.
08:00I am going to use a reflected gradient, and I'll hold Shift and click and drag.
08:06It worked; I just can't see it.
08:08I'll make sure I turn off that Dial layer and see how this went.
08:11I am actually okay with it, that one is dark and the gradient is down here.
08:17If you'd like, you could always deselect part of this and draw the gradient
08:21in a different place.
08:22I don't mind them looking slightly grungy.
08:25I'm holding Shift while dragging from the center to make that gradient, and now
08:28these dials look round.
08:30Now I'll add in some other markings.
08:32I'll press T for Text, and I'm going to go down to my Color group and make sure I
08:37have got a layer selected.
08:38With the Dials layer selected, when I click on the drawing for text, it
08:42actually makes a new layer.
08:44I'll put in a 1 and hit Ctrl+Enter.
08:48There is that text, and it's in white.
08:50I could take this and leave it in white or select it, pick the text, and make it black.
08:56I can also find a suitable font if I need, if I think I am going to see it.
09:00I have dropped down in my Fonts menu, and I am going to scroll up and use Niagara
09:04Solid, an actually very Deco font.
09:07I'll make this a little bit bigger, let's say 24 point, and land it in the
09:11middle of the dial.
09:12I'll go through and add in the rest of them so that by the time I am done,
09:15we'll see numbers of some sort on these dials.
09:18Even if we can't completely recognize them when we are zoomed out, there is
09:22stuff going on in the right place.
09:23We are going to reduce this in size anyway in the game.
09:25It's going to come out of a maximum of 1024, and possibly down to 512.
09:30This will result in greeking of the text, which means the text basically shows up
09:34as blocks, because we're out too far to see the individual letterforms.
09:38It's really that we have stuff in the right place, so we think we're seeing the right thing.
09:43I can do the same thing, clicking on T for Text and adding in more text over here.
09:48I can type in nearly anything and just make it small enough that it basically blurs together.
09:53I'll put this in as "Gasoline Company" and put in a label that says "Flammable."
10:00Right now, this is fairly big.
10:02We can read this text fairly clearly.
10:04In a label like this, we might see something that is 12 point, or even 10.
10:10We are getting to the point where it's really degrading to stuff.
10:15And this will work nicely.
10:17If we care to zoom in, we can actually see and edit it, but we can tell
10:20that it's letterforms.
10:22As long as it looks right, we are okay with it, because we expect those kind of
10:27details to be there, even if we can't read them.
10:29I'll finish out the fixes on this gas pump, making sure I have got the white in
10:33the right place, the recess here for the dials colored in white with the red
10:37around, and move this trim up.
10:39It takes a few minutes, but it's worth it to do it, to get this looking right
10:43and get the right parts in the right place.
Collapse this transcript
Adding soft rust
00:00In painting a texture, paint it clean first and then add rust.
00:04That's what I'm going to do in this video.
00:06I've started out with my gas pump clean.
00:09It's missing the hose and the nozzle, but the gas pump itself is all together, with
00:12all the paint in the right places.
00:14Now I'm going to start to add on the rust in a couple of layers.
00:18I'll go over to Photoshop and look at the reference and start to paint this in.
00:23Here in Photoshop, I'm going to pull up my reference image, and we can see
00:26where this is rusted.
00:28The top, having been in full sun and having had the water hitting directly on
00:31it, is the most rusty.
00:33The rust has then streaked down the sides and also, the metal is gently rusting through.
00:38So, what we need to do is to paint in the rust in layers here, rusting out the
00:42top almost completely and then streaking the sides.
00:45We've got really good textured boundaries here where the red and white meet.
00:49We can actually see that rust almost stops at the white there.
00:53We need to keep in mind that any painting on one side will show up on the other,
00:57so I want to make sure that it's workable and streaky, but not overly rusty in a
01:01pattern that I can discern.
01:03My one ally is that I may not be focusing on the gas pump the whole time.
01:08I may be looking around the game at other things going on, where I'm supposed to
01:11go, or whoever is maybe out to get me.
01:14So as long as the rust is reasonable, I can paint one side and have it look pretty good.
01:19I've got my 02_09_gas_pump PSD up.
01:23To update it in Maya, I had turned back all of my groups.
01:26I am going to turn off the bump and specular color and look at the color map first.
01:31I've already made my layers for rust.
01:33I will open up this Layers palette a little bit by dragging over.
01:36At one point, to do my text, I was using the Character palette, which we can
01:40access by choosing Window > Character.
01:44I'll close this tab group.
01:45Don't be afraid to move around your UI as you need.
01:48I'll press Ctrl+0 and I'll start out rusting the top, zooming in on it and
01:53getting ready to make it a little rusty.
01:55In that color, I've got a Rust skim, Bubbles, and there's the Chrome trim above it.
02:00What I'm going to start out doing is painting in that rust, concentrating most
02:05of the rust up here in the solid area of the texture.
02:08That way any rust that bleeds over can avoid this place where I need to
02:12think about stitching it together, and I should get a pretty good match for the reference.
02:16To make rust, I'll pick a rusty color, kind of a deep, dull orange, bring up the
02:22Saturation a little bit, but make sure that Brightness is down.
02:25I'll pull off the Saturation just a touch, and there's the start of my rust.
02:29When I paint rust, initially I am going to use a big soft brush.
02:33I'll press B for brush, and use my bracket keys to upsize that.
02:37We don't want to go terribly giant so it looks like the whole thing has been airbrushed.
02:42Instead, we want the rust to be blotchy and streaky.
02:44I'll change the blending mode over to Multiply and keep the opacity very low.
02:4810 to 12% is just fine.
02:51We want to build up this rust over time.
02:54Now, as I start to paint on here, I'm getting rust.
02:57Don't be afraid to take a little time with it.
02:59It's on a separate layer, so I can really build this up, rusting out the
03:03top pretty thoroughly.
03:04I'm going to circle this in, leaving some areas a little more rusty or a little less rusty,
03:09even letting the rust bleed over onto the side just a bit, strategically of
03:13course in the places where I know I've got a good overlap in the UVs.
03:18Multiply is a blending mode that increases the darkness.
03:22Actually, the way the math works in Multiply is it takes the values of the
03:26over color, multiply them by the values of the under color, and divide by the color space.
03:32Right now, in my RGB scale, as you can see, I'm using a 256-color color space, or 8-bit.
03:38The values go from 0 to 255.
03:41What that means for Multiply is it's taking the red value of this rust times
03:45the red value of my red paint, dividing by 256 to end up with the final color,
03:51which is always darker.
03:52What I'll do once I've got a little bit of rust in here is deepen this color
03:56just slightly, bringing down the Brightness just by a few points.
04:00And as I start to lay more rust in, we can see it gets very dark very quick.
04:04I'm rusting out this surface, really adding in some patina over time.
04:09I'll put this in and make sure I hit most of the rest of the gas pump
04:13with similar colors.
04:14There is a spot where that top is really significantly rusty, and there is just
04:18a little bit of the original paint still hanging on.
04:21I'll zoom out and start to do it on the side as well.
04:25Press B for brush. I'll click, Shift, and drag down, and get a straight line of rust.
04:32I'll go right off the bottom.
04:33Then I'll come back with a slightly larger brush and start to brush in more of that rust.
04:38It's come down from the top,
04:40so I am actually going to zoom in on the top polys there and make them pretty
04:44thoroughly rusty, as if over the years water has collected and run under that
04:48lip and has run down the side.
04:50This will give me a nice break in the texture, having that extra lip there in the bump.
04:55As long as I've got some rust that matches, I will be in good shape.
04:58I'm going to take this rust right out to the edge here.
05:00It's on a separate layer, and I may need to go back and lighten up that color a
05:04little bit in places as well.
05:06I'll make it brighter and start laying in that rust.
05:09This is the general rust coming through the paint.
05:13Then we'll come back and add some bubbles in.
05:16It's okay to paint this with a mouse.
05:17As I've said before, if you paint with a Wacom, that's fantastic.
05:21If you make do with a mouse, that's okay too.
05:24As long as you're getting the art done on time and on budget and it looks right,
05:28that's totally fine.
05:30I'm going to make this side pretty thoroughly rusty, letting that rust
05:33multiply in pretty nicely.
05:35What I may do sometimes in painting is to use my marquee to help stop that paint.
05:40I'll press M for marquee and throw a marquee around this long side.
05:44Now when I paint, it's going to stay within that, and I'm going to add some rust
05:49on the other side here.
05:51I'll change that color to a little darker and just build that up a little more
05:55at the bottom, where a little more water has hit over time because it splashes
05:58and that paint is really going away and the metal is rusting through.
06:02Finally, I'll add some rust on the front panel.
06:05I want to make sure that whatever level of decay I'm putting on is the same all around.
06:10So, on the front, although it's held up decently, it needs some minor rust and
06:14then I'll put some speckles in.
06:16I'll use the same technique.
06:17In this case, instead of dragging a marquee around, I'm going to scroll down,
06:21hold Ctrl, and click on the layer thumbnail for the white panel.
06:24That marquee is now perfectly constrained to that white, and I'll paint on
06:28my Rust skim layer.
06:29I will add in a little bit here on the side,
06:32a little bit more in the bottom, and over here, because it sounds neat.
06:36As long as it's roughly fitting where it would rust naturally, I am in pretty good shape.
06:41The paint is being gently worn away over time,
06:44so some minor blotchiness is just fine.
06:46I will let it go right under that red because I'm going to come in and scratch
06:49away that red anyhow.
06:52I'll save this PSD out as 02_09_gas_pump_end, update it in Maya, and see how it
06:57looks on my gas pump.
06:59I've saved it, but I want to make sure that I come back here and turn on my
07:02other layer, so I don't get an error when I bring it in Maya.
07:06I'll save it once more. Now, I'll go back and update that PSD.
07:10Here in Maya, I'm going to click on the color texture in that gas pump material
07:14and click on that File node.
07:16I'll go find 02_09_end.
07:20I'll pick the pump and delete the transparency.
07:24I'll go back in the Bump file and update that as well. The PSD updated.
07:30I'll scroll down and update the specular color as well.
07:34Then I'll see how it looks.
07:37My gas pump is rusting nicely.
07:39I can see that the rust is eating away at the paint, and it's even gotten
07:42into the front here.
07:44I haven't dealt with the shine at all, which is why it's shining nicely and uniformly.
07:47That will be next after I get the rust and the bubbles in.
07:51The important thing though is that it's rusty, and I've built up that rust.
07:55We can see here on the top, especially that paint is really starting to wear
07:58away, and that rust matches nicely.
08:01It just so happens to be spilling over the side, and avoiding that issue right
08:05here, where my texture seams together.
08:07I'll probably add in a little bit more rust, taking this rust all the way down,
08:11overlapping onto that lip.
08:13I'll bring a little bit more into the front panel and maybe build it up a little
08:17bit more here at the base. But it's definitely a good start in rust.
08:21The front red panel also needs some rust, so it's not too big of a mismatch
08:25right here at the seam.
08:26I can do that in the same way, and then I'll update the PSD again and in the
08:31next video, start adding some bubbles.
Collapse this transcript
Adding rust bubbles
00:00In this last texturing video on the gas pump, I am going to add some bubbles in the rust.
00:04These are places where the rust has really bubbled through the paint, not just a
00:08slight rusting on the surface, but has really added some surface texture as well.
00:12I'll paint those rust bubbles in and then clone those layers over to the bump
00:16group to use them as well, to make the surface appear irregular.
00:19I have updated my PSD, adding a little more rust on the front and also on
00:24the red middle panel.
00:25I have taken the rust around the sides up a little more and definitely put a
00:29little more on the top, making sure it comes over, so I have got a pretty good
00:35texture match where the top and side meet.
00:36It looks like it's in pretty decent shape, well, for a beat up gas pump. And I'm
00:39going to go in and add some bubbles as the next step.
00:43Here in Photoshop, I've turned on all of my layer sets as part of the exporting process.
00:47I will turn them off and look at painting the rust in the color first.
00:52I have got a layer I created earlier called Rust bubbles.
00:55What I am going to do for bubbles is used by same rust color and press B for brush.
01:00I will right-click and look in my brushes.
01:03Now there are zillions of Photoshop brushes available.
01:07If you Google, as an example, "free Photoshop brushes," you can find everything
01:11from dogs to clouds to rust and so forth.
01:14You can also make your own by dragging in images and dragging them onto the Brush palette.
01:18I'm going to use one of the ones that comes with it.
01:21I'll pick one of these splatter brushes, which gives me a small splatter.
01:25I can also pick, as an example, this one, which is a little bit too small.
01:29I will scroll down and take one of the other splatters, maybe this one at 39.
01:34By clicking anywhere, I've turned off the Brush palette that I brought up by right-clicking.
01:39I am ready to start brushing in my bubbles.
01:41I will use my brackets to upsize that brush, and we can see that splatter
01:45pattern pretty clearly.
01:46What I will do to make bubbles is on my new layer, click several times in one
01:50place, building up some of those bubbles.
01:53I will click a bunch of times, and we can start to see some minor dips and
01:57pockmarks appearing.
01:59I can also bring up the opacity, as this brush is set to have a partial
02:03transparency as part of the brush.
02:04I will run my opacity a little higher and upsize that brush just a bit.
02:08I will click a few times and add some minor speckling, clicking right over the
02:13heaviest areas of rust and adding in dots.
02:16What I am going to do is also make this a little bit deeper so that I'm
02:20multiplying through by an even darker rust.
02:24As I start to add these in, we can really see it on the rust, adding some texture in there.
02:29I may even want to go darker in the color.
02:31It's okay to actually rust in pretty well a brown.
02:34These will start to add in texture and character to the rust.
02:39As an alternate, you can take this layer and make it a multiply layer, and that's
02:43really going to burn in that rust there.
02:46I'm painting in multiply and I am also multiplying by the layer, doubly
02:50multiplying by giving me a really deep, rich look in that rust.
02:55I'm also downsizing the brush occasionally, moving around, making sure I build
02:59it up and then move on.
03:00I'll add a few more here in the top, upsizing the brush, adding it in, pulling it
03:06over, and downsizing just a bit to add some variety.
03:09We can also play with the opacity as part of this, so it's got some variability
03:13in those rust bubbles.
03:14I will add a few more up here, where it's really definitely rusted through.
03:20I can always come back and add more.
03:22Here's how I will make this work as part of the bump.
03:25I will click in the Layers palette and hold Alt while I drag the Rust bubbles
03:29onto the Gas_pump.bump layer set.
03:31If it doesn't want to go in, you can make a clone, which is now called Rust
03:34bubbles copy, and now drag it into that layer set.
03:38I'll open up that layer set, turning it on, and there are my Rust bubbles copy,
03:43all the way down to the bottom.
03:45I am going to grab these and pull them up.
03:47What we can see, also, is that this bump is set to a lower opacity.
03:51I will make sure I take this and pull it back up so it shows up correctly.
03:55There is those Rust bubbles.
03:58They are in there, but they are too dark and also, they need to be on top of everything.
04:03This has rusted through the paint and the other pieces, so it should go over the
04:07top of things like my dials and other pieces.
04:10Now what I will do is invert this.
04:13First, I will desaturate by pressing Ctrl+Shift+U. They are now all gray.
04:17I will press Ctrl+I to invert and maybe make it a little bit brighter.
04:22I can also take their blending mode back to Normal, and we really start to see
04:26them pop out as lighter rust bubbles.
04:29Knowing your blending modes and simply grayscaling and inverting colors can get
04:33you a long way in taking a diffuse map and making it into a bump or taking a
04:37bump and colorizing it to make a diffuse.
04:40I've got my Rust bubbles as a normal, and they are blending over fairly nicely.
04:45The trick is really to test it and see if I need to fine-tune it.
04:49As an alternate, I can try in here instead of Normal, using this as a Linear
04:53Dodge, where they get very big very quickly, as if the surface has some serious texture.
04:58I am actually going to try this as an Add, or Linear Dodge, but back off
05:02the opacity slightly.
05:03This will help screen them in a little bit better.
05:07I'll save this PSD after I turn on my specular layer, make sure everything is at
05:11the right strength, and save it out as 02_10_gas_pump_end.
05:15Then I will go into Maya and update that PSD.
05:20Back here in Maya, I will pick the Gas_pump, click on the Color texture in that
05:24Gas_pump material, and click on that file node.
05:26It's 02_10_gas_pump_end.
05:28I will go back up to the material and change that bump as well. The PSD updated.
05:36I'll update the specular, just to make sure I am consistent.
05:39Then I will see how it looks.
05:41I will pick the pump and delete the transparency.
05:47My gas pump is ready, and as I have orbited around to the side, we can see that
05:51rust poking through.
05:52I will get up close, and we can really see the pockmarks in that surface from that rust.
05:57It's rusted and the rust has come through the paint and really scarred that surface.
06:00It's working nicely, and we can add a lot of detail to a fairly low-res model this way.
06:05It's even gone on the vents and right over onto the top. There is more bubbles.
06:10We want to keep our bumps mellow.
06:12It's okay for a bump to be fairly relaxed like this.
06:15It doesn't have to be giant protrusions, as much as the surface being not perfect.
06:21There's one last thing I'll do on the gas pump, and that's to update the specular.
06:24What I will do is I will go over and grab the rust and the rust bubbles,
06:28grayscale them, and put them in that specular group.
06:31I will bring it back over and show how it looks.
06:34Here in Photoshop I have got that gas_pump_end.psd.
06:37What I will do is the same thing I did to copy those rust bubbles.
06:41I'll pick the Rust bubbles copy--in this case from the bump--hold Alt and drag
06:45them right on to that Gas_pump.specularColor.
06:47Then I will go down to my color map, and there is my Rust skim.
06:53I'll take this, hold Alt, and drag it into that layer set for the specular.
06:57I'll open up the specular, and I will turn off the bump and colors so I can
07:01see what I am doing.
07:03I'll take the base level for the specular and pull it down. My gas pump is
07:08generally slightly shiny.
07:09Now what I will do is grayscale that rust skim, pressing Ctrl+Shift+U, and I am
07:14going to leave it fairly dark.
07:16The gas pump was shiny.
07:18Where it is rusted, it is now dull.
07:19In a specular map then, white is shiny and black is dull,
07:23so the rust has matted out the finish.
07:26I'll take the bubbles and mute them too, pressing Ctrl+I to invert their values
07:31and probably darkening them a bit.
07:34I also want to be conscious of my blending modes.
07:36They are still set as a Linear Dodge (Add) and I want to change them over,
07:40maybe choosing Multiply or Darken, and pulling back the Opacity so they are
07:44slightly less shiny.
07:46I'll close this up, turn on the other layer sets, and I'm ready to save and update my PSD.
07:53Over here in Maya, now that I've saved over that end PSD, I can just choose
07:56Texturing > Update Networks.
08:00It took a second and updated the network.
08:02Well, what I can see here is that that shine is muted down and as I spin around,
08:06I can definitely see a change in shine on that gas pump where it's rusty.
08:10One of things you can do is once you feel that you've got your texture in shape,
08:15put a light in. Choose Create > Lights and here is a Point Light as an example.
08:19I'll pull it out, press 7 to show lights in the view, and move that light around.
08:24It's a quick way to test to see if things are working.
08:27As I pull this light back and forth, we can definitely see the bump and
08:30the shine changing.
08:32I'm ready to take this and do any additional painting, maybe make a normal map
08:36on it or put some additional parts on.
08:38I should probably make some chrome here for this side fitting and make sure that
08:42the trim is in the right place all the way around.
08:45I also need to paint in generally dark stuff here in this recessed panel, but
08:49this will do for now.
08:50That's just more time in painting, but we have the basic technique established.
08:54We can continue to refine as needed and see it all at once in Maya on a model.
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Setting up a library of gas pump textures
00:00In this video, I'll look at setting up a library of gas pump textures.
00:04It's very possible that in a gas station we need to see multiple gas pumps at any given time.
00:10If we've set up our PSDs correctly, it's very easy to make different textures,
00:14and we can swap them in and out.
00:16What I've done so far is updated this with my latest PSD, where I've got the rust
00:21in bubbles and a light in there to test how it looks.
00:24I'll grab this light and pull it around, and I can see that the shine changes
00:27because I've put the rust in my specular map as well.
00:31I'll go over to Photoshop and look at setting up a library of gas pump
00:34textures, starting with the raw diffuse map and later adding in variations and rust.
00:40I've got opened my PSD, and I'll go look at the reference as well and see what
00:43kind of variation I need.
00:46When I pick the reference and zoom out, I can see a place for obvious variation.
00:50These are two of the same model gas pumps,
00:53but the left one is blue and the right one is red,
00:56so it's an obvious place for a texture variation.
00:59If we look at our gas station, we can see that there is a small island which
01:02will probably accommodate two pumps.
01:05We may also want to have an outside island or something similar, with more pumps on it.
01:10We can see very quickly when we look at this close-up detail, that rust can get
01:14very repetitive, and we may want to have different things we can swap in and out,
01:19depending on how many pumps we're going to see for things like this dial plate.
01:24Here's another reference.
01:25This is probably one of the most similar-looking ones, as there's two red
01:29pumps that appear to be of the same vintage, and have most of the same parts
01:33and the same colors.
01:34These will probably do fine with one texture.
01:37It's only when we start to need different colors of objects, we want to
01:40think about texture libraries, reusing that same PSD to make different
01:44pieces and swapping them out.
01:47What I'll do is simply make another color layer, cloning it and making a blue gas pump.
01:52I'll turn off my specular and bump channels for now.
01:54I'm going to take my gas pump color and hold Alt and clone it.
01:59I need to go up in this case so it clones it, as the background layer is locked.
02:04With it cloned, I'll double- click on the layer set name and call
02:08this Gas_pump.colorBlue.
02:11I'll turn off my original and now in the Gas_pump.colorBlue, I can start to
02:15change colors quickly.
02:17What I'll do as an example is change that base color.
02:21I'll pick a new color, clicking on my Color palette or eyedroppering from reference.
02:25I'm going to borrow here for my reference that blue.
02:29I'll zoom in and eyedropper it and see what it looks like.
02:33I'll pick this color and perk it up just a little bit in saturation and
02:37brightness, so it's not completely muted out.
02:41Remember, we're always seeing reference in photos; therefore, the lighting is
02:44captured at a particular moment with a particular setting on the camera.
02:48What we want to do a lot of times for games then is to paint it more in a raw
02:53sense, painting the color as we like it to be, knowing that in the game we're
02:58going to have lighting that affects it in a certain way.
03:01Back over in my gas pump then, I'll use that new blue, filling in with a paint
03:06bucket on the base color.
03:07Then I'll go over to the red front and do the same.
03:11I'll hold Ctrl and click on that red front.
03:14Then I'll fill in that selection with my blue, making sure to catch
03:17those rounded corners.
03:20I'll deselect and bring it over and see how it looks.
03:23Very easily, we can do the same thing on things like text or logos, maybe
03:27even changing the white front to something different if it's a different
03:30brand or different pump.
03:32We want to think in terms of flexibility, and that's the biggest thing I'm
03:34trying to get across here.
03:36With our gas pump, if we set things up correctly, changes are easy.
03:40If everything is mashed together, it's very difficult to change.
03:44Being we are going to take a flattened image out to our game engine anyway, use as
03:48many layers as you need, and keep it organized so you can make changes.
03:52I'll make sure before I save that I roll up these layers and turn on the ones I want.
03:56What I'm going to do here is actually turn on both layers: color and colorBlue.
04:02I'll save this out, choosing File > Save As, and calling it Gas_pump_end.
04:08Over here in Maya, what I'm going to do is clone this as an example.
04:11You don't always have to do this, but it's nice to see them side by side and see
04:15if it's really working.
04:17I'll move my light out and press 6 to go back to the default lighting.
04:21I'll pick my gas pump, press Ctrl+D to duplicate, and slide the duplicate over.
04:26We can clone materials including their shady networks on a hypershade.
04:30I'll choose Window > Rendering Editors > Hypershade.
04:33We don't always have to do this, but it's nice to see the comparison sometimes,
04:37and have the flexibility to do so.
04:39I'll pick my gas pump material, and if I right-click on it, I can graph it
04:43and see that network.
04:44There is the PSDs and placed texture nodes it creates automatically.
04:49What I'll do is to pick my gas pump material and under Edit, I'll choose
04:53Duplicate > Shading Network.
04:57Now I've got Gas_pump and Gas_pump1.
04:59I'm going to right-click and graph Gas_pump1.
05:02It uses the same things in here,
05:04so if I bring a new PSD in or swap out what I'm doing, I can get a
05:08different material.
05:10I've got my second gas pump selected, and I'll right-click and assign the
05:14existing material Gas_pump1 to it.
05:17Now, in Gas_pump1, which is separate from gas pump, I'll scroll up, and I'll put
05:22this in the color, go into that PSD, and update to the right file,
05:28delete the transparency, and put it in the bump.
05:32I'll pick my end file. The PSD updated.
05:35I'll scroll down and update the specular color as well, gas_pump_end.
05:42I've added the gas pump PSD I've just saved into the second gas pump with the new material.
05:46What I'm going to do to swap out that blue is click into that color texture.
05:52I'll pull my nodes out of the way a little bit, and what we can see in here, if I
05:55drop down under Link To Layer Set, is now that colorBlue is available.
06:00I'll choose it and give it a minute to update.
06:03There is my blue gas pump next to my red gas pump.
06:07Just by changing out that layer set, I can see it's working nicely.
06:11It looks like it brought the transparency back in automatically, so I'll
06:13remember to break it.
06:16Very easily, I was able to clone a material and swap out part of the PSD,
06:20getting me a new gas pump.
06:22The way to think of it is we're going to use a lot of props in a scene, and
06:26a lot of times they'll be repetitive but need some slight variation in part of their textures.
06:31If we're set up for an easy workflow where we can change parts and simply update,
06:36it makes it very easy to make unique-looking things all over our environment.
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Painting dirt and rust variations
00:00With my two gas pumps in place, I'm going to add a little bit of dirt and rust variation.
00:05I've made it easy to do in the way that I've set up my textures.
00:09Working with the layer sets and working in lots of layers within them allows me to do
00:13easy changes and get different rust going.
00:16I can see in here, aside from the blue, where I may want to make a change, because I've
00:19got the same dip in the white with the rust right here and the same bubbles right on that white panel.
00:25One of the things we'll see a lot of times in games is there we're going to swap out
00:29different parts of a diffuse texture, layering pieces over.
00:33In this case, I've got the rust and the paint coming into one layer set.
00:37What we might see are instead, clean gas pump textures that are red and blue, and over them
00:42gets laid as a decal a different rust.
00:46There's different ways we can do this in Unity or other game engines, but the idea of keeping
00:50the layers separate in Photoshop so that we can see it in Maya, alter it, and put out
00:55different flattened pieces if we need is important.
00:58I'll go over to Photoshop, and I've got the PSD opened that goes with these models, and
01:03I'll put in some different rust.
01:05Here in my PSD I've got the blue color and the regular color.
01:09There's my specular and my bump.
01:11I'm going to turn off Gas_pump.color, and I'll turn off the bump and specular for now.
01:17What I'd like to do is in that blue, keep the original rust, but make a variation.
01:23Maybe there's two blue pumps with slightly different rust at a gas station.
01:26I'll pick both of these Rust layers and press Ctrl+G to group them.
01:30I'll rename this group to Rust1.
01:34Now I'll take this group and hold Alt to clone it, and I have Rust1 copy.
01:38I'll turn off the original and rename the second, the copy, Rust2.
01:44By making that a group and cloning it, I've got all the layers cloned with their names
01:48and I'm ready to alter that rust.
01:51Now I'm going to take this and use my Marquee, selecting the white and erasing some of the
01:55rust and repainting it here on this white panel.
01:59I'll scroll down, hold Ctrl, and click at the white panel.
02:03Then I'll go up, and here's my new Rust skim.
02:06I'll press E for Eraser, right-clicking and making sure the Hardness is all the way down.
02:11I'm going to take out some of the rust down here on the bottom and then repaint some of
02:15it so we get a textural variation.
02:17I'll just pull some of that off the panel there, and now I'm going to eyedropper some
02:21of my rust, making sure I have a nice bright color.
02:25I'll press B for brush, making sure it's set to Multiply, and I'll start to brush in some
02:29new rust here on this panel.
02:31Maybe it's a little more rusty in the center instead and the rust has bled down onto the bottom.
02:36I'll put this in and even fade it up to the top here.
02:41I'm going to bring a little more saturation and add some more rust at on the bottom.
02:46It's okay if it's a slightly different color, because I've got the blue in there as well.
02:50Ultimately, I can paint in different colors and match them in, or blend them.
02:55I'll go a little brighter and fade in some more of that rust.
02:58That's working nicely.
03:00It's a radically different rust pattern; even with the same dot it will look different.
03:04What I'll do is save this out and bring this PSD in, making sure it's looking to the right layer set.
03:11I'll roll up these and turn on those other layers.
03:15Now I will save this out as 02_12_gas_pump_end.
03:19Here in Maya I'm going to update my PSDs the same way I've done.
03:23I'll pick this Gas_ pump1, go into there, and grab that new PSD.
03:29Even with just picking the color, we can see that rust is different.
03:32I've got the markings and some of the same rust on the side, but it's camouflaged by being over blue.
03:38Where it's very obvious on the white I can see radically different rust, and I've made
03:42a different texture there simply by cloning a group.
03:45I'll finish updating this and compare the two pumps in the light I've got in the scene.
03:50I'll go into those textures for specular and color and bump and swap out the right PSD,
03:5602_12_ gas_pump_end.
03:57Again, it brought in the transparency.
04:01Right-click on Transparency and break that connection.
04:04I've updated the blue gas pump.
04:06I've still got the original over here on the red, which as it sharing a group that I haven't
04:10touched yet, or rather I haven't adjusted, it looks okay for now for my test.
04:15What I'll l do is pull back, and I'll pick my light and move it over.
04:19I will also make sure I hit 7, so I'm showing the lighting in view instead of using the default.
04:24As I pull that light forward, we can my gas pump in light.
04:28The rust looks different and as I zoom in, into let's say a player's possible view, very
04:34close on this, they look like two very different gas pumps.
04:37Of course they happen to share geometry, because we expect things like this to be shaped
04:41the same, but the surface detail and look is radically different.
04:45Also, as I go around this gas pump, which I may do it again, assuming there is light
04:49on it, I can see that there are different colors.
04:52I'll clone my light and see how this looks,
04:54pressing Ctrl+D to duplicate and sliding it over.
04:58It's always good to test things from a player view.
05:00I'm up here at roughly my player height.
05:02There is one blue rusty gas pump and a red rusty gas pump, and as I spin around, well, they
05:07look rusty gas pumps.
05:09Creating a library like that that makes it very easy to take objects which could very
05:13well be repeated dozens of times in a scene and add enough variation that we can really
05:18say, yes, they look unique and it's believable and we don't break the immersion in the game.
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Weathering away the paint
00:00In this video I'll show how to scratch and wear away paint on the gas pump.
00:05I've added in wear, layering on rust and bubbles and so forth.
00:09But what I also need to do, especially on these front panels, as we'll see in the
00:12reference in the minute, is to wear away the paint.
00:15It's been exposed to the elements for years, and so a lot of the original has faded out.
00:21Here in Photoshop we can see, if I look at my reference, that the gas pump on the
00:24left in blue is fairly intact.
00:27The gas pump on the right in red though, although standing straighter has
00:31the paint worn away, maybe scored or flaking off, revealing the white paint underneath.
00:36I'll show how to do this easily, building up using the eraser.
00:41With the latest version in my PSD selected, I'm going to make my red gas pump
00:45missing some of its paint.
00:47First, I'll turn off some of my layer sets so I can see what I'm doing, turning
00:51off the bump and turning off the blue color as well.
00:54There is the red. And I'll open up that layer set and scroll down.
00:59There's a red front layer.
01:01I'll zoom in and start to erase this.
01:04I'll press E for the eraser,
01:06right-clicking and making sure the hardness is all the way down.
01:10I'm going to leave the size fairly big, maybe 150 give or take, somewhere in
01:14there, but I'm going to lower the opacity, clicking and dragging in the
01:18Opacity and pulling it way back.
01:20The thing to remember when you're wearing away paint is that this happened over time.
01:24If we took our brush and simply add a large Opacity, like 100, grabbed and
01:29dragged, we are you erasing a large streak, which looks like somebody
01:33dragged something down it.
01:35What I want to do is keep that Opacity low so that as I'm wearing away this
01:40paint, it builds up over time.
01:43The paint was new at some point, and it started to wear away. We started to
01:47lose some paint, but some of the original was still there in places.
01:51But we really started to lose some of the hard lines, especially in the small
01:54areas where maybe it wasn't bonded as well.
01:57It got a little scratched over time and water dripped down and took a little
02:01more paint here and there, especially right here at the corner. After years of
02:04people touching it and elements and so forth,
02:07some of the original paint still clung vainly over in the corners, and I will let
02:11it be right there, because it's just shielded by that chrome.
02:15I'll scratch a little more off here.
02:16Now I'm going to switch over, right- clicking and choosing one of my different brushes.
02:22So far I've got naturally erosion.
02:24It's fading out gently.
02:26I'm going to switch over to a speckled brush as an example and use my brackets
02:30to upsize the brush.
02:32I'll add some scratches in, scratching that paint off.
02:35It's been mechanically braided here, and we're missing some large chunks.
02:39I'll add a few more over here.
02:42I'll scratch off a little more, making sure I keep that opacity low and building it up.
02:47Finally, there are some chips here and there, places where over time things have
02:51speckled that paint. Because it's a separate layer, anywhere I click off that
02:56layer really doesn't matter.
02:58I'm wearing away that paint, building up chips, dents, scratches, and so forth,
03:03upsizing the brush occasionally and scratching it, really taking care to
03:07build up the erosion.
03:09I'll make sure I catch the corners up here.
03:12This one is almost completely gone.
03:15I'll build that up and scratch it in.
03:17I'll scratch from a different direction as if somebody had gone after it with a tool.
03:22I'll make sure there's no nicely faded- off edges, doing some more scratching
03:26things down low here.
03:28It may take at least a few minutes to scratch this away, really eroding that
03:32paint, but the end I get is the last of the paint is still hanging on, and it's
03:37worn away, scratched, and worn down by the weather and rain.
03:41I'll bring this across and see how it looks.
03:43I am going to turn back on my layers, choosing File > Save As, and save this out as an end PSD.
03:50Back here in Maya, I'll pick my red gas pump and update.
03:57I'll go into those textures for specular and color and bump and swap out the right PSD.
04:03There is a slight lag while I'm updating, and what that's due to is this being a large image.
04:09I'm still painting at 2048 on a side.
04:11It's okay to paint big like that and take the minor performance hit.
04:15Getting the detail right is what's important.
04:17Later, we'll come back and reduce this or let Unity reduce it, as I've stated before.
04:22Right now I just want to see everything in the full detail.
04:25There is my gas pump, and we can really see where that red paint is just barely
04:29hanging on in places, showing the white underneath.
04:33If I look at it and say, I don't really like that I'd like to change it, a
04:37change this fairly easy.
04:38What I can do is actually borrow the blue layer from here and recolor it as
04:42red and re-scratch it in the same way I cloned over things like the rust in
04:47the other exercises.
04:49I'll see if the blue needs any more wear, and if any other places in the red here
04:53that need to be scratched away or having more rust applied to them.
04:57Finally, I'm going to bring this into a game and see how it's going to look.
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Converting bump maps to normal maps
00:00In this video, now that I feel pretty comfy with the painting of my gas pumps
00:04and their bump maps, I'll show how to create a normal map from a grayscale bump in Photoshop.
00:10I've got my gas pumps updated with their latest PSDs and their rust and
00:14generally banged-up appearance is where I want it to be.
00:17I've got my library set up and I'm ready to get a normal on so that I get a
00:21better look and better lighting in the game.
00:24Over here in Photoshop I've got my latest PSD up.
00:26What I'm going to do is going to the bump group and make some copies and then
00:31use a filter, such as the xNormal, to get the grayscale bump converted.
00:36For now I'll turn off my specular color and turn off my blue and red colors as well.
00:42Remember that anything that goes on in a layer set is transparent.
00:46In Maya, the linked PSD node just looks to that layer set and all the layers are flattened;
00:51therefore, we can turn stuff off and on as we need.
00:55In my Gas_pump.bump group, I'll pick the top layer, scroll down, hold Shift,
01:00and pick the last one.
01:01That selects all the layers between them.
01:04I'll press Ctrl+G to group them, and in here I'll call this Gray bump.
01:10Then I'll take this group, hold Alt to clone it, and clone it as another group
01:15inside that Gas_pump.bump group.
01:18Now I'll press Ctrl+E, which flattens that group into a single layer.
01:22That way I can convert it to a normal map.
01:25I'll turn off the original gray bump.
01:27Notice that, again, I'm preserving my flexibility, making sure I keep the layered
01:31structure and taking a flattened clone to convert.
01:35I'll turn off the snapshot so I can see what I'm doing clearly and zoom out because
01:39I'd like to see how the normal map looks when I'll done.
01:42Under Filter, I'm going to choose xNormal.
01:45There is lots of different ways to make normals and here I got xNormal and the
01:48NVIDIA tools available from the Developer section in NVIDIA.
01:52Whichever one works for you is fine.
01:54There is also nDo2 available as a separate package.
01:58Making a normal map from a bump map is pretty much the same all over.
02:01White is high and black is low in a bump, and in a normal map that gives
02:05you your strength in blue.
02:07What these will do is give you red and green for direction by looking at which
02:11way the bump is coming out and where it needs to have the surface lead into it.
02:17Under xNormal, I'll choose Height2Normals.
02:19In the xNormal dialog, I've got some fairly simple control.
02:24First, there is smoothing.
02:25How much smoothing or softening is it giving to my normals?
02:29We typically want normal maps to be fairly soft-looking. That way when they
02:33apply on something, they're not jagged, as they're trying to force this surface out too much.
02:39I might reduce this down just a little bit and see how it looks, maybe a
02:42smoothing of .5. We can swizzle the colors if we need, and sometimes we'll see
02:47this, depending on what application we're going to.
02:49I'm going to leave it at the default.
02:50What this lets us do, if we need, is depending on compatibility, let's say Maya or
02:553ds Max, we may need to flop the red and green channels.
02:59I'll leave it alone and click Update and we're updated.
03:03I'm ready to export my normal map.
03:05I'll hit Continue, and there's the normal.
03:09I can just see the rust bubbles, and there's the other pieces I've added in.
03:13It doesn't look much different from the bump, with the exception of being the
03:16rainbow colors we expect of a normal.
03:18Now here's the big test.
03:20I'll take this over to Maya and see how it looks.
03:22What I'll do is turn on the colors, turn on the specular, but leave the Gray
03:28bump off in my Gas_pump.bump group.
03:30It'll look to the normal map instead.
03:33I'll save this out, choosing File > Save As.
03:36I'll save this out as 02_14_gas_pump_end and update it in Maya.
03:41Back here in Maya I'm going to go back to Object mode and pick the object.
03:45I'll go into those textures for specular and color and bump and swap out the
03:50right PSD, 02_14_gas_pump_end.
03:56I'll pick the pump and delete the transparency.
04:00I'll scroll down and update the specular color as well.
04:03Then I'll see how it looks.
04:07So we can see it clearly.
04:08I've updated only the red gas pump's nodes.
04:11This way we can see a comparison between a bump and the normal here on our high-quality display.
04:16It's not great-looking so far.
04:18We can see that normal map pixelating and scintillating.
04:21What I need to do is to select it and go into the bump group.
04:25In the bump, I'll go up to the output connection, and in here is the
04:29standard bump2d node.
04:31I'll change Use As from Bump down to Tangent Space Normals, and I can always play
04:36with the depth if I need.
04:37What I may want to do is make sure I put it out with the right depth
04:40in Photoshop first.
04:42There is my normal, and we can see as I pan around, that
04:45that surface is soft and bumpy looking correctly.
04:49Here's the difference.
04:50When we look at the bump on the blue, it looks much harder, much more chiseled.
04:55As I pan around and we can see the light on it, we can see it not pixelating but
05:00looking edgy and white in places.
05:02The reason for this is that a bump is just strength in and out, versus a normal
05:07map which is strength plus direction, so that the rust bubbles here on the red
05:11gas pump look like they're reorienting to the light and the surface has bubbled
05:15up in round bumps around these rivets.
05:19This is going to look terrific in a game.
05:21I'll update the blue gas pump and see if there's anything else I need to do in
05:24my normal map to tweak it, but the basic idea is there.
05:28The difference is clear though.
05:29Once we get a color and a normal on, it's very believably, well, a rusted old
05:33gas pump, just as we expected it to be.
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Testing the maps
00:00I have got my gas pumps completed, and I am ready to bring them over into Unity to test
00:04out and see how they look in the game engine.
00:07I'm going to do some exporting, but before that I'll walk through a little bit of the
00:10project structure in Unity so I can get these in the right place.
00:15I've made a blank project here in Unity and imported in a lot of the standard assets I
00:18think I'll need, such as player controllers, image effects, and so forth.
00:23If you need help on this, refer to the exercises video where I detail the project structure
00:28I am going to use.
00:29What I'll do in here as the start of my import is to give myself a couple of folders, just
00:33so I can stay organized.
00:35When we import things in Unity, it's actually whatever's in the Assets folder in our project structure.
00:41What I'll do is right-click and choose Create > Folder.
00:45I'm going to make a new folder in here called Textures, and I'll put my textures in there.
00:50I'll also make another new folder in here called Scenes.
00:52I am going to work in separate Unity scenes depending on where I am and what I'm doing.
00:57This would be a testing scene as an example,
00:59so I'll keep it separate.
01:01It's very likely that we're going to see multiple scenes in a game which actually make up part of a level.
01:07I'll take this and drag it out, because it created as part of the Textures folder.
01:11Now they're in the same level.
01:13I'll make sure I have named this properly, calling it Scenes and hitting Enter.
01:18Now I am ready to do some exporting and importing.
01:22Here in my Exercise Files folder is my Game Props Unity folder, and that's my actual Unity project.
01:28In here is the Assets folder, and there's the two folders I just made: Textures and Scenes.
01:34If I were to put things simply in Assets, very quickly that project window could get very cluttered,
01:39so it's a good idea, just like we are organizing in Maya and Photoshop, to be organized in Unity.
01:45Now I am ready to start exporting.
01:46I'll go over to Maya and export the mesh first.
01:49I am going to take one gas pump out and I'll bring in the textures and swap them in and out.
01:55It's better to do that in an instance of mesh than it is to bring in both.
01:59I'll pick one gas pump and choose File > Export Selection.
02:05In the Export dialog I'm going to export out an FBX file. Although we can take in a native
02:10Maya ASCII or Maya Binary into Unity,
02:13sometimes it tends to hang a little bit, depending on what version of Maya we've got and what
02:16version of Unity we're using.
02:18An FBX file is always safe.
02:21What I'll do is make sure this goes in the right place,
02:24browsing down to my Desktop and going into that Unity project.
02:29I'll put it in the Assets, and I am going to leave this just here in the Assets folder.
02:33I can always organize later.
02:35I'll call this 02_15_export.
02:39I am exporting out as an FBX file, and I've done some customization in the export I'd like to go over.
02:46First, under the Include Options, I've made sure that I'm including Smoothing Groups and Smooth Mesh.
02:53This'll take my hard and soft edges over.
02:55Additionally, I've unchecked Lights to make sure my lights don't come across.
02:59I am also going to uncheck Cameras, although I don't think that will be a problem as I
03:03don't have any of my viewport cameras showing.
03:06There's no animation to worry about.
03:08And I'm not going to embed any media.
03:11Under Units, and this is where I want to make a big choice, I'm going to check Files converted
03:16to: Meters and uncheck Automatic.
03:18I've been working in inches and my gas pump is about 5 feet tall.
03:22However, Unity's units are meters,
03:25so I want to convert or remeasure my objects to meters rather than rescaling so that when
03:29I'm standing next to the gas pump, it's the right height.
03:32I'll hit Export Selection and when I go into Unity, it'll pull that in automatically.
03:38Here in Unity, it pauses for a second and refreshes, and there is my gas pump, my file called 02_15_export
03:45and there down in the Preview window in the lower-right is my gas pump.
03:49What I'll do is put the Scale Factor at 1, because I had optimized this and sized it correctly.
03:54I'm not going to worry too much about colliders or optimizing them for physics at the moment.
03:59Just check Generate Colliders.
04:01What I might see is that instead of generating colliders, I'll make this part of a package
04:06and put a box collider on it instead of letting every polygon on the mesh be part of the collider.
04:12For now, I'll just check Generate.
04:14I'll scroll down and click Apply.
04:17This comes in with a material already on it called Gas_pump, which is a simple blinn shader
04:21with just a diffuse map.
04:23There's nothing in there at the moment so it's just white.
04:25I'll go get my textures and then start to plug things into my scene.
04:30Here in Photoshop, I've got my linked PSD.
04:33This is one that I've made a network into Maya with for texturing.
04:36What I am going to do is start saving out flattened images and let Unity downsize them.
04:41I'll turn off my specular map for now, and there is my normal.
04:44I'll press Ctrl+Shift+S and save this out as a TIFF.
04:49I'll uncheck layers, saving as a copy, and I'm going to put this into my Unity project.
04:55Here in Assets, in the Textures folder,
04:57I'll name this gas_pump_normal.
05:02In the Compression, I'm going to let it be None.
05:04I am going to let Unity handle the Compression, as it is a very good job of it, and click OK.
05:11I'm going to save out the blue gas pump image,
05:14but I need to do something with the specular map first.
05:17We can take a specular channel into Unity as part of an alpha.
05:21Being I am not using the alpha channel for anything as part of my color or transparency,
05:24I am going to put the specularity in there.
05:28What I'll do is go into that specularColor, selecting it, opening up the group, and grouping
05:34those layers, pressing Ctrl+G.
05:36Now I'll take this group and clone it by holding Alt and dragging it.
05:40I'll take the clone and flatten it, pressing Ctrl+E.
05:45Now I am going to take this cloned flattened group, select all by pressing Ctrl+A, and Ctrl+C for copy.
05:52I'll go into the Channels palette and make a new alpha channel, and I'll press Ctrl+V
05:57to paste this in.
05:58If I were to use this in Maya, the alpha channel would try to go into the transparency, giving
06:03me a semitransparent gas pump.
06:05However, in Unity this is going to give me my specularity.
06:08I'll turn back on my RGBs and go back to my layers.
06:12I need to make sure in my channels, however, that RGB is selected so that in my Layers
06:17palette I can actually pick something.
06:19Now I'll turn off that specularColor group, and here's my blue gas pump ready for saving.
06:25I'll press Ctrl+Shift+S and save this out as a TIFF, this time including the alpha channel.
06:31I'll put this into my Textures folder in my Unity project.
06:36In Textures, I'll call this gas_pump_blue, and I'm saving as a copy with an alpha channel. It's saved out,
06:44and I am going to choose my Compression as None again.
06:47Now I'll save about the red gas pump.
06:50I'll press Ctrl+Shift+S and save this as a TIFF again.
06:53I'm saving without layers, with an alpha channel, as a copy.
06:58I'll put this into my Textures folder in my Unity project.
07:01I'll call this gas_pump_red.
07:03Notice that the Preview window shows it is partially transparent.
07:08Now I'll go into Unity and start assembling these.
07:12Unity paused for a minute and the Textures group down in the bottom shows me those images I brought in.
07:17What I need to do is first pick the normal map and in the Inspector make sure it's regarded as a normal map.
07:24I can also uncheck Create from Grayscale as I made a normal map as I wanted.
07:28I'll click Apply and now I am ready to downsize some of these images.
07:32It has an automatic downsizing.
07:34We can see here down in the bottom, as it's coming in at 1024 x 1024.
07:39We can get to this in our project settings if we need or we can set a downsizing as we'd like.
07:45The Max Size here is 1024.
07:47I am going to do the same with my other images, trying them at 1024 first and then seeing
07:52how they look at 512.
07:54Now I am going to change my material, selecting the Gas_pump material and dropping down under
07:58the shader to pick Bump Specular.
08:00What this has is a base in the RGB, the gloss, or shininess, in the alpha and a normal map.
08:07I'll drag my normal map into the normal slot, and I'll pick my blue gas pump and drag it
08:13across into the diffuse.
08:15It's got its alpha along with it, and now I am going to pull the gas pump in the scene
08:18and see how it looks.
08:19There are two ways we can do this.
08:21We can either drag the mesh straight from the project into the scene, placing it wherever
08:25we like, or drag it into the hierarchy, landing it in the scene exactly where it was created in Maya.
08:31I am going to take that option and press F to focus on it.
08:35There is my gas pump, and it's got its blue texture, and the specular channel is working nicely.
08:40What I am going to do is duplicate it, pressing Ctrl+D, and sliding the duplicate over.
08:47Instead of importing another mesh, this instance is the existing mesh saving memory.
08:50I am going to rename this gas pump Gas_pumpB for blue. Then I'll press Ctrl+D to duplicate
08:57it and call it Gas_pumpR for red.
09:00This is simply a working or a scratch scene,
09:02so I don't mind having some extra pieces in here.
09:05In Gas_pumpR (red) I'll click on Select and choose my red gas pump instead.
09:11Now I'll take this material and drag it onto my clone.
09:15There are my two gas pumps.
09:16The final test is to put a light in the scene and see how it looks.
09:20I'll choose GameObject > Create Other, and put a Directional Light in to simulate the sun.
09:26I'll back out and move this out, spinning it around so it lights up my gas pumps.
09:32I'll move this up in the sky and pull it back even further.
09:36I'll put a floor in, choosing GameObject > Create Other > Plane.
09:41I'll take this plane, hold V for Snap, and snap it down.
09:46If you notice, the Snap isn't working, and there is a reason for that.
09:49You hold V for Snap, snap to a vertex, and then snap onto another vertex.
09:55It takes a minute to get used to, but it works quite nicely after a while.
09:59Lastly, so I can navigate around these, I'll go into my Standard Assets, and there's my
10:03Character Controllers.
10:04I'll take a First Person Controller and pull it in.
10:07This is the big test.
10:09Is it the right size?
10:11Knowing that the First Person Controller in Unity is 2 meters high, which is over 6 feet,
10:16the gas pumps are the right size.
10:19So I made them correctly and I imported them properly.
10:22I'll pick my light and turn on Soft Shadows.
10:26This is a Developer version, or a Pro version, of Unity.
10:29If you're working with Unity Indie, you will need to bake your lighting to see the shadows.
10:33Really, I just wanted to be able to show it there so we can see how they shadow and if
10:36the curves are working.
10:37I'll get the same results baking in Unity Indie as I do in real-time Soft Shadows here. I'll hit Play.
10:44Unity will regard my First Person Controller as the default camera, doing so correctly, and
10:49I'll see how it looks.
10:50There are the pumps, and I can get pretty close to them.
10:54I can't quite jump over, but I can almost read the text there on the dials. Even at 1024,
10:59it's definitely looking correct.
11:02They look rusty and they look unique and definitely like two old beaten-up, rusty gas pumps.
11:07
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3. Modeling Tools and Small Props
Overview of modeling small props
00:00In this chapter, I'll look at modeling small tools and props like we would find in a game.
00:05Very often in the game, we're going to need a bunch of things left around, whether it's
00:08for the player to find or simply to add to the ambiance of the place.
00:12As an example, I'm going to have these tools maybe strewn around going to the doors of
00:16my abandoned gas station I made in the Game Environments course.
00:19I might need one of these to get into a gas pump to dig out something, or to open up a door to go in.
00:25What we need to think of when we are modeling tools like this is there's a good chance that the
00:29player is going to hold onto it,
00:30and we might need to see it fairly close-up.
00:32However, there's not a lot of detail on these necessarily.
00:36We need to make sure that the silhouette really holds true.
00:39We can also get away with not too many polygons on round elements--again, because they are fairly small.
00:44We need good reference to start with, just like with any other model.
00:47We need to know not only how do they look clean, but how do they get dirty or worn down.
00:51I have pulled out some images of a sledgehammer, a few other hammers, and a prybar.
00:56I'll model a short sledgehammer and a prybar as part of this exercise.
01:00One of the other things to consider in modeling small props--and I'll look at this sledgehammer
01:03as an example--is that we're going to deal with these as part of a texture sheet.
01:08Although I can zoom in this close in the photo, really in a game it's going to be
01:12something like this, where the texture needs to be generally in the right place.
01:17It's also fairly linear.
01:19What that means is that, well, there's the handle and then there is the head and if we
01:23look at the prybar on the side, it's a long skinny piece.
01:27We can't spare an entire texture just for this one tool,
01:29so we'll make it part of a sheet, either stacking UVs or having a texture sheet where we see
01:34different raw textures that we can simply lay UVs onto to make the right looking stuff.
01:39For these tools, I might end up with a section of black chipped iron, a section of rusty
01:44metal, and a section of wood.
01:46I may also end up with some other pieces in there, such as galvanized steel or something
01:50similar, to lay other parts onto.
01:52With a little careful planning, we can get a good-looking texture sheet going and any
01:56number of tools to flesh out our game environment.
01:58
Collapse this transcript
Modeling a sledgehammer
00:00In this video, I'll dive into modeling my sledgehammer to start.
00:03I'm going to model a short handle, maybe a 3- or 5-pound sledgehammer, like we can see here.
00:08I need to keep the geometry minimal, as I may have lots of tools like this around,
00:12so getting the silhouette and the major contours right is important.
00:15I'm going to estimate that this is probably maybe a foot tall or 14 inches, by about five
00:21or six wide, and maybe two or three across.
00:23I'll go into Maya and start out a bounding box first.
00:26I've got a clean scene here in Maya, and I'm going to turn on my grid to provide a quick
00:30visual reference where 0, 0 is.
00:32I'll hold Shift and right-click and start out by making a poly cylinder.
00:36I'm working in centimeters to start.
00:38As the default Maya units are centimeters, I'm going to change this over to inches.
00:42Remember, I can always remeasure something when I export, converting to meters as needed.
00:47I'll go into Window > Settings/Preferences > Preferences and under Preferences in settings,
00:52I'll put my Linear units in inches.
00:54I'll click Save, and now I'll put some dimensions in for this cylinder.
00:58This will be the handle, and I'm going to put it at a Radius of three quarters of an inch,
01:03or .75, and a height of a foot.
01:06I am going to reduce the number of subdivisions down.
01:09I'll bring this down to 10. That will let me have some decent roundness without breaking
01:13the bank in poly count.
01:14Now I'll put this at 0, 0, jumping over to the first tab in the Attribute Editor where
01:19I've got my Translation, Rotation, and Scale. I'm going to zero these out and then make
01:23sure that the Y is at 6, half the distance up, or where the center is, putting the bottom at 0.
01:29I'm going to give this a little bit of a contour.
01:32I'll go back and look at the reference briefly and see where I need to shape that handle.
01:36The handle tapers, as I can see here, where it starts out fairly wide, almost more of an
01:41ovoid or egg-shaped section, curves in gently, and tapers into the head.
01:46I'll add a couple of divisions and taper this in.
01:49In my poly cylinder, I'll put the Subdivisions Height at 3.
01:52Now I'm ready to scale this.
01:54I'll press 5 for shaded view and R for scale.
01:58I'm going to do a non-uniform scale in this, scaling on the X axis only, pulling this in,
02:03and I'm watching down in the very lower-left in my screen to see how much I'm scaling in by.
02:08I'm going to scale it in by about .8 or so, give or take, giving me that oval section.
02:13Now I'll give it a little bit of a curve here so the handle flares out at the end.
02:17What I'll do is press F9 for vertex.
02:20You can work by edge, by vertex, or by face. It really doesn't matter. It's whatever suits you.
02:25I'll pick the top where it intersects the head and press R for Scale if I'm not in Scale already.
02:30I'll hold Ctrl and scale on the green Y axis, which will scale X and Z proportionately.
02:36I'll pull this in, again looking at the scale, taking it down to about .8.
02:40Now that I've got a taper established, I can start to take these loops and scale them in. I'll pick these.
02:46Again, I can work by edge loop or by vertex.
02:49I'm going to scale in a little bit on the Z to narrow this down, and then I'll pick the
02:54one below it, again scaling in on Z just a little bit.
02:57It may be helpful in this case to go into a side or front view and look at the handle,
03:01making sure it's scaled in the right way.
03:03I need to go in my front view, and I should be able to see the taper.
03:07I'll make sure that in a front view and a side, it's got a little bit of a curve to
03:11it, scaling these in so it's really got some flair to the bottom.
03:15I'll check in a side view as well.
03:17We want to maximize our polygon usage on small tools as much as we can, getting the most
03:22mileage in every direction, or view, out of each one.
03:25Now I'm going to put the head on.
03:27I'm going to bevel the bottom of this, giving it a little extra bit of an edge, so it's
03:31not a perfect corner.
03:32I'll press F11 for Face and spin so I can select those bottom faces, selecting around
03:37them and holding Ctrl to deselect by crossing the vertical faces.
03:42I'll hold Shift and right- click and choose Extrude Face.
03:45I'll switch my extrude over to the world coordinates.
03:48I'll turn off the grid, so it's easier to see and click on the blue local world toggle
03:52up here in the upper-right.
03:54This way all the faces come out together.
03:56I'll pull down on the Y axis, then hold Ctrl and scale on the Y, which scales in X and Z together.
04:03There is a beveled edge on the bottom of the hammer.
04:05Now, I'm ready to make the head.
04:07I'll go into a front view, pressing the Hotbox and choosing Front View on the Maya button.
04:11I'm going to make the head, starting out with the box, holding Shift and right-clicking
04:15and choosing Poly Cube.
04:17I'll make a cube and put in the dimensions here in the Attribute Editor.
04:20I'll choose polyCube1 and give it a Width of 2, a Height of 6, and a Depth of 2.
04:27I'll also give it on the Height, 3 Subdivision.
04:30I'll go back in my perspective, and there is the start of my hammerhead.
04:33Now to add those typical corners, giving me an octagonal face, what I can see I need to
04:38do here, and this is why I gave it three sections along the height, is to scale in those two edge
04:43loops slightly so I have a little more length in the chamfer here.
04:47Then I'm going to take those edges and bevel them, giving me an octagonal face.
04:51I'll press F10 for edge, double-clicking on the edge loop, holding Shift, and picking its
04:56counterpart, then pressing R for scale and pulling these in just a little bit.
05:00Now I'm going to bevel the head, selecting all four of these corner edges on one side,
05:06holding Shift, and grabbing the others.
05:08Making sure I have nothing else selected, I'll hold Shift and right-click and choose Bevel Edge.
05:13In Bevel, I'll uncheck Offset As a Fraction. That way the shape doesn't cross over itself.
05:17And I'll bring the Offset out just a little bit, maybe .375. There is my sledgehammer.
05:23I can always push things back and forth if needed, but I'll get it aligned on the head
05:27and see how it looks.
05:28I'll press F8 for the whole object, hold Shift, and select the handle.
05:33I'll press Hotbox and Modify > Align tool.
05:36I'll put them on the centers and snap top to top.
05:40What I'll do is pick this head and pull it down ever so slightly, letting the geometry
05:44actually pass right through.
05:46What this will let me do is have the woodgrain on the end show cleanly through.
05:50There is my sledgehammer, ready for texture.
05:52It was fairly simple when I was paying attention to the key parts in here.
05:55I needed to make sure I had an octagonal head and a good curve on the handle so that from
06:00any view it appears to change over that section.
06:03In the next video, I'll model my pry bar and get in the right curves and right facets.
06:08Then I'll look at softening both objects and finally, texturing them.
06:11
Collapse this transcript
Modeling a pry bar
00:00In this video, I'll model a pry bar to go along with the sledgehammer.
00:04We often need to see tools and things around the game environment, whether they're there
00:08as simply objects or we can pick them up and use them.
00:11For the pry bar, I need to start out with some kind of six-sided piece, and it needs to have
00:16a curve at the end.
00:17What really happens is they start out with an extruded piece of steel, bend it, and then
00:21smash the end flat and cut in a notch here for pulling out nails.
00:25I'm going to treat it slightly differently, but fairly close, in that I'll start with
00:29the curved form first, as I can make this easily and then extrude the straight piece out.
00:34Looking at the reference, we can see that there's an orientation of the facet.
00:37We need to be able to grip a flat side and that will be key in how I make it.
00:41We've got different kind of pry bars available, and this one is a straight pry bar,
00:45not nearly as exciting as the hook one I'm going to make, but still noteworthy in how
00:49it's worn and also where that flat side is.
00:52Here in Maya, I'll start out with a torus.
00:53I've got my sledgehammer in the scene.
00:55I'm planning on making most of my props in one scene, and exporting them individually.
00:59That way I can tag them in Unity if I need for picking up or animation.
01:04I'll hold Shift and right- click and choose Poly Torus.
01:06I'll click and drag and make a torus and then come back to the Attribute Editor and
01:10deal with the radii and size.
01:12Here in polyTorus1, I'm going to say that the curve, the J at the end, has a radius of
01:173 inches, has a section radius of 0.5, and 16 subdivisions on the axis.
01:23This will let it look fairly round but not give me an excessive number of polygons.
01:27I'll take the Subdivisions Height down to 6, and there is my six-sided pry bar--well, almost. Here's the key.
01:33Remember I said that the flat side is the one we need to grip.
01:37Right now, if we were to extrude this as a pry bar, we'd be gripping one of the edges,
01:40so I'll put the twist in this at 90, and there's that flat side.
01:45One of the big things in modeling is to start round shapes with round objects.
01:49Can we take a box and bend it into a curve? Yes.
01:52Is it easier to start with a curve and extrude a straight part from it? Yes.
01:56I'll go into a top view by pressing and holding the spacebar for the Hotbox and choosing top view.
02:01I'll press F to focus, and there is the start of my pry bar.
02:05I'll press F11 for the Face, and start deleting some pieces.
02:08I'm going to take off the bottom half and take off most of one side.
02:12This will give me the short end and a flange here, and then I'll extrude down here to make
02:17the rest of the pry bar.
02:18I'll go back to my perspective view, press F8 for object and F to focus.
02:23If you're in a component and you press F to focus, it will focus on the entire scene, because
02:27nothing is selected.
02:28If you've got a component selected, focus will go around just that component.
02:32I'll press F10 for edge and double-click on the border edge that's now at the end of what was the torus.
02:38I'll zoom out, hold Shift and right-click, and choose Extrude Edge.
02:41I'm going to switch over to the world access for this one, pulling on the Z axis.
02:46Then I'll come over to the Transform Attributes and look in the Translate, and there's that Z distance.
02:50I'll put it out at 12 to give my pry bar some length.
02:53Now I'm ready to make the ends here.
02:55I'll zoom in, hold Shift and right- click, and choose Extrude Edge again.
02:58I'm going to extrude this out, again switching to the world access. And I'll extrude out
03:04to make the flange, scale it down on the X axis, and scale out on the Y.
03:09Even though it does come to a nice sharp point, what I'm going to do is actually close up
03:13this hole, and then I'll flatten it out so it's got a polygon on the end. That will avoid
03:17some smoothing or softening issues later, and also some anti-aliasing issues by trying
03:21to display a single polygon.
03:23I'll scale it nice and flat and see if it's the right size and shape.
03:26It looks pretty good as it flanges out.
03:28If you'd like, as a variation, you can extrude one more time and give it a little bit of
03:32a straight piece here.
03:34I'll do that, and in this case, I'm also going to use that extra extrusion so I can add the notch in.
03:39Now it's in the right shape.
03:40I'll close it up, hold Shift and right-click, and choose Fill Hole.
03:44I'll press F11 for Face and pick that end.
03:47I'm going to scale it down just a little bit more so it's nearly flat.
03:50There is my pry bar, and this will alias, or anti-alias depending on my settings, nicely.
03:56Now I'm ready to make the notch at the end.
03:58Before I do that, I need to make sure that this flattened piece is in the right place.
04:02I'll check in the top view and zoom in on it.
04:06Depending on the pry bar, this may be to one side of the other, or in the center.
04:09I'm going to grab mine and, with the Move tool, pull it down on to one side.
04:13I have an error down here, and what that's caused by is leaving that Preserve UVs checkbox on.
04:18I'll go over to the Move tool.
04:20By double-clicking on the Move tool, I get to the Move settings, and there's that Preserve UVs check.
04:25It's okay to check and uncheck this as you need so you can move things around.
04:28As I haven't unwrapped this, using the Preserve UVs is giving me an error.
04:32I'll close it and now I can slide this over.
04:35I'm ready to make this split at the end.
04:37On my Hotbox, under Edit > Mesh, I'll choose the Interactive Split tool.
04:41What I'll do is zoom in and click on a vertex, and then the Split will tool come up to the middle
04:46of the next edge.
04:47I'll go up there and back to the opposing vertex and hit Enter.
04:51I'll zoom around to the other side and put the same kind of split in.
04:55I'll press G to repeat last, put the split in from vertex to center to vertex, and hit Enter.
05:01I'll do it one more time at the bottom, pressing G to repeat last and snapping from vertex to vertex.
05:07With those in place, I can delete faces, pressing F11. And either Q for Select or W for Move
05:13will work nicely, deleting out the faces. That will be this notch.
05:16Now, I can bridge cleanly across these, instead of having a triangular face. I'll press F10
05:21for edge and select two of these edges, holding Shift and right-clicking and choosing Bridge.
05:26Before I choose Bridge though, I'll look in the dialog.
05:29The default setting for the Bridge has divisions of 5.
05:32I'm going to bring that down so I'm bridging across with one polygon.
05:36I'll hit Bridge and go pick the other.
05:39Now here's a quick technique I use.
05:40I know there is two edges here that I need to select.
05:43I know also that these are the only two open edges I'm going to select,
05:47so I'm going to draw a marquee there.
05:48I actually selected some other edges, and that's fine.
05:51I'll hold Shift and right-click or hit G to bridge again and bridge.
05:55Maya is pretty smart in this case and will only bridge the open edges.
05:59I'll go back in my side view and make sure the notch looks okay in the pry bar.
06:04If I need, I can press F9 for vertex, take these middle vertices and scale them in, just
06:08to bring that notch down in size a little bit.
06:11I can also take these middle ones and pull them back if it doesn't look long enough.
06:15There is the end of my pry bar, and it's going to render nicely in my game.
06:19I'll repeat the process up at the to, and then get ready to deal with softening edges
06:23and making sure they're hard so it's still faceted.
06:26
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Adding detail and hardening edges
00:00I've got my pry bar and sledgehammer in place, and I am ready to see if there is any more
00:04detail I need and to work, over my hard and soft edges.
00:07It looks like the sledgehammer head is a little bit wide. I am going to scale these in, taking
00:12the end faces and scaling them just to bring down that width, and then I'll work over the
00:16hard and soft edges a bit.
00:18I'll pick these end faces, picking one holding Shift and picking the other, pressing F to
00:22focus, so I am zoomed in nice and big, and R for scale.
00:25A lot of times in modeling I'll actually scale components like this.
00:29That looks a little better; the proportion's right on.
00:31I think what I'll actually do to add a little bit more detail is bring this back just a
00:35little further and extrude it one more time.
00:38I'll hold Shift and right-click and extrude. And in this case because these are aligned
00:42to the world axes, their z axis goes straight out because it was started as a box in the
00:47perspective view.
00:48What this means I can do is grab that z and pull it and I get an extrusion on both sides
00:53in opposite directions without skewing drastically.
00:56I'll pull it out just a little bit, hold Ctrl, and scale on the Z, and give it a little bit of a bevel.
01:02This way instead of a perfect edge, I get a little bit of a chamfer there, and it looks
01:07more like that sledgehammer I've intended.
01:09Now I am ready to deal with hard and soft edges.
01:11First I'll pick the handle.
01:13On something like this which is made of wood, it's a turned object; it started out as a
01:17block of wood and was turned on a lathe to be this shape and then shaped down into that oblong.
01:22What I'll do then in this case is to soften up all of the edges and come back and selectively
01:26harden the ones I want,
01:28I'll hold Shift and right-click and choose Soften/Harden Edge > Soften Edge.
01:32Then I'll press F10 for Edge and I'll go up to the top.
01:35I've got a smoothing artifact up here where it's trying to smooth over a 90-degree bend.
01:40I'll double-click on this edge loop up here at the top, hold Shift and right-click, and
01:44choose Soften/Harden Edge > Harden Edge.
01:47Now it looks flat again, and I'll go do the same thing at the bottom where I've added in that bevel.
01:51I'll zoom in, double-click on 1, hold Shift and double-click on 2, and hit G to repeat
01:56last, hardening up those edges.
01:59I'll press F8 for Object and deselect and see how it looks in a smooth view.
02:03The handle is smooth and still looks oblong.
02:06Underneath, I can see that bevel clearly, and as long as I'm zoomed back decently, it looks round enough.
02:12Up here on the head in needs to be all faceted. It's a forged chisel piece of steel, and so
02:17I want all the facets on the bevels and on the sides here to show up.
02:21I am going to leave that alone, and then later I'll put a normal map on it to dent some of these in.
02:27Now for the pry bar. The original torus started out with six sides, and so it had facets on it.
02:32I've lost some of the facets in the way I've extruded here.
02:35What I'll do in this case is harden up all of the edges and then come back and soften
02:39some selectively.
02:40I'll hold Shift and right-click and Soften/Harden Edge > Harden Edge.
02:45Now it's all faceted, and I can see where I need to come back and soften.
02:48I'll press F10 for Edge and zoom in on it. I'll pick one of these edge loops here.
02:54Then I'll hold Ctrl and right- click and convert my selection.
02:58This is a marking menu for selection, and I'll choose Edge Ring Utilities to Edge Ring.
03:03Because I've extruded along, I've kept the edge ring and loop structure here, except
03:07for the end where I have split those polygons.
03:08I am going to hold Ctrl and deselect the ends, making sure they stay crisp.
03:13I'll leave the rest of those edges selected and deselect the other ends down here.
03:18Now I'll hold Shift and right- click and soften up those edges.
03:22My pry bar is just about ready.
03:23It looks like I've got one more hard edge right here at the V that I need to take care of,
03:28but I've got those expected facets running around. And that's a big deal in a model
03:33is making sure that the stuff we expect to be there is there,
03:36that we don't look at this and say "something is odd, but I can't put my finger on it.
03:40Wait, what was I doing in this game?"
03:42We want to be able to look and say "of course it's a pry bar, why should I think anything different?"
03:46And having those edges softened or hardened correctly is a big deal.
03:49In here, in the V, because I've used the Split Polygon tool, I've broken the edge flow.
03:53What I am going to do is come back and pick both of those edges, pick their corresponding
03:58edges on the other side, and soften them as well, holding Shift and right-click and choosing
04:03Soften/Harden Edge > Soften Edge.
04:05I can see a change in the shading, and now it's got the right look.
04:08Depending on the model of pry bar, you could soften up this edge as well.
04:12I'll do that and see how it behaves.
04:14With those edges softened, it works really nicely.
04:16The hard edges of the facets fade out as they would when they're hammered flat to make the flange dent.
04:22I've got a good soft edge, and it looks flat and sharp.
04:25My pry bar is in good shape, and I'll finish up the other edges on this side too.
04:29I'll follow that same idea, picking the edges that should be soft--in this case four on
04:34one side and four on the other.
04:36Here is a chance to press F to focus.
04:39If you noticed, I spun off the view, because I was orbiting around something else.
04:43I'll press F to focus in, which resets the Tumble tool around the center of whatever is selected.
04:49I'll zoom around and pick these edges I need to have soft.
04:52I'll soften them and my pry bar is complete, ready for unwrapping.
04:56My hammer is done as well, ready for unwrapping and eventually combining into one mesh.
05:01It's important always to work over your hard and soft edges and make sure you're not letting Maya decide.
05:06Sometimes it does a decent job when you've got primitives that have hard and soft edges
05:10set, but sometimes when you extrude you get edges that are sort of hard and sort of soft
05:14and don't do a good job at either one.
05:16So make sure you work over hard and soft edges, either softening everything and coming back
05:20and hardening or hardening everything and coming back and softening selectively.
05:24This way in the game things will look right and have the right silhouette.
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Unwrapping as part of building a texture sheet for small tools
00:00In this video, I'll look at unwrapping these tools as part of a texture sheet.
00:04The idea is that we've got a bunch of small things and rather than have a unique texture
00:09for each one, which can eat up a lot of memory, we're going to make a texture sheet and stack UVs in.
00:14We'll see this a lot in games, especially in things like props, where most of the props
00:18may fit on one sheet and have simply sections of material rather than a unique unwrap for that tool.
00:24As an example on my texture sheet, I might have a section of wood and that will work
00:28for handles of things.
00:30I'll have a section of dented blackened steel and another section may be a wrought iron
00:34and this'll accommodate most of the things I need to do.
00:37I'll also add in a section of aluminum, as I'm going to make an aluminum ladder as part
00:41of my props in later videos.
00:43What I'll do to start out is go over to Photoshop and take my unwrapped checkers I've included
00:47as part of this project and lay some colors over, giving me areas to unwrap in.
00:52Here in Photoshop I've got my reference up, and I can see from these various images of
00:56the tools that they get kind of a speckly rust, but it's not in a particular place necessarily.
01:02We need some for wrought iron, and we also need some for other hammers.
01:06We can see here I've got rust on the edges and again, on this one, it's fairly clean.
01:11In the Game Props project, in the sourceimages, I've included a file called 1024 x 1024template,
01:17and it's some simple checkers here.
01:19A lot of times what I'll do is I'll make a copy of this as a PSD, and I'll put some colors
01:23over to stand in for different areas in a texture sheet. That way I can get the UVs
01:28laid out and then come back and paint textures and try it out.
01:31I'll make a new layer by pressing Ctrl+Shift+N.
01:34I'll call this layer overlay.
01:35Really, you can call it anything you want.
01:38I'm going to press M for marquee and instead of using a normal marquee, I'll use a fixed size.
01:43I'm going to guess that I want four areas here: one for wood, one for wrought iron,
01:48one for ladder sections, and one for rusty steel.
01:52I'll see if this works and what else I need to do that's custom.
01:55My map is 1024 square,
01:57so I'm going to put the Width of this at 256. I'll put Height in here at 1024 as well.
02:04As a side note in Photoshop, my units are set in pixels, which I did when setting up the document.
02:09You can also choose Edit > Preferences, way down here at the bottom of the Edit menu.
02:14In Preferences, there is your Units.
02:16The default install of Photoshop, or if you have started up for the first time, may have
02:20the rulers set to inches.
02:22Here's what happens if they're set to inches, and this is an important one I see a lot
02:26of people get tripped up on in the marquee.
02:28Even though my document may be in pixels, if I go up here to the marquee and set this
02:34in at a different size, let's say 128, I'll hit Enter and I'm dealing in 128 inches.
02:40My marquee now spans over the entire document, leaving me wondering what happened. I thought
02:44I was working in a small slice of it.
02:47I can come up here and put in px and force it to be in pixels.
02:51What I usually do then is to make sure my units are in pixels, and that way I don't have
02:55to worry about it.
02:56There is the correct marquee as an example.
02:58So under Edit > Preferences, there is your Units.
03:01You could either set them here or when you make the document.
03:04I'll put mine back at pixels and start putting some colors in.
03:08I'm going to land this marquee over those colors and pick some other colors to lay over it.
03:12I'll use ones that are easy to recognize.
03:14I'm going to give this a bright orange or gold tint to start.
03:17I'll press G for the paint bucket and fill that in.
03:21I'll press M for marquee again and slide that marquee over.
03:24I'll choose a new color.
03:26Now if you're feeling picky about it, in placing them exactly, here's the other thing you can do.
03:30I'll press V for Move, hold Alt, and drag that layer to clone it.
03:33It actually snaps under the other one; layers snap onto document bounds and each other.
03:38Then I'll use my Hue/ Saturation to change that hue around.
03:41I'll make this, oh, let's see, here is a purple, but I'm going to relax it a little bit, so
03:46it's not so vibrant.
03:47I'll do this two more times and add in different colors so I can recognize them.
03:52It doesn't really matter what color; it really matters that you can recognize the difference between them.
03:57I'll shift this one into blue and finally do some green at the end.
04:01I'll combine these layers by pressing Ctrl+E. Then I'll take the Opacity down, screening
04:05them over at, let's say 50% or so.
04:08That will work nicely.
04:09And when I save this out, I can recognize where in my texture sheet I need to place
04:13each set of polygons.
04:15I'll save my working PSD so I can come back to it if I need.
04:18I'll call this 03_05_end to correspond with the exercise.
04:22Then I'll save out a flattened version that I can load into Maya, pressing Ctrl+Shift+S
04:26again and saving out as a TIFF.
04:28I'll uncheck layers and let it be 03_05_end.
04:32It's okay to see lots of versions in here, and I'll save it as an uncompressed TIFF.
04:35That way I don't get any accidental compression.
04:38These images aren't going to go over to Unity,
04:40so I can have working images that let me construct things.
04:43Now I'll jump back to Maya and begin with the unwrapping.
04:46Here's how I'll make this work.
04:47I'll pick both objects, right- click, and assign a new material.
04:51That new material will be a blinn and in that blinn, in the color texture, I'll add in that
04:56new map I've just made, sliding the nameless slider and clicking on File.
05:00In the File dialog, it browses right over to the sourceimages when I click on the File
05:05folder, and there's that screened image.
05:07I'll open it up and hit 6 to show those textures in the view.
05:11What I'll do for the unwrap then is start picking pieces in unwrapping, laying them
05:15out in their correct sections.
05:16I'll go by face and pick all the faces except for the end.
05:21I'm using Ctrl to deselect and Shift to reselect.
05:24I'll also press 5 to toggle off showing the texture, so I can see my selection clearer.
05:29Now, I'll hit it with the cylindrical unwrap, choosing Cylindrical Mapping and grabbing
05:33the horizontal sweep nodes in red and wrapping them all the way around.
05:37You can also use the slider over here if you can't reach.
05:40What this does then is wrap that texture around once with one scene, which I can cover in wood grain.
05:45Under Edit UVs then, I'll go into my Texture Editor.
05:49I'll turn off the image temporarily and show those selected UVs.
05:53There they are, shaded, and it's working nicely.
05:55What I'm going to do is scale these in.
05:58I'll press R for Scale and with that shell selected, scale them.
06:03Now if you notice, Scale went over here into the view.
06:05I'll make sure I use the Move Shell tool and pick that shell, then press R for Scale and
06:10scale them down until those squares come back to square.
06:13I'll take this mesh and scale it down just a little bit more and turn back on that image.
06:18I'm going to say that the left side in yellow is where the woodgrain will be,
06:21so I'll move these polygons over, stacking them in that space, reducing down the Scale if necessary.
06:27I'm figuring there's going to be other wood objects I'll stack in here,
06:30so as long as I move them around a little bit, I can use this section of the texture
06:33sheet for any wood parts of my tools.
06:36I'll repeat this all the way through, unwrapping bits and putting them in the right place in
06:40my texture sheet.
06:41The hammerhead will follow the same idea.
06:44In this case, I'll take it and do an automatic map and start stacking those UVs in, let's
06:48say the second quarter for generally rusty steel.
06:51I'll also finish the bottom here, selecting by face and hitting it with a planar map.
06:56For this, I'll press F9 and pick the bottom vertex, press Ctrl+F11 to convert to face, and Shift+.
07:03to grow the selection.
07:04I'll hit this with a planar map, choosing Create UVs > Planar Mapping.
07:08What I'll do--closing this editor temporarily-- is take the width and copy it to the height
07:13so I get a nice big square unwrap.
07:15Then I'll put in 90 in the Rotate X and flip it flat.
07:18A little distortion here is okay, as we'd see the woodgrain change a little bit because
07:23it's round and then it's cut in that bevel.
07:26In my editor then, I can take this piece, scale it, and stack it.
07:30I've got this UV shell selected, and I can always reselect with my Move UV Shell tool if needed.
07:35I'll press R for Scale and scale it down.
07:38I'm going to try to keep it proportionate, but really it's so small that as long as I
07:42get some woodgrain on, it'll be in pretty good shape.
07:44We're economizing on texture space,
07:47so I want to make sure I go through and do some unwrapping, getting all the pieces stacked
07:50in their right areas for painting a general section of the right texture.
07:54I'll hit the pry bar with some cylindrical unwrapping for the long straight piece and
07:59then use the existing UVs right here.
08:02Alternately, I could do a couple of cylindrical unwraps, or some moving and sewing.
08:06My one advantage on the pry bar in using an automatic unwrap is that the facets exist,
08:12that it's okay to have a texture break at a facet like this and we can have rust that
08:17mismatches because it's a radically different orientation of the face on that part of the pry bar.
08:22I'll finish it out and unwrap the head as well.
08:24Then I'll start in on paining my textures.
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Modeling a metal ladder
00:00In this video I'll look at modeling an aluminum ladder.
00:03There are different kinds available.
00:04We got an aluminum extension ladder driven by a rope here.
00:07There is also a ladder like this, which appears to be an extension possibly either by a rope or by clamps.
00:13Finally, here's a cleaner version of it.
00:16This one probably has levers or something that locks it into place as it extends.
00:20My thought is, if I can put this in a game environment, aside from filling up space,
00:25it's a clue for the player maybe to go up somewhere. Maybe the tools are up on a roof
00:28as an example, and we need to go up to get the tools to solve our next task.
00:33It's also a good thing to have, as it's got really interesting geometry.
00:36We can use it as a way to block texture seams in other objects such as the sides and backs of buildings.
00:42A ladder like this lends itself nicely to a texture sheet. As we can see, it's essentially two textures.
00:48There's a side which repeats and has the flanges where the rungs have been put through, and
00:53there is the rungs themselves.
00:55With some careful modeling, we can make this ladder, and we can do it while keeping the poly count down.
01:00I'm going to go back to Maya and model a piece of a ladder.
01:03I'm not sure if I'm going to do an extension ladder yet; it might just be a long single ladder.
01:07Back here in Maya I've got my tool file going.
01:11I'll export this out separately, so I don't mind making everything in one place.
01:15I'll pan over and start out with my ladder.
01:17The ladder is made of extruded aluminum.
01:19So I'm going to start out with the sides.
01:20I'll hold Shift and right- click and make a poly cube.
01:23If you notice here, I'm going to make any old cube and come over to the attributes and change
01:28it to the dimensions I want.
01:29I'm always going to go in and change dimensions rather than simply scaling it to size.
01:34I find I get better objects when I try to be as exact as possible, especially for known
01:39things like ladders.
01:41We may not all have gone out our garages and measured out our ladders, but we've seen them,
01:46that if something is a little too thin or little too thick, it looks odd, even though
01:50we may not be able to place exactly why.
01:52I'll say this has a width of an inch and a quarter, a height of, I'm not sure yet--let's
01:57say 12 feet--and a depth of 3.5 inches.
02:01That's the section for that ladder.
02:03I'll see if it's too big or too small.
02:05It looks to me offhand, judging for the reference, that it's a little too wide.
02:09I'll bring this back to a depth of 3, and I think it looks better.
02:12We can see in the ladders that some of them have a boxy section and some of them have
02:17more of a channel on the side.
02:19Different ones have different looks depending on the durability, who made it, and how it was done.
02:24I'm going to put in a little bit of a channel, as an extra shadow line will help.
02:28What I'll do, and this holds up for still construction as well, is take a face and extrude it in twice
02:33to make a C-section.
02:35I'll spin around so I can see it.
02:37Now here's a node on this.
02:39This is a very, very tall piece.
02:41What it may be easier to do is make a very short piece and then stretch it out.
02:45I'm going to bring this height back. Instead of having it the full ladder height, I'm going
02:50to model a 12-inch piece.
02:52I'll press F to focus and now this is much easier to work with.
02:56Then, later, I can grab vertices and stretch them out to the right height.
02:59I'll press F11 for face and pick the side face, hold Shift and right-click and choose
03:03Extrude Face, and extrude by scaling on the X axis to make the flanges.
03:09I'll press G to do it again and push this in.
03:13There is that extruded section of my ladder, and the shadow lines will be very nice-looking there.
03:17I'll make sure I delete these irrational and coplanar faces up here at the top and bottom.
03:22What I'll do is to select those faces.
03:25Actually, I'll select the whole ladder and hold Ctrl to deselect the middle, then hit Delete.
03:30Now my shape is open at the top and the bottom, but at least it's rational. It's not crossing over itself.
03:36I can close this up now or later I can put some end blocks on.
03:40I'm going to stretch this out and get the rungs in place first.
03:43I'll press F9 for Vertex, grab these vertices, and press W for move.
03:48On the Y axis, using the relative transform, I'll put in 132, because I've had 12 inches
03:54tall plus 132 comes back to my 144.
03:57I'll press F8, and there is one side of my ladder.
04:00I'll duplicate it by pressing Ctrl+D.
04:03Then I'll scale it or rotate it to flip it around.
04:06In this case, I think I'll rotate,
04:07pressing E for rotation and pressing and holding E and left-clicking anywhere, turning on Discrete Rotate.
04:13This way I can spin it around to 180 degrees, snapping every 15 degrees evenly.
04:18I'll rotate on the Y axis, clicking and dragging on the green ring and watching in the lower
04:23left-corner of my screen for that to read 180.
04:26Now I'm ready to space these out.
04:28I'll press W for Move, pick that ladder element I just rotated, and move it off by, let's say 16 inches.
04:35There is the sides of my ladder, and I'm ready for rungs.
04:38What I'm going to do is assume that on that ladder texture it's got a flange, or whatever
04:43that's called when the rung is pushed through and secured, and it's really done in texture.
04:47And that way I can have cylinders across here that are open at the ends, economizing on polys.
04:51I'll go into a side view, pressing and holding the spacebar and clicking on Maya and Side View.
04:57I'll press F to focus, and there's my seam.
05:00I'll zoom in on my ladder, although right now it's not important exactly where I place the rung.
05:05I'll hold Shift and right- click and make a poly cylinder.
05:08I'll drag in a cylinder, again, creating it and then dealing with the size.
05:13I'll give this a radius of, let's say 0.75.
05:16So it's an inch-and-a-half-round rung.
05:18The height I have no idea on yet, so I'm going to leave it alone.
05:21The important part though is I'm going to take the subdivision axis way down.
05:25Let's go look at the reference for a second to see what I'm talking about.
05:28These rungs are round, but they're fairly small. They've also got lines on them for grip.
05:33That way our shoes don't slip while we're climbing.
05:36They're also flat on the top most the time, which means really, as long as it's flat and
05:40is close enough to round, as long as we're not too close to it, I'll believe it is round.
05:45I'll reinforce that by a really nice drawing of a round shape on the sight.
05:49So instead of a 20-sided cylinder, I'm going to take this down to 9.
05:53It looks like this could slim down just a little bit, maybe 0.6 on the radius. And now
05:57I'm ready to flatten it out.
05:59Running at 9 lets me have just enough segments around that when I flatten out to reduce a
06:05couple, I'll get a round-looking rung.
06:07If you're feeling picky, you could even pull this back to 7.
06:10What I'm after here really is that I've got uneven numbers of sides all the way around
06:15and a flat spot on top.
06:17I'll press F9 for Vertex and take the top two vertices, hold them down, and flatten out
06:22the top, also scaling them out.
06:25There is my rung element.
06:27Now I'll delete those end faces,
06:28again, selecting it all, holding Ctrl and deselecting the middle, and hitting Delete.
06:33I'll soften up the edges in the next video, but I'm going to get this placed in first.
06:37I'll use my Align tool, picking one of the sides, and on my Hotbox choosing Modify > Align tool.
06:43I'll zoom in so I can get all of my tools.
06:45I'll snap these front to back, and I'll also put them centered and centered.
06:50Here's the center here, and I have no idea how far off the floor they should be.
06:55I think what I'll do is get them evenly spaced on feet.
06:58I'll take this piece and snap it to the bottom.
07:01Then I'll move it up and get these arrayed out.
07:04I'll move this up by 4 inches.
07:07There is the starting step.
07:08I'll press F9 for Vertex and stretch this across, pressing V to snap, snapping onto the
07:14inside of the other side of the ladder.
07:16Now here's the fun part in cloning.
07:18Really, to make this look right, I'm going to rotate this, because they are actually
07:22rotated, that when the latter is straight up the flat side is not quite flat.
07:27There at an angle so when the ladder is leaned up against a building, you are stepping on a flat section.
07:32I'll rotate this over by 15 degrees, clicking and holding on the red X axis.
07:37Now I had said I was going to deal with hard and soft edges, and I can either deal with
07:40them now or once I've cloned it.
07:42In this case it might be better to actually soften and harden the edges before cloning.
07:47That way they all look correct.
07:48I will press F10 for edge, select this, hold Shift and right-click, and soften all the edges.
07:54Now I'll pick the top two edges.
07:56As an alternate, I can press F11 and pick that top face, hold Shift and right-click, and
08:02wait--where's my soften and harden?
08:04It's not here because I'm dealing in faces.
08:06I'll do it on my hotbox instead, under Normals and choose Harden Edge.
08:10By definition, that face has edges; therefore, all four edges get hard.
08:15I'll also press F10 for edge and double-click on the edge loops at the end.
08:19I'll press 4 to go into a wireframe so I can see what I'm doing.
08:23Now I'll harden up these, making sure the ends of the ladder look firm when they contact the support.
08:28If I back out enough, it looks fairly round, with an obvious flat spot up at the top where
08:33we're supposed to step.
08:35What I'll do, as I know I'm going to array these out, is finish up any hardening and softening
08:39of edges and then get this all unwrapped.
08:42Then I'll clone the rung so that all the unwraps for the rung stack nicely, rather than making
08:47one and having to unwrapped all them after I clone.
Collapse this transcript
Unwrapping and cloning
00:00In this video I'll add some feed onto the ladder and also some caps on the top.
00:04Then I'll unwrap this rung and get ready to clone it.
00:07First, I'll work over the hard and soft edges on my sides here.
00:11Because I've extruded in this face, I need to make sure that they're all hard so that
00:14way it doesn't look bubbly or soft or odd or shimmery in a rendering.
00:19I'll pick both sides, hold Shift and right-click, and choose Soften/Harden Edge > Harden Edge.
00:23I press F8 twice, and that gets me back to the whole object.
00:27I've already dealt with the hard and soft edges on the rung here, and now I'm going to
00:30add in one foot and then unwrap it and clone it around.
00:33I'll press 4 for wireframe, hold Shift and right-click, and choose Poly Cube.
00:37I'll press V for snap and snap that cube right in there, dragging down for the height.
00:42In the poly cube I'm going to make it just a little bit bigger on the sides.
00:46That way I get a little extra shadow line.
00:48I'll make this Depth 3.250.
00:50I'm going to leave the Width alone here and put the Height in at 1.
00:54I'll take this piece and snap it to the bottom of my ladder, pressing W for Move, V and D
00:59to move the pivot and snapping onto the corner, and then V on the Y axis to snap up to the bottom.
01:06You could also do this with the Align tool.
01:08It's really whatever works fast.
01:10Now I'm ready for an unwrap.
01:12This box can get all stacked. It just needs basically a gray rubber texture.
01:16The rung then need some stripes along it, and the rest of the ladder needs a repetitive ladder texture.
01:21What I will do is then get my unwrap checker I've got with those textures slots on and
01:26see how this is going to work.
01:28I'll pick all of my ladder objects, right-click, and choose Assign Existing Material > blinn1.
01:34When I press 6 for a shaded view with textures, I can see I've got a big stretch in the texture,
01:39the default unwrap, and something or other going on here on the rung.
01:42So I need to handle this.
01:43First, I'll deal with the rung,
01:45selecting it and choosing Create UVs > Cylindrical Mapping.
01:49Now you could go into the dialog and guess which way it's supposed to be.
01:52A lot of times what I'll do is just put the mapping on and put 90 in the X, Y, and Z until
01:57it flips in the right direction.
01:59Here is 90 on the X and 90 on the Y, and there is my cylindrical mapping.
02:03I'll stretch this out, grabbing the green nodes to scale that mapping out.
02:07I'll take the horizontal sweep all the way up, wrapping the mapping around here.
02:12Now my squares aren't square, and that's okay.
02:13I can deal with that.
02:15But at least I've got the whole thing unwrapped.
02:17We do have a choice in here, as where this scene goes.
02:20I'm going to make simply striped metal, we'll call it, or just aluminum.
02:24So I'm not really too picky about it.
02:26If this did need a seam in a particular place, I can take this mapping and rotate it as needed.
02:31I'll take the sides and recognizing that if I've got one side done, I can probably clone
02:36it, I'm going to delete the other.
02:38It was handy for measuring, but really, I just need one of each element.
02:41I'll pick the side and hit it with an automatic unwrap and do a little bit of stitching.
02:45I'll choose Create UVs > Automatic Mapping.
02:49I'll go in the Texture Editor and see how this looks.
02:51I'm going to use the green on the right for my ladder, and there are all of my elements.
02:55What I would like to do is scale these up so that I have one section of aluminum with
03:00one hole on it, and that way I get a nice resolution on the texture as it tiles up the object.
03:05I'll shade my UVs and turn off the image.
03:08They're very tiny. That's okay.
03:10What I'll do is press W for Move, right-click and choose Edge, and start to stitch some things together.
03:15The biggest one here is actually the inside.
03:18The one that really matters for the holes is this long section.
03:22These are the outsides and these are the insides.
03:25I'm going to stitch together the inside small section and outside, leaving the big section
03:30in the middle alone.
03:32I'll pick an inside edge, right-click, and choose Polygons > Move and Sew.
03:36Then I'll pick the next part of that edge and hit G to repeat last.
03:40What I've got now is one shell.
03:42I'll zoom out so I can grab that transform handle and move it over.
03:46This cleanly goes from the outside across the edge of the extrusion to the inside, at
03:51a natural place to break a texture.
03:53I'll repeat the process, hitting W for Move, right- clicking and choosing Edge, and stitching these together.
03:59I'll right-click, choose Polygons > Move and Sew, and stitch on this side.
04:05Now I'm ready to stack some UVs in.
04:07I'll turn on that display again and get these in the right place. The piece I really care
04:12about in size is really the inside.
04:15Take this large section and pull it over. I'll make sure I've got the right one selected. There it is.
04:21That's the inside that really matters.
04:23What I'm going to do with this is to scale it out, making sure I'm scaling uniformly,
04:28and I'm going to scale it, well, enormously big.
04:31I'm going to make it go almost all the way across, figuring if I have a section of aluminum
04:36here, I can stack everything else in it, but as long as I get the aluminum with the hole
04:40here, it will look pretty good.
04:41I will pull this over and plan to put the hole for the rung probably around B and B.
04:47I can later pull this up and down to match them with the rungs once I've got it closed.
04:51And I'll take these elements and pull them into place.
04:55I'm going to grab these and stack them over.
04:57Once they're all stacked, I'll pick all of the pieces, press R for Scale, and scale them out.
05:02Now I just made an error here. I accidentally grabbed the X axis.
05:05I want to be careful of that and make sure when I'm scaling that I'm grabbing in the
05:09middle, which highlights here in yellow.
05:11I'll scale these up and move them over.
05:14I'll pull it into place, avoiding where the hole is. My ladder is ready, and now I'm going
05:19to take this element and make sure it's in the right place in the texture before I clone it.
05:23Under Edit UVs here in my Texture Editor, there is that side.
05:26What I will do is take this shell and scale it down first.
05:30I need to pull it in so my squares go back to square.
05:33I'll look in the viewport and see if I'm in the right direction.
05:36This is a pretty small piece,
05:38so it really it just needs to have stuff on it that's the right color.
05:42I'll scale it in and put it over there, because I know that the hole will be here so this
05:47will be just a large section of aluminum.
05:49Here is my end block, and there is all its parts.
05:52I don't mind if it's square like that, although I could take this and do an automatic unwrap
05:57and stack the poly.
05:58I could also take it and reassemble it.
06:00It's going to be so small it's just going to get a color basically.
06:04I'll do some automatic mapping, and there are all those pieces.
06:07I'll right-click and choose Edge and W for Move.
06:10I'll pick some edges and go in and sew them together.
06:13I'll turn off the image so we can see what I'm doing and choose Polygons > Move and Sew.
06:18I will work my way along here, moving and sewing in all the edges.
06:25There is my object.
06:26I could break it up a bit if needed or sew it differently.
06:29I'm going to swing just this side here and be done with it.
06:32If you notice, I had to click Edge twice.
06:35Sometimes Maya can be a little finicky about what order you choose to move, not move shell,
06:39and then pick Edge.
06:41Now I'll sew these together, choosing Polygons > Move and Sew.
06:44This is good enough. I'll turn on that image and grab this shell and scale it down.
06:49What I think I'll do is make it nice and small, and I'm going to land it somewhere over here
06:54in the black rusty iron. I will see if that works.
06:58I can always pull it around if needed and once I clone it, those shells will stack.
07:02Now I'll clone out this ladder.
07:04First I'll take this piece, the long side, and rotate it around, pressing Ctrl+D to duplicate
07:10and rotating on the Y axis by 180 degrees.
07:13Then I'll move it over and snap it in place.
07:16I'll move the pivot by pressing V and D and snapping it down onto a corner, and then holding
07:20V and snapping onto the edge of the rung.
07:23This needs to center,
07:24so I'll press Ctrl+D, pick the other side, and use my Align tool.
07:29My Align tool gets very tiny, but there is the center, and now it's in the right place.
07:34I'll clone these end blocks up to the top as well.
07:36We can make some allowances here.
07:38As long as it's got stuff there, we're not too picky as long as it's fairly small, as
07:42long as we see some things in the right place.
07:45I'll duplicate these, pressing Ctrl+D, and pick one of the tall side elements.
07:50I'll use my Align tool, put it up to the top, and snap them top to bottom.
07:55Finally, I'm going to clone that rung.
07:57I'll select it, press Ctrl+D, and over here in the relative transform, I'm going to move
08:02this up by, let's say 16.
08:05Now I can clone this.
08:06I'll press Shift+D, which is duplicate with the transform, duplicating the object and
08:10repeating the last transform. And there is the rungs of my ladder all unwrapped and stacked.
08:16I'll take one last look at these in the Texture Editor and see what I've got.
08:19Just as I expected: everything is stacked up, because I've cloned the UVs as I cloned the objects.
08:25We can tell we've got stacked UVs because this blue is getting very dense.
08:29Over here I've got both sides stacked, and these are the long elements plus all of those
08:34rungs--well, for however many it is.
08:36I'm ready to get the texture constructed and eventually to combine these and get them in
08:40game, but first I need to get some actual texture on this so I can really see if it's working.
Collapse this transcript
Placing the clean texture
00:00In this video I'll look at getting the start of the clean texture on my object.
00:04I've got my sledgehammer, pry bar, and ladder modeled, and they are unwrapped.
00:08I've started out using quadrants in the texture sheet.
00:11In this way, I hope to have repeating textures, piling pieces that I can simply stack more
00:16and more UVs over to make them look like the commonplace objects they are.
00:20I'll go over to Photoshop and start getting in a raw texture.
00:23I've opened up the latest version of my checkers with their overly.
00:26I'm going to use the green on the right for the ladder, and what I need here is one 16-inch section,
00:32because that's how I cloned those rungs, every 16 inches. So as long as I can get this to
00:36be 16 inches tall in the mapping and have one space in here for a hole, I'll be in good shape.
00:42What I'll start out with is pressing W for Wand and on my overlay layer, magic wanding that green.
00:49When I tend to do with my wand, unless I need otherwise, is to leave Contiguous on an Anti-alias off.
00:55I'd just drawn these in in a previous video as precise rectangles using the Marquee.
01:00So I don't want digital fuzz in the edge caused by anti-aliasing.
01:03I've got a low Tolerance and so I'm only selecting the screen as well.
01:07Now turn I'll turn this off temporarily and make a new layer.
01:11First I'll add in a gray for my ladder. I'll go over to one of my Ladder reference images
01:15and make sure I don't pick one that's too shiny.
01:18This looks pretty good, and I'll eyedropper the gray on the side, scrolling around until
01:22I find a pretty workable gray.
01:24Here is a nice light one. I'll try and see if it works, maybe lightening up just a bit.
01:29I'll take that color, bring up its brightness just a touch, and fill in that marquee on
01:34this new layer, hitting G for the paint bucket. That's the start of my aluminum.
01:38Now I'm going to put some stripes in. The aluminum, because it's extruded has striations
01:43along it. The rungs also have definite stripes, but really, as long as they are striped somewhat,
01:49we won't be able to tell, because we simply can't get that resolution in the game.
01:53I'll hold Ctrl and click on this layer to select it.
01:55I had deselected by pressing Ctrl+D, which is somewhat of a habit of mine.
01:59I do that to make sure I'm not working in a selection inadvertently.
02:03Now I'll make a new layer and fill that with the same gray.
02:06I'll choose Filter > Texture > Grain.
02:09In my grain layer, I'll start out with a grain that's got a low Intensity and low Contrast,
02:14making the Grain Type Vertical.
02:16Then I'll click OK and there is vertical grain.
02:19I'll set this layer over maybe as a Soft Light. Maybe also I'll try it as a Multiply and see
02:24what I get, which looks a little too dark.
02:27I can try it as an Add, but that might blow out too quickly.
02:30So I think I'll go with the Soft Light I had. We can do that over Screen. Naw, that's again, too bright.
02:35As we can see, it's okay to experiment with your blending modes to find the right one.
02:39Now, I'll choose Filter > Blur > Motion Blur, and I'll set my Motion Blur to an angle of
02:4590 and a distance that's, well, fairly big.
02:48What this does is blur out the grain.
02:51As we can see as I'm panning, there's the original and there's the motion blur preview.
02:56It gives me gentle stripes without too much pixilation.
02:58I'll merge this down by pressing Ctrl+E.
03:01Now I'm ready for the hole, which I had said was going to show up right here at A, C, B,
03:05and B in green. I'll zoom in and use my marquee.
03:10I'll press M for Marquee, click and hold on that marquee and fly it out, and choose Elliptical.
03:15I'll Click+Drag, holding Shift to make a circle.
03:18Now I'll switch back to my Rectangular Marquee.
03:21If you notice, you may have your marquee set to a fixed size from a previous video.
03:26That's okay. Remember that marquees hold onto their styles,
03:29so even though the Elliptical Marquee was Normal, yours may say Fixed Size. Drop down
03:34here under Style and pick Normal.
03:36Now what I'll do is hold Alt and deselect the top, flattening out the top of it to
03:41give it that rounded D shape we'll call it.
03:44I'll make a new layer and I'm going to fill this in black. I've got black in my background.
03:49Alternately, I can hit D for Default and there is black.
03:52G for paint bucket and fill it in.
03:54I'll deselect and I'm going to rotate this as well by 15 degrees. I'll choose Edit > Transform > Rotate.
04:03Up here in the rotation on the top, I can put an angle if I need.
04:06I'm going to put in 15, and I'll hit Enter and see how this looks.
04:11This should work for the rung. I can always flip it around if needed,
04:14but I'll take it out and try in Maya and see first.
04:17I need to get the placement right before I start detailing out things like bumps and otherwise.
04:22I'll save this working PSD, pressing Ctrl+Shift+S and saving it as 03_08_end.
04:27I haven't set up a PSD network in this particular document, so I'm just going to save out a
04:31flattened TIFF of the actual texture.
04:33I'll save as a copy, or choose Save As, and save it as a TIFF, un-checking layers and
04:39making sure As a Copy is checked.
04:41I'll hit Save and go over to Maya and see how this looks.
04:45Here in Maya I'm going to pick any one of my objects and go into that material.
04:49I'll go into the Color texture and swap out that TIFF.
04:53Right now, well, everything is made of galvanized steel, which is fine.
04:56Thankfully, all the ladder pieces at least are gray, as I did unwrap them with the ladder.
05:01What I need to do is to slide these colors up and down and see if they actually work.
05:05I'll pick both sides and under Edit UVs, choose my Texture Editor. These two long shells,
05:11which I can select of my Move Shell tool, are the sides.
05:14I'll pull them up and down and see if they are in the right place, and what it looks
05:17like is they need to scale out a bit.
05:19I could try scaling them, but this could get messy, taking these elements and scaling them
05:23up and down to try and find a fit.
05:25Here's another way to handle this.
05:26If this doesn't work, unwrapping it and trying to scale it. I'll press Ctrl+F11, converting
05:32this selection to faces. And I'll hit these with a planar mapping,
05:36choosing Create UVs > Planar Mapping.
05:39Now how big should that planar mapping be, you might ask.
05:41Well, I'm going to put the Projection Width and Height at 16 X 16, and it's sort of working,
05:48but I'm not sure quite what's going on here.
05:50Here's what's happening.
05:52Every object in Maya has a unique name, including things that we do to objects, like planar projections.
05:57What we are seeing here in the unwrap is that one of my faces is unwrapping correctly.
06:03It's this huge, long red one.
06:05The other one got hit with the planar unwrap, but because it's a different polyPlanarProjection,
06:10I'm getting a square here.
06:11I'll go back to Object mode and figure out which one it is. And there it is; it's this side.
06:16I'll scroll over on the Attribute Editor, and there is polyPlanarProjection2, which is giving
06:22me that size in here.
06:24What I need to do is probably get one looking right and maybe re-clone it.
06:28I'll pick this side, spin it around,
06:30and now I'm going to take this shell and put it in the right place.
06:33Yes, it is backwards, and I can take care of that.
06:36But more importantly, at that mapping size, I can get these lined up nicely.
06:40I'll zoom in and make sure it fits.
06:43It also looks like I need to flip those holes around,
06:46but I can get them lined in, and I'll choose Shading and X-Ray, so I can see what I'm doing.
06:51I'll go into a front or side View and make sure I can see this well.
06:55In this view it's a little difficult.
06:56I should either hide some objects or delete pieces.
06:59So I'll try it again in the perspective.
07:02The lesson here is really to move around.
07:04It's okay to move around and get it where you can see it.
07:07It looks like if I flip that around, they are pretty well placed--close enough that
07:11we're not going to question it.
07:13Now I am going to flip is poly, choosing Polygons and Flip.
07:17It looks like when they flip the hole is in the right direction, so I don't need to
07:20turn in Photoshop. I got lucky in my guess in the rotation, and it's okay to try and
07:25experiment with it.
07:26Now with this in the right place, I'm going to take this element and clone it over to the other side.
07:32I'll select and delete the first one, turn off my X-Ray Shading, pick this one, and duplicate it.
07:37I'm going to press Ctrl+D and in this case mirror it over by scaling on -1 on the X.
07:44I'll put a -1 up here and now it is mirrored. I'll press W for Move, pull it over, and snap
07:51it on to those rungs. I'll press V and D
07:53and make sure the pivots are on the corner and snap it in the right place.
07:57Now I've got the start of my ladder, and I've got the texture in place to look like the
08:01rungs come through and are fastened.
08:04What we want to do then is get a clean texture place, looking for the important parts.
08:08Are there things that correspond to geometry in the texture that need to be placed exactly,
08:13and this is a good indication of it.
08:15In the other pieces I've got here in my tools, they really just have texture on them.
08:19The pry bar is generally black and rusty all over.
08:23The hammer handle is made of wood, and the head here is made of rusty steel.
08:28We don't need the geometry to correspond to a particular place in the texture,
08:33so I'm going to pay attention to things like the ladder first and get those lined up before
08:36I get in and start making detail in the texture.
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Laying out a texture sheet for multiple tools
00:00In this video, I'll get more of the clean texture on my tools and start to see if the
00:05wear patterns I am going to put on are the right size.
00:08I am constructing a texture sheet, and the idea is I have got large chunks of raw texture
00:12that I simply map a bunch of things onto.
00:14Although I've only got a hammer, a pry bar, and a ladder here, by extension we could have
00:19several pry bars, maybe different hammers, different ladders, other things made of galvanized
00:23steel or aluminum, and stack a whole bunch of props we might find in our game in here.
00:28What I will do is start out with some solid colors and then add in some basic texture
00:33for the other elements and see if they work.
00:35I am going to begin with my hammer, which I've laid out in two pieces: the handle, which actually
00:40goes right through the head geometry so I can get wood on the end, and then the head itself.
00:44I will go and look at my UV Texture Editor, opening it up so I can see what I'm doing
00:48and zooming back.
00:49I have put the sides of the head all here stacked, figuring that this quadrant is going
00:54to be a large section of rusty steel.
00:57Down here, I have got the faces and my suspicion is that I'm going to need a separate small
01:01section here of shinier steel.
01:03I may end up taking the ends of the pry bar and putting them there as well.
01:08Part of laying out a texture sheet, once you have got the basic areas defined, is getting
01:11some color in and seeing if it's going to work.
01:14I will go over to Photoshop and put some color on and see how this looks.
01:18Before I do that though, as a marker, I'm going to look at where these faces are, back in
01:23my Texture Editor here.
01:25This is why I use this grid.
01:27It looks like over here in yellow, or the second quadrant, B through D probably needs a shiny texture.
01:34I can remember that and go over to Photoshop.
01:36Here in Photoshop, I have got my latest PSD open, and I've got my ladder texture with the hole laid out.
01:42I am going to take these pieces and group them, selecting both ladder layers and pressing
01:46Ctrl+G. I'll rename this layer set Ladder Diffuse.
01:50Eventually, this will get flattened, but it's a good idea to stay organized while you are working.
01:56Now I am going to get the hammer in.
01:57On my Overlay layer, with it selected, I can magic wand where I think that pink color is.
02:02I don't even have to have the layer on, as Photoshop will respect what's going on in that layer.
02:07Now I will press M for my Marquee and deselect those squares down here where I am going to
02:12have the shiny steel.
02:13I will go back and look at some hammer reference and see what it looks like and what the general color is.
02:19I'll open up, out of the Reference Directory included with this project, a few hammers.
02:24I've named my reference, and we can do this in things like Adobe Bridge or even in Windows Explorer.
02:29We may also, as we are assembling reference, want to add in tags--rusty hammer, clean hammer
02:34and so forth--so as we are searching for images, we can find them.
02:37I will pull open a couple of sledgehammers and the pry bar with the hammer as well.
02:42It looks like I need a generally rusty texture with some shine, and it needs to be fairly speckly.
02:47This one is even more covered in what looks like maybe paint or putty and has more rust on it.
02:53Here's the pry bar. It's a little cleaner.
02:55I'll take this one as my inspiration,
02:57eyedroppering the color. It's interesting what we perceive as dark metal when you eyedropper
03:01different places is yielding all kinds of things.
03:04Right now a lot of this color is actually a soft brown.
03:07So I will adjust it.
03:08There is a deeper brown and finally, here's a deeper color. That's a little better.
03:13I'll use my paint bucket and make a new layer here.
03:16I'll fill this in, and there is where the brown of my hammerhead will be.
03:20I am going to pull a little bit of color out, taking some of the brown out and leaving it
03:24more of a gunmetal gray, we will call it.
03:26I'll rename this hammer base.
03:29And now I am going to add in the section of shiny metal.
03:31What I will do then is magic wand on my overlay layer that purple again, then hold Ctrl and
03:39Alt and use the layer thumbnails here by clicking on the hammer base thumbnail to deselect that
03:44layer, leaving me a clean marquee.
03:47Now here I'm going to put in a very light-gray color.
03:50I can actually borrow from my ladder and fill that it.
03:53Again, it's going to be on a new layer.
03:55We will call this one hammer face.
03:57I will deselect and put in a couple other things.
04:00I'll magic wand the orange on my overlay layer and put a wood color in, just choosing, we
04:06will call it a medium blonde here with some warmth to it, desaturating just a little bit and filling that in.
04:12I need a new layer to do this on.
04:14There's a running theme here, in case you haven't noticed.
04:17When in doubt, make a layer.
04:19If you have something else you are going to do, make a layer.
04:22If you think about making another layer, make another layer just in case.
04:26Now, you may laugh at me and say "he's layer crazy, he is making layers all over the place," and that's okay.
04:32But my workflow is organized and I can go in and change things and find things easily.
04:36I will put in one more section. The last piece here is the rusty steel.
04:40I will go to my overlay, magic wand that section, and on layer 3--actually, it needs to be wrought
04:46iron, doesn't it?
04:46I'll call this Wrought iron, and I will fill this with a near black, eyedroppering my hammer
04:52and taking the brightness down.
04:55I will deselect and I'll see if this works.
04:58I'm going to save out my working PSD as 03_09_end and then save out a flattened TIFF as a copy.
05:03I have unchecked layers and I will hit Save.
05:05I will go over to Maya and see if this worked.
05:08Here in Maya, I'll pick any object, in this case my hammerhead.
05:11I will scroll over, and in that material I'll swap out that texture for the latest version.
05:17I will go into 03_09, and there is that TIFF. And it looks pretty good.
05:21I have got my black wrought iron pry bar, my hammerhead with the shiny face, at least
05:27a color in where the woodgrain is supposed to go, and there is my ladder.
05:30Because I'd used the wrought iron on the bases of the ladder as well, I've got well, near black
05:35down there, which looks pretty reasonable.
05:37There's one small change I would like to make.
05:39I would like to take the ends of the pry bar and split off their UVs, taking these small
05:43ends and the faces down here and putting them in the shiny section.
05:47I'll select my pry bar and go over to the UV Texture Editor.
05:50What I will do is press F11 for Face.
05:53I will select those faces and right- click, choosing Polygons > Cut UV Edges.
06:00Now I will convert that selection, or go in and grab those shells and move them.
06:04I'll pick them and now I can see that they are unique shells.
06:07I will grab these as well and any others that are associated.
06:11I'll pull these down. My thought then is I am going to rotate these over.
06:15I will leave these three alone, as these are the inside.
06:19What I would like to do through is take these shells, probably merge them back together,
06:23and put them half in and half out.
06:25I will right-click and choose Polygons > Merge UVs.
06:29In case I split these apart as part of that cutting process, now it's one shell again.
06:34I'll rotate it 90 degrees and use the Move Shell tool to pull them over, and there is
06:39the sharp end of my pry bar.
06:42I can do the same thing with these small faces.
06:44I'll pick them, and it looks like this one is on that side.
06:47I will rotate it and pull it into place, lining that up.
06:52It's little details that really matter, and getting this right counts for a lot.
06:56I will get that nice and close, and there is the other one.
06:59I'll rotate it over and pull it in.
07:02This way it looks like my pry bar is sharp and shiny on one end.
07:06I can grab the triangular faces here and do the same thing.
07:09Finally, I will grab these pieces.
07:11This is the other side, rotating it flat.
07:14I can always press E for Rotate and put it in the right place and then move it over.
07:18I'll go find those other pieces and stack them in.
07:21And I should start to get a shiny end on the pry bar fairly easily.
07:24I still need to break off these faces and pull them down, but that's fairly quick to do.
07:30What I'm looking at here is that while I have got a base color in, before I have got a ton
07:34of detail, I can make some changes.
07:37And I can go in and really tune some things up to get the best look possible
07:41so when I paint the texture on, we look and say "of course it's a pry bar" with shiny edges and so forth.
07:46Let's see if this really worked.
07:48I will press F8 for object and take a look around.
07:51My pry bar is definitely shiny on that one end, and it looks like I need to fix the other
07:55side, splitting off those UVs and stacking them on.
07:58I also need to fix the other end, but the idea is there. It's just the process of taking
08:03these and extracting them or splitting those UVs and pulling them into the right area.
08:09The details matter, especially in tools where there is a good chance we are going to pick
08:12up and see them close to the camera in the game, that we expect the ends of the pry bar to be shiny,
08:18so we should pull it into the shiny section we've got.
08:20I also had to make a slight alteration to my texture sheet as part of this process, and it's fine to do.
08:26The important thing is to recognize that we can and should make changes to get the best
08:30possible result, and make sure that the things that are obviously there are obviously right.
08:37
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Painting rusty steel
00:00In this video, I'll look at starting to add some rust and wear to my tools.
00:04What I've done here is to take those elements of the pry bar that need to be shiny on the
00:09end, selected their faces, and split their UVs off. Then I have moved them over. And we
00:14can see here in the UV Texture Editor that they're actually lapping over.
00:18What this gives me is shiny ends on a dark pry bar.
00:23I can always pull these back and forth if I need, maybe making some rusty and maybe
00:27leaving one end shiny.
00:29I've taken the wedge faces here and put them all on the shiny side.
00:32This way it's shiny where we expect it to be.
00:35I'll go over to Photoshop and look at some techniques for painting things like rust and wear.
00:40I've got the latest version of my PSD up, and I'm going to look at my reference and see
00:44what I need to do to get rust from my wrought iron.
00:47This sledgehammer is probably not a great indication, as it's covered in paint and other things.
00:52This pry bar is a little better, although it's still fairly clean.
00:55I'm going to look at some of my other pry bar imagery and see if it gives me any better
00:59clue as how to paint.
01:01This sledgehammer is actually not bad reference, as we can get a good idea of the generally
01:05blotchy texture of rust.
01:07Here in my Reference Images, pressing Ctrl+O to open, I've got my various pry bars.
01:11I'll grab the three I don't have open and see what they look like.
01:15This is a little better indication.
01:17It's started out nice and clean and black, but now is well, rusty, but there's not a
01:22discernible pattern, and that's an important piece to recognize.
01:25Here's another indication.
01:26It's a little rusty on the edges, but I bet I can get away with generally cloudy rust.
01:31Finally, here's a clean version, so that's what I need to start with.
01:35I'll eyedropper that color and see what it comes out to be.
01:38Over here in the shine, it's actually quite bright, but really, down here in the dark area
01:42is what I need to start with.
01:44As a note, it's not quite black.
01:46I really tend to reserve white and black for very special places.
01:51Everything is actually quite muddy in the world, so having this a color 4% brightness is pretty good.
01:57Here in my PSD, I've got my Wrought iron section.
01:59What I need to do is to make a large chunk of rusty steel and then put it in the right place.
02:04I'm going to start with a larger image.
02:06I'll press Ctrl+N to make a new document.
02:09A lot of times when I am working I'll have extra imagery open.
02:13This is really just a scratch document I'm going to take some stuff from and then close.
02:17I don't need to save it because it's just raw working pieces.
02:20I'm going to make this 3,000 square.
02:23I'll fill this document with a couple of colors and some clouds.
02:27I can remember that this black is 4%, with just a little bit of luminance in otherwise pure gray.
02:33I'm going to set my foreground color in here to something fairly light, maybe a medium
02:38gray, and set the background as something a little bit darker.
02:42The reason to run such a big document is I want to make some clouds.
02:45I'll choose Filter > Render > Clouds.
02:49Rendered clouds don't have any parameters.
02:51They simply generate clouds based on foreground and background color.
02:55By making a large document, I get more clouds.
02:58Here is the example, to see if this really holds up.
03:00I'll press Ctrl+N and make a new document.
03:02I'll make this new document 1,000 square.
03:05When I run some clouds on it, choosing Filter > Clouds, I get fewer clouds.
03:10Clouds exist always at the same size, so by making a larger document, I get more clouds,
03:15and then I can shrink it down.
03:17I'll take these clouds and look to erode them.
03:20What I'll do is press W for Wand, turn on Anti-alias, and turn off Contiguous.
03:26I'll bring up the Tolerance to maybe, let's try 15, and I'll magic wand some pieces.
03:31I'll delete these out, opening up the clouds, and it looks like maybe a little too much.
03:36I'll undo and take that Tolerance back down. Let's try it at seven this time, pressing
03:41Ctrl+D to deselect and magic wanding a dark-gray cloud.
03:46When I delete I get holes. This is what I'm after.
03:49I'll run this one more time, taking the Tolerance down again.
03:52There is a scratchy, dented, generally dirty pattern, and it's working nicely.
03:57The trick then to see is if I've got enough variation across here. What I'll do is reduce
04:02this down in size.
04:03I'll press Ctrl+Alt+I and go to the Image Size dialog. I'll put this down to 1024, and
04:09now I've got a hole pattern, we'll call it. I'll press M for Marquee, make sure I click
04:14anywhere, and then press Ctrl+A to Select All, Ctrl+C to copy, and I can close this document.
04:21It was just a working piece so I didn't need to save it.
04:24I'll paste this in, and now I've got holes and pieces and things.
04:28What I'm going to do is shrink this down and clone it around a bit.
04:32I'll press Ctrl+T to transform and pull this down even more.
04:36I'll hit Enter to accept it, and now I'm going to move this on top of that wrought iron,
04:40making sure I can see it. It's working nicely.
04:43I'm going to colorize this, pressing Ctrl+U.
04:46I'll check Colorize and swing this over into a good rusty color, saturating it and bringing
04:51down the Lightness.
04:53There's some warmth in the rust and I'll pull down the Opacity.
04:56This way it's an overlay on here.
04:58I'm going to take this piece and clone it, moving it, cloning it, and overlapping it.
05:04Then I'll come back with the eraser, pressing E to erase, and right-clicking and choosing a Soft Brush.
05:09I'll start erasing out parts of different layers so I get rid of the hard lines in here.
05:14Notice that my Opacity is a little bit low,
05:16so I'll pull that back up and smooth it out.
05:19I'll pick my other layers and start to pull out different pieces, evening out some of
05:23those hard lines.
05:24It's working nicely.
05:25Now I can combine these pieces, and I'm going to select that Wrought iron layer and delete
05:31the rust that is not within that.
05:33I'll hold Ctrl and click on Wrought iron, press Ctrl+Shift+I to invert the selection,
05:38make sure layer 3 on my rust is active, and hit Delete.
05:41I'll deselect and I'm going to experiment briefly, trying this as a Multiply. Good,
05:47but a little bit dark.
05:48I could lighten this up or lighten up the Wrought iron layer a bit.
05:52As an alternate, I can try this over as a screen and see what I get, backing off the
05:56Opacity just a bit and maybe darkening.
05:59I'll try that, going back into the Hue/Saturation, saturating it to bring up that rust, darkening
06:05it, and seeing how it looks.
06:07This looks pretty good.
06:08What I'll do is go save this and try it out and see if it works.
06:12I'll rename this layer to Rust.
06:14If you notice here, if you double-click on a layer, it pulls up the Layer Style if you
06:17miss the name. I'll make sure I double-click on the name and call this Rust.
06:22I'll grab it and pull it down on top of the wrought iron and save his PSD.
06:26Then I'll save out the working TIFF.
06:28I've named it 03_10_end, and now I'm going to save out a TIFF, pressing Ctrl+Shift+S
06:33and saving it out. I'll uncheck Layers and see how this looks.
06:41Back here in Maya, I'll go into that material and swap out the latest version of the TIFF.
06:46There is my rusty dented pry bar.
06:49It's got a good pattern on it, although I may need more clouds.
06:52Sometime what I'll end up doing is experimenting and saying, did I get enough in here?
06:57My thought is I actually need more clouds to begin with so that pattern is finer.
07:01I need a bigger document to start with, but the overall idea of the rusty pry bar is working
07:07very nicely, and when I zoom out, it definitely looks like that kind of rusty tool I expect.
07:12We can go a long way with making a large chunk of a texture, such as rust, and putting it onto
07:17our texture sheet, thinking of a large section of raw texture that we then apply. It's also
07:23good to experiment.
07:24I tried this, and it looks reasonable, but I need a little more rust in there, and it
07:29needs to be a smaller density.
07:31The holes are a little too big and too obvious.
07:34It's fairly easy to make a new one and rescale it, getting more rust in there so I get a
07:39finer grain. That way my old, dented, scratched, rusty pry bar looks well, old, dented, scratched, and rusty.
Collapse this transcript
Adding dirt and wear
00:00In this video I'll look at adding some dirt and wear to my texture sheet.
00:04What I've done here is revised the rust and added the hammer rust on as well.
00:08I started out with a new document for making the rust on the wrought iron, trying at it
00:126,000 square instead of 3,000.
00:14I've repeated the process on the hammer, trying a giant document and taking out little bits
00:20with the magic wand to give me that speckled rust texture.
00:23I've laid this over as a Multiply, and we can see here in this layer 3, it's actually very,
00:28very bright orange.
00:30But when it multiplies over, I get a speckled rusty hammered finish.
00:34I'll rename this and call it Hammer rust.
00:37Now I'm ready to work on some dirt and wear.
00:39I still need to get a woodgrain going in here, but I need to get some uneven dirt going.
00:44If I put this on, it's going to look too clean. Yes it's rusty, but especially on the hammer
00:49handle and on the ladder here. I need to paint in some dirt.
00:52What I'll do is go back and refresh myself, looking at the UVs and seeing where they are
00:57stacked here for the ladder.
00:59With the ladder selected I'll go and look at the Texture Editor.
01:02The big face is off to the side, so it's really on the left side that I could add in some dirt.
01:07Alternately, I've got some places for a texture break, as the ladder has different sides of
01:12this extruded section.
01:13So really I could add in some dirt, and it's okay if there's a slight mismatch because
01:18this face here will get differently dirty than that one.
01:21I'll paint some in and see how it looks.
01:24I'll start out a new layer and I'll name this one Ladder dirt.
01:28I probably need to go through and do some grouping in here of my other layers.
01:31I'll drag Ladder dirt into the Ladder Diffuse.
01:34Then I'll pick my hammer layers and group them, pressing Ctrl+G.
01:38I'll rename this group Hammer.
01:40Finally, I'll pick the Wrought iron of the Rust and group them.
01:45I'll name this one Prybar.
01:46I'll drag the Wood into the Hammer and I'm all set.
01:49You can see here again--and I can't stress this one enough--how much an organized workflow
01:54helps, because making changes becomes very easy.
01:57Now I'll look at the ladder, and there is a new layer, Ladder dirt, with nothing on it.
02:02I'll pull it up to the top and go back and look at the reference and see how these ladders get dirty.
02:06I'll press Ctrl+O and go over to the Reference folder.
02:10Here in Reference Images I've got my ladders.
02:12This looks like a good example. I'll open it up in see what I can see.
02:16It looks like generally they get cloudy, we'll call it,
02:19That they may have some wear and tear here and there, but really, it's generally cloudy
02:24with some long darkness in the corners, maybe some dust or dirt that accumulates.
02:29I'm going to brush in some dirt. I'll press B for brush, and I'll eyedropper some of that ladder color.
02:36This way I've got a match into it.
02:38I'll click on my foreground color and darken it, maybe bringing up the Saturation just
02:42a touch for a little bit of color and swinging that Hue over.
02:46I'm going to make this dirt green brown we'll call it.
02:49If you notice in mixing colors I tend to use HSB: Hue, Saturation, Brightness.
02:54I find that for my colors I'd rather play with brightness and saturation and keep them
02:59actually quite muddy, building up layers over time of dirt and wear and so forth,
03:05then looking at the Hue to get the color right.
03:07After while I find you start to learn what values work.
03:11Sub 30 gets you well into the reds,
03:1330 to 50 is orange through yellows, and above 50 is yellow green.
03:17This is going to give me a muddy yellow gray we'll call it.
03:21I'll hold Ctrl and click on the layer 1 in the Ladder section,
03:24Press B for Brush, and set my brush as a very low-opacity Multiply.
03:29I'll bring down the size, using my square bracket, and I am going to lay down some dirt.
03:34Because this is a tiling map, I need to be careful of how I do this.
03:37I'll zoom out, pressing Z for Zoom and holding Alt.
03:41I want my document small, actually, so I've got room around it.
03:44I'll go back to my brush by pressing B.
03:46I'll click outside of the image, hold Shift, and drag down.
03:50I'll lay in a couple of more stripes of this, adding in a line of dirt on one side.
03:55You can see I'm just building up a little bit of darkness here.
03:59The idea is that I'm holding Shift and keeping this vertical so it tiles seamlessly.
04:04I'm going to do the same over here, clicking and dragging, holding Shift, and making sure that
04:09this stays nice and vertical on the corners.
04:11That should be it for the Ladder dirt, and these are meant to hold up pretty well.
04:15Barring a ladder being splattered and paint, we don't necessarily want to have it dirty
04:19in splotches, because it's a tiling map and we'll see those splotches repeat.
04:23I can do the same on some of my other elements.
04:25So occasionally, on a facet of, let's say the hammer or the wrought iron pry bar, I see some dirt in there.
04:32In that case--and I'll go into the Prybar group as an example, selecting the Wrought
04:36iron--I'm going to brush in dirt using black.
04:39I'll eyedropper one of the colors, and there is a near black.
04:42I'll make a new layer and brush in some dirt on one of the sides.
04:46I'll bring up my Multiply Opacity just a little bit, and I'm going to brush in just a little bit here.
04:53This gives me a little bit of a fade, and it's okay to do because I've got the pry bar stacked in here.
04:58This means occasionally an element that touches this will be a little different in color from
05:03an adjacent face, which is true for that pry bar; it shouldn't be perfectly even.
05:07I'll try this out and see how it looks,
05:09first saving out the PSD and then saving out the flattened TIFF.
05:13Back here in Maya, I've deselected the ladder, and I'll go pick any object and swap out that material.
05:22In the corners of the ladder and on some of the faces, I've got dirt going.
05:26I can see it's got a little bit of patina, just enough to be not clean.
05:31Then I'll go back and look at the pry bar and occasionally, I can see a little bit of a variation.
05:36It's working nicely. I'm ready to add in any other dirt and finally the wood grain for the handle.
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Planning for optimal texture usage
00:00In this video, I'll take a good long look at my texture and make a judgment call if
00:04I'm using my texture space optimally.
00:07Right now I'm working in a large image, 1024 square, and the idea is I can take that big
00:13across to Unity and let Unity reduce if needed.
00:17We can set a maximum size for a texture if we want.
00:20What I'll do is get a little bit of woodgrain on.
00:23In the exercises of chapter 5, I'll paint woodgrain with a little more detail, but I'm
00:27going to get some grain on my hammer right now as a proxy, or stand-in, and see if my texture
00:32is the right size.
00:34I'll put that in and reduce it down as a copy, to 512 x 512, and see if my map still holds up.
00:41We can never economize enough on texture space.
00:44There's always more room to reduce things, and there is cases out there people making
00:48games off one texture.
00:50What I want to make sure of is that my tools look good but I'm not wasting unnecessary
00:55memory by having textures that are too big or I have texture space that's not used well.
01:00My ladder end blocks are generally rusty, and I think that works nicely, although I may
01:05take them and slide them over into the wrought iron section.
01:07I need to finish some detail here on the ladder hole as well, where the rung comes through
01:13and finally, get the woodgrain on like I'd said.
01:16I'll go over to Photoshop and see how this looks and see what I can do to make it look better.
01:20First, I'll start out with some woodgrain.
01:22I'll go into the hammer, and I'm going to use just some vertical grain as a quick sub for woodgrain.
01:28Later, I'll come back, like I said, and add some wave to it, painting some woodgrain from
01:32scratch as a raw texture.
01:34For now though, I'll hold Ctrl and click on the Wood layer, make a new layer over it, and
01:40make sure that's dragged into the group.
01:41I made a new layer, but it went outside of my hammer group, so I've pulled it in.
01:45I'll rename this new layer "grain" and what I'll do is swap my colors, because I have
01:50got a good gray going here in the background.
01:53I'll use my paint bucket to fill that in and then choose Filter > Texture > Grain.
01:58I'll use some vertical grain, bringing up the contrast a little bit and a little bit more intensity.
02:04I'll click OK and put some motion blur on, choosing Filter > Blur > Motion Blur. A vertical
02:10motion blur, maybe with a little less distance, will give it smooth grain instead of dots.
02:16I'll click OK and set this over as a Color Burn.
02:20It's good, but it's a little bit too vibrant, and too dark for this hammer.
02:24I'm going to take this layer and go under Image > Adjustments and either Levels or Brightness/Contrast and bring it up.
02:30I'll use my Levels in this case.
02:32I'm going to swing this to much brighter.
02:35There is a perfectly straight woodgrain for my hammer.
02:38Later I need to add in some variation, but this is a pretty good stand-in.
02:41What I am really after is, if I've got woodgrain on here and I bring this out at 512, does it
02:47hold up and look like woodgrain?
02:49I'll deselect by pressing Ctrl+D, and then I'll add in a little bit of a ring around the ladder rung.
02:54I'll zoom in, press V for move, and right-click.
02:58When you right-click on a layer, you get a flyout showing what layer is you are over.
03:02Here is layer 2, which is my ladder hole.
03:05I'm going to add in a bit of a ring here.
03:07I'll hold Ctrl and select that layer, then choose Select > Modify > Expand.
03:13I'll expand this out by, let's see what 4 pixels looks like. Then I'll hold Ctrl and
03:18Alt and click on the layer thumbnail and deselect the black ring from it, which gives me a ring
03:23selection clearly.
03:25I'll add in a new layer and I'll fill this in a light color, eyedroppering from my ladder
03:29so it's a color match and filling this in.
03:33Now I realize I just filled this in the same gray, but I'm going to set the blending mode
03:37here over as Soft Light so it goes a little brighter.
03:41I'll deselect and there is a ring around here, as if it's got a trim ring on it or a folded edge.
03:46I think I'm ready to bring this across, maybe with one more addition.
03:49I'll scroll down, and there is that hammer face, and right now it's a very solid color.
03:55Really what it needs is maybe a little more of a, let's call it faceted appearance, where
03:58it's been struck on things repeatedly. Here is how I'll do this.
04:02I'll make another temporary working document.
04:04I'm going to run this fairly big, maybe a couple thousand square.
04:08I'll fill it with some clouds, making sure my clouds go between gray and gray, so I don't
04:13have drastic clouds.
04:16I'll take this image and run some crystallization on it, choosing Filter > Pixelate > Crystallize.
04:22I'll run that Cell Size fairly big, maybe 20 to start.
04:26Then I'll run it again choosing Filter > Pixelate > Crystallize and bringing down the Cell Size
04:31to 10. This gives me a faceted look.
04:34I'll take this and reduce it down, pressing Ctrl+Alt+I and grabbing it and taking it from 2,000 to 512.
04:42I'll select it by pressing M for Marquee and clicking anywhere.
04:46I'll press Ctrl+A to Select All, Ctrl+C to Copy, and I'll go back over to my working PSD.
04:52I'll deselect and paste this in.
04:54What I'll do is take this and shrink it down, pressing Ctrl+T and pulling it into place,
05:00snapping onto the document and grabbing the corner and holding Shift, scaling it down,
05:06and maybe scaling it non-uniformly to fit. I'll hit Enter to accept this and then I'll
05:10make this layer, this chiseled chip looking overlay, Multiply.
05:15This way I've got a hammered finish going on.
05:18I'll zoom in and see how it looks.
05:20This should work for that hammered finish.
05:22I think I'll crystallize it one more time so it looks a little more faceted, as it blurred
05:26a bit as I scaled it down.
05:28I'll choose Filter > Pixelate > Crystallize and reduce down this Cell Size.
05:33We can see here in the preview, that's going to get me a lot of facet.
05:36I'll try it at 7 and click OK, and there is my faceted hammerhead.
05:40I'll pull down the Opacity, and I'm ready to save this.
05:44Here's the test to see if this works.
05:46First, I'll save my working PSD at full res. I'll call this 03_12_end.
05:51With that PSD saved, I'm going to reduce its size, pressing Ctrl+Alt+I. I'll make the width
05:56and height 512 x 512.
05:59Now I'll save out a working TIFF, pressing Ctrl+Shift+S and choosing TIFF. I'll turn
06:05off layers and call it 03_12_end. I'll hit Save, bring it into Maya, and see how this works.
06:11Here in Maya, I'll pick any of my objects and make sure I'm in Object mode.
06:15I'll go into that material and swap out that new TIFF.
06:18This is smaller, at 512 square, and it looks like the detail is holding up pretty nicely.
06:24Things may have gotten a little softer on the rust here, but I'm okay with it.
06:28The woodgrain shows up well, and I'll test it out in my high-quality display, or using
06:32Viewport 2.0, and see if it really works.
06:35With Viewport 2.0 on, I'll go into the Dialogue for Viewport 2.0 and turn on a few things
06:40to really get a good game preview.
06:42I'll turn on my Multisample Anti-aliasing and also turn on my Screen-space Occlusion.
06:47I'll hit Close and then I'll put a light in the scene.
06:50It's important to test this.
06:52I'll put a light in, choosing a Point Light, and I'll press W to move.
06:56There is my Point Light, and I'll pull it away from the hammer which I had centered at 0, 0.
07:01I'll select both and deselect my objects, and there is my light.
07:05I'll press 7 to show the lighting in the view, and as I pan around, I can really clearly
07:10see my texture. Even at 512 and full in the view, my objects look pretty good.
07:15I haven't dealt with a specular or bump map and I need to go through and make those, but
07:19it's pretty straightforward to do so based on the rust I've got and previous videos such as the gas pump.
07:24The important part is that with a reduced-size texture, letting Unity reduce it, I'll
07:29end up with a good-looking image and I'll be using less memory, less texture space, and
07:34still get good-looking objects.
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Painting dirt and age variations
00:00In this video I'll look at painting some dirt and wear variations on my tool sheet.
00:05In some games we may need lots of things around--tools, props, and so forth--and the ability
00:10to take a tool sheet like this, map a lot of different parts to it, and add some variations
00:15in dirt and wear, and lay them over is important.
00:18One of the things I can do is to take a different image into Unity as a decal and lay it over a diffuse map.
00:25If it's planned carefully, we can swap in and out a decal on different tools, in case we're
00:29seeing a whole rack of them, for example.
00:31What I'll do is to roll up my group. I've got my latest PSD open, and I'm going to put
00:36a new layer over the top here. I'll call this new layer Dirt.
00:40On this dirt layer I'm going to add in more rust. I'll press I for eyedropper,
00:45eyedroppering my existing rust color and picking a good bright one. I can always go into that
00:50color picker and go a little bit brighter with it in that Brightness tab.
00:54Now I'm going to paint in here, and I'll start to add in on this dirt layer a little bit of extra rust.
00:59I'm going to paint it over, and this will add in variation. I may need some tools that let's
01:04say have been on the water a bit and are rusty.
01:07I'll add some right across the hammer in a pry bar.
01:10This gives me the opportunity also to have different-looking stuff. Maybe we also need
01:14to swap in age as an example.
01:16I'll go back and delete it from the wood to make sure that it's not overlapping. I'll
01:21pick my overlay layer and press W for Wand.
01:24I'll turnoff Anti-alias and turn on Contiguous.
01:27I'll magic wand that orange section and then delete it from the dirt or rust layer.
01:32Now I've got a bright rusty section for my metal tools.
01:35What I can do is to save this out as a separate image with an alpha channel.
01:39I'm going to make an alpha channel, and I can always make multiple alphas and combine them
01:44or save them out as I need.
01:45I'll hold Ctrl, click on that Dirt layer, and even though it shows up as a partial selection,
01:50it's actually catching all of it. It'll even include the transparent areas. This is just
01:54what the marquee happens to be able to wrap around.
01:57I'll go into the Channels palette and make a new alpha. I'll fill this alpha in with
02:01white, and I can use this to define an overlay or a decal later.
02:06I'll click back up on my RGBs, turn off my alpha, and go back to my layers.
02:11I'll save out my PSD, and then I'll save out this separate Dirt layer to lay over here.
02:17It'll be a separate image with an alpha, and I can use it if I need, in Unity.
02:21If we think of a layered workflow and plan out a texture sheet for our tools, we can
02:26get good-looking textures that repeat nicely.
02:28We can also get tools that have what looks like an amazing amount of detail, really on a small image.
02:34Remember, I painted this at 10 x 24 and downsized in the last video to 5 x 12 to test it.
02:39I might even go more extreme and see if I can run this tool sheet at 256 square.
02:44It's a great way to economize on texture space and memory while still maintaining good detail.
02:49We can also plan for a lot of things sharing one texture.
02:53I've only stacked up three tools here, but I could add in more pry bars or other wrought
02:58iron implements, more hammers or other tools like saws that need maybe a rusty speckled
03:03finish because they've been out.
03:04I've got a large section of woodgrain that I can use for all kinds of handles. Maybe
03:09there's pruning shears or something similar.
03:11And finally, I've got a section of aluminum.
03:13If I'm dealing in construction tools as an example, I could probably get away with a
03:17section of the aluminum being part of a level and anything else that's metal.
03:21Maybe there is a trowel or a hawk or something similar.
03:24I can use the hole down here as a way to put in either holes or even shrink down something
03:29so it becomes more of a bolt or a dent.
03:32It's a versatile way to texture, planning out instead of unique unwrap, a texture sheet
03:37and putting lots of different tools on there to economize our materials and our textures in the game.
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4. Modeling Furniture
Modeling furniture using simple parts and reusable textures
00:00In this chapter I'll look at modeling furniture for use as Game Props.
00:04We can model rooms fairly easily, but really, if you look at a room there is--well--
00:09a lot of stuff in it, and it's not necessarily very special things but simply
00:13the stuff that's there's the function of the room.
00:15As an example, if I walk into a house, most likely I am going to see some kind of dining area.
00:20If I walk into an office I'll probably see a desk and chairs, that sort of thing.
00:25Additionally, if we're dealing a place that's maybe abandoned or run down, we
00:29might see furniture that's strewn around.
00:32And we need to make pieces in order to have debris.
00:35It's very easy for an environment in a game to look really empty unless we fill it up with stuff.
00:40And we want to do so in a way that is matching the theme of the game.
00:44What I'll show how to model then is a wooden chair here, and I have got two
00:48different examples, a standard ladder back, and also one that's bent.
00:53There is all kinds of regional variations of these.
00:56But the basic idea is we have got some place to sit, and it's made of wood, and it's
01:01got a very distinct form.
01:03In this case this hoop in the back is very, very recognizable in silhouette
01:07and poses a particular challenge for us for a game, as it's very curvy both
01:12around the piece and then obviously the back here in the loop. Additionally, the legs flare out.
01:18This chair may be easier as it's simply got squared-off elements.
01:22However, it's got a big curve here from the foot all the way up to the back.
01:26So we need to make sure we have that in place.
01:29What we want to think of while we are modeling this kind of furniture is we're
01:33going to work on a textured sheet that most likely will have one or two chairs,
01:37maybe even six, if you are dealing in a dining room as an example, and they all
01:42need to share one texture.
01:43But we need to position them around so that it doesn't look like they're sharing a texture, obviously.
01:47This chair in particular may need some modification in the texture so it doesn't
01:51look like an obvious repetition.
01:52We can see this mark right here and another one right there that are very definite.
01:57We'll make sure that as part of our layout that although it's patina'd and worn,
02:02there aren't obvious repetitive marks.
02:05This chair is a little easier as it's basically a uniform brown stain with some
02:09wood grain showing on the seat.
02:11However, this seat is unique because it's got the holes on it.
02:14What we need to think of then is for our game if we are dealing with a
02:18texture sheet, do we need the holes in the seat or will it simply be a flat piece of wood?
02:23The common theme here in modeling furniture just like with the tools in
02:26the previous chapter in the gas pump is we need to share textures as much as possible.
02:31We're seeing poly counts not be as much of a limit unless we're going out to a
02:35small form factor like an iOS.
02:36The bigger deal is really that we're reusing our texture space as well as we
02:41can, keeping our load times down and keeping our realism up.
02:44So when we're running around our environment we see, well, chairs maybe strewn
02:48around and knocked over, but definitely recognizable as chairs.
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Planning and analyzing the modeling of a chair
00:00In this video I'll look at how to plan out the modeling of a chair.
00:04It may seem like the kind of thing you want to dive in and start modeling on,
00:08but it's very easy to get wrong.
00:10And as we're surrounded by chairs and use them daily, we tend to have a very
00:14instinctual feel of how they should feel and look.
00:16What I look at in a chair, and this is a good example to start with is first,
00:21the overall height and the seat height.
00:23The height of the chair back here is at the height where a normal person
00:26average height can reach over, grab the back and pull on the chair, so it tends
00:31to be right about 3 feet off the floor give or take. The seat height is also important.
00:36A chair has a higher seat height than let's say a sofa.
00:39So this seat may be at 16 to 18 inches off the floor, so somebody can sit
00:44upright in it at a table.
00:46If I assume that this seat here is at 16, we're probably looking at 32 or 33 up
00:51to the top of the back, which seems to work.
00:53If it's 16 up to the seat, reasonably the chair is about 14 maybe 13 across and
01:01the seat might be 12 or 13 deep.
01:03We have another couple of inches, though, back here where this curve occurs.
01:07What I'll do a lot of times is to mark out some key heights in a document like
01:12this, and let me tell you this is actually very good reference.
01:15There have been enough times from a client I have gotten a Xerox, a photocopy of
01:21something that has been faxed over.
01:23Now I realize I'm dating myself a little bit here in the technology, but
01:27I have had to deal with really awful reference.
01:30So being able to search out good reference like this is a boon to modelers.
01:34What I'll do is put in some quick height marks.
01:37I'll make sure that my brush is set to Normal at full size, and I'll put in a
01:42line here and a line there and then some text. I'll put this in at 17 inches.
01:49My text is very, very tiny.
01:51I'll hit Ctrl+Enter to accept it and scale it out, pressing Ctrl+T and scaling it up.
01:57I don't really care what font it is. I really care what the measurement says
02:01right now, and if it's too blurry I can always go back and fix that.
02:04I'll add in some lines so that in case I come back to this, I can remember I said,
02:09oh, it's 17 inches tall.
02:11What I'll do, then, is put corresponding marks over here, up to the top and down
02:16here on the bottom. I'll put more lines up here, and it's okay if they squiggle
02:21a little bit because this is just really a rough drawing, this will be 34.
02:25In this case I'll take this text, select it by pressing Ctrl+A and change the point size.
02:31Here even at 72 it's pretty small, so I'll zoom in and make sure I grab it and make it bigger.
02:36We could enter in a custom point size if we want.
02:39But it's a working drawing so I'm not going to be too picky.
02:42It's a good idea to go through and kind eyeball out the dimensions, maybe even
02:46measure a chair you have got.
02:47Figuring out the right size, because a little bit off in one way or another
02:51is going to look odd.
02:53And what we want to avoid is things that are obvious in our daily lives looking
02:57just a little bit off, because then we lose track of what's going on, and we
03:00say, wait, this doesn't look right. What was I doing in this game?
03:04And the immersion of the game is lost. Here's what I'll plan in the modeling of it.
03:08I have got two symmetric legs in front and two in back, so reasonably if I modeled
03:13one back leg and one front leg I can clone them over.
03:17I have got general purpose blocks under here for the stretchers and the skirt.
03:21These are really just boxes that need to snug into the legs, but this shadow
03:25line right there is important.
03:27I'll use a different color and mark out some key shadow lines.
03:31I'll make myself a new layer and draw on that, pressing B for Brush and
03:35downsizing the brush a bit.
03:36What I'll do a lot of times for chair because the mesh lines are pretty
03:40straightforward is make sure I mark out on here key shadow lines, right here
03:45where the leg overlaps and goes in front of that skirt, that's a key element.
03:49Another key piece might be right here, and really it's not an exact mesh
03:53drawing as we have done previously as much as a thorough accounting or
03:58acknowledgment of the key parts of the design. This chair is crafted, even
04:03though maybe just a cheap chair.
04:05There is an element of craft and design to every piece, and we need to have that
04:09come across in our model.
04:11Even if the poly count is low, the leg still tapers and these actually do flare out.
04:16This curve is important, and this curve at the back as important as well.
04:21What I'm going to do is put a line across here and also a couple down here,
04:26and this lets me know that that is curved right there.
04:29It's a big deal to get it right and to get the overall silhouette looking like what we should have.
04:35If this was too vertical or straight up and down it would look uncomfy, and it
04:39would have looked odd, unnaturally un-chair like, and that's what we want to avoid.
04:44So when you're modeling, look things over and plan it out a little bit, look at
04:48the key details in the model that you know need to come across and look at the
04:52subtle curves so you can plan and for your polys there later.
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Blocking out the basic form
00:00I have got the rough plan of my chair in place, and I have got a good reference image.
00:04I'm ready to get in the Maya and start blocking out this form.
00:09I have got some key heights and sizes I know I need to make sure I get in the right place,
00:13the seat height, the back height, and the width and depth overall.
00:16Here in Maya I have started a new scene, and I'm going to check my units. I'll go
00:21to Window > Settings/Preferences > Preferences.
00:23In my Settings I'll put my linear units in inches. If you want to work in metric,
00:27that's fine. Just make sure you got the right heights in place. I'll click Save,
00:31and I'll start out with a box.
00:34As we have seen previously. I'm going to make myself a bounding box, and I'll put
00:37this bounding box at 0, 0, 0. Now, put in the sizes.
00:42What I had said on the chair--and I'll go back to look at the reference on it--
00:47is that it's about 14 inches wide, 14 or 15 deep, including the curve of the back
00:51legs, and 34 tall. 14 inches across the front should work nicely.
00:56I'm calling it 15 inches because there is this seat, but then there's this back
01:00that curves out, so that gives me probably 15 from front to back overall, 34 tall
01:06and a seat height of 17. I'll go into my polyCube1 attributes, and I'll put the
01:11width in here at 14.
01:12Here is the height at 34 and a depth of 15. I'll put two divisions on the
01:18height. I'll zoom out, and there is my box in place.
01:21If I look in the transforms, it's at 0, 0, and I need to raise it up. I'll put
01:26Translate Y at 17, and now this chair will be on the floor, assuming my finished
01:31floor is at 0. We can see when I turn on the grid, that this bounding box is
01:36centered on 0 and down on 0.
01:38When I make the chair, it will come in automatically on the floor, and that way
01:42it'll light right, and it'll also sit down in case I have physics applied to it,
01:46because I may want to walk into a room and kick over a chair.
01:49Thankfully, this edge loop corresponds correctly to my seat height without my
01:52having to move it. If I need it, I can always pick it and move it up and down,
01:56but this will work well for now.
01:58What I'll do, then, is press Ctrl+A to go to the channel box and make myself a new
02:03display layer, creating a new layer and assigning the selected objects.
02:06I will rename this layer Bbox, bounding box for short. I'll click Save, and I'm
02:12ready to block in the form.
02:13What I'll do to start is get some boxes in for the big pieces. I'll start out
02:18holding Shift and right-clicking and choosing Poly Cube. I'm going to make the
02:22seat. I'll make in, well, any old box here.
02:26What I'm going to guess at is that the seat is 14 inches wide and about 13 deep,
02:31the rest of this width is accommodated by that curved leg. I'll put the width in
02:36here at 14 and the height I'm going to put at 1. I'll put the depth at 13, and
02:41now I'll use my align tool to get it in the right place.
02:44I'll press and hold the spacebar for the Hotbox and choose Modify > Align tool,
02:49I'll align it on the center, centered and forward to the front then I'll press
02:54W for move. I'll pick this seat and snap the pivot holding V and D onto one of
03:00the corners. I'll pull it down and snap onto that edge loop, and now I'm going to make the legs.
03:04In looking at front legs, they're basically boxes, but they do need to taper at
03:09the bottom. It's a little bit lower than halfway, so I'll snap a box in and
03:13then put an edge loop down there. I'll hold Shift and right-click and choose
03:16Poly Cube. I'll click and drag in a poly cube and release for the height.
03:21I'm going to make the height of this 16, because I know that this is an inch thick and 17 inches up.
03:27I'm going to put the width and depth here at 2 and 2. I'll put the Subdivisions
03:32Height at 2 as well, and I'll move it into the right place.
03:35In this case. I'm going to align to my bounding box choosing Modify > Align tool.
03:39I'll align it to the bottom up to the front and out to the side. I'll zoom
03:46in, and now I'm going to move it in a little bit.
03:49The chair has a little bit of a lip here where the top overhangs the leg.
03:53I'll use my relative transform, and I'm going to pull it back by a quarter inch
03:57putting -0.25 in the X and back by a quarter inch in the Z -0.25 as well.
04:04I'll hit Enter, and there's that lip.
04:05Now I'll pick these edges either by vertex or edge, and I'll pull them down. I'm
04:11going to move them down in the Y, let's say an inch and a half, and I think that
04:15loop is at the right place. I'll right-click and choose Object.
04:19If you notice here. I'm right clicking, and it's giving me a different dialog,
04:22because I'm not on a mesh line to start.
04:24Now I'll right-click on a mesh, and there's Object mode.
04:28My leg looks pretty good in the right place, but I need to taper the bottom.
04:31What I'll do is spin underneath, and in this case I'm going to scale a face
04:36pressing F11 for face and picking the bottom. I'll press R for scale and V and
04:42D to move the pivot. I'll put the pivot for this face on the corner, and I'm
04:46going to hold Ctrl and scale on the Y axis to taper that leg in, looking at the
04:51scaling factor down in the lower left of my viewport down to about 0.7 or so. There is the tapered leg.
04:57The idea here is before I really get into modeling serious detail around
05:01wrapping. I'm going to block in that basic form, making sure that I have got all
05:05the elements roughed in and in the right place. I'll put in the back leg and
05:10then the other pieces are just boxes I can snap between.
05:13What I'll do for the back is to make a new box. I'll hold Shift and right-click
05:17and choose Poly Cube. I'm going to make a poly cube that's fairly slim. I'll go
05:22into the Inputs, and I'll put the width and depth at one and a half and one and a half.
05:27I'll make the height 34, and I'm going to give this some divisions along the length.
05:33Actually, I should make the height 33, as this chair had a bulge or a crown we
05:37will call it in the back, so the leg only comes up to about 33.
05:41On the height I'm going to give it some subdivisions. I'll try it at 6, and this will let me bend it.
05:47It's a very shallow curve, and I don't want to spend too many polys on it, but I
05:52do need to have that arc in there.
05:54As I don't have my Shell showing, I'll press my spacebar for my Hotbox.
05:58I'll click in this space to the right of Maya and turn on Shell. I'll go to the
06:02Deformation Shell, and there is the Nonlinear Bend tool. I'll put a bend on
06:06this, and then I'll press Ctrl+A to go to the attributes.
06:10In the bend1 there is a curvature. I'm going to add a little bit of a curvature
06:15to this back curving it appropriately.
06:16What I need to do is to rotate this bend over, so it goes in the right
06:20direction. I'll press E for rotate, making sure I press and hold E and left-
06:25clicking anywhere to see if Discrete Rotate is on, and I'll rotate the bend 90 degrees over.
06:31Then I'll see if this looks right. And judging here in a side view, I think I have
06:35got the bend pretty good. I'll turn off the grid and just pull back the
06:39curvature a little bit, it doesn't need to be a lot, and what I think I'll also
06:43do is take the Low Bound down.
06:46What this does is straightens out that back leg just a bit, so it's straighter
06:50on the bottom, more curved on the top. I'll right-click and choose Object.
06:55Right now, I have got the bend handle into to the mouse which is why I'm getting
06:59this dialog. When I pick the object and right-click, I can choose Object mode,
07:02I'll delete the history by pressing Shift+Alt+D and move the leg into place.
07:07It looks like I have got this back pretty well, and it does actually sit forward,
07:10notching into the seat a little bit. I'll pull that in and see if it's in the
07:15right direction. It looks pretty good.
07:17The last part then is to get it in the right place, holding Shift and aligning
07:21by pressing Modify and Align tool on the hotbox to that bounding box. I'll pull
07:26it in and just move this leg in a touch, that way the back can have a little bit
07:30of a taper. I'll bring this in by half an inch and go back and check my reference once more.
07:35What I'm doing here is really blocking out that chair, making sure I have got it
07:39all in the right size and proportion and saying do the elements before I have
07:43highly refined them look right? Is the seat in the right place? Does the leg have
07:48the right taper? And is the rear leg curved enough.
07:51If I mirror these over, and I'm imagining what it looks like to mirror, does it
07:55look right? Is it too chunky or too thin?
07:57When I put the stretchers in, will it work? It's important to model it in pieces
08:01and block in that form, making sure you get roughed in elements before you start
08:05refining and adding too many faces in to deal with. I'll keep blocking it in,
08:09mirroring over, and adding in the simple boxes such as the stretchers, skirts, and
08:14other elements, then I'll see if I have got the proportion right, and finally,
08:18massage the detail a little bit if I need, pushing things up and down as they
08:22need to be right on to the reference.
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Adding detail and softening edges
00:00In this video I'll add some detail to my chair.
00:03I have continued on the blocking end. I slimmed down the legs because I realized
00:06mine were a little too thick.
00:08I have also moved in and rotated these backs slightly, so it's got a little more
00:13of an arc in the back here, and I snapped the feet down to the floor.
00:16I'm ready to start tapering things and adding details, such as the skirts--also
00:21playing with the smoothing groups to round over some corners.
00:23I'll start to look at adding detail here in the back legs.
00:26I'll look at the reference to see where they taper first.
00:29We can see on the back legs, it's really after this stretcher that they need to
00:33taper--that they're fairly consistent from here most of the way up.
00:37I'll taper that down making sure I taper from the outside corner in.
00:42Then I'll go and add some skirts in and finally these bars across the middle.
00:47I'll pick one of the back legs, I have put both in, and it's very likely I'm going
00:51to end up deleting and re-copying or something similar.
00:54I'll zoom in on it, spin around, and pick the bottom polygon.
00:58I'll hit R for scale and press V and D move the pivot.
01:02I'll put the pivot on the outside corner, and I'll Ctrl and scale this polygon
01:07down to give it a taper.
01:09I'll make sure I look at it from all different sides.
01:11This looks pretty good, although there is one last detail to take into account.
01:15I'm going to zoom in and press 4 for a wireframe.
01:19This chair needs to sit flat on the floor not with the leg at an angle.
01:23I'll press F9 for vertex, pick these vertices, two at a time, pressing V for
01:28snap and holding the Y axis and snapping down to the other leg.
01:33I'll make sure this is done on both of them.
01:35That way this leg sits flat on the floor, and I don't have strange occlusion or clipping issues.
01:40Now I have got my chair, and I'm ready to add in some of the back.
01:44For the back where it's got that curve in the top, I'm going to make the piece
01:49flat and then bend it into place trying to make it at an angle between these two
01:53curved sides can get interesting and awkward.
01:55What I'd rather do is go into a front view, press F to focus and look at my chair.
02:00I'll start out with a box, holding Shift and right-click and choosing Poly Cube.
02:04What I'm going to do is press and hold V for Snap, snapping this box cleanly
02:09between, dragging up for the height and coming back to the polyCube4
02:14attributes and giving it a different Height. I'm going to say it's about three
02:17quarters of an inch thick.
02:19The Width is where I want it to be and the Depth is too much.
02:22But what I'll do here is model this in versus trying to adjust the Depth to the right measurement.
02:27I'm going to give the Subdivisions with a few extra parts.
02:30Let's put it up at 4 as an example, and I'll see if this works on that curve.
02:35Now what I'll do is press F9 for vertex, grab these bottom vertices and pull them up.
02:40I'll look at the reference again and see if I'm in the ballpark.
02:43It looks pretty good, I need to add in this bump in the top.
02:47I'll pull these up a little more and then pan over, grab the three vertices
02:51up at the top, which are actually six--three in front and three in back--and pull them up.
02:56Then I'll pull the center up just a little bit to make that curve.
03:00Now what I'll do is get this in the right place, but first, I'll optimize it just a bit.
03:05We can see in a shaded view--and I'll turn on the Wireframe on shaded--that
03:09I have got faces on the side, as this element will cleanly be between these legs, I can delete those.
03:15As I make things I want to go through and delete the parts I don't need.
03:19I'll delete those and spin back around.
03:22I'll go into a Side View and get it lined up.
03:25This is a place where we can either switch to a wireframe or choose Shading and X-Ray.
03:30I'm going to pull this down and then hit E for Rotate.
03:33This is one place. I'll press and hold E, left-click, and hold anywhere and
03:37turn off my Discrete Rotate as I'm not really sure what angle that is it just has to look right.
03:42I'll pull that back in.
03:44I'll press and hold W and switch from the World axis over to the Object.
03:49This way I can slide it forward on the Z.
03:51There is the back in the right place, and now on its local Y axis I'll pull it
03:56up, letting the legs just stick up over the back a bit.
03:59This camouflage is that transition where I have got the missing face because I
04:03deleted it and gives me yet another little twist in the silhouette.
04:07One more thing to notice that's not perfectly meeting, which is how this
04:10furniture should be, there's lots of little overlaps and under-laps here.
04:14I can repeat this process to get the back stretchers in. And finally, I'll make
04:18new boxes to clone these in, the skirts underneath and the stretcher under here.
04:23What I also need to do is to work over the smoothing as usual.
04:27Hopefully you have noticed this is a pattern.
04:29I'll turn off my X-Ray and turn off the Wireframe on shaded.
04:33It looks pretty good, but I want to make sure that this leg is nice and smooth.
04:37What I'll always do is model and then go back and work over hard and soft edges.
04:42I also need to add some taper into the seat and round over these corners.
04:47I'll do that and deal with the smoothing groups on all of them.
04:50To round the corners I'll press F10 for edge, pick those two, hold Shift and
04:54right-click and Bevel them.
04:56I'll uncheck Offset As Fraction, and I'm going to Bevel them at 1 inch.
05:01I think that works, and I'll bring up the Segments to 3, and it looks like I have
05:05got clean coverage over that leg, looks like it's a little bit off.
05:09I think will end up doing is moving this leg and just a little bit so it
05:13just slips under there.
05:15Alternately, I can taper it out because this seat is actually not a square, it's a taper.
05:20I'll try a taper and see if this behaves any better.
05:22It's really a question of massaging the proportion. Everything in here changes
05:27in every direction, nothing should be exactly straight.
05:30I have got those vertices selected, and I'll scale them just a touch.
05:34That looks pretty good as it overlaps that leg.
05:36Now I'll do the same on the back and then look at those softened and hardened edges.
05:41I'm going to fit this seat into the back legs, scaling it in so that I get yet
05:45another small shadow line there.
05:47When I'm dealing in occlusion in a game, even screen space occlusion it will be a little dark there.
05:52I'll press F8, and now I need to soften across here.
05:57I'll pick this object, make sure I hold Shift and right-click and harden up all of the edges.
06:02Then I'll come back and press F10 for Edge and pick these two middle
06:06edges, taking those two and holding Shift and adding to the selection on the other side.
06:10I'll hold Shift and right-click Soften/Harden and Soften Edge.
06:15I'll deselect, and it looks good.
06:18Again, my test is I should see flat to round to flat.
06:22I'll do the same thing on the back leg making sure that the corners are
06:25preserved as hard and these edge rings actually edge loops that travel in a ring are soft.
06:31It's important to do this, so we don't get flickering in a game.
06:34Then I can finish roughing out my chair, adding in the other elements and see if
06:39there's anywhere else I need to deal with before unwrapping.
Collapse this transcript
Refining the silhouette
00:00I'm ready to start getting in some of the additional details that really get
00:03the silhouette going.
00:04The ladder in the back is a key one, as that's a real signature piece here and
00:09really shows up in the silhouette when we look through the chair.
00:11I have got that key arch in the top and the legs are in place.
00:15I have tapered them down, and I'm also ready for the skirts here.
00:18This is one of those things that seems fairly obvious, but I have seen people miss it.
00:22In furniture like this, it's very difficult to join a flat top to a leg. And so
00:27what we need to do is actually join the legs to a skirt that goes between them
00:31and join the top to the skirt, that way those connections are easier to make.
00:35To make those I'll go into a Side View, and I'll use my Snap Tools to get that in place.
00:41I'll hold Shift and right-click and choose Poly Cube.
00:44In this case, so I can see it clearly, I'll turn on the Wireframe on Shaded.
00:47I'll snap this cube in, pressing V for Snap and clicking on a vertex and
00:52snapping up to an opposite.
00:54Occasionally, it's not going to work, sometimes it's finicky if there's multiple
00:58vertices overlapping, and that's okay.
01:00The trick here, and I see this quite often, is to start out maybe in a different
01:04view, a Perspective like this and try that cube again.
01:07I'll press Shift+Right-click, choose Poly Cube, and run it from the outside of the leg.
01:13I'll click and drag and let it go over to this leg snapping onto that vertex and
01:18dragging up for the height holding V to snap if I need.
01:22In this case, the height doesn't matter too much because I am going to adjust it later.
01:25What I think is I'll come in and put the Height at 2, then I'll put the
01:30Width maybe a little bulkier, here it is at .75, and I am going to get it
01:34onto the front leg.
01:35I'll hold Shift, select the front leg and on my hotbox, choose Modify and Align tool.
01:41I'm going to align this onto the front leg, front to front.
01:44Then I'll align it top to top, and now I need to model it into place on the back
01:49because I have introduced a taper in the seat.
01:51What I'll also do is make sure I move it in to get that extra shadow line going.
01:56I'll pick it and move it in by -.25, or a quarter inch.
02:01I'll press F9 for Vertex and pick the back vertices.
02:04I'll probably spin mostly in a Bottom View and slide them on the x axis to come
02:09in, watching out that this edge here stays as parallel as I can get it.
02:14It's okay to have a little bit of a taper.
02:15It adds character to the chair, and it's such a small area under here that I
02:19don't mind it not being perfect.
02:22Additionally, I want to make sure that this skirt lands cleanly in this leg.
02:26We can see here I may also end up moving some stuff around just so I get all the
02:30little shadow lines in the right place.
02:32I'll go into the Side View and see where this actually landed in a wireframe.
02:36We can have things clip through gently.
02:38I can try to get it as close as I can and what I think I'll do is just move
02:42these vertices in, keeping them roughly parallel and then pulling them over.
02:46I'll actually let it clip through here.
02:48That's okay to do as it's not going to affect anything in a solid single mesh.
02:53I need to economize this a little bit.
02:55I'll press F11 for face and select all the faces.
02:58Then I'll switch over to Shaded View by pressing 5 holding Ctrl and deselecting
03:03the three visible faces.
03:05The two ends in the top are hidden by other pieces of wood so I can delete them.
03:09I know I'm going to mirror this.
03:11So I'm going to make one, unwrap it, and then clone it.
03:15I'll take this piece, since I have already got it roughly in place and clone it
03:19down to be the bottom stretcher.
03:20I'll press Ctrl+D to clone, V+D to move a pivot, and snap it onto the bottom.
03:25I'll pull this down right onto that vertex that's where that taper actually starts.
03:30Now I'll come back in here by edge, select the two edges, hold Shift and
03:33right-click, and Bridge.
03:35I had already set my Bridge to be zero divisions, however, if you forget to do
03:40that--or you're in a clean install of Maya where the Divisions are at the
03:43default--you can go into the Poly Bridge Edge, and there's Divisions at zero.
03:47With those two edges selected, I'll press W for move and pull them down.
03:51I am going to say that it's roughly half that height of the original.
03:55I'll make sure this goes into the right place.
03:57It looks pretty good like this, and I'll just check the thickness, maybe it
04:00needs to thin down a little bit, or I can leave it alone.
04:03I'm working by edge here.
04:04You can really work by edge, face, vertex, whatever you'd need.
04:08As long as it's coming out right, you can select and move different things to
04:12move that chair around.
04:14I had picked two edges, which by definition take this face with it, which is
04:18really what I wanted to move.
04:19I can clone this stretcher over to the other side, and now I'll work on
04:22the ladder in the back.
04:23Once I have got the basic form blocked out, what I'm doing is adding in pieces
04:27that really contribute to the silhouette.
04:29When we stand back, and we look at this chair, that skirt, and that stretcher
04:33are very prominent, and we need to see them in place.
04:36When we see the chair more from the front, seeing the front stretcher, and that
04:39ladder back are very important.
04:42I'll go into my Front View, and there's my chair, and I'll use the same
04:45technique holding Shift and right-clicking, choosing Poly Cube and snapping
04:49right between that back.
04:51I'll snap these elements in, and this time it liked it. I'll drag up for the
04:55height and spin around in the Perspective.
04:57Now what I'll do is change the depth of this block over.
05:00I'll go look at the reference and see how big it needs to be.
05:03In my estimate, they're about as tall as this side stretcher, call it maybe an
05:07inch and a half, if that big.
05:08I'll take this Depth back down to an inch and a half.
05:11I'll make the Height three quarters of an inch, and then I'll take this piece
05:15and pull it back into the chair.
05:17What I need to do is actually add a curve to this.
05:20In here I'll put the Subdivisions Width at 3.
05:23It doesn't have an arch top necessarily, like the top of the back does.
05:27What it needs is a curve to accommodate a person sitting.
05:31By putting in three subdivisions I have got just enough geometry that I can
05:34take these middle faces and pull them back slightly introducing a slight bend in that piece.
05:40Now I'll rotate it pressing E for Rotation and spinning it.
05:44What I'll watch here is that this edge on the left of this ladder is the same
05:50degree of rotation, or is parallel to this edge of the back, it's a little bit
05:54more, and I think it's in a good place. Now I can take this and clone it.
05:59I'll press F8 for Object, W for Move, and Ctrl+D to Clone.
06:03Before I clone, I may want to unwrap.
06:05What I'll do though is clone this briefly and the reason to clone it is to
06:09check, did I get it right? I'll pick both and pull them up.
06:13There is 2 and one more.
06:16With three of them in place, even allowing for some slight movement and
06:20knowing that I'm going to delete them when I'm unwrapping, I need to check it
06:23against the reference.
06:24What we are looking for here in the silhouette is that when these are cloned,
06:28they don't look too thick.
06:29It looks like my need to be higher and a little bit thinner.
06:32What I'll do also to check this is go into Viewport 2.0, and I'll turn off the
06:36Wireframe on Shaded and make sure at Viewport 2.0, that I go into the dialog,
06:41and I'll turn on the Multisample Anti-aliasing. It's good to test it this way.
06:45This way you see if your edges are holding up or if the jaggies in the edge are
06:49obscuring a possible detail.
06:51What I can see I need to do here is to take all of these elements and slim them down.
06:56I'll press R for scale and make sure in Scale by pressing and holding R that I
07:00am working in the objects axis.
07:02I'll scale them in on the Y axis just a little bit, and then I'll pull them up.
07:06I'll reduce the spacing and see if I got this right.
07:10I think I have got my ladder back in a pretty good place.
07:13It's curved, and I can see that curve when I look down on it. As that default
07:17controller is 2 meters high, there's a good chance of seeing a chair in a view
07:20something like this. So it's important to see that subtle curve.
07:23From the front, the ladder back is working nicely and from the side I get my
07:27elements and even obliquely, I can see just a little bit of that curve.
07:31I have got my single stretcher and skirt in ready for cloning to the other side.
07:36The last thing to do is to add the seat detail. What I'll do is rough in some of the faces here.
07:42It's not that we need an enormous amount of variation, but it does need to have
07:46a little bit of geometry to wiggle.
07:48I'll try introducing some edge loops, holding Shift and right-clicking, choosing
07:52the Insert Edge Loop tool and using equal edge loops.
07:55I'll try putting in 4.
07:56When I click on this, you can see I have broken the edge flow as part of that bevel.
08:01What I may need to do is click several times.
08:03There are those on the front and back, and now if I click on that edge, it wants
08:07to go in the middle.
08:09That's not what I'm after and so I'll switch over.
08:11I'm using the multiple edge loops to get where I still have the existing edge
08:14flow the original edges in the front divisions.
08:19Now I'll hold Shift and right-click and use my Interactive Split tool.
08:23I'll go from edge to edge, and I will hit Enter to accept it and go from vertex
08:29to vertex, really using those existing edges I have got as markers.
08:33I'll hit G and repeat this once more.
08:37One more repetition, and I have got enough geometry in to start to make the seat.
08:42I'm not going to go in and carve in the seat.
08:44I accidentally hit F8 there, thinking I was done, I was going to get out of it.
08:49It's important when you're using a tool like this to remember to accept the
08:52tool, pressing Enter to finish splitting that edge.
08:54What I am going to do here is add a little bit of variation.
08:58If we look at the original, we can see that the seat is carved in and really
09:02what I'm after is that I have got a dip in the front.
09:05I can introduce another edge loop along here if I need but I don't want to spend
09:09all the geometry to carve in a seat and many chairs are fairly flat.
09:13So I am going to economize here and say I'm varying away from the reference,
09:17instead of having a fully carved, almost tractor style seat, what I am going to
09:22do is put in just a little bit of wiggle.
09:25I'll press F10 for Edge and zoom in, and it looks like I have the minorest of errors to fix.
09:31My split polygon didn't quite go in the right place.
09:33I'll spin around and see if I need to fix this in the back, but the back looks good.
09:37Occasionally, this happens, and it's worth seeing how to get out of a jam.
09:41I'll press F9 for Vertex and under Edit Mesh I'll choose the Merge Vertex tool.
09:47What I am going to do is merge these vertices together, stitching them closed,
09:51making sure I have got one vertex there at each corner.
09:55Now I'm ready to add the seat in.
09:57What I'll do is press F10 for Edge, W for Move, deselect.
10:01I'll make sure that I reselect and deselect my edges.
10:05I'll pick this edge, hold Shift, and pick the other one.
10:07I am going to pull these down slightly and then pull the middle one up.
10:12This gives me just enough contour in here to make it believable that the seat
10:15has some contour going on. It doesn't have to be huge.
10:19As long as we have got some variation off a flat seat, it looks pretty good.
10:23If you'd like, you could come back and split this polygon, quadding out this
10:26mesh, but I am going to leave it alone for now.
10:29It's going to triangulate when I bring it over anyway. And so I am ready to start
10:33unwrapping my chair.
10:34There is one more thing I need to do. And hopefully, you spotted it in the top too.
10:39Those edges need to be softened.
10:40I'll hold Shift and right-click and choose Soften/Harden Edge.
10:43I'll soften them all up and come back and harden pieces.
10:47My Viewport 2.0 is giving me some interesting looking things.
10:50I'll switch back to the High Quality for this one, or over to the Default
10:53Quality so I can see it better.
10:55What I need to do is make sure that all of the top is soft, all of these edges
11:00stay hard and all of these rings around are soft.
11:03I'll press F11 for face, pick the bottom face, hold Shift and right-click, and
11:08harden it. Only that harden is not available. I'll choose Normals > Harden Edge.
11:13I'm going to do the same on the front, holding Shift and double clicking to
11:16select a face ring, picking G for repeat last.
11:20I'll do the same on the side, and we can see this geometry hardening up nicely.
11:25Now I'll come back and pick the top edges on my curve.
11:28I'll pick one, hold Shift, and double-click to end that selection.
11:32It looks like I have got an issue here and again what we are seeing is because I
11:36have broken that edge flow, I need to do some unique selection.
11:39I'll harden them and harden these.
11:41As we have seen previously, I always want to work over my hard and soft edges,
11:45making sure that things are exactly hard or soft, not somewhere between.
11:50There is my seat, and it looks pretty good, and I can tell I have got some contour going on.
11:55Without being excessive on the polygon count, it's definitely not just flat.
12:00I'm ready to start unwrapping.
12:02I'll unwrap and then start to clone things over, laying out elements on the
12:05texture sheet and making the most out of a small amount of wood grain.
Collapse this transcript
Blocking out the form of a round chair
00:00In this video I'm going to start on another chair to go with the chair
00:03I have made previously.
00:05Quite often in games, we need lots of similar props.
00:08As an example, we may walk into a restaurant or cafe, and there are some of
00:12these curvy balloon back chairs as well as some of the ladder back chairs.
00:16It's important to have a variety of props even though they may share textures,
00:20as we're going to do.
00:21As we need to see the variation, we tend to have, well, different stuff around.
00:26It's not very often outside of maybe a large corporate office, for example, that
00:30we see exactly the same chair in so many rows.
00:33So I'll make a curve chair and use it as a way to explore curved forms for games.
00:38What I'll start out with is blocking out the seat.
00:40It's basically a cylinder, so it should go pretty quick.
00:43Then I'll look at doing the back, and I'll start this actually as a torus.
00:47I'm going to use my existing bounding box, and that way I have a template to
00:51match in the size of the chairs.
00:53I'll choose Display > Show > Show Geometry > Polygon Surfaces.
00:58I'll take my bounding box, duplicate it by pressing Ctrl+D, and move it over.
01:03I'll take the existing chair and hide it temporarily, pressing Ctrl+H to hide.
01:07There's the bounding box, and this will work pretty well for at least getting
01:10the volume established. What I'll start out with is making the seat.
01:14I'll press Shift and right-click and put in a Poly Cylinder.
01:16I'll drag one in and align it onto this box.
01:22In my Align Tools I'm going to put it on the center, it's already down on the
01:26floor, and I'll put it forward.
01:28I'll go into a Wireframe, and there is that cylinder.
01:31In the polyCylinder1 attributes then I'm going to bring the Radius down to six
01:36and the Height down to one.
01:37I'll also bring the Subdivisions Axis down to 16.
01:40Yes, it is a round object, but there is a good chance we're going to see it from
01:44about here in a game.
01:45Unless we happen to pick it up and throw it or move it out of the way, we
01:48probably won't take note of too many facets.
01:52We tend to allow things like that in games as we realize we just can't spend the
01:56polys, and we can use them in other places.
01:58So as long as it's close enough to round, we'll be in pretty good shape.
02:02I'll move this up, pressing and holding V and D, snapping the pivot on any top
02:06vertex, and pulling this up to my seat line.
02:08Then I'll pull it up forward, and I'm ready to get the back in.
02:12For the back I'll go into a Front View. I'll press F to focus and then zoom out.
02:17If we look at the reference, it's actually not a full circle.
02:20There is a quarter round, it's slightly flat on top, and another round.
02:24The inset piece here is a separate object.
02:27Then this whole back, once the round straightens out, and actually it does
02:31straighten out, it's bent in this shallow curve.
02:34Really, the way to attack this is to make the roundest form first, stretch it to
02:39make the flat, extrude it down to make the legs and bend the whole thing.
02:44I'll start out with a Torus, holding Shift and right-clicking, and
02:46choosing Poly Torus.
02:48I'll make a Poly Torus in here, dragging one in, giving it a radius, and going to
02:52the polyTorus1 attributes.
02:54What I'll do is put the radius of this at slightly bigger than the width of my
02:58bounding box, let's say a Radius of seven to really accent that balloon back.
03:03I'll put the Section Radius at .625, so it's an inch and a quarter across.
03:09I'll come down here to the Subdivision access, and I'll put it at 18. Here's why.
03:14If we make the sides a multiple of two, but not four, we end up with a flat spot.
03:19And I know I need a flat spot at the top of my chair.
03:23What this will let me to do is, if I need, stretch across the flat.
03:27Down here I'm going to delete these faces and extrude that equatorial edge
03:30loop across, but up here I want to bring in--or actually automatically have--the
03:35flat spot at the top.
03:37It looks in my estimate that this might be a little thick, so I'll take that
03:40Section Radius down while I still can to 0.5.
03:43I'll pull this up and take the Subdivisions Height down.
03:47Because this is a round object, it's actually fairly small in section.
03:51I can reduce the Subdivisions Height down.
03:54I'm going to put them in at eight to economize on my polygons.
03:57I'll make sure I come back and soften up those edges, and it should smooth over nicely.
04:02I'll press F11 and select the bottom faces and delete them.
04:05I'll press F10 for edge and zoom in and double-click on the border edges I have
04:09got left here, holding shift and double clicking on both sides.
04:13I'll hold Shift and right-click and choose Extrude Edge.
04:16I'll switch over to the world axis, zooming out and clicking on the world axis toggle.
04:22I'll press V for snap and snap this extrusion down to the floor.
04:25What I'll do is scroll down to the extrusions, or use the caddie, and crank up the
04:30number of divisions.
04:31I'm going to put the divisions on this extrusion up at eight.
04:34I can always delete if I need, but this will help me bend this whole piece.
04:38I'll right-click and choose Object mode.
04:41I'm ready to bend it, although I might want to give this a little bit of a flare first.
04:45Here's what I'll do. I press F9 for Vertex and select these vertices.
04:50In my Deformation shelf I'll apply a Bend, and there is my Nonlinear Bend applied.
04:55I'll go into the Bend and give it a little bit of a curvature.
04:59I'll put this number at something I can transfer easily like 0.25.
05:03I'll do the same on the other side, picking the opposite vertices and bending them.
05:08I'll put this curvature at 0.25 and put a negative in front, so it goes in
05:13the right direction.
05:14Now I can take both of these pieces and rotate them back, so I have got a
05:17balloon that flares out.
05:19I'll pick the whole object, right-click, and make sure I pick Object mode.
05:24With it selected I'll press Shift+Alt+D to delete the history and get rid of the deformers.
05:28Then I'll take these vertices, pressing F9 again, pressing E for rotate, and
05:33snapping that rotation over.
05:35Alternately, I can put in a rotation here in the relative transform type in. I'll put in 10.
05:41That way that's an easy number I can remember.
05:43I'll do the same in the other side and put in -10.
05:45Now I'll take these vertices, move their pivot and snap them underneath the chair.
05:51I'll snap them over on the X axis and then do the other side.
05:55I'll move their pivot, holding V and D, snapping into place, then holding V
05:59while I snap on the X axis onto the inside of the last vertex.
06:04I can then select both sides of the legs and pull them down.
06:07I'll make sure it sits on the ground once I have got the bend in.
06:10I'll right-click and pick Object mode, I'll spin around in a Perspective View,
06:14and there's my chair back, well, sort of so far. Now I'm going to bend it.
06:19I'll pick the Deformation, Nonlinear Bend, and add a curvature.
06:23The curve is going in the wrong direction.
06:25What I will do is press E for rotation, and rotate this bend.
06:29I'll spin it around, and I can go into the bend handle, and there's that rotation.
06:33I'll put it in at 90, and I'm bending my chair back.
06:37I'll bring back the curvature, so it's not as severe.
06:39It is working nicely, it does need a little bit of a taper in here, but I have got
06:44the basic form of my chair evolving.
06:46I'll pick Object mode and select and then delete the history.
06:50Now what I need to do is to taper in these legs, but I have got that chair form
06:54emerging very nicely.
06:55I'll put in a Nonlinear Flare. And what this lets me do is flare in, or taper, the top or bottom.
07:01I'll go into the flare, and there is a Start and End Flare X and Z.
07:05It looks like it's the Start Flare X that I need to bring in just a little bit.
07:09I'll pull this down and pull down the Z just a touch.
07:12There is that bent chair, and it's within my bounding box roughly.
07:16It should flare out, or splay out, just a little bit.
07:19I'll pick this one more time, press F8 for Object, and delete the history.
07:23I'm ready to do the same thing on the front legs and move this into the right
07:28place for my curved balloon frame chair.
07:30It looks like I can pull the seat down a little bit and bend some cylinders for
07:34the front. Then I'll put the hoop in as a torus and my chair will be ready.
Collapse this transcript
Adding detail and softening the edges of a round chair
00:00I have got the curved chair roughly modeled.
00:02I have added in the front legs using another bend and a taper to get them tapered and bent.
00:08I have also added in a torus, and I have taken a little time to size this, working
00:12with the radius and its position back and forth in the chair to get it in the right place.
00:17I have bent this back a little bit more and used the curve as part of the nonlinear
00:20flare to make sure those legs curve.
00:23I feel it's coming along pretty nicely, and I'm ready to work over softening
00:26some edges and adding a little more detail. First, I'm going to add some detail to the top.
00:32I don't mind if the edges here are very straight, because adding in extra faces
00:36around here would give me a lot of extra geometry.
00:38However, I am going to add in the seat because it is not necessarily a huge
00:43amount of silhouette, but it's noticeably, well there. It does tend to stick up.
00:47I'll press F9, pick the top center vertex, hold Ctrl and press F11 and convert
00:53that selection to faces.
00:54Now I'll hold Shift and right-click and choose Extrude Face.
00:58On the Extrusion tool I'll hold Ctrl and scale on the blue Z axis, which scales
01:02the X and Y together proportionally. I'll pull this in and hit G to repeat last.
01:08I'll scale this up just a little bit, adding a little bit of height in for that seat.
01:13The seat is pretty good, and I have got just an extra step there that gives it a
01:17less than perfect cylinder appearance.
01:19Now for the softening edges. On this back leg I started out with eight
01:24subdivisions around it.
01:26And it's obviously got some facets because the original torus showed the facets
01:30and the hard and soft edges have propagated.
01:32I'll pick it, hold Shift and right-click, and choose Soften/Harden Edge > Soften Edge.
01:37I'm fine with a whole thing being soft here.
01:39I'll go down to the bottom though and close up those edges.
01:43I'll press F10 for Edge, double-click on my border edges, pick one, hold Shift,
01:49double-click on the other, and hold Shift and right-click, and pick Fill Hole.
01:53I can take these and rotate them down so it sits flat on the floor, but I'll
01:56check the reference and see if that's actually true.
01:59It looks like they do need to sit flat, so this is a small detail I'll make
02:02sure I take care of.
02:03I'll go over into a Side View, turn off my Grid, and rotate these down.
02:09I'll make sure I'm rotating here by the local axis pressing and holding E and
02:13left clicking anywhere.
02:14I'll see how this works if I rotate down on the X axis, and then I'll spin
02:18around and pull them down on the Z.
02:21As I rotate on the Z, I get some interesting issues here.
02:25What I should probably do then is rotate them one at a time on the Z using
02:28the Discrete Rotate.
02:29I'll work by face in this case, picking this bottom face and rotating it.
02:34Now here's another option, I can press R for Scale and up here in the relative
02:39Menu Line Input I'll put in 0 on the Y. It takes that face and flattens it out.
02:45I'll do the same on the other leg, selecting it, and scaling it to 0 on the Y.
02:49Now I realize that suddenly the chair's feet have run away from the floor, but
02:53I'm going to fix that.
02:54I'll pick both faces, or select their vertices, and move them down.
02:59Really what I have done here, by scaling down to 0 on one axis for a component
03:04is flattened it out.
03:05When I take these, and I'll pull them down, and I'll snap them to the bottoms of
03:09the other legs, this chair will sit flat.
03:11I'll pull these back to make sure that curve matches, and there's those flat feet.
03:17I'll make sure I look over the other legs, picking both of them, holding Shift
03:20and right-clicking, and softening their edges.
03:23Then I'll come back and look at the bottoms, and I need to harden up those feet as well.
03:28I'll pick those bottom faces and harden them.
03:31In this case I'm going to work by vertex, picking one, holding Ctrl, and pressing
03:36F11 converting to face, and then under Normals choosing Harden Edge.
03:41I'll do the same on the other leg.
03:43I want to see this complete before I unwrap it just to make sure that the form looks right.
03:47What I'll do then is to unwrap one leg here and then clone it over.
03:52I'll a make sure also on this leg that it sits in the right place.
03:55It looks like these could just snug in a little bit more to make sure they're
03:59not lapping over the top.
04:00I'll press and hold W and switch over to the Object axis.
04:03I'll put in just a little bit on the X axis until it looks good.
04:07I'm eyeballing these in, knowing that I'm moving them not exactly the same.
04:12But as long as it looks right I can delete one and clone the other based on the
04:16center of the top here.
04:18I'll make sure I pick one or both of them. I'm not sure which one I'm going to
04:21use press F11 for face and select and delete those top faces.
04:26I can tell they're selected even though I can't see them because the
04:28transform is still there.
04:30I'll press Delete, F8 for Object, and I'm ready to do the softening of the edges
04:35on the torus down here.
04:36In this case I can soften the whole thing choosing Soften/Harden Edge > Soften
04:40Edge, and being done.
04:42It's a round form that's entirely round with no flat areas and needs to look
04:47round from any angle.
04:48So I'll just soften up all of its edges, and there is my curved chair.
04:52I can use the same process to put the same back in, or I can say it got
04:56broken off at some point.
04:57That might be kind of nice if this is going to be debris as matching in with my rusty tools.
05:02I'm ready to unwrap this as part of a texture sheet.
05:05It's important that you work over hard and soft edges and consider how you're
05:08going to unwrap and clone this before you unwrap it.
05:12Some careful planning will let even a curved form like this work out very nicely
05:16and give you the variation in your scene you should expect to see.
Collapse this transcript
Unwrapping as part of building a texture sheet for furniture
00:00In this video I'll take both of my chairs and look at unwrapping their elements
00:04and starting to lay them out on a text or sheet.
00:06I have got some work to do in terms of unwrapping, and I also know that I'm going
00:10to delete some of the objects, unwrap a single, and then clone them. Such as the
00:14three rungs on the ladder at the back of this chair.
00:17What I'll do is to strip this down a little bit.
00:20I'll pick one of each piece that's symmetric and delete it, so I have got a clear
00:24picture of all the parts I need to unwrap.
00:26I know on this chair, the ladder back chair, that I'm going to mirror over the
00:30legs, and I'll also be dealing with only one of those rungs.
00:35I only have one side, one front, and one back skirt, one stretcher, one of each
00:39leg, the top, bottom, and seat.
00:41On this chair then I am going to delete one of those legs.
00:44The other parts are all fairly unique. Now I'll look at unwrapping methods.
00:48This is going to get interesting as we are dealing in curved pieces.
00:53I'll start with the straight ones and see how those work.
00:55What I will do is to get some unwrapped checkers on, selecting both chairs,
00:59right-clicking, choosing Assign New Material and putting a Blinn on there.
01:03In this Blinn, in the color texture, I will put in my 1024 square checkers,
01:08by clicking on File.
01:09In the file dialog, I will scroll down, pick the yellow file folder and
01:13pick 1024 template.
01:14I will press 6 to show that in the view, and I can see where I have got some distortion.
01:19Here is the fun thing when unwrapping wood.
01:21We want to make sure that the wood grain wraps around that piece, so I can use
01:25the cylindrical mapping even for the boxy elements.
01:28What I will do, as an example, is pick this leg first. I'll make sure I go in and
01:33delete the top face, and I have just got the bottom and sides to deal with.
01:36I will press F11, select the top, deselect that, and it is still there.
01:42Now that's deleted, and it's open.
01:45It's always a good idea to economize in your faces before unwrapping.
01:48Although we can always delete, and it will simply not be there as part of the unwrap.
01:52I'll choose Create UVs > Cylindrical Mapping.
01:55The first thing I'll do is I'll take these horizontal sweep nodes in red and
01:59spread them all the way around, that way this tiles once around this object.
02:03It is working nicely, my squares are not square, but I can deal with that by
02:07playing with the projection height.
02:09If I make the projection height bigger or smaller, I can see those change.
02:13What I will do is actually just scroll this back and the default projection
02:17height, once I start to scroll actually maxes out at 2.121.
02:22I can put in a Height on this, let's say 3, and try a few things to get it
02:26a little bit bigger.
02:27Really, I don't care how big the squares are, but rather that they are square.
02:31There is my unwrap, and I can see it tiling around.
02:34More importantly, if I scroll around this I can see, right here, where that seam is.
02:39What I'm going to do is to rotate this.
02:41I will press 4 for a Wireframe, and there is a red T for transform, as part of
02:46this unwrapping cylinder.
02:48I'll click on it and then press 6 to switch back to Shaded+Textures.
02:52Now I am going to rotate this cylinder gizmo by clicking on the rotation ring
02:57here on the outside.
02:58I'll spin this around making sure that the Red Green division lands right on the corner.
03:03Here's what it looks like in the UV Texture Editor.
03:05This edge corresponds with this edge, and what this means is that there is a
03:10natural texture break as this piece of wood is shown on two different sides,
03:14even though it's one piece of wood.
03:16It's a great place to put a texture break like this as part of an unwrap,
03:20because the likelihood of us picking up the chair and looking underneath just to
03:24see how the wood grain matches across the corner is small.
03:27More than likely were going to see is actually the outside of the chair, and I
03:31want to see that the wood grain flows around cleanly.
03:33I will go through and hit any objects I can like this, using cylindrical unwraps
03:38and spinning them around to get the wood grain to flow around all of these
03:41rectangular elements.
03:43The top will get a similar treatment.
03:45What I will do for the top though is unwrap a little bit of it with an automatic.
03:50The bottom, I can almost ignore, I will unwrap it separate.
03:53What I'm going to do is pick the top faces.
03:56I will hold Shift and hit the period for greater than, or grow the selection, and
04:02then I'll choose Create UVs > Automatic Mapping.
04:04I will go into my Texture Editor and see what I have got.
04:07I will turn off the image, and there is my automatic map.
04:11What I am going to do is say that at the corner it's okay to have a break, and
04:16if I can camouflage it with some kind of wood grain, it will look pretty good.
04:20The big deal is that the wood grain flows down the seat and off the edge, and
04:24that the wood grain going up this way flows around the side.
04:28I'll right-click and choose edge, press W for move, and pick one of the side edges.
04:33I'll choose Polygons and Move and Sew.
04:35I am going to repeat this around, moving and sewing this front and back.
04:39I'll take all five edges of the front of the seat and sew them as well.
04:44Now I'll do the back here, and it's very quick to sew this together.
04:48It's working nicely, and I have a few extra pieces standing out here, which are
04:51really the underside and the back.
04:53The big deal though is that I have got all the elements in the right place.
04:57I'll just check by selecting that edge, and it looks like one of these is
05:01actually one of the small pieces on the side.
05:04I will sew it over, and then I'll have to go in and scale down these UVs.
05:08We can see I have introduced a little bit of distortion by sewing a piece that
05:12was unevenly unwrapped.
05:13I'll right-click and press UV and press W for move.
05:16I'll pick these two UVs, and then I will scale them in, pressing R for Scale and
05:21scaling them down, so this comes back to nearly rectangular.
05:25I will do the same with this part.
05:27My general philosophy in unwrapping is I want to work on the biggest pieces
05:31possible first, and it is only when I get to places I have to, like this, that
05:36I'm going to take these UVs and scale them and move them around.
05:40I will repeat this on the other side.
05:42I'll right-click and pick edge, select that Edge, Move and Sew pressing F12 for
05:48UV, W for Move to use as a selection tool, selecting and scaling.
05:53I'm doing the same thing I have done in previous videos, where I am selecting
05:56elements and unwrapping them.
05:58The big deal in the unwrap as we have seen is to get the objects flat first, don't
06:03worry about the size yet, but make sure they are flat, and that the squares are
06:06square, that the objects are unwrapped proportionally to avoid distortion.
06:10Then you can start to stack them as part of a Text or Sheet.
06:13I'm going to take a sec and finish unwrapping.
06:17I have gone through an unwrapped all the different elements of my ladder back chair.
06:21I have got one of everything, and I am ready to mirror.
06:24In this case I don't really care yet what size the elements are, as much as that
06:28they are unwrapped proportionally, that I have got rid of distortion, and I have
06:32camouflaged the scenes wherever possible on the inside of things like the legs.
06:35Over here on the side, hopefully I won't see too much of that transition, and I
06:39will see if I need to do any moving and sewing.
06:42I haven't arranged things yet on a Text or Sheet.
06:44I'm going to get the elements of my round chair unwrapped as well.
06:47Objects start out inherently with UVs.
06:50If I choose the Texture Editor, I can see I have got UVs already on the leg,
06:54however, I'm a little distorted.
06:56What I could do is take this and simply scale it out, and try using it as is.
07:01The torus actually is a great example of that.
07:03It's small enough that reasonably if I simply use those UVs as they exist, I'll
07:08get wood grain along it.
07:09So I am going to leave this alone and maybe just scale it out if the grain looks too compact.
07:14The leg doesn't look too bad, the UVs do flow nicely along here, although I have
07:18got some distortion.
07:19What I will do on this is to right-click and pick UV, and I can see where I have
07:23got some minor distortion issues.
07:25I'll take these and start to stretch them back out, pressing W for move, and I
07:30will pull these around.
07:31I can stretch these back in, pulling out those UVs.
07:35As I do this I can see the squares are coming back to square, and if I do this
07:39enough, we will get the distortion out of these elements.
07:42They are actually really long and skinny, so I am going to need to stretch
07:46them pretty considerably, and it's really fine to do this to get things unwrapped correctly.
07:51What I'm seeing here is that I'm stretching each line, and it's starting to
07:55come back to square.
07:56It's working nicely as we can see those UVs piling in, we'll call it.
08:00This is basically the reverse of a cylindrical unwrap.
08:03And what I'm looking for is really that the squares are pretty well square
08:06and flow down here.
08:08I'll take this element, select it with a Move Shell tool, and pull it off to the side.
08:12This foot can also stay as it is.
08:14It is going to be pretty small, so as long as it has wood grain on it, it will be okay.
08:20For this seat, I will hit it in two parts.
08:22I will press F10 for Edge and pick one of the edges of the seat. I'll hold
08:26Ctrl+Right-click, choose Edge Ring Utilities to Edge Ring.
08:29Then I will press Ctrl+F11, and there is a face ring selection.
08:32I will hit this with the Cylindrical Unwrap, and I'll take these red horizontal
08:37sweep nodes and pull them around.
08:39There is the unwrap on that seat and within the Cylindrical Mapping tool I can
08:43scale it right here in the editor.
08:45I'll scale these down because it is a long skinny strip, until those squares are
08:49back to square, then I will move this off to this side.
08:52The top and bottom need a little bit of help. The bottom, we are almost not going to see.
08:57So I am going to leave it alone, but I may shrink it.
09:00The top however needs just a little bit of mapping.
09:03What I will do is press F9 for Vertex and pick the top center vertex, holding
09:07Ctrl+ F11, converts that selection to faces.
09:10Pressing Shift+ Greater than, grows that selection, and there's that whole top.
09:14I will choose Create UVs > Planar Mapping.
09:17In my Planar Mapping I will take the Width and copy it over to the Height 12x12.
09:23I'll rotate this down 90 degrees, and there is that mapping.
09:26What I can do if I need, aside from flipping it around, is to stretch out the
09:30UVs, as I'm smashing down right there. I'll pick the shell, move it over.
09:35What I am going to do in here is to select the shell border, picking the shell
09:39with the Move Shell tool and choosing Select > Select Shell Border, that selects
09:44just those border vertices. I will press R for scale and pull them out.
09:49I have given myself a little bit of extra room because what I would like to do is
09:53double-click on the edge loop down here in the corner, convert that selection
09:56over to UVs, which are now coincident with the others right there and scale them out.
10:01I will scale them out uniformly and bring that width back.
10:05I'll flip these around, selecting it and choosing Polygons > Flip.
10:09Now my UVs flow seamlessly over, and I'm ready to paint a seat on if needed.
10:14I am going to unwrap the back, taking it piece by piece.
10:17We have got a couple of different things we can do here, one of which would be
10:22to do an automatic and just splinter it like crazy.
10:24Assuming that it's going to be a jointed piece of wood, and we can camouflage
10:27along here seams in the wood decently.
10:30I will press F11 for face and select faces halfway up the leg.
10:34I'll hold Ctrl then and make sure I deselect that bottom face, that foot.
10:39Now I will try a cylindrical unwrap on it, choosing Create UVs > Cylindrical Mapping.
10:44I'll wrap the horizontal sweep nodes around and then click on the T to
10:47rotate that mapping.
10:49I'll rotate it over on the Z axis until it aligns a little better, and I will
10:53check it out in the Editor.
10:54There is that mapping, and it's starting to work.
10:57With the cylindrical mapping rotated over, it's decent, but not optimal. As I can
11:01see, I have got some overlap in the faces.
11:03If I flip these around, I still get some odd issues.
11:06What I'll do his unwrap them the best I can, and see if I can get this to work.
11:11Here is the trick though.
11:12It's a small piece, and as long as the wood grain travels up it, we can kind of
11:16stack UVs and they can be fairly messy.
11:19If we really had to unwrap this, we could actually dissect it piece by piece.
11:22But what I will do here is hit this with a bunch of cylindrical mapping, working
11:27my way up and essentially making joints.
11:30These could be finger jointed ideally, if we are into our woodworking.
11:33But really as long as they have got grain going up them, they will be okay.
11:37I'll finish this and show what it looks like when I'm done.
11:40I have finished some unwrapping and although it looks messy, I think the wood
11:43grain will come out okay.
11:45This is one of those places where at some point we have got to bite the bullet and
11:49say yes, it's going to be a messy unwrap. Barring an external program like
11:53headus, or UV layout, which simply splits it open.
11:56Alternately we can just hit it with a solid color and be done, but I am going
12:00to try and use this.
12:01This large block here is the original remnant of my torus.
12:04I am going to pick my shells and start to get them just aligned.
12:08The big deal really is that they are roughly aligned on vertical that when I
12:11get the wood grain in, and I will press E for Rotate to do this one, that it
12:15goes fairly vertically. I'll pick shells and get them in and stacked.
12:20What I'm also banking on here is that it's well, small, and as long as there is
12:24stuff going on that's not obviously completely crossing, it should look okay.
12:29I have got a few less elements left out over here that I will drag and place and rotate.
12:33Now with my chair ready, I can start to stack my UVs.
12:38Here's how this looks.
12:39I'm going to assume I have got a large section of wood grain going, and it's
12:43going to be fairly tillable, at least side to side.
12:46I'll take all of these chair UVs and scale them down.
12:49The smaller they are the less wood grain it's going to show.
12:53I'll do the same over here and scale this in.
12:56I want to try to get the pieces that are on the same places matched in, in size.
13:01Here's this torus, and again it's fairly small, so it doesn't need much grain as
13:05long as it's got, what looks like the right color and structure.
13:08I'll scale it down, and I am going to stack my UVs.
13:11I will do the same with this element, taking these pieces and stacking them in.
13:15In this case, the big deal is simply making sure that the wood grain is in the
13:18right direction, rotating this assuming my wood grain will be vertical, and
13:23scaling it in so that the UVs don't touch the border.
13:26The bottom can be really wherever it is it's fairly small and so as long as it's
13:31got wood grain in case I have a reflection going I'll be in good shape.
13:34The top is one of the biggest elements and so I am going to let it have a
13:38little bit of size here.
13:40I'm going to let the wood grain simply flow across and assume it's dark
13:43enough that it will work.
13:44If I have room for a separate texture for this. I'll add it in.
13:48I'll do the same here with my other chair, taking all of these disparate
13:51elements, which are already stacked, and scale them to fit in that 0 to 1 space.
13:55Stacking them up and making sure that they're ready in the right direction to
13:59get the wood grain going.
14:00The way you can tell you are doing it right is if it's all set so that the wood
14:05grain flows vertically along the long direction of each piece.
14:07The way you can notice if something is not working, as an example, is with a tall
14:11piece like the side of the chair here, the wood grain going sideways.
14:15That's a big clue that somebody didn't take the time in the unwrap.
14:19So I am going to make sure in my Texture Editor as I'm straightening out
14:23these pieces that this long piece will have grain vertically along it.
14:26And then any minor mismatch in the grain should disappear as the wood grain will camouflage it.
14:31I'll finish the unwrapping, and then I'll start modeling a table to go
14:34along with these chairs.
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Planning the modeling of a table
00:00In this video I'll look at modeling a table to go with my chairs.
00:04I have picked out a couple of different table references.
00:06This is more of a farmhouse table with trestle legs and exposed rivets.
00:11In this case, we have got smaller cafe tables, and we may need a mixture of both in
00:15our scene, depending on how much we're going to see.
00:18I'm going to start out with the farmhouse table, and maybe it will be tipped on its side.
00:22What I need to look at a table like this is it's fairly high up, we're still
00:26going to be at least a meter above it and looking down.
00:29So there's a good chance we're only going to see part of it at the time.
00:33In this case, the photo is actually shot lower than standing height, and we can
00:37tell by the height of the chairs relative to the midpoint of the view.
00:40The big deal in a table like this is also to assess the form and the key design details.
00:45As with anything, we need to look at how it's made in real life.
00:48The real world will scream at you how to make the virtual, if you're willing to listen.
00:52On this table there's a plank top, which is probably made of multiple planks.
00:57It gives us an opportunity to add some dirt and wear, and also maybe splits if
01:01we model it in pieces.
01:03There are the trestles here, and there's some kind of joinery going on right in the middle.
01:07We can't necessarily tell, but we can definitely see down here there is some
01:11expose fastenings going on where the legs and stretchers meet.
01:15This table is also round on the corners, and at least here on the top we need to
01:19make sure that we bevel, probably unevenly, some of the corners, so it shows up
01:23correctly and isn't perfect in the view.
01:25There is a good chance we may want-- and especially if you're running around,
01:29let's say an abandoned place, or one needing a little help--that we might see the
01:33underside in the table.
01:34So we need to make sure that as part of the unwrap, we treat the table boards
01:38equally from top and bottom.
01:40These tables are a different example, in that they're painted below the tabletop.
01:44The tabletops also look a little more solid. They're multiple boards, but they
01:48might be in better shape.
01:50We can choose to break them if we need, but really we need to look at the key
01:53design details here on the legs.
01:55The legs themselves have some kind of fluting, or riveting, up at the side.
02:00There is also a skirt and a separate board below giving us a very prominent
02:04slit in the silhouette.
02:06We can see through it, and so we need to make sure that shows up there.
02:09The top is rounded, and it's also got a nice edge detail.
02:12At least if we get some beveling going on, we can make this look pretty good.
02:17This table is actually softly rounded in a lot of parts, and so acknowledging
02:21the design details as usual, will get us a better model.
02:24To begin with the table then we can start out with the largest piece, which
02:28in both of them is the top.
02:29For the trestle table, this top reasonably might be 3 feet across and 6 feet long.
02:35It's going to sit up probably 29 or 30 inches off the floor, and so we can start
02:39with a few boxes to make the top and add some boards into it.
02:43Then we'll make the biggest elements that joint these bars underneath,
02:47and finally, we'll get into the legs and then when the legs are in, then the stretchers.
02:52It's also important on a piece like this to build it in pieces.
02:55As we have seen with the chairs, it's very difficult to take a block and sculpt
02:59the chair out of it.
03:00It's much easier to take boxes and assemble it, much the way we build up a
03:03real chair from pieces in the real world.
03:06So we'll get started in modeling, beginning with the top and blocking out the
03:10form of our table, then refining and adding in details.
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Blocking out the basic table form
00:00I'm ready to start blocking out my table form, and I'll begin with the top
00:03of the trestle table.
00:05I'm going to work in the same scene, it's very likely I'll work in one scene
00:09for a lot of props and then export them separately so I can bring them into
00:12Unity and place them.
00:13I'll hold Shift and right-click and make a polyCube.
00:16I'll drag out a box for the top here.
00:19I'd estimated that this top is easily 36 wide, probably 2 inches thick, and 6 feet long.
00:26I can always make variations on this.
00:28We might need let's say a square table, a round version, and a long rectangular.
00:32And once we have got it blocked out it's pretty straightforward to add to it.
00:36What I will do is instead of making this whole top all at once, I'm going
00:40to make some boards.
00:41My thought is I'd like to add a little bit of wear and tear, that some of the
00:46boards of lifted gently so it's not a perfect slab for the top.
00:49Instead of a width of 36--which I'll remember that number so when I clone I can
00:53check--I'm going to make the width 6. This way I end up with 6 boards across.
00:58I'll press Ctrl+D to duplicate, W for move, and move on the relative transform by 6.
01:05I'll press Shift+D to duplicate four more times.
01:08When I turn on the Wireframe on shaded I can see I have got six 6 inch boards
01:12giving me the right size.
01:14Now what I can do on this is to tweak these slightly, but I'll make sure I
01:18unwrap them first, before I tweak it.
01:21This is going to give me the opportunity to maybe lift up a board or insert
01:25a crack in the table. I'll get these up at the right height.
01:28I know these are 2 inches thick overall, so what I can do is select them and use
01:32the Absolute Transform and put their Y height at, let's say, 28.
01:37This puts the top of the table at 29 and the bottom at 27, that's pretty typical
01:41for dining tables, somewhere between 28 and 30 inches off the floor.
01:45It's a comfy height to sit at.
01:47Knowing that objects have their center in the center allows me to do absolute
01:50transformations like this, and as a quick check if I look over at my chairs it
01:54looks like roughly the right height.
01:56I can always lower it if need be, and I also need to make sure my chairs are in fact zero.
02:01I'm ready to block in the rest of it.
02:02What I'll do is add in the main stringers underneath.
02:07I'll start out with a new polyCube, holding Shift+Right-clicking choosing polyCube.
02:11I'm going to spin over to a more vertical view first, and press 4 for wireframe.
02:16I'll hold V for snap and snap this polyCube all the way under my table,
02:21dragging up for the Height.
02:22I'll look back at the reference and see how big this element needs to be.
02:26This is a pretty large piece, and it actually sticks out from the top just a little bit.
02:30We can see it right here where this is proud, meaning it sticks out by, call it, a
02:35half inch or a quarter inch, and it's got a little bit of a curve there.
02:39That tells me a bit about the modeling and the size.
02:41I'll put the height at five and a half.
02:44I'll bring the depth down to, let's say, three and a half, so it's still fairly
02:48substantial and make the width 37. That's going to let it stick out from that
02:52corner a little bit.
02:53Finally, on the Subdivisions Height, I'm going to put in 3.
02:58I'll use these three on the bottom third, adding in a subtle curve.
03:01What I'll do is use my Align tool and snap this onto the bottom of one of my planks.
03:07In the Align tool I'll spin around until I can see it.
03:09I may need to zoom in and spin around there.
03:12There is the tool, and I'll put it to the bottom.
03:14It's already on the table in the right place side to side.
03:17Once I have got it modeled I'll put it in the right place end to end.
03:21I'm blocking out the basic form, and what I'm going to do to add this curve in
03:25is to scale edge loops.
03:27First, I'll press F10 for edge and pick the edge loops on the bottom of my stringer.
03:33I'll press R for scale and scale them down.
03:36I need to have a straight part and then the curve, so by scaling them down I can
03:40move them down here and start to pull them in.
03:43It's a very subtle curve and so really this top one is going to hold the edge
03:47of the straight part.
03:49I'll double-click on the next one, press R for scale, and scale it on the X axis.
03:54Then finally I'll pick the bottom two edges.
03:57This is not really an edge loop here in the bottom of this box, as there is no
04:02clear flow from the short edge to the long side, or the short side.
04:05So by picking either both long edges or both short edges and scaling them, I
04:10can scale that face. There is that curve.
04:13It's subtle enough that when we stand back it's a curve without spending too many faces.
04:17If we end up doing a custom normal map, we can make sure that this table is
04:21beveled on the corners.
04:22But for now, I can come back here and simply harden up some edges.
04:26I'll double-click on the middle edge loop, hold Shift and right-click and harden that edge.
04:31There is the stringer, and I'll turn off my Wireframe on shaded, and it looks pretty good.
04:35In the next video I'll put it in the right place and start to add in the legs,
04:39fleshing out the rest of my table.
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Adding legs to the table
00:00In this video I will add legs on my trestle table.
00:03Then I'll get the leg assembly in the right place so I can put in the skirts
00:06and bottom stretcher.
00:08I'll go back and check the reference, and make sure I'm in the right place.
00:11I can see that the legs are diagonal. What actually happens is that wood is
00:15rotated and then cut at an angle here.
00:18I need to make sure I have got that angle in, which looks like probably 10 degrees or so.
00:22My key marker is really here, where the outside corner of this leg appears to
00:27line up with the bottom corner of that arc.
00:30It looks like it comes in probably the same distance across as the leg is wide.
00:35Assuming that this leg is the same width as my top stringer, and this is
00:39probably a little bit bigger.
00:41The leg probably comes out to 3.5x4 that seems like a good dimension, so I will
00:46try it out and see if it works.
00:48Here in Maya I'll start out with a box, holding Shift and right-clicking
00:52and choosing Poly Cube.
00:53I'll make a new cube and then get the dimensions right in polyCube10.
00:57I'll put the width in here at 3.5. I'll put the height at--well I'm not sure
01:01yet--and I'll put the depth at 4.5.
01:05There is the size of that piece, but it looks like I have got my width and depth backwards.
01:09I'll try that depth here at 3 and the width at 4 and see if it's right.
01:14I can always go back and check by picking this other object, it's called
01:17pCubeShape22, and somewhere in here actually should be those shape notes.
01:22There's pCube9, and there's that size, so it was 3.5 wide.
01:27It's always good to go in and check that kind of a thing, so it is a depth of
01:303.5 and a width of 4.5, and there's that leg.
01:34What I will do then is to turn on my grid, and I'll go into a Front View
01:38and look at this leg.
01:40It started out down on the floor, and we can see when I turn on wireframe
01:44unshaded that it extends up past that stringer.
01:46What I will do then is to press W for move and V and D for snap.
01:51I'll put the pivot over on the corner and snap it right onto that bottom of the curve.
01:56I'll press F9 for vertex and take these top vertices.
02:00Now I can turn off my grid once I verify that it's down on the floor. And I'll
02:04snap these vertices down, sticking them onto the bottom of the stringer.
02:08Then I'll move them in on the red x axis by -4.
02:12It looks like I have got that angle right, and it looks like that leg is the right size.
02:18I'll spin around and check, and it seems to be working.
02:21What I will do is align it and see if it looks right as I spin around it.
02:25I'll put it on the center, it's already on the top and bottom correctly.
02:28I do need to clean this up a little bit, I'm going to assume that I may take my
02:33table and flip it up on its side.
02:35So reasonably I can leave this face on the bottom of the leg in and just
02:39take out one at the top.
02:41I'll select it, press F11 for face and select all those faces, then hold Ctrl
02:45and deselect across the middle, and finally delete that face.
02:48There is that one leg.
02:50I'll end up getting the others in so I can get the stretchers across correctly,
02:54but then I'll delete them once I unwrap one leg.
02:56For the next step I'll clone the leg and use it as a measuring tool to get
03:00the crossbar in place.
03:02I can see in here that the crossbar is snap cleanly between those legs.
03:06So having the other leg in is important. I'll put it in, and then I'll snap the crossbar.
03:11Finally, I'll do this center beam, this is roughly a picnic table or
03:15trestle style table.
03:17I'll go into Front View, and there is that leg.
03:20I'll duplicate it by pressing Ctrl+D and scale on the -1 on the x axis.
03:25-1 and the Relative Transform mirrors it over.
03:29I'll press W for move and snap it into the right place on the underside of the curve.
03:33Now I can get the box in that's the strut across the middle.
03:37I'll hold Shift and right-click and snap another poly cube in.
03:41It didn't want to snap right, and that's okay.
03:43I was in a front view, and it was not able to register.
03:46I'll go back here and do it into Perspective then move it into the right place.
03:51There's my polyCube. I'll put the depth in at 3.
03:54I'm going to make it a little narrower so I get an extra shadow line.
03:57I'll put the height in here at 4, and I'm going to use the Align tool to get it
04:01in the right place relative to my legs.
04:05It's snap down to the bottom, snap down to the center, and then I'll move it up.
04:10I'm using the Relative Transform, and I'll pull it up by 6 inches, then I'm
04:14going to center it on that stringer.
04:16On my Hotbox choosing my Align tool, which you can see I run to a lot.
04:20Centering it on the stringer, and then I'll go in a Front View and scale it out.
04:26In this case though, I'm going to scale by vertex that way the object retains
04:30its correct sizing. I'll pick the vertices and press R for scale.
04:34I'll scale these out until the stringer meets the legs then I'll go into a
04:38wireframe by pressing 4 and grab the top vertices and pull them back, keeping
04:42those lines parallel.
04:44I'll zoom in and make sure I have got them in the right place.
04:47I can always take them and pull them back just a little bit or let it clip right through.
04:51I'm going to let it clip because it's going to let me economize on the
04:55polygons a little bit.
04:56I'll press F11, select all the faces, deselect the middle and delete.
05:00I'm ready to add the final bar across.
05:03What I'll do is to pick all of the pieces here and center their pivots, choosing
05:07on the Hotbox > Modify > Center Pivot.
05:10With all the pieces selected I'll snap them, I can snap them all from the center
05:14here to the outside of the table, they will all still also maintain their
05:18relative position to each other.
05:20Now I'll pull this back, checking the reference one more time.
05:23It looks like this leg assembling needs to recess by, call it, 10 inches.
05:27I'll recess it, clone it, and snap that final bar in.
05:31It sticks out by an inch and a half, so I'll pull it back by let's say 12 to
05:35start and see how it looks.
05:37In a Shaded View it looks like I'm in the right place.
05:40I'll repeat it on the other side, duplicating this by pressing Ctrl+D, holding V
05:45for snap and snapping it to the outside of the table.
05:48Then I'll move it in by 12, and I'm ready to snap this center.
05:52For the center stringer I'll pick these bottom crossbars and temporally hide
05:57everything else, choosing Display > Hide > Hide Unselected.
06:00What I'll do here is snap another polyCube in holding V for snap and snapping
06:05it across, and then I'll snap up for the height so the height matches the crossbars.
06:10Finally, in the polyCube instead of a width of whatever it came out to be, I
06:14will put the width at 4.
06:16It looks pretty good, although maybe the width should be three.
06:19So it's a little taller than wide, because the center is in the center, and I
06:22snapped it across the crossbars the width scales from both sides equally, so I
06:27don't have to worry about it.
06:29I'll delete the end faces of this, and I'm ready to get to my unwrapping.
06:33I'll show my other objects, choosing Display > Show > Show Last Hidden, and
06:37there's my trestle table.
06:39It's ready for maybe some additional detail. What I might want to do is make
06:42some additional objects which are the proud heads or fasteners for these side struts.
06:48I may also want to put some additional fastening up at the top, and finally, I'll
06:52take these boards once I have unwrapped one and mess up the ends a little bit.
06:56So far, though, my trestle table is looking pretty good, and I'm ready to
06:59delete elements unwrap and then re-clone using one texture sheet of wood for this and the chairs.
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Breaking up the model for texturing
00:00With my table complete, I'll start breaking up the model and getting the unwrap going.
00:05I have modeled out the entire table, but really I'd like to unwrap parts of it and
00:09then probably re-clone some pieces.
00:11I can see where things can be deleted and re-cloned easily.
00:14What I will do is make sure that I take one of each element.
00:17I'm going to take three of the legs and delete them.
00:20Delete one of the stretchers, and then I'll delete one of the stretchers underneath.
00:25As for the top boards, what I think I'll do is to delete five of them.
00:30I have got in there for kind of show and to see how it's going to look.
00:34I'm going to delete five, unwrap one, clone five and then use the preserve UVs
00:39option to mess up the geometry on a few boards.
00:42This will make for a much easier unwrap, and I can get stacked UVs automatically
00:47as cloned objects that show UVs have stacked UVs.
00:50Here's how I'll unwrap this. I'll start out with the leg as an example.
00:55In my UV Editor, this already has coordinates on it.
00:58Although if I put my checker material on, I can see that they're distorted.
01:01I'll select my objects, right-click, and assign my existing blinn1 material.
01:06When I press 6 to go into hardware texture, I can see that I'm distorting those UVs.
01:12For this I'll choose Create UVs > Automatic Mapping.
01:15I'm going to sew this back together.
01:17What I'll do when I sew in here, because it's in an angle is look at the straight sides to sew.
01:23I'll right-click and choose Edge and pick one of those edges, then under
01:27Polygons, I'll move and sew.
01:29I'll keep repeating along, making myself well and odd shape oblong of wood, that's okay.
01:35What I'll do then also is to pick one of the ends and see where it corresponds to.
01:39There is the end, and I'll sew that on. Now I'll take this element and rotate it.
01:45I think I'll actually select it with the Move Shell tool, press E for Rotate, and spin it over,
01:50making sure that those lines come as close to vertical as I can. That will work nicely.
01:54And the reason for doing it this way is how this is made.
01:58This wood came out of the mill straight. It's not made in a parallelogram.
02:02We have taken a straight piece and cut across it in an angle.
02:05Therefore the wood grain needs to travel straight up the piece, which is oriented at an angle.
02:11It's important to do this versus unwrapping it straight, where the wood grain skips off the surface.
02:16It's those kinds of details we expect to see done right and not question them.
02:20I can hit this stretcher with either a cylindrical and automatic unwrap.
02:24The reason I like automatic unwrap, especially for simple objects is that it
02:28makes it very easy to sew them together and decide where the seam should be.
02:32What I will do is try to put that seam on the inside.
02:35I can do this by right-clicking and choosing Edge, and I'll spin around and pick
02:40this bottom inside edge, and there it is highlighted in the editor.
02:43That's where my seam is going to be.
02:45So what I'm going to do to sew it is pick its opposite and do a Move and Sew.
02:50This is the equivalent we saw on the chairs of spinning a cylindrical mapping.
02:55I happen to be doing it with an Automatic in this case.
02:57I make sure I right-click and pick Edge, and pick W for Move, selecting my edges,
03:03and then doing a Move and Sew around. Here's the test to see if this worked.
03:07By edge, this edge is here, which means I missed in the way I moved and sewed.
03:13I'll undo and move and sew a different section.
03:16This edge highlighted is actually the one I want to keep separate.
03:20So I'll go over here on the long edge of this short side and sew it, now also
03:26the long edge of the bottom actually, pressing G to repeat last and the seam is
03:30in the right place, that edge is right here, it's the inside bottom on my table.
03:36So any mismatch will be pretty well camouflaged.
03:39If the table is even flipped up, there's a good likelihood we're not going to
03:43notice because I have got the leg, and this long stretcher here to break up that texture.
03:48Finally, I'll deal with the long stringer underneath.
03:51Again, I'm going to hit this with some Automatic Mapping.
03:54I'll go in and stitch it together, and again, I'm going to try to get the
03:57mapping to seam together somewhere around the bottom where it's least likely to be noticed.
04:02There is that seam highlighted in orange.
04:04So I'll start sewing here and work my way around.
04:07The wide pieces are the sides of this part.
04:10I'll choose Polygons > Move and Sew, I work my way around here, picking edges.
04:15Here is another edge selected, and I'll move and sew it.
04:19Finally, with it all Move and Sewn together, I can pick an edge and see where it
04:23is, and it's on the bottom corner.
04:25It's over on this side which is fine, I had to end up with it somewhere, but
04:28more importantly I have got this element unwrapped.
04:31Now I'll deal with the stringer, and we'll see the same thing all the way around.
04:35I'll pick this element, hit it with some Automatic Mapping, and Move and Sew together.
04:39Even though I have introduced this curve here, I'm still going to essentially planar map those ends.
04:44What I will do is Move and Sew, and get the major elements on the first,
04:48right-clicking and choosing Edge and selecting this edge.
04:50This will be the bottom which is the most visible actually.
04:53The top is almost all camouflaged except for the ends.
04:56I have sewn my way along, and I'm going to keep the ends down here separate.
05:00The reason is that this is a piece of wood, as we expect it to be.
05:04The wood grain will go parallel to the long direction of this piece.
05:09What that means is at the end here, this wood grain, will probably go diagonal.
05:13So by keeping these ends separate, I'm going to take them, and I can rotate
05:17them at a 45, that way the wood grain will spread across here correctly instead
05:22of wrapping around, which would look rather odd as if we had a piece coated in
05:26wood-colored paper. Now for the top. I'll pick this top board,
05:30making sure I pick the whole object and hit it with an automatic unwrap.
05:34I'll stitch this together and watch out for those seams as usual, picking by
05:38edge and figuring out which edge is which.
05:41Under Polygons I'll Move and Sew, and I'll stitch this together.
05:45I want to make sure that I stay in edge.
05:48Once I start to Move and Sew, it may switch my selection over to UVs, so I'll
05:52make sure I get back here, and now I can Move and Sew those.
05:55When I'm done with it, I'm ready to start re-cloning.
05:58I'll show how to do at the top.
06:00The other sides are pretty straightforward, they simply get cloned and
06:03snapped into place.
06:04For the top, however, I'll press Ctrl+D to duplicate and on the Relative
06:08Transform I'll move over by 6, because that's the size I have made it.
06:12I'll press Shift+D and keep duplicating this out.
06:15There are my top planks, so in the editor when I slide these back and forth on
06:19the wood I'll get different grain.
06:21What I'd like to do, though, is to pick some of these faces. I'll double-click on
06:25Move and make sure I check Preserve UVs.
06:28I'm going to take this face and pull it up slightly.
06:31I'll take this one over here and scale it in just a little bit.
06:35Finally, I'll take an edge or two, maybe three and move them around.
06:39I'll pick that edge almost at random and just pull it, and making the table just
06:44slightly uneven just distorting the boards to add some wear and tear without
06:48rounding over too many corners.
06:50If you'd like you could bevel these outside corners.
06:52If I hold Shift and right-click and bevel that edge, it works fairly decently,
06:57it won't disturb those UVs too much, and this is a place to do a fairly good
07:01size offset and add in a couple of segments. I'll repeat it over here.
07:06Pressing G to repeat last, turning off offset as a fraction and offsetting by
07:10one with the two segments, what I will need to do is at some point work over the hard and soft edges.
07:16For this object the whole thing can be hardened, holding Shift and right-clicking
07:19and choosing Soften/Harden Edge > Harden Edge, then I'll come back to this
07:23single edge in the middle of that curve.
07:25Pick its counterpart on the other side and soften it.
07:28It's a nice detail, and if we back out far enough we can definitely tell it's a
07:31radius on that edge. It looks less than perfect.
07:34More importantly we get a slight variance in the table.
07:37We can add cracks in as we need.
07:39I find that spacing out a few of the boards helps immensely.
07:42Now that I have got these in place, I can bevel that other corner and clone these elements.
07:47Once I have got those all done and all the pieces are in place, I'll start to lay
07:51them out of my wood texture and make sure the grain looks like the right size.
Collapse this transcript
Laying out the wood texture
00:00In this video I'll get a proxy wood texture on my table to see if I have got
00:04decent unwraps and the grain flows around correctly.
00:07In the next chapter, I'll show how to paint wood from scratch, painting a rich
00:11lustrous wood to go on here.
00:12Before I do that, though, I need to make sure that I have got things laid out and
00:17that the size of my elements versus the size of the size of the texture they are
00:21going to go on looks correct.
00:23And I also need to check with a vertical grain to see if I have got any obvious
00:27issues and the way things tile.
00:28I'll go over to Photoshop and make some really quick sort of wood grain.
00:32This table and the chairs next to it are straight grain wood.
00:35My other chairs and table have something similar.
00:37I'll make a new document, and what I'm going to make is just some sample wood
00:41grain, not really fully finished but at least it will have a grain that will
00:45tell me if I'm in the right direction.
00:47I have made a new map that's 1024 square, and I'll press Shift+F5 to fill it with a 50% gray.
00:52Now I'll choose Filter > Texture > Grain.
00:55And in my Grain I am going to use a vertical grain just like I did on the hammer handle.
01:00I'll pull up the Intensity just a little bit and click OK.
01:03I'll make a new layer pressing Ctrl+Shift+N and making a new layer by hitting OK.
01:08I'll press Ctrl+Left bracket to pull it down, and I'll fill this new layer with some kind of blonde wood color.
01:14I need to be able to see this, not necessarily that it's the exact right color yet.
01:18Here's a decent warm wood color, and I'll fill this layer in.
01:22I'll take my over layer and set its Blending mode to Color Burn.
01:26I'll take the under layer and just desaturate a little bit, so it's not quite so vibrant.
01:31I'll also bring up the Lightness as this is really a grain test more than anything.
01:35Finally, I'll take this over layer and under Filter > Blur > Motion Blur,
01:40I'll blur it a little bit setting the Angle at 90 and the Distance at,
01:4515 works, that's good.
01:46I'll save this out. It's just a temporary working document.
01:49I'll press Ctrl+Shift+S and save it out as a TIFF.
01:53I'll call this 04_13_end, and I'll put it in my sourceimages directory.
01:59Here's my Game Props project and sourceimages where my textures go.
02:03I'll uncheck Layers and Save As a Copy and hit Save.
02:08Back over here in Maya, I'll swap this into the blinn material I have got assigned everything.
02:13I'll scroll over with any particular object selected, and there's that Blinn.
02:16I'll go into the Color texture and swap out that color.
02:20There is my wood grain and what this let's me know is if I have got things in the
02:23right direction or not.
02:25As we can see it's a poor substitute for actual wood.
02:28Here's what I'm looking at to see if this really worked.
02:31Is the wood grain in the right direction?
02:33It's working wonderfully here on the sides--or the ends, actually--of these long frames underneath.
02:39We have got the wood grain running down, and it goes diagonally as if this was a
02:42piece of wood that was cut, this is the correct orientation of that grain.
02:46It's doing a great job here on the legs.
02:49My efforts in making that shell and reorienting it so the wood grain runs
02:53parallel to the long direction is working.
02:56I have got decent wood grain on the long stringer and also on the sort stretchers across.
03:00The table top is pretty good. Obviously needs to vary, although I have a slight
03:05issue here at the ends.
03:06I'm seeing here that one I have got a mismatch because of the bevel.
03:10Two, this grain is in the wrong direction, and this is exactly why I did this test.
03:15It looks like also one of my legs moved off just a little bit.
03:18I'll pick it and fix it by using my Align tool.
03:21Sometimes we find issues like that, and it's really not a big deal to go
03:24back and correct them.
03:26I'll align it on the center, and now that leg is in the right place.
03:29More importantly here's the top, and this is why I put that texture in.
03:33Under Edit UV, as I'll go into my Texture Editor, I'll zoom out, and there's the
03:37top with those end faces.
03:40As part of the moving and sewing, I left them alone. What I need to do is to pick those shells.
03:44I'll select and then hold Ctrl to deselect the large shall.
03:48I'll take these and pull them over and then rotate them 45 degrees.
03:52That's how we get the grain in the right direction.
03:54I'm not worried yet about where these are, as I don't have a proper wood grain drawn.
03:59So anywhere I start to move these shells is going to have the same vertical grain.
04:03However, this is a good test. I'll pick the other one and do the same thing.
04:07I know I'm going to take this shell and move it eventually. Making sure I hit W
04:11before I go into the Editor is a big deal.
04:13I'll pick the Move Shell tool, pull these over, grab these small shells, move them, and rotate them.
04:19I'll spin them back and forth, they don't always have to line up in the same direction.
04:23But I want to make sure as part of this that I'm taking all of these shells and
04:27pulling them and rotating them.
04:28It's important to get this looking right, making sure that the grain flows the
04:32right direction on all the pieces, as this is one of those things that is fairly obvious if it's wrong.
04:38Now for the beveled sections. What I have got here is the Move and Sew from
04:42earlier and the bevel added to that decently.
04:45What I may want to do is decide where that split occurs, right now the split
04:50occurs maybe in the middle of some of these, and we can see a mismatch here on the grain.
04:54I think what I'll say is that this split is okay, that the long grain continues
04:59right into halfway on that bevel and then that grain changes direction because
05:02the wood has curved in the cut, enough that it's okay to see that.
05:07I'll take these pieces, deselect the main shell, pull it over so I can see what
05:11I am doing, and rotate.
05:13Because I'm grabbing both at once, this is taking care of both ends, and I have
05:17got varied grain across here.
05:19I'll finish this on the other side, again picking these shells, deselecting what
05:23I don't want, moving it over, and rotating it.
05:26This is one of those things that's deceivingly obvious.
05:29We need to do it, but a lot of times people forget to do that, and we end up
05:34with odd wood grain on pieces where it's very exposed.
05:36There is a good chance of seeing the table and to view something like this,
05:40where those ends are very prominent, and we need to see the grain is at least in
05:44the right direction.
05:45It may not be a properly drawn end grain as we are trying to reuse that texture.
05:49But having it in the right direction will get the idea across that this was cut
05:53from a piece of wood.
05:54I'll look at my chairs and see if there's anything else I need to do on them.
05:59The chairs look pretty good with just a few exceptions.
06:01I can see obviously I need to scale some of my UV shells, and I'm getting an
06:05enormous amount of grain on the leg.
06:07Once I get the wood in, I'll deal with the scaling.
06:10However, on the top I need to reorient it.
06:12As you can see, here my pan is not moving very fast, it's because I have panned
06:16over and zoomed around without refocusing.
06:18I'll press F to focus, and now I can tumble around that seat correctly.
06:22I'll check it out in the editor and what I'm seeing here aside from it being
06:26absolutely enormous is it's facing the wrong way.
06:29I want the grain to go along the seat instead of across it.
06:33I'll make sure I pick that shell, pressing W for Move, and then picking the Move
06:37UV Shell tool, rotating 90 degrees, and then I can pull it over as I need.
06:42It's straight here and at some point goes straight there, but there is an obvious mismatch.
06:47What I may want to end up doing is taking this shell down here and detaching it,
06:52taking these front faces and rotating them diagonally.
06:55I'll press W for Move, right-click and choose Face, and select these end faces.
07:01Under Polygons I'll choose Cut UV Edges.
07:04I'll take these shells here, which are now all separate, pull them off, and merge
07:08them back together under Polygons choosing Merge UVs.
07:12You can cut, merge, and split UVs wherever you would like to make it work better.
07:16I'll take this shell and rotate it 45 degrees so that what we see on the end of this is
07:22the grain running along the seat and diagonally across.
07:26If it's too much of a slant, you can always click on Rotate--or press E--and spin
07:31it back a little bit, this is better because that grain wraps around nicely.
07:35I'll repeat it on the back because there is a decent chance we might just see that back here.
07:40I'll right-click and pick Face, press W for Move, and select these back faces.
07:46Notice that doing in that order still wants to select UVs.
07:49I'll make sure I press W, right-click and pick Face, and now I can pick those faces.
07:54I'll deselect the bottom here and split these out.
08:00I have cut their edges. I'll select these shells, move them, merge them back in, and rotate them.
08:07There is the grain running in the right direction as if this was cut from a large piece of wood.
08:12This corner where I'd have the most awkward transition is camouflaged in the
08:15leg, so it's okay because I really just don't see it.
08:18The rest of it looks pretty good, and I have got decent wood grain going even on
08:22the curved part of my other chair.
08:24Remember I am going to take this and shrink it down or blow it up so I get
08:28enough grain on it, and it's going to be done in a dark wood, so I am not too worried.
08:33The UVs work decently here on this torus, although they are in the wrong direction.
08:37This is an easy fix as it's got UVs inherently on it.
08:40I'll pick this entire shell and rotate it, once, twice.
08:43At a rotation of 90 degrees, the grain flows around, and it's going to be scaled down
08:47considerably to get little bit of grain on it, making the grain big and
08:51eliminating many areas where we'd see maybe the texture is stretching a little
08:56bit, it's also going to be down low.
08:58In the view we are going to be somewhere like this, looking down at really a
09:02small dark ring and making sure it looks like the chair we expect.
09:06Before we get into painting an actual texture, then, we really need to make
09:10sure that we have got the grain in the right direction on our things that are made of wood.
09:14Making sure that things like end grain where it's adjacent to side grain are
09:18shown correctly, because we expect to see that when we cut a piece of wood.
09:23And there is a lot of places in furniture where that's a crucial detail that's
09:26very easy to miss and break the illusion.
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Reusing parts to make a round table
00:00In games, you want to reuse elements wherever possible, and what that means also
00:04is reusing texture space and things you have already modeled.
00:08We have got here what will be one complete chair and another round chair and then
00:12a rectangular trestle table.
00:14What I'd like to do is take this table and clone it, reuse most of it to make a
00:19roundtable I can use in maybe either a similar restaurant, or may be an
00:23entirely different building that's in the same style.
00:26Those share a texture sheet, and with some careful modeling I can reuse most of the elements.
00:31What I'll do is I'll start out by taking my existing table, duplicating it by
00:35pressing Ctrl+D, and moving the duplicate over to this side.
00:38I'll hide the unselected objects, and then I'll go to work on the top.
00:43I could probably take this and shape it and round that top, but I think what I'd
00:46like to do is make a new top and boards. Off to this side here, I'll make a cylinder.
00:51I'm going to say it's a pretty big table.
00:53I'll give this Poly Cylinder a Radius of 30, and I'll let the Height be 2, so
00:58it's a match for the other one.
01:00On the Subdivisions Axis, I need to make some choices here.
01:03My thought is that this table is carved out of boards, and I don't want to have
01:07the boards textured in a pinwheel as that's an awkward joint to make in the
01:10middle for such a beefy table.
01:12We usually see things like pinwheels or wedge shapes in veneer tables where it's
01:16over a substrate of more substantial material.
01:19For this table what I'd like to do is show it as if somebody had taken a bunch
01:24of boards like I have got on my rectangular one and cut around out of it, so I have
01:28got boards that line up here and they are simply round at the edges.
01:32I'm going to start out then by making my Subdivisions Axis 24.
01:36I can spend a few more polys on this, as this is the kind of thing that will
01:41flunk an edge test, meaning we're going to see this against a contrasting
01:44material in pretty good detail.
01:46Here's how I'll make this.
01:47With 24 subdivisions I have got cardinal points, meaning I have got edges that are
01:52on the 90s and zeros.
01:54I have also got 6 sections over 90 degrees, plenty enough to make a board.
01:59I am going to take out the top and bottom wedge-shaped faces, pressing F9 and
02:03selecting the top and bottom vertices.
02:06I'll press Ctrl+F11 to convert to face and delete.
02:09Then I'm going to take in a top view, half of my table and delete it as well.
02:14I am going to model half and mirror over. I'll press F11 and go into Face.
02:19I'll select half of those faces and delete them, which really just leaves me
02:22with a ring, this will become my table.
02:25I'll press F10 for Edge, and I'm going to start to Bridge closed some of these
02:29pieces, holding Shift and right-clicking and Bridging.
02:32Now if this seems a little bit laborious in making boards, what I am actually
02:37shooting for is having round boards.
02:39So by taking these and bridging them close, I have a complete board here that I
02:43can detach and vary, making it as bumpy as the original.
02:47Once I have got these all six faces in, I'll take this entire board selecting it
02:52carefully by face and deselecting what's not a part of it and extracting it.
02:57This will make for easy unwrap.
02:58It will take just a few minutes to make the other boards.
03:01I'll choose Mesh and Extract, it's now a separate object, and I can select it,
03:06move it and more importantly hit it with an automatic unwrap.
03:10I'll do one more board here, and that's going to take me through most of my table pretty nicely.
03:14I'll press F10 for Edge, pick the top edges on the remaining section and Bridge them.
03:19Now I'll do it on the bottom, switching over to a wireframe by pressing 4 and picking the back one.
03:25If you notice I look for the quickest way to get to what I'm doing, whether it's
03:29shifting how my view is displaying or where I am.
03:31In this case, one keystroke let me see through and pick that back edge.
03:35I'll Bridge it closed.
03:36Now I am going to take these, press G to Bridge, and over here pick these and Bridge them.
03:42Then I'll convert this selection to Faces, pressing Ctrl+F11.
03:46I'll grow that selection out and then deselect these on the side.
03:51As far as deselecting, it's an interesting note here.
03:54I'm actually still in Edge, even though Maya seems to be shading it like Faces.
03:59If I press F11 for Face, now I can get over here and deselect those.
04:04That's a neat one to note as I was trying to click and drag and holding Ctrl and
04:09saying, "Why isn't it deselecting?" Well, because I was still in Edge.
04:12Now I'll take these and extract them.
04:15I have often seen people get stuck there and so I thought it was worth showing,
04:18because there is always a way to get out of what you're doing versus just
04:22tapping the Z key frantically and undoing.
04:24I'll finish up the rest of these boards, bridging across here and making the boards.
04:28Then I'll take them and automatically unwrap them all, and finally I'll get the edges varied.
04:33I'll show what it looks like once I have finished making these boards.
04:37I have finished my boards.
04:39I have Bridged and reconstructed the boards of the table.
04:42I'll turn on the Wireframe on shaded to see them, and this is actually the way
04:45we lay out the boards in building a table like this.
04:49It may seem a little backwards, to build a cylinder and then tear it apart.
04:52But what this gives me is a board structure like we'd build the table with a
04:57roundness planned in and actually even better, faceted boards.
05:02So that naturally, even though I have got facets in the construction, it looks
05:07right, it look like it's part of it because of the way that the grain goes.
05:11When I start to split these a little bit, those facets will be--of course--naturally there.
05:15What I'll do is unwrap this.
05:17I'll hit it with an automatic unwrap, choosing Create UVs > Automatic.
05:21I'll look in my Texture Editor and do some quick Moving and Sewing.
05:25I'll press W for move, right-click and choose edge and start to sew these in.
05:30I'll right-click, choose Polygons and Move and Sew Edges.
05:34I'll sew my way across here, picking edges, hitting G to repeat last and sewing this up.
05:39I am going to leave those in separate and make sure I come down here, pick those
05:43shells, deselect the main one, move them and rotate them 45.
05:48To test, I am going to put that wood texture on.
05:51Selecting it, right-clicking, assigning my existing material of blinn1 and
05:57pressing 6 to go into Shaded View with textures.
06:00I can see obviously that the middle section is not textured yet, but this one
06:03board looks correct.
06:05I'll finish this automatic unwrap and stitch for the other boards and then show
06:09what it looks like when I'm done.
06:11I have unwrapped this half of table. I'm ready to mirror it over and start to
06:15distort these boards a little bit.
06:16I'll close my Editor, and I'll take all of these boards.
06:20What I think I'll do is because their pivot is still on the original, duplicate
06:24them, rotate them by pressing E, and making sure my Discrete Rotate is on, rotate them around.
06:30As you can see, here I have turned off Discrete Rotate because I was rotating at
06:33some point, something that needed to be not 15 degrees.
06:37I'll press and hold E and turn on Discrete Rotate by left-clicking and holding anywhere.
06:41Now I'll spin these around 180.
06:43And although they're a match, side to side I'm going to distort that once I
06:48start getting the wood grain in to lay them out on.
06:50What I'll do though is start picking vertices almost at random and pulling them back and forth.
06:56I'll grab these and make a little bit of a split.
06:59Then grab this top one and pull it over.
07:02I'll pull this one and yank it down and over just a little.
07:06I'll introduce some variants in this, both top and bottom adding in a little zig in my table.
07:11It's okay to do this and even to revisit it, coming back and saying let's add in
07:16a little more variety here and there, just pulling it apart and putting in some
07:19cracks and making it less than perfect on the surface.
07:22With the wood top in place, I'm ready to remove the old one and shrink this down
07:28to accommodate the round top.
07:29I have deleted the top boards, and I'll go in a Top View taking my new planks and moving them in.
07:35I'll switch to wireframe, their center is in the center.
07:39So if I press V for snap and snap all of these, they do stay together.
07:43I am going to line them up on that center stringer and then move them over by -1.5.
07:48I am going to center the top and then move in the leg assemblies.
07:53I'll select all of the pieces, making sure I pick that center element last.
07:58I'll choose Modify > Align tool, and I'll align them on the center.
08:02Because they came from the original cylinder, they still think their transform is there.
08:05And because they're all centered on each other here, centering them on that
08:09center stringer centers everybody on center, which is a lot of centering.
08:13I'll select all of the pieces, deselect that middle, and go into a Front View.
08:17I'll zoom out and make sure I snap them up right on top.
08:21I'll use my Align tool one more time, snapping them right to the top of this
08:24stretcher on top of legs.
08:26I'll snap them top to bottom, and it looks like I accidentally grabbed one of
08:30my other stretchers.
08:31It's not a big deal to select it and snap it back down with the Align tool
08:35which was still active. Now I'm ready to pull these in.
08:38What I'll do to keep it symmetric is grab the leg assembly on one side and move it over.
08:44I'll try let's say 12 inches in.
08:47There is one, and I'll pick the other and move it in -12.
08:52There's my table, and it looks pretty good, I could move these out a little bit
08:55if I wanted just to see if it works a little better.
08:58I'll pull it back by 3, and I think it's going to look better.
09:01So you can see here part of the design process is just trying it out to see if it works.
09:06That looks pretty good. What I'm left with is just making sure the stringer in the middle matches up.
09:11I'll view it straight on in a Front View, and I'll go into my Move tool and make
09:15sure that Preserve UVs is checked.
09:17Now I'll pick my vertex, grab one side, hold V to Snap, and snap it onto those crossbars.
09:24I'll do it on the other side panning over where I need and snapping it.
09:28I'm reusing my elements, and more importantly, I am going to reuse my texture space.
09:32When I press 6 I see my stand in wood grain all over this table.
09:36If I need I could even take one of these elements and copy it to be a
09:40centerpiece to hold those boards.
09:42But I think I'll let it ride for now, it looks pretty good like a roundtable,
09:45and I can use it in the same room or some where adjacent to my other one where
09:48simply another building is yet another prop in my game.
09:52I'm ready to finally paint the wood grain and get it on.
09:54We'll probably see some adjusting, both resizing and moving the UVs.
09:58So we get different wood grain on all the different planks.
10:01It's important to do that to make sure that not only is the wood grain the right
10:04size and orientation, but the wood grain looks different that no two boards came
10:09from quite the same place on a tree.
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5. Painting an Old Wood Texture from Scratch
Understanding the importance of painting textures from scratch
00:00One of the best skills to have aside from being a good modeler for games is
00:04being a good texture painter, and part of that is being able to paint things from scratch.
00:09What I generally assume is that if it's out on the Internet, and I have got it,
00:13everybody else has it.
00:15Therefore, if I find a texture I like, guaranteed somebody's already using it.
00:19So in this chapter, I'm going to show how to paint wood grain from scratch.
00:23The other reason to paint it is that we may need a far larger sample than we
00:27can find a picture of.
00:29As an example, I need 6-foot boards for this table.
00:32Many of the textures out there are, well, actually fairly small.
00:35Here is a couch, and we can see we need pretty good variation in the wood grain
00:40along it and probably a pretty long piece.
00:43However, when I go and look at wood samples I have downloaded online, this one
00:48might be a foot and half square of that big.
00:51This one is only a few inches on a side as it's a different species.
00:55These boards might be 4 inches, maybe 5 across, but really not very big,
01:01leaving the only a couple of linear feet. This is a big sample of not much at all.
01:07It really does a great job of showing the grain and pore structure, but in terms
01:10of using it as a texture, I'd see this repeat endlessly.
01:14What I need to do then is look at what the texture is I need to paint and think
01:19about painting a large raw sample.
01:21Then I can cut out and use pieces, either making a large square of wood I can
01:25use in a stacked unwrap, or taking that large sample and cutting out boards.
01:31From this, I can have one sample that I can recolor slightly and make a wood
01:35floor as well as the wood for my furniture.
01:38It's a good idea then to look at materials, figure out what you need, and learn
01:42to paint large raw images.
01:45What I'll show in this chapter, then, is how to paint this from scratch.
01:48I'm going to paint an improbable section of wood.
01:51I'll try to paint maybe a 6-foot square piece of wood with a huge amount of
01:56grain, something that we really couldn't get out of any possible tree.
01:59Then I'll take it and use it as a raw texture in other places.
02:04I'll save it as part of a library so I can recolor it if needed and reuse it again and again.
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Creating the initial grain lines
00:00To start up painting wood grain. I'll need a new document.
00:03I'll press Ctrl+N and make a new document here in Photoshop.
00:07In the New document settings, I'm going to establish the basic grain.
00:11What I will do is put that in and then blow it up, smearing the grain gently.
00:16I'll start out with a new document, maybe 1500 square.
00:21I'm going to run this at 72, which is my default for textures.
00:25Anything higher than 72, really doesn't apply, as screen resolution is always
00:2972 pixels per inch.
00:308 bit is fine, Transparent background is good enough and RGB Color.
00:35I'm also running this at Square Pixels.
00:39If you are going into a game that accepts a Color Profile, or if you'd like to
00:44use it across in Maya if you're doing rendering as an example, you can specify a
00:48Color Profile for your texture and then make your game and also Maya see this
00:52color profile using the Color Profile settings.
00:55I'm going to leave it alone at the sRGB it's set to. I'll click OK.
01:00I'll start up by filling this with a 50% gray, pressing Shift+F5, and in the Fill
01:05Contents choosing 50% Gray at a Normal 100%.
01:10Now I'll put some grain in, choosing Filter > Texture > Grain.
01:15I'll use a Vertical Grain, and I'll set the Contrast fairly low with a decent
01:20intensity, somewhere in there, looks pretty good so that I have got gray to gray
01:25instead of black and white. I'll click OK. Now I'm going to add some Motion Blur on this.
01:31I'll choose Filter > Blur > Motion Blur, and as we have seen in previous videos,
01:37the Motion Blur smoothes out the dots in the grain.
01:40What I would like to do is make sure this distance is not terribly big, maybe
01:44between 10 and 15, and that way the dots and the wave in the grain leaves a
01:48little bit of a wave in the wood.
01:51It's not perfect, although it's exactly straight.
01:54With a grain created, I'm ready to add in some variation, and I'll check out the
01:59reference to make sure I'm on track.
02:02In this wood, Wood02, I can see I have got variation in direction.
02:07I have got loops, whirls, swirls and all kinds of pieces, and I have got variation
02:12in the width of the grain.
02:15Wood03 is very consistent where it's a very straight wood.
02:19Wood04 is probably a pine or a fur.
02:21And what we tend to see is that the grain really varies in width across
02:25each board and then those things like knots and otherwise that add in local variation.
02:31Wood05 has large variation across the grain, color variation as well as the loops and swirls.
02:38What I'm going to do is use the Liquify tool first, to vary the grain in width,
02:43I'll choose Filter > Liquify.
02:45What I'll do is press Z to zoom out, hold Alt and click once so I can see the
02:51top and bottom of my image.
02:53I'm going to use the Bloat tool and what I'll do is take the Density and Rate way down.
02:59If you're working with a pen, take your pressure down as well.
03:02I'll try this at 5 and 5.
03:05I'm going to make it bigger, too, by using the brackets, probably somewhere in the
03:09130 to 150 range is fine.
03:12We can't use Shift to constrain direction, but what I'm going to do is try to
03:16hold my hand as steady as I can.
03:18I'll drag down here and open up that grain structure, keeping it as uniform as possible.
03:25I'll come back to the top and go right off the edge.
03:28I don't mind a little pinch right there, it looks fairly natural.
03:32I'll do this a few more times adding a variation across the grain.
03:37If your hand happens to wiggle too much, don't worry, hit Ctrl+Z and undo and try it again.
03:44It may take a couple of times to get this fairly even.
03:48I have added in a couple of bloats, and I'm going to upsize the brush and try a few more.
03:53The big deal here is to add in some local variety in the grain.
03:56Occasionally, we see wood that is waney. It's a growth ring pattern.
04:01I can always come back and reconstruct if I need, and I don't mind if
04:05occasionally it pinches or twists. I'll hit OK.
04:09Now I have got the grain in place with some local variation.
04:12I'll upsize this image, pressing Ctrl+Alt+I, and making the width, let's say 4000 square.
04:20The reason to do this is to ask Photoshop to interpolate new pixels to make up new data.
04:26What that does is it softens out that grain, blurring it slightly without
04:31simply adding a blur on, and makes it a little less precise in the remaining grain lines.
04:37With my grain in place, I'm ready to add in value variation as well, which I'll do in the next video.
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Adding value variation across the grain
00:00In this video I'll add value variation across the wood grain. So far I have
00:05just got size variation.
00:07I have the used Bloat tool in Liquify to be able to spread it out and
00:11occasionally add some twistiness.
00:13I'll press B for Brush, and I'll make sure my foreground color I have got a good
00:17deep gray, pulling out the saturation and bring down the value.
00:22Making sure it's set to Multiply, and I'm going to Multiply this at maybe 8% or
00:279%, going very slight.
00:29Upsize that brush using the square brackets, going fairly big here.
00:33What I want to make sure I do is to zoom out by pressing Z and holding
00:38Alt, clicking once or twice, and I'd like to see some of the canvas around this document.
00:44Then in my brush, I'll click and drag holding Shift to stay straight on the grain.
00:50I'll add in some stripes adding in local variation, occasionally letting it cross
00:54over my twisty grain.
00:56Sometimes I'll go most of the way and then let it go and go by hand for the rest
01:02just add a little bit of zing.
01:04What I need to make sure I do is after each stroke or stripe on the grain, I
01:09click outside of the document. If I keep holding Shift, Photoshop will draw
01:13lines across diagonally connecting between points.
01:16I'll click and drag down and add a few more, upsizing and downsizing the brush
01:20occasionally, so I have got width variation across the darkness.
01:24Now I'll add in some light. I'll swap my colors.
01:28You can hit D for default colors and X to swap. I'll change the mode over to a
01:34Linear Dodge and take this Opacity way down. Here it is at 3.
01:39I'll start outside again and dodge this, upsizing and downsizing the brush to
01:44add some light streaks in the wood.
01:47It should be a subtle variation. We shouldn't see zebra stripes across here, as
01:51much as light and dark, all within roughly the same range.
01:56With this in place we need to make sure we have got final variation in.
02:00Occasionally, I'll swap the colors, recognizing I'm still using black and
02:04switch back to Multiply.
02:06I'll make the brush a little bit bigger and run a couple more streaks down it.
02:10This is going to give me an overlay leaving me some fairly dark streaks.
02:15This looks pretty good, and I'm ready for the next step of actually adding warp
02:19into the wood grain and then finally knots and color.
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Warping the grain
00:00The wood grain is proceeding nicely, I have got local width spread in the grain,
00:05plus value variation, so it really has some difference to it.
00:09Now it's time to warp this gently and then start to add in local areas for
00:14knots and other things.
00:16I'll go back to my Liquify Filter, remember we have upsized this.
00:20I'll press Ctrl+Alt+I and show that. This image is 4000 square, which is really big.
00:25So be prepared occasionally for your computer to take a small performance hit.
00:30I'll choose Filter > Liquify, and in the Liquify I'm going to warp it.
00:36I'll press Z and hold Alt to zoom out.
00:38I want to make sure I have got lots of room around my document to move.
00:42I use my Forward Warp tool, and again, I'm going to take the Brush Density
00:46and Pressure way down. We don't want a drastic warp in here.
00:51What I need to do is add some subtle curves, I don't want to produce giant
00:55zig-zaggy wood, as much as a little bit of a bend.
00:59I'll bring up that Brush Size, how drastically you might ask?
01:02600 is not too small.
01:04I will go even bigger, and it's okay really to max out that slider.
01:09If you'd like, you can also use the slider in the Brush Size.
01:12I just happen to be over my brackets and use them regularly.
01:16Now I'll take this and brush that wood over just adding in a little bit of curve.
01:21I tend to work diagonally from either upper left to lower right, or upper right to lower left.
01:27We can see occasionally Photoshop will lag, as I am dealing with an
01:31enormous amount of data.
01:32This might be a good time to go and hit Enter and accept this Liquify and let
01:37it think for a minute.
01:38If you happen to get a space in the side like I just did, use that Warp tool to
01:42pull it back and erase that space.
01:45I have got a little bit of a curve going, and I'm almost ready to put some knots in.
01:49I'll click OK and let it return the Liquify.
01:53Then I'll come back and do some localized warping.
01:56With the warp accepted, I'll go back into Liquify, choosing Filter > Liquify again.
02:02I'll zoom out and warp at a slightly smaller scale.
02:06It's okay to do this in multiple steps, I'll try Brush Size of 800 and increase
02:12in Density, maybe 7. I'll add in a little bit of local warp here and there, just
02:18a little extra curve.
02:19Again, making sure I don't have any drastic zigzags, but taking this opportunity
02:23to occasionally spread out some grain here and there.
02:26This looks pretty good. The big test is not does it look like wood? But is it
02:32fairly straight and fairly parallel with some local variation?
02:37That's how we determine if this works for large texture sheet.
02:40If there are giant zebra stripes or zigzags, it's not going to hold up well.
02:45I'll hit OK to accept the Liquify, and then I'll get into making knots in the next video.
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Adding knots
00:00The wood grain is warped, well as it should be, because trees are curved, and
00:04now I'm ready to add in some knots.
00:07Knots are an option in painting wood grain. Sometimes we don't want knots, we
00:11want straight grain, as if it is carefully selected wood. We'll see this a lot with furniture.
00:17I'll go back into my Liquify tool.
00:19Notice that I'm going into Liquify, doing some things and then returning it,
00:23allowing it to think for a minute and process that Liquify.
00:27With too many things going on in Liquify, occasionally Photoshop will hang
00:31or freeze slightly.
00:33I find it's better to do some warping, come back out of it, and go back in.
00:37Now I'm going to paint some knots.
00:39For this I'll go back to the Bloat tool, and I'll bring this Brush Size
00:43down, maybe 300 or so.
00:46I'll pull the brush over and see if it looks big enough, and I think I'd like to
00:50go a little bit bigger.
00:51I'll pull this Brush Size up to 400, again, leaving the Density and Rate low.
00:56I'm not going to make the knots first, actually. What I'm going to make is the
01:00area of the wood grain that is bulged or round around the knots. I'll go in and
01:05very gently click with the bloat.
01:07What we can see is actually it's a little too small.
01:11I need to undo this and make that brush a little bit bigger.
01:15I'll also take that Density and Rate way down, here's 2 and 2.
01:19I'm going to gently bloat open some spaces, and I'll go in and add knots in a minute.
01:26A little bit of bloat here puts in a knot and sometimes we won't even see a
01:30complete knot as much as the space where a knot was.
01:33I'll add this in trying to randomize this as much as possible and recognizing
01:38that I'm making a large section of wood grain, not necessarily a singular board.
01:44I'll put one more down here and switch over to my Twirl tool.
01:47I'll click in the Twirl tool or press C for Twirl.
01:51I'm going to take the Brush Size way down, maybe 100, and I'll zoom in on
01:56one of those knots.
01:58Here in the knot, again pressing C for Twirl, I want to twirl in a spot more than anything.
02:04It doesn't have to be a full-on circle.
02:07Occasionally, if we twirl too much, we'll start to see them really pixelate,
02:11it's more of a smudge in a direction.
02:14I'll zoom out, zoom in again, and twirl in another knot.
02:18Really quickly I can start to make shapes that we believe to be knots by twirling.
02:24I'll increase this Density, Rate, and Pressure just a little bit so it shows up a little better.
02:29With a little more twirl, I can make the knots in the wood.
02:34I'll work my way through these, twirling in knots and occasionally letting them
02:38be really just zigs in the grain.
02:41We don't want to necessarily see spots, as much as we like to see round areas.
02:48While I'm twirling in the knots, I'm using Z to zoom in and Ctrl+0 to zoom
02:53extends just like in the main body of Photoshop. I'll keep twirling these in.
02:59The trick in here is to twirl them in without adding excessive ringing.
03:04If you don't like the look, you can always use the Reconstruct tool here in
03:07Liquify to reconstruct that mesh or cancel out, reenter it, and try it again.
03:13Remember that this image is giant, not only is it a large section of wood,
03:17it's 4000 pixels square.
03:19So any detail that's in here is going to get gently meshed together when we shrink it down.
03:26I have got my knots in, and I'm ready to accept this Liquify.
03:30What I may do, depending on how these look, and if they show up in too much of a
03:33straight grain is either Twirl or Bloat a little more space around.
03:39I'll also use the Forward Wrap tool and increase that Brush Size. Here it is
03:43about 300, and I'm going to take these knots and just push them a little bit.
03:48I can bring this Brush Size up to let's say 500. I'll just push them over, ever
03:54so slightly so the wood grain warps around the knots slightly.
03:58I'll do this to some but not all of them and make sure the direction changes occasionally.
04:02This gives it a more natural feel, as if there was a knot.
04:06Well, knots are actually started by branches, it's where the branch grows out
04:10and so the wood grain needs to travel around it, so I'll brush these around
04:14mostly, making sure that it's got some directionality around that knot.
04:18Then I'll hit OK to accept that Liquify.
04:22My wood grain is looking pretty good, so I'll get in to adding color, and we'll
04:26really see this come to life.
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Colorizing the grain and planning for stains
00:00In this video I'll add color into the wood.
00:03I have got my knots in and the wood has been warped and changed.
00:06So I have got good variation across the grain, variation both in width and also in
00:12value, making sure that there are some dark and light areas in here.
00:16Here's how I'll make the color really come to life.
00:18I'll press Ctrl+Shift+N to make a new layer, and I'll name this new layer, Color.
00:24I'll slide it underneath my original layer 1, which I'll rename to be grain.
00:29I'll pick my Color layer and pick the color of the wood I want to have in there.
00:33What I want to pick actually is not the fully rich, saturated wood that I'm
00:38intending, but rather a paler version. In this case I'll work with a warm orange.
00:45I'll fill this in with the Paint Bucket, and then I'll set the over layer, the
00:48grain, to a Color Burn. There is the wood grain showing up.
00:53Now I realize this is scorchingly vibrant.
00:56It's burning in the color based on the value of that image.
00:59What I'm going to do is pick that under color, press Ctrl+U and pullout the saturation.
01:05I'll also pull down the lightness to get towards the value of the wood I'm shooting for.
01:10I can shift the Hue around if it needs to be warmer or cooler.
01:14I'll pull mine over in the rich brown range.
01:17Pull down the Saturation and keep that Lightness down a little bit.
01:20I'm going to make fairly dark wood on my furniture.
01:24I'll click OK, and I'm going to add in a little bit of value and color
01:28variation across this grain.
01:30Right now, what we're seeing is it's roughly the same, it just gets darker.
01:35I'll turn off my grain layer, press I for Eyedropper and select that color.
01:40Now instead of whatever the grain color was I had, it's the correct color in the
01:45foreground and the color layer.
01:47I'll turn back on the grain, press B for Brush and click on my foreground color.
01:53I'm going to add in a little bit of variation.
01:56I want pretty decent figuring in this wood, so I'm going to change the Hue by a
02:00drastic number, let's say 2 points.
02:03I'll put a hue in of 35, and I'm going to bring the Brightness down to 63.
02:09It doesn't look like much of a variation, but I'm going to under paint this
02:13running in normal at about 70% or 80% Opacity.
02:17I'll paint along that grain, and we'll start to see that variation almost immediately.
02:22Especially, when I paint on the lighter areas, we can see that changing.
02:26We want to keep it subtle, the idea here is to keep it in the same range.
02:31It is after all from one tree.
02:33What I'll do is change this a few times, again, changing the Hue ever so slightly.
02:38In this case I'm going to go warmer, let's say a Hue of 30, and I'll paint more.
02:44This gives me a red tone in the wood.
02:46I'll take out some of those yellows I have got and warm it up.
02:50I'm trying to follow the grain as well as I can.
02:53It adds a good variation when we see it not quite follow the grain exactly, as
02:58the color should fade just a little bit across the tree.
03:01I'll add in a little more warmth here, painting under that color burn grain layer.
03:07You can add in a couple of different paints, going lighter or darker or having
03:10some more slight hue and value variation.
03:13I'll add in one more, a little more of a honey yellow here and see how this looks.
03:18I'll take my Hue a little bit higher, here it is at 40, which in this
03:22range almost goes green.
03:24I'll bring up the Saturation just a little bit, and I'll paint and see what I get.
03:29It doesn't look bad, but it's not as warm as I'd like.
03:32I'll undo and switch that color back.
03:35I'll run my saturation at 35 and see if this gets me anything different.
03:40It's okay to experiment a bit.
03:42We should be experimenting and trying out different things.
03:45What we'd like to see are variations across here but only slightly.
03:50We also don't want to have it be garishly saturated.
03:54This is rich figured wood here, almost too much.
03:57What I'd like to do then is adjust the over layer.
04:00My color is actually a very subtle painting.
04:03You just barely can see some of the stripes here.
04:06What I would like to do then is go into that grain layer and just mute it down a little bit.
04:11There's a couple of ways to do this. First, I can pull down the opacity.
04:15It changes it, but it also seems to desaturate or screen it with a bit of white.
04:20We could change the blending mode, instead of a Color Burn, trying out a Linear
04:24Burn, alternately, we can switch away from our darkening blending modes to
04:29something that lightens. Here's a soft light as an example.
04:33This is useful for the things like older or similar woods where they tend to be
04:36lighter and softer looking.
04:38If we run a multiply, it's interesting, it's not always my preferred blending
04:43mode for this, as it tends to introduce a lot of black.
04:46However, there is a place where this is useful.
04:50I'll pick my color layer just as an example and clone it.
04:53I'll take this color copy, turnoff the original and desaturate it.
04:58What this lets me make, running here as a multiply and maybe darkening the under
05:02color is something like cerused oak, where it's got a deep black pigment rubbed
05:07into it after the grain has been hit with a white filler.
05:11Sometimes we need things that are fairly desaturated like this.
05:14We can always desaturate that under color, come back and colorize it and move those colors around.
05:22We can get all sorts of looks and really what I'm doing here is playing with it
05:25to get the stain in the right place.
05:28Seeing how much of the grain do I want to show and how much color variation do I need?
05:33I can go from highly figured wood, wood that's got a lot of charcoal or black
05:37in it, wood that's almost all gray, even dealing in, well, the fully saturated rich wood I had.
05:44Here it is the Color Burn, and I think what I'll do is just go under my Levels
05:48a little bit, choosing Image > Adjustments > Levels, and pull this around just
05:54pulling out some of the deepest colors in there, so it goes a little bit brighter.
05:57As I pull this back and forth. I'm reducing the range of that over layer
06:03so that the wood grain is a little more uniform and maybe not quite as bold as
06:07the red and yellow variations.
06:10I'll click OK and see if I need to adjust the color on the color layer at all.
06:14I'm going to warm mine up just a little bit here.
06:17Just so it's got a little more red in it without being drastic.
06:20A few points goes a long way because of that blending mode.
06:24I'll bring it down in lightness, and there is that rich red brown wood I'm going
06:29to use in my furniture. This is, again, a working texture.
06:33What it means is that you should make this and make a library.
06:37We have this, and we can cut boards out of it, use it as a floor or use it in furniture.
06:42But this is 4000 pixels square, so we're going to reduce it, but we want the
06:46detail available to be able to make a large section of wood, something that'll
06:50go over our six foot planks easily.
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Cutting out boards for a UV layout
00:00In this video I'll take this large raw working wood texture I have made,
00:05and reduce it in size.
00:07I'll also put in some stain variations and make the start of a texture sheet for my furniture.
00:12This image is fairly big.
00:13Remember we're dealing in something here that is 4000 square, so we don't want
00:18to take this in as a texture, as it'll overwhelm Maya and Unity.
00:21What I will do when I'm making a texture sheet is to reduce this down and take some layers.
00:27I got my working PSD saved, and it's a good practice to get into this.
00:31Saving a working PSD in a different directory, that way when we go into Unity
00:36it doesn't look to import it from let's say our Assets directory, and Maya is
00:40not looking to giant PSDs and trying to preview them or select them from source images.
00:45Now I'm ready to get this together.
00:48I'm going to look at my table reference and see what colors I need.
00:51This is more of a brown, and I can see in the chairs adjacent they're a similar
00:55brown with some lighter yellows. My other chairs are in similar ranges.
00:59I'm going to make a couple of different wood stains and set up a texture sheet,
01:05that way we can have some variation across the chairs and table.
01:09First, I'll downsize this, pressing Ctrl+Alt+I and reducing this down in a couple of steps.
01:15We could take this and downsize it to 1024 as an example, but it might mash the
01:20colors together a little too much. What I'll do is take it down in pieces.
01:24First, going down from 4000 square to 3000, then I'll do it again from 3000 down to 2000.
01:33Finally, I'll do it one more time down to 1024.
01:38Notice when I'm resizing, I'm using the Bicubic here.
01:41This is actually a smooth gradient, and rather than staying sharp with the
01:45bicubic sharper, I'm allowing the resizing here to blend those colors for me
01:49gently and also gets rid of any artifacts I had put in by the grain.
01:55I'll zoom in by pressing Ctrl+0, and there is that wood grain.
01:58When I zoom in and take a look at full magnification, I can see the grain is
02:02nice and soft looking, and I have still got my layers here for flexibility.
02:06Now I'm ready to add some variation.
02:09My thought is that I'd like to have most of this devoted to the table, as
02:13it's the largest pieces.
02:14But I'll take some of the wood over on this side where there are fairly few
02:18knots, and I'll add a slightly different tone in the stain.
02:21I'll press M for Marquee, and I'm going to use a fixed-size marquee here.
02:26I'll make the Width 256 and the Height 512.
02:31I'll land this marquee in the lower left, and on my color layer press Ctrl+U.
02:36I'll adjust the Hue and Lightness in this a bit.
02:39I'm going to add in a dark section of wood for my round chair.
02:43I'll take the saturation down a little bit, so it's more of a yellow to brown
02:47versus red to brown.
02:49I'll click OK on it, and then I'll land a section up top here.
02:53This will be something, maybe more in the warm range I can use on parts of the other chair.
02:59Again, I'll press Ctrl+U and adjust that hue and saturation just a little.
03:03A few points goes a long way.
03:06I bring up the lightness slightly and pull back the saturation just a little bit.
03:12What I'll also do in this section is go into the grain and just adjust the
03:17levels a little bit or maybe brightness/contrast to pull out some of that
03:21really severe dark grain.
03:23Under Image > Adjustments I'll choose Brightness/Contrast, and in this one
03:27section just reduce down the Contrast a touch.
03:30If it's not moving enough, you can always use the Legacy, and pull that out just a bit.
03:36A little bit goes a long way, but with a little less grain it looks a little better.
03:41It's got a rich subtlety to the grain and a more uniform color for that chair.
03:45My table will have some pretty good grain going. If you'd like, you can keep adjusting further.
03:51I might do one last adjustment.
03:53It looks like the grain is a little too jumpy. To get the size right, I'll
03:57change the width of my marquee.
03:59In this case, instead of 256, I'll change the Width of my fixed size marquee to 768.
04:05I'll land this marquee over here on the right, and it looks like I need to
04:09adjust the Height as well to catch the whole thing.
04:11I'll put this at 1024 and hit Enter.
04:15There's my fixed size marquee over the rest of the wood grain.
04:18I'll take this and just pull out a little bit of the Contrast.
04:22With my Use Legacy on, I'll pull some contrast out of this, just making it a
04:27little bit less jumpy.
04:29I'll deselect by pressing Ctrl+D, and now there's that wood grain texture I can use.
04:35I'll save my working PSD as another file name.
04:38This way I have got an adjustable of the right size, a full-size 4000 square
04:43adjustable, and then I'll flatten out a TIFF to use as a texture.
04:47I'll save this one out as 05_07_end.
04:51There's the PSD, and I'll do another Save As pressing Ctrl+Shift+S, saving out
04:56as a TIFF, and this one I'll land in my Maya project, Game Props in the sourceimages folder.
05:02I make sure I uncheck Layers and save as a copy. I'll click Save and let the compression be none.
05:10I'm going to let Unity handle the compression, so I'm going to run these out with no compression,
05:14so I'm not doubly compressing. I'm ready to try this out in Maya.
05:19I may also need to add some wear and tear to it, but I'll get this on in the
05:23next video and see how those shells look.
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Adding patina and wear to a final texture
00:00In this video I'll take the wood grain I have just finished and apply it to my
00:04objects here in Maya.
00:06I'll probably need to move some of my UV shells around as I expected.
00:09And once they're in place, and I have checked them out, I'll clone objects over
00:13and finish out the chair that's standing somehow on two legs over there.
00:17I'll pick any object and look at the material attributes.
00:20I'll go into the Color and swap out the texture.
00:24For this exercise I'm using the texture that corresponds with the file.
00:28I'm in exercise 05_08, and so I am using 05_08_start.
00:33This is the image I have saved out of Photoshop, and I may need to add on patina, or wear and tear.
00:39I'll click Open, and I can see obviously that some of the boards are in the
00:42wrong place. Because I haven't moved the shells around, we're seeing some dark
00:46textures on top of my table.
00:48First, I'll look at the chair and see how this came out.
00:52When I pick pieces on my chair and go under Edit UVs in my Texture Editor, I'll
00:58show that image, and there's that wood.
01:00My thought is that this chair is going to occur largely in the upper left
01:04quadrant where I had toned back that wood have been.
01:07I am going to pick my Move UV Shell tool, select this shell and scale it down.
01:13As I scale it down and then move it over, we can see the wood grain showing up
01:18on this top I have got selected.
01:20I'll scale it in to make sure it's in the right place and pull it over.
01:25It looks pretty good.
01:26What I need to make sure of is that I'm just inside that area.
01:30As long as it's inside I have got a lot of flexibility.
01:34What I am also checking on is as I take each piece, does it have enough grain across it.
01:39My big concern is the long leg and back.
01:41Here is this side, and I'll pull it down, and it looks like I forgot one small piece there.
01:47We can see up at the top of this line with UVs on and what that means is
01:51somewhere in there is a face I have left.
01:54I'll fix that. I'll press F11 for Face and select those faces.
01:59I'll hold Ctrl and deselect the middle.
02:02Then I'll press Delete, and now that UV is clean.
02:06Now I'll pick that shell and put it in the right place.
02:11I'll repeat this with each of my pieces, taking these UVs, scaling them down,
02:16and stacking them in.
02:18I'll move this one in. This is the front stretcher, and now here's the side.
02:23It'll take just a few minutes to get these in and stacked, but we'll really see
02:26it start to show up nicely.
02:28As I get the stretchers and other pieces in, we get the wood grain in the right size.
02:32Now for the big test on the legs, I can see that this leg is scaled enormously,
02:37which is fine, it was part of the laying out process.
02:40I'm going to make it as tall as I can, and I'll judge if I have enough texture
02:45available to get the grain the right size.
02:48It looks pretty good. It looks like I have got enough grain going on that leg to be believable.
02:53Here is the side stretcher, grabbing it, pulling it and scaling it down.
02:59I don't mind if it's a little off- kilter. That's okay because well it's
03:04underneath, and it is on a bit of an angle.
03:07If it really needs attention I can rotate it over, but I think the wood is in the right direction.
03:12Now for the back leg, I have selected it, and we can see two things going on here.
03:18The large polygon is actually the foot underneath.
03:21What I'll do is pick this shell and just move it out of the way, this way I can
03:26see what I'm doing clearly.
03:28I'll pick the leg shell, pull it over, and scale it down.
03:31I'm going to try to make this as tall as possible in that area, and I'll bring
03:38it in, move it over and put it in the right place.
03:43Back here in Object mode, I'll turn off the Wireframe on Shaded and look at my chair.
03:48Except for the seat, it looks like the wood grain is well looking like wood, and
03:52I have got good variation across it.
03:54I may want to slide the back around a little bit or move the UVs slightly to
03:58avoid a little bit of a stretch. Now I'll deal with the seat.
04:02I have got my seat in a couple of different parts.
04:06There is the bottom, and as long as I move this over, I think it will look pretty good.
04:10I'll take the main seat portion, scale it down and see if I need to break it at all.
04:16It's very likely that this seat is put together from boards that are laminated.
04:20So one option here to get enough grain onto it is to actually break these UVs and stack them in.
04:27I'll try it just scaling it across and seeing how it looks.
04:30I'll scale it down, move it over and see if it holds up.
04:35Move it over and put it in the right place.
04:39I think it looks pretty decent, although for my taste the grain is getting a little bit large.
04:44It seems like it's stretching a bit, so I will take that second option, and it's
04:48really okay to do this.
04:50I'll zoom in, right-click, pick Face, press W for Move, and select half the seat.
04:56I am going to say there is a joint right across here, and I'll add to this
05:00selection these small faces in front.
05:03With the faces selected I'll choose Polygons and Cut UV Edges.
05:09I'll split those off as a separate shell. It's okay to have an asymmetric lamination.
05:15There is a seam in the middle that we can pretty well camouflage because of the grain.
05:20I'll merge these UVs together, and then I'll take these shells and stack them over.
05:25I'll pick one, grab it and pull it. I'll take the other, pull it into place.
05:32Then take both of them the same time and scale them up.
05:36I am making sure I take both so that as I scale them, and it looks like I missed
05:40one there, that the grain stays the same size.
05:43I'll make sure I have got my Move UV Shell tool selected.
05:47I'll grab both shells and press R for Scale. Now they are all going together.
05:53I'll get them as big as I can stacked over here, move them down and then pick
05:58one of them and pull it up.
06:00I'll make sure I have got my Move UV Shell tool on, and I'll pull this one back.
06:06This way I get a different grain side to side and no obvious mirroring or repetition.
06:12I'll make sure this shell stays within that boundary, and it looks like I have got
06:16it in pretty nicely.
06:17Finally, I am going to take the ends and put them in place.
06:21I'll grab it, pull it over, pull the other one in, pick both and scale them down.
06:29These need to fit on diagonally as big as possible and still having diagonal grain.
06:34My chair is ready. I'm ready to clone the other pieces over and repeat
06:38the ladder in the back.
06:39The wood grain is the right size, and it's ready for patina and general wear and tear.
06:46Looks like I have one last piece to do back here to unwrap, but that's
06:49pretty straightforward using an automatic unwrap, Moving and Sewing, and
06:53laying into this area.
06:55When you're working in separate elements and stacking UVs, it's very easy to add
06:59and subtract as you need, fine tuning that final look to get it looking right.
07:04To add wear and tear on, what I might do is return to Photoshop and brush in some
07:09darkness on one side, letting it skip around on the wood just a little bit.
07:14I have got my latest PSD open, and I am going to add in a little bit of textual variation.
07:20I'll press M for Marquee and go back to my fixed size marquee at 256x512.
07:26I'll land this marquee in the top left where my chair is.
07:29And I'm going to put a new layer over, which I'll rename to dirt.
07:35What I'll do for dirt is eyedropper one of my colors in here.
07:38I am going to pick one of my deeper red browns.
07:42I'll press B for brush, downsize the brush considerably as it was fairly
07:46enormous and make it a Multiply.
07:49I'll Multiply at a very, very slight opacity, 10% or less.
07:54And I'll just brush over a little bit of darkness here, and there, smudging the
07:58wood in places, adding in a little bit of smudge and variation.
08:02There will be UVs that pass over this that have just a little bit darker areas than others.
08:08That's all I really need. I'll save this out and see how it looks.
08:12Pressing Ctrl+D to deselect and saving a flattened TIFF.
08:16I'll make sure I save my working PSD first, so I can always come back to it if I need to change.
08:22I'm saving my working TIFF out in my sourceimages directory.
08:26I'm saving it as a copy with no layers. I'll click save and bring it in with no compression.
08:32I'll go over to Maya and load up that TIFF and see how it looks.
08:36Here in Maya with any object selected I'll go into the Color, pick that file
08:40folder, and grab that latest TIFF.
08:44I'll check this out in Viewport 2.0, making sure that I turn on in the dialog
08:49for Viewport 2.0 in the Settings my Anti-aliasing.
08:53It's enabled, and if you'd like to see it with Screen-space Occlusion,
08:56turned that on as well.
08:58I'll put a light in and see if this wood is actually working.
09:01Choosing Create > Lights > Point Light.
09:04A lot of times I'll use a Point Light as just a test just to pull it around and
09:09see if it really works.
09:11I'll pull it up, press 7 and show that light in the view.
09:15As I pull it forward and pull it over, we can see the light shining on the wood.
09:20I'll pull this up a little bit and maybe increase the intensity just a
09:23touch, here it is at 2.
09:26It's a little bright, but I can definitely see wood grain and some dirt on it.
09:31It's working nicely and is very believable as, well, the wooden chair I expected to model.
09:37I'm ready finally to clone this.
09:39Cloning the pieces over, moving the shells around if needed and applying the
09:43wood grain on my other objects--
09:45again, reducing their shells in size, matching them on to the texture area I have
09:49designated for let's say round chair or the table, and having wooden furniture
09:53to populate my scene.
09:55This is done with a hand-painted texture, and it's important to be able to do so.
10:00We can't always get a picture of what we want, and we can't always find a
10:03picture online of what we want either.
10:05A lot of times also your art director may come in with a very custom piece he
10:10or she is expecting.
10:11A certain stain on a certain piece in a certain size, and there's simply nothing
10:16like that earthly available.
10:18So we need to get in there and paint it.
10:20Paint it big and start yourself a library of textures.
10:24Really quickly you can build up as I have several hundred wood grains that you
10:28can use and reuse and that are unique to you and your game.
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6. Workflow and Integration
Understanding the importance of a low poly count
00:01In this chapter I'll look at a workflow going between high poly and low poly in Maya.
00:06What we see a lot of times is we need a good low poly foundation, and then we'll
00:10make a high-poly version, beveling and extruding additional detail into a model,
00:16and then, finally, baking out or rendering from high poly to low poly in a
00:20Projection to produce a normal map, which makes the low poly look like it's got a
00:25lot of extra detail.
00:27These are fairly low-poly models. As an example, on this table I've modeled
00:31out the planks, and my poly count is really not bad because all the edges are straight.
00:37What I have done to add variation is instead to disturb the silhouette by
00:41pulling the edges back and forth.
00:43To test this and really see what the poly count is doing. I'll choose Display >
00:48Heads Up Display > Poly Count.
00:51In here I'll select my table, this whole table comes in at 112 faces. The whole
00:58scene is 862, which for this much furniture is really not bad.
01:05We can view this and either faces or tris and even at 224 tris for this table
01:10I've got pretty good detail going on.
01:12I've also got a good edge flow, a major contributor to this is building it in pieces.
01:18It's very easy to take a giant block and try to sculpt something out we can
01:22subdivide and take away pieces easily.
01:25However, this kind of thing, a table, is built in pieces and assembled with
01:30fasteners or joinery, so to build it like this gives us a really good edge flow.
01:35As an example, this is a Poly Cube I've modified it, unwrapped it, and stretched it.
01:40But it's very easy to take this and subdivide it, beveling edges, and pushing in
01:45corners to wear away at the wood.
01:48We can take this in project those normals easily onto a low poly, and I've got
01:52a good unwrap on it.
01:54What I may see in this kind of workflow is either a different unwrap instead
01:59of stacking UVs starting to see some unique pieces in one area of my texture sheet.
02:04What I also may see is a general area of dense that I will map on to here. As an
02:10example, what I may end up doing is putting in tool marks all across the surface.
02:15Designating a piece of the texture sheet for, well, the top that's been marked,
02:19scraped down, or planed, or something similar.
02:24For this table, what we might see on the roundtable top here are beveled edges
02:28rounding over these corners and having a more unique unwrap. This table is large
02:33enough it might be a centerpiece and need its own texture.
02:36Sharing the same wood color, but needing a different normal map.
02:39In all though, I'm striving to keep my Poly Count low, and here's why.
02:45Very quickly we can have a lot of objects running around a game, and even though
02:49poly counts are maybe not as religiously as important as in previous years.
02:54There is still an importance in having just the right amount of geometry and
02:58maximizing our texture space.
03:01I'll show one last example here, to illustrate how quick Poly Count gets out of control.
03:05I am going to pick my chair and deselect the light.
03:10I'll take this chair and put it next to my table.
03:13It looks like I did actually model these things at the right size. I'll put the
03:17pivot for the chair centered on one of the legs, so I can rotate the whole thing.
03:22I'll make sure I'm rotating by the world axis and spin this over.
03:27Watch what's happens to the Poly Count in the scene.
03:29I'll make sure I am zoomed out to see everything.
03:32Right now, in my overall Poly Count I am looking at 1700 tris.
03:36I'll press W for move, Ctrl+D to Duplicate, and pull this over.
03:41I'll duplicate it again, and there are three chairs.
03:45I'll rotate one to sit at the head.
03:49I'll pull this in, duplicate it, and pull it back. Rotating it one more time
03:54to sit this opposite.
03:58I'll need to move over the roundtable, but very quickly I've added 700 more tris.
04:04This gets very big very quick, and we're going to have a lot of things in our
04:08scene because if you look around the world there is, well, a lot of stuff.
04:12And it's not necessarily special stuff it's just things, things we use in our
04:16everyday lives that we have multiples of, like multiple chairs around a table,
04:21multiple tools in the Toolbox.
04:23Whatever it is we end up seeing a lot of pieces, and we need to watch out how
04:28many polys each one has, because very quickly we're going to duplicate them
04:31and use them around.
04:32We need a good workflow, a good low poly structure, and things assembled in parts.
04:37And finally, optimizing the amount of polys is crucial, making sure we have got
04:42the right amount of silhouette showing without breaking the bank in poly count.
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Overview of normal maps
00:01In this video I will give a brief overview of a normal map showing what it does
00:05to the wood table, when I had some relief to the surface.
00:08Right now in the scene, these are flat.
00:11What this means is that although it's got a color in it which looks like wood,
00:16this Blinn material is exactly flat and uniformly shiny.
00:21If I take my light and move it over in the scene, turning on the high-quality
00:25display and pressing 7 to show lights.
00:28When I pull this up, we can see that well it's a flat surface, and as I pull
00:33that light back and forth, we can just see the cracks in the table.
00:37What we will see in most game objects is that we have a diffuse map and a
00:41normal, so the surface looks like it has some variation Because we are dealing
00:45in low poly objects, we need to make sure they look as well real and textured as possible.
00:50I will go over to Photoshop and make a couple of different maps to illustrate this.
00:55Here in Photoshop.
00:56I've got the Wood texture I had created previously.
00:59What I am going to do is to turn off the dirt and turn off the color, leaving
01:04me with just my grain.
01:05I am going to first export this out as a bump and show what just a straight dump
01:09map looks like in light.
01:11Then I will make a normal map and look at the difference between.
01:14I will save this out as a flattened tiff, picking tiff, turning off layers, and
01:20calling this 06_02_B_end.
01:26I'll put it in the source images that way I can find it quickly in Maya.
01:29Now I am going to make a normal map.
01:33In a Bump map, white is high and black is low, and it's not a specific unit, it
01:38just means that the surface looks like it pops out more, it's got some relief,
01:42but bump maps are one direction, up and down, which means they may look a little
01:47jagged and what should be the side of a surface. Now I will make a normal map.
01:51What I will do is to clone this layer, and I'm going to use xNormal here.
01:56I'll switch this layer back over to a normal as you can see when I cloned it,
02:00because there was a color burn, they burned in, and it got a little odd looking.
02:04I will choose Filter > xNormal > Height2Normals, we've also got the
02:10NVIDIA normal map tools and really the difference in those is the
02:14softness of the normal.
02:15We may want a slightly harder or softer normal or a different scale.
02:20If it gives you the right look whichever filter you use is just fine.
02:23I will use Height2Normals out of xNormal, and it will pull up the xNormal dialog.
02:29In the xNormal preview, I can just see a little bit of variation across there.
02:33What we are dealing with here in a normal is first how smooth is it.
02:37Normal maps tend to look better with a little bit of smoothing on them, although
02:41if we want it to be a little more jagged, we can reduce this number.
02:45Our method of sampling here determines the quality and how is it sampled.
02:49A little bit higher like a 5x5 may take a little more time, but be a little bit finer.
02:53I am going to leave mine at the default 4SAMPLES, as this is pretty good all over.
02:58If we need we can swizzle the colors. Swizzling will do things like flipping red
03:03and green. Red and green in the Normal map give you surface direction, making
03:07the surface look like not only is it going in and out, but reorienting to angle
03:13and reflect the light appropriately.
03:14I will leave this at the default and hit Continue.
03:18What I get is a largely blue rainbow colored map, we will call it.
03:22I will zoom in and take a quick look, and we can see the wood grain, and there
03:27is our red and green colors showing up.
03:29In a normal then blue is strength and red and green are direction.
03:32I'll save this one out as well as a tiff and bring them into Maya to compare
03:36and contrast, I will turn off Layers and call this 06_02_N_end, so I can see both of them.
03:45Here in Maya, I am going to make a different material for the normal and the bump.
03:49I'll put it on planks adjacent on this table, so we can really see the
03:53difference in the light.
03:57I'll pick the first two planks and assign a new material to them using a Blinn.
04:01I will pick Blinn, and I will put in the color I have already got.
04:06I will click on the Color texture and in this Blinn,
04:09I'll put a file in. In the File node I will put in the latest color texture
04:1306_02_start, and there's that wood grain I had made.
04:18Right now, my planks look, well, just like they were.
04:20I will go up to the Material, and I'll name this Blinn, notice that above the
04:25Blinn is that shading group, and there's the Blinn material in it.
04:29If we need additional properties, such as Counter Rendering in mental ray we
04:33can go into the Shading group.
04:35But just so you know what you're seeing if you go up one node too far, it's just
04:39the shading group that governs that material.
04:41I'll name this one Color, meaning it's just the straight color material.
04:46Now I will put another new Blinn on the middle two planks assigning a new
04:50material and choosing Blinn.
04:52I'll put my color in the same image choosing by file 06_02_start color.
04:58I will go up one level and call this one bump. This will get the grayscale bump image.
05:05I'll scroll down to the bump mapping and click on the texture, adding in a file
05:09and going into the File node.
05:11In that File node, I will put in the 06_02_B the grayscale bump.
05:16Here in the bump2d node it's regarded as a bump and then use as dropdown.
05:21We can already see a difference here and the wood grain is pretty strong.
05:25I will name this material Bump.
05:28I will pick the last two boards and assign one more material to them, again,
05:34assigning a Blinn not changing any of the properties and putting in the color,
05:39in goes that same color file. And now I an going to put the normal map in.
05:46I'll go up to the root material, scroll down to the bump mapping and click on the texture.
05:51Into the File node, I will put in my normal map.
05:54There is the normal, and once I put it in, I need to make sure under Use As, I
06:01tag it as Tangent Space Normals, there's a subtlety to it.
06:05What we can see in here is that the wood grain has pretty severe relief of the
06:10bump. I didn't change the strength of the bump at all and so the normal map may
06:14have been a bit muted.
06:15However, more importantly, the bump map tends to be very jagged looking, the
06:19normal map has a subtlety to it as the wood waves up and down, the surface is
06:23reorienting in the light.
06:27I'll move my light back and forth, selecting that point and pulling it forward.
06:32As I pull it over, you can really see that surface change.
06:36To illustrate this just a little bit further I'll pick one of the board with a
06:39normal map material on it, which I need to name normal as well.
06:45I'll go into that bump map section and go up to the output connection which
06:49is the bump2d node.
06:50I will push up this depth, we may need in our normals to bring this depth up a
06:56little bit, assuming they'll run at a strength of one once we get them in game. And so
07:00when Photoshop is part of the export, we may need to increase that scale.
07:04With it selected, and bringing my light back and forth, we can see a surface variation.
07:09When I bring the light down to the surface and pull it over, we can really
07:14see that in action.
07:15As I pull this, we can definitely see that the wood has a really pleasing
07:19variation, it's not nearly as granular or gritty as the bump section.
07:24But definitely is different from the straight color.
07:27Here's a last test. Instead of a point line,
07:30I'll use a spot. I will make it a spotlight by using the dropdown, press E for
07:35rotate, and swing that light down to focus on the table.
07:37I will pull down my notes and change the Cone, Penumbra, and Dropoff.
07:42I will these at 75, 5, and 5. Making the light bigger and softening it out.
07:47I will grab this light, pull it up, and angle it a bit.
07:53This is much more typical of what we would see in a game.
07:56Where we will see this kind of light angled over and softly on a surface.
08:00As I pull this around, we can really see a difference in the normal map,
08:04it's got a subtlety to it and a small bit of wave versus the bump is, again,
08:08very gritty looking.
08:13I will pull the drop-off down on the light just a little bit, and cast it in
08:16even further relief.
08:21I will switch over to viewport2.0, and this really displays things as accurately
08:25as possible in the way they will be seen in game.
08:29As I rotate my light over, we can really see that the normal map has a nice feel
08:33to it, without being excessively, well, big like the bump, but it's still got a
08:37difference in it unlike the way that color looks.
08:41As I spin around, you can really see this clearly.
08:44The normal map has a smoothness to it, as if the wood has been worn away over time.
08:49Normal maps then are a great way to add realism to a game, we tend to be much
08:53more forgiving of hard edges, if we see softness in the middle of the surface.
08:58They also allow the light to really change as we spin around.
09:02As I look more at the light we can really tell a difference the bump and the normal.
09:06Normal maps give us strength plus direction. Bump maps only give us strength and
09:11tend to look jagged.
09:13We may see normal maps used in conjunction with bumps where the bump map takes
09:17care of small details and the normal map takes care of the overall, we will call
09:21it contour, but it's really the overall rise and fall of the surface.
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Overview of the high-poly projection pipeline
00:01In this video I'll look at the pipeline for a high poly to low poly bake or projection.
00:06Right now, we can see I've got a normal map, actually a comparison of bump,
00:10normal, and straight color on my table.
00:12It looks really good in the boards, especially here with the normal map
00:15where it's nice and soft.
00:17However, the edges of the boards are still very crisp, and it's a little
00:21disturbing that when we spin around this we can see that the top has a lot of
00:26detail, but the boards are perfect, even though I've disturbed them slightly by
00:30putting in some cracks.
00:31One of the things I can do is to look at a high poly model, taking the
00:36original low poly based on a good edge flow, separating out the unwrap and
00:41then modeling high poly elements.
00:43Projecting them here in Maya and using the normal map to disturb the corners. To start,
00:49I'm going to separate out some of the unwraps here.
00:52One of the things we need to consider is if we're baking, do we have unique
00:57unwraps or are we stacking.
00:59I'll pick my table elements and hide the chairs temporarily and see how these layout.
01:04I've selected all the table elements, holding Ctrl to deselect parts of the chair.
01:09Now I'll choose Display > Hide > Hide Unselected.
01:13I'll press 6, that takes me back to shaded and hardware textured without the
01:17lights, and I'll go back to my Default Quality Render.
01:23Right now, I'm looking at my table, and it looks like I have a piece of the
01:27chair still hanging out here, which I'll hide by pressing Ctrl+H.
01:30I need to separate out the unwrap a bit.
01:32What we'll see here is a high-res object, and it's projected using the
01:37Transfer Maps dialog.
01:39The idea then is we can take these high-res pieces and subdivide them, not by
01:44using the smooth preview, 1, 2, or 3, but instead by hardening and softening
01:49edges, going into the Polygons menu and under Mesh choosing Smooth, and even
01:54sculpting in geometry, using the Sculpt Geometry tool or just self selection and modeling techniques.
02:00Finally, we'll go into the Transfer Maps dialog.
02:03I've pressed F6 go to the Rendering module, and under the Lighting/Shading
02:07here is Transfer Maps.
02:08Once it's all done here in our normal map, we can choose a target and a source
02:12mesh, and project those normals.
02:14What it would look like on the low poly, when it's all set and done is it's got
02:18all the detail from the high poly in there.
02:21As I've said in the previous video, having a good edge flow and clean edges is a big deal.
02:26Making sure you have a good unwrap on each one is also important, as these
02:29normals will project into the UV space of the low poly.
02:33Finally, if we're sculpting multiple objects, we'll need to make sure that the
02:36ones we're going to project are stacked correctly or maybe not stacked. On these
02:41boards, for example, because I like to bevel the outside ones, I may decide that
02:46this board, and this board, are identical.
02:49They are just flipped around, and the middles are the same, every other board.
02:54That way I can have different normals, or different grain we'll call it,
02:59on different boards.
03:00And I can rotate them around but still apply the same normals, giving me what
03:04looks like variation.
03:05In reality I'm still stacking unwraps, but I'm doing so a little more carefully.
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Planning the UV space for projection
00:00Now that I've decided to model some high poly elements, I need to look at the UV space.
00:05I'll select my table and see what I've got.
00:08I'll press F3 to go back to the Polygons menu, and choose Edit UVs > UV Texture Editor.
00:15There is my UVs, and as I intended, they are all stacked.
00:18It's working perfectly for what I wanted to do in terms of just the color map.
00:22However, for the normal map, it's a little on the messy side, and especially if
00:26I going to sculpt unique boards. I need to pay some attention to this.
00:30By turning off the image, and shading the polygons, I can see that a lot of them
00:34are very thoroughly stacked.
00:35What I'll need to do is start to take different pieces and break them out.
00:40What we can see a lot of times is that there is different materials applied to
00:45different objects which share some common maps.
00:50When I pick one board as an example, or even two, we can see that they share only
00:55some space, there is just an overlap here on the in so those are actually okay.
01:00What I may end up with is a normal map that's specific to the top of the table,
01:04and a color map that goes over the whole table because I'll stack the UVs for
01:08the legs and they won't see as much sculpting.
01:11Once I start to pick more boards, however, we can see that they're stacked
01:15up, well, as I had done.
01:16What I may end up wanting to do on this is really kind of break it back down
01:21a bit, taking a few or one of each element and spacing out the UVs,
01:25sculpting them, and then once they're done cloning and copying those high-res elements around.
01:32Alternately I can bake on the lo-res and then copy.
01:35My thought is I'll take one corner element, one side, and one more side, spread
01:42out their UVs, and between all of these I can get enough variety that when I
01:46clone it around, the top looks unique.
01:48The top will then have its own normal map, which does not apply to the legs.
01:53I need to do this being mindful of where they sit on the original wood, and this
01:57is where things get possibly thorny.
01:58When I turn on the image, we can see I have allocated three quarters of it for
02:02this wood grain and the other two parts are shared by the chairs.
02:06I could make a decision to have all of one kind of wood here, and share a little
02:10more the UV space, leaving a separate one for the chairs, but since I have
02:14already got it laid out. I'm going to see if I can make do.
02:18I'll pick my Move UV shelf tool, select this one, and pull it over.
02:22Then I'll pick one of the other pieces, making sure I click and grab just one,
02:26and slide it off to the side.
02:28Remember, when you are laying out UVs, it's okay to use space around
02:31temporarily, it's a scratch or working space. With these pieces selected,
02:36I'll pull them in, and size them up a little bit.
02:39They're going to share with other objects the same texture.
02:42So I'll have a separate material just for the top in unity. Really what that
02:47means is I have one diffuse map, and that will be applied to a whole bunch of
02:51furniture and just a specific normal map for that top in a different material,
02:55which is not too much overhead.
02:56Now I will pick these ends, deselect the other shelves, and pull them off to the side.
03:02Then I'll stack them in.
03:04Because these are shared by the boards, they need to make sure that they have
03:07got adequate UV space.
03:09It's okay in this case to start grabbing things and pulling them up and down to make room.
03:13I'd like to try and keep them as big as possible.
03:18So I'll zoom in and pull this into the corner.
03:22Because I'm going to be beveling edges, I may end up wanting to take these and
03:26scaling them slightly to fit in or fitting them on the edges as well as I can,
03:31trying to get them as big as possible.
03:33As an alternate, I may want to change the grain direction ever so slightly,
03:37pressing E for rotate, and pulling them over.
03:43I'll make sure, I go back and pick that Move UV Shell tool and pull things
03:46around, and it looks like, I need to make just a little more space here by
03:50snugging these a little closer together.
03:52This should do it, and I should be able to take these, and put them in place,
03:57giving them just enough space for a decent normal map and actually leaving me a
04:00little bit left over.
04:02It's very easy to grab other shells, so what I'll do is select and then
04:05hold Ctrl to deselect the ones I don't want. With these pulled in,
04:12I've got the elements to model my top in high poly.
04:15Every UV here is unique.
04:16Because it's going to have its own normal and get sculpted, dented, and
04:20generally crunched edges, I'll also do some work on the top here.
04:23I'm going to sub-divide this greatly and bake or project that high poly into
04:28this low-poly UV space.
04:30If I had overlaps, we would see that grain and those dented, crunched, or beveled
04:34corners skip across surfaces.
04:37So allowing for a separate UV, just for the normals here, well help immensely.
04:45I'll right-click, choose Object mode, and I'm ready to start in copying.
04:49What I do want to make sure I do here is pick the ones that I've laid out
04:53and delete the others. Part of this is making sure you've got the right objects separate.
04:59So you may see a lot of what looks like half objects or pieces.
05:04This is okay as it's part of the baking process. These are the three I going to use as.
05:09I'm going to pick and delete the others.
05:12I'll plan on taking the existing ones and mirroring them around.
05:14I'm also going to select and hide the other pieces.
05:18That way get a clear field when I zoom around and sculpt these.
05:22I'll choose Display > Hide > Hide Unselected Objects, and now I'm ready to get
05:27sculpting on these three boards.
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Working with hard edges and subdividing
00:00In this video I'll look at sculpting a high poly model, starting out by
00:04subdividing and hardening some edges.
00:06What I'll do is take these three boards and combine them.
00:10This way instead of projecting one at a time, I can project all three. As each of
00:14them will have a cage that runs around the board for projection. I'll select them. As a note,
00:20I'm here in face, and I need to right-click and make sure,
00:24I'm in Object mode before I combine.
00:25Otherwise Maya will return an error saying there's no object selected. With them
00:30all selected I'll choose Mesh and Combine.
00:33Remember that combining or extracting or separating doesn't disturb UVs, it's
00:38transparent, meaning that the UVs are still applied to the faces regardless of
00:42what object they're part of. I'll delete the history.
00:45As we can see over here in my Attribute Editor, this is getting a little bit long.
00:49I'll press Shift+Alt+D.
00:51Alternately, I can choose Edit > Delete by Type > History.
00:56There's my objects, and we can see I've got them as different pieces, there is
01:04the color, there's a bump, and there's blinn4, and really these materials are
01:08just my experiments in the normal map.
01:11For now, it doesn't really matter, as I'm going to replace these with a normal map later.
01:14What I may want to do though is streamline a little bit.
01:17As part of the baking process in a later video, we will see Maya put a normal map
01:21in the material that's applied.
01:23So to streamline it a little bit, with this object selected,
01:26I'll right-click, and choose Assign Existing Material > Color.
01:30This takes it back to just the raw color on here.
01:33There is no bump or normal applied, and I'm ready to get in and start
01:37subdividing and sculpting. There's different ways of doing this.
01:40A lot of folks will go in the Viewport and press 1 or 2 and what we're seeing
01:45here is that it's doing a smooth preview, it's trying to show how it looks when
01:49it's subdivided, where every polygon is divided into four for every one
01:52iteration of smoothing. However, this gets me blobjects,
01:56or pointy or cigar-shaped pieces that are really not the boards I want.
02:01These started out as boxes, and the original boxes did have hard edges on it.
02:06However, in the smooth preview, they're not respecting the hard edges, and I
02:09would also like to have high poly objects plus the low poly. What I'll do then is
02:14rename this object, calling it top_boards_low. Now with this object renamed, so I can find it.
02:21I'll pick it press Ctrl+D to duplicate and rename the duplicate top_boards_high.
02:28I'll hide the unselected one, which is the top_boards_low and start to sculpt the high.
02:33I'll choose Display > Hide > Hide Unselected.
02:37In the baking process, we start with a good low poly foundation and a good unwrap.
02:41Then once we start to add in poly's, we're propagating the original UVs.
02:47Ideally then, the projection is not too many percent outside of the original, we
02:52shouldn't have to force Maya to project greatly outside the original, as what we
02:57are looking for is local surface detail we can sculpt in.
03:00Now I'll look at my hard and soft edges.
03:02A quick way to test this is to choose Mesh and Smooth. And in the Smoothing
03:07dialog, we can choose Propagating Edge Hardness. I'll see what this looks like.
03:12Typically what I'll do is smooth first and then start to add in some bevels.
03:16I'll propagate the edge hardness and smooth the UVs.
03:19I'll click Smooth, and I get subdivided boards.
03:23What this tells me is that the original hard and soft edges are not quite there.
03:28I may have moved them around, or I may have distorted them somewhat.
03:31What I would like to do then is make sure I get in here, and on this high poly
03:36board harden up all those edges, holding Shift and right-click and choosing
03:40Soften/Harden Edge > Harden Edge.
03:43Now I'm going to subdivide this by smoothing it, and I should see those edges
03:47maintained. Down here in preserve I'll make sure I've check hard edges, and I'm
03:54going to put the division levels up at 2.
03:55I'm going to run it exponentially. This is essentially NURMS, Non-uniform
04:01Rational Mesh Subdivision.
04:03We'll see it referred to in other applications as this, but the process is
04:06the same all-around. Take every one poly, divide it into four, for each division level.
04:12We have the option here of redirecting that subdivision and the
04:16redirection comes from hard edges, creasing, and waiting if it's acceptable
04:20in the application.
04:21I'll hit Smooth, and there is my subdivided mesh, it looks pretty decent with a
04:26couple of exceptions.
04:28The straight boards are just fine as they subdivide nicely and are ready for
04:31beveling and generally moving around.
04:34The curve board here needs an extra edge, and we can see right there that
04:38I'm getting a cross. The subdivided mesh is flowing into the bevel.
04:43I'll undo one step and introduce an edge loop or two across here.
04:48I'll hold Shift and right-click and choose my Insert Edge Loop tool.
04:52I'll check the dialog, which I usually do because I may have left it in something
04:56like use multiple edge loops.
04:57I'll put it at relative distance and close, and I'll land an edge loop across here.
05:02We can see as part of beveling that corner that I've broken that edge flow, and
05:06so what I'm going to do is zoom in, and now use my interactive split tool to
05:11land that edge loop across.
05:13I'll hold Shift and right-click and choose Interactive Split.
05:17As a word here, to those of you who may have used a previous version of Maya, if
05:22you go back to the whole object by pressing F8 and then hit Shift and
05:26right-click, you've got split, and under Split is the original Split Polygon tool
05:31or the Interactive Split tool, we can use either one, it's really up to you.
05:36I'll use Split Poly and land it on a vertex.
05:39Come over here to the other side, and snap it on, hitting Enter to finish.
05:44I'll zoom around to the other side, and do the same.
05:46Wrapping this new edge loop completely around, pressing G to repeat last, and
05:51snapping that split right across.
05:53I'll hit Enter, and I'll just test that subdivision choosing Mesh > Smooth, it's
06:00definitely better although I can see where I need to merge some vertices. On the
06:04top at least, those edge loops are not nearly as ragged.
06:07On the side there's still pinching in, and the reason is I need to make sure
06:10these vertices are merged.
06:13I'll press F9, select those vertices, actually I can select all of them, it
06:17doesn't really matter.
06:18If they're already merged they're not going to merge further.
06:21I'll hold Shift and right-click and choose Merge Vertices, and Merge Vertices.
06:30With the vertices merged,
06:32I'll try smoothing once more. It's decent, although I'm still getting some
06:37interesting issues here, I may need to just go in and straighten that out by
06:41hand, or just except it.
06:42Really, what I'm after is beveling these corners, so I don't mind if the
06:46interiors here have a little bit of a zig to them, I can probably use that when
06:50I start to push it around and sculpt.
06:52I need to make sure that I've got my hard and soft edges in place, before I
06:57subdivide. And planning in an elegant edge flow to stop that subdivision is
07:02important, you may find prior to subdividing, you need to introduce new edge lines
07:07in just for the purpose of holding that subdivided mesh out there.
07:10We also need to have two objects, high and a low poly, we're going to project
07:15from the high into the low, and we need to make sure that the high has enough
07:19geometry on it to be sculpted.
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Adding details by beveling and extruding
00:00In this video I will look at beveling and extruding on these boards.
00:04I have added in some new edge loops, and I've done this also with the
00:08Preserve UVs check box on.
00:10What we can see here, if I look in the Texture Editor is that the UVs have propagated.
00:15As I have subdivided these boards with just the Insert Edge Loop tool, those new
00:19edge loops land still along the existing shells nicely.
00:23Now I am ready to subdivide, and I will show what this looks like.
00:26When I choose Mesh > Smooth and making sure in the dialog that I am
00:30preserving my hard edges. I'm going to see these smooth.
00:33And there is those UVs preserved nicely.
00:36This is good because it's a one-to-one match right now in the UVs of the high
00:40poly versus the low poly.
00:42We do have some latitude, and that's the point behind projection and a
00:46percentage we are going to see in the Transfer Maps dialog, where we can project
00:50a cage outside of the mesh looking for other parts. That way, if I take a board
00:55and push it up or down, the low poly will look outside the original zone of the
01:00board, we'll call it, and find those extra pieces of geometry.
01:04Now I am ready to bevel a bit.
01:06I have put my division levels at two and subdivided, so I have got some room to
01:10move, we will call it, I have some material to work with.
01:14One of the big things on this table is that the boards are rounded.
01:17I can't spare the polys in a game to do this, but a Normal map will help a lot.
01:21I will press F10 for Edge and double-click on this edge loop.
01:25It takes me halfway along that rounded corner and down that side.
01:29I will zoom in or just double-click on the adjacent one, and it should
01:33round that corner nicely.
01:35I'll add to this, double-clicking on the other edge loops I would like to bevel.
01:43Sometimes we need to help the edge loop selection along as there may be places,
01:47such as the round corners, that I've broken the edge flow.
01:50Because I've made essentially a T here, of an edge loop coming down and across,
01:55Maya doesn't regard it as a complete loop anymore.
01:58I'll add to this selection all the way around, and now I'll see what it looks
02:02like when it's beveled.
02:03I will hold Shift and right-click and choose Bevel Edge.
02:06I will uncheck Offset As a Fraction and reduce this Offset down.
02:11It's interesting, Offset As a Fraction right now gives me a small offset,
02:14unchecking it makes the shape go irrational. But I'm working in scene units.
02:18I will put the Offset at .2 and the Segments at 3 and see how it looks. It's not bad.
02:25I may want to reduce this down a little bit more, here's an eighth of an inch,
02:29and I am getting a decent bevel.
02:31I may want to come in also and crunch these corners, and I'm okay with it being
02:35a little faceted for now.
02:36As an alternate, if we are feeling it's not really working, we could come in
02:40and remodel this corner, but I don't mind it because I can use that facet once I start sculpting.
02:45More importantly, right now this has given me, well, rounded corners.
02:49I will turn off the Wireframe on Shaded, and I can see I am starting to get some
02:53flat, to round, to flat, here on the corners.
02:56It's going to make these corners look a little bit softer.
02:59I will do this on the other board. Instead,
03:02I'll press F11 for Face, pick a face, and grow that selection out.
03:07There's different ways to select.
03:09I can also, because it's one distinct element, double-click on a face, and that
03:13selects all the faces.
03:14Now I'll bevel them and see what it looks like, holding Shift and right-clicking
03:18and looking for bevel.
03:20Because I have got faces selected, Bevel is not available in the marking menu.
03:24So I need to find it on the Hotbox under Edit Mesh.
03:28Here is the Bevel under Chamfer Vertex.
03:30I'll bevel it and see what I get. It's not bad.
03:34I don't mind the extra geometry here because I'm going to bake it anyway.
03:38I'll put those Segments up to three and round over those corners.
03:42Yes, this is a high poly board, and that's okay because when I deselect and
03:46take a look, it looks nice and round, and I have got lots of geometry in here to sculpt.
03:51As an alternate, instead of beveling I could go in and bevel edges.
03:55Here is how we get out of this.
03:57By the way, if you ever need to remove a particular piece from the history, I
04:01will right-click and choose DG Traversal.
04:05In here are my bevels, there is polyBevel3, which is the last one I just put on,
04:10and I can select it uniquely.
04:12With it selected, I will hit Delete, and now this board is not beveled because I
04:17have selected the bevel as a unique note and removed it.
04:19I will try instead beveling edges, double clicking on edges and holding Shift to
04:25add to the selection. I will go all the way around.
04:27Again because this is a box, the original edge flow takes one side only.
04:32It's not a loop all the way around because it was, well, a box, and this is a corner.
04:37I will add to that selection and zoom around.
04:40I will double-click on more edges because I would like to catch all of it at once.
04:48And once I have done that, I can bevel it.
04:52With all of the outer corners selected, I will hold Shift and right-click
04:55and bevel those edges.
04:56Now I will turn off Offset As a Fraction and put the Offset at .25.
05:00I will put some segments in so it's nice and round, and there is my board.
05:06It's looking round, and this is going to project a normal nicely.
05:10I may want to work over hard and soft edges as I can see in the middle of this
05:13bevel, there is a bit of a facet.
05:15What I can do here is soften the whole thing. In this case,
05:19I'll press F11 for Face, and use that double-click trick again, double clicking
05:23on a face and then choosing Normals and Soften Edge.
05:27I'm going to soften this whole element.
05:29So when I press F8, go back to object and deselect, we can see that those
05:33corners are nice and round all over, that seam there is because of the UVs, not
05:37because of the mesh.
05:38And I can tell when I press 5 and go back to a shaded view.
05:42I'm getting some good bevels, rounding over corners and making those boards look,
05:45well, softer and more like boards.
05:48The first step in the high poly model is to get in here and soften things up.
05:53I may want to actually pick the whole object and soften it.
05:55I will mix my hard and soft edges up.
06:00We can see here that I've got a smoothing artifact where I need to bevel that
06:05corner because it's trying to shade unevenly.
06:08The centerboard looks good, and this corner is kind of neat, it's got a facet.
06:12So I think later when I start to sculpt it.
06:14I'm going to push this around and use those facets to my advantage as if the
06:17table has been banged into things.
06:20This last board needs some beveling on the corners. As we are seeing smoothing
06:24artifacts where it's going dark underneath is Maya trying to smooth between 90
06:28degree faces or, well, collections of faces.
06:32And I'm getting oddness because it's trying to make a round out of a block.
06:36I'll continue beveling.
06:38It's really okay in a high poly to bevel like crazy, adding in all kinds of
06:42geometry and really rounding out edges.
06:45We are going to bake from it and then discard that high poly as part of the
06:48transfer maps operation.
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Fixing geometry
00:00In this video I'm going add some more detail into these boards.
00:04I've realized also, that I'm not quite happy with the end board with the corners.
00:09I've got a low poly mesh, which I'm going to go back and borrow.
00:13What I'm seeing here is that when I bevel these original edges, I didn't get a
00:17corner, and it's giving me maybe not the optimal result right here.
00:22Even when I try to bevel this because I've already got a beveled edge here, it's
00:25not quite looking right.
00:28I can either try beveling it, and I may get some odd edges, or I can go back and
00:32get a part from the original low poly.
00:35The middle board looks good, and I need to bevel the end one, those are okay.
00:39And those softening artifacts will go away. I'll choose Display > Show, and Show Last Hidden.
00:46It says to me that the previously hidden objects are unavailable. That because
00:51this scene is new, there's nothing else in it that was previously hidden.
00:56I'll show all of Polygon Objects, choosing Display > Show > Show Geometry > Polygon Surfaces.
01:03I'll hold Shift and make sure I grab High and Low Poly right here.
01:07With those selected, I'll hide my unselected objects. And now I can pick the low poly, duplicate it,
01:14and take a piece off.
01:16I'll Isolate this choosing Show Isolate > View Selected, and I've got a
01:20duplicate of the low poly I'm going to borrow this board from.
01:24I'll select those faces, hit Shift+Greater than to grow that selection and delete.
01:29Now I've got one object here, which is just this corner board.
01:33I'll go back to Show > Isolate Select, and Uncheck View Selected, and then I'm
01:38going to take my high poly and delete this board, combining it with a low poly
01:44piece I have just extracted.
01:46I'll take my low poly boards and hide them as I would like to preserve them as they are.
01:50I'll take my high poly boards and delete some of them.
01:54I'll pick some of the faces.
01:56Notice I've got a overlapping objects. And I'll grow that selection hitting
01:59Shift+Period, or Greater Than, and growing that selection out until it stops.
02:05Once I've hit it enough times, it's completely stopped, and I can hit delete.
02:08Now I've got this piece here ready for some sculpting.
02:12I'll subdivide it once again, and this time I'll bevel those corners.
02:17I'll Insert my edge loops, show what it looks like and then come back and do my bevel operation.
02:22I've added in edge loops on my board much like I had before, but now I've got a cleaner flow.
02:27However, as part of that splitting process,
02:29I've got a bit of a mismatch right here, where I had split, I missed, and I didn't
02:34snap the vertices together.
02:35We've got some options in here to be able to get these in.
02:38I can use the Merge Vertex tool, Merge Vertices, or Merge to Center.
02:43Here's what I'm going to do.
02:45I'm going to select both of these vertices, and I'll hold Shift and
02:48right-click and merge them. Now here's the neat part under Merge Vertices.
02:52If we look in the Merge Vertex tool, there is a checkbox, Always merge for two,
02:57which means no matter how far apart, even if they are farther apart than the
03:00Threshold Distance, these will merge together. I'll merge them, and now they're one.
03:06I'll uses this is a lot to take vertices that are separated and stick them
03:10together where I want them.
03:12They always merge to the center, and I count on that it gets me out of a jam,
03:17and it gets my edge loops back in shape.
03:19Now I'm going to bevel this, and get my object back to where I want it.
03:24I'm going to soften up some edges because I think the hard edges here
03:27were causing issues.
03:29I'll press F8 hold Shift and right-click and soften the object, that's not a big
03:33deal as it's a separate peace.
03:35Now I'll try some beveling, double-clicking on edges, and I need to work my way along here.
03:41I'll hold Shift, double-click, and add to that selection making sure I go all the
03:45way around this object this time.
03:47What I've seen before that I had some of the tops beveled, but not the
03:51corners, and it was getting a interesting collection of faces at the corner, we'll call it.
03:56Things were crossing over themselves and getting very messy and so I decided to
04:00go back and clean this up.
04:02It's okay to do this to realize, wait a sec, this went down the wrong path, and I
04:06need to get something different.
04:08I'll do that a lot and having that low poly there with a good edge flow to
04:12begin with really helps.
04:14Now I've got all the edges selected, and I think I'm ready to bevel. I'll try
04:18this holding Shift and right-clicking and choosing Bevel Edge.
04:21On Bevel Edge I'll Uncheck OffSet as a fraction, and I'll look really briefly.
04:26It seems to be okay, with one exception. Right here again I have vertices that are not merged.
04:32I'll undo that bevel, go back to vertex and see if I need to merge those together.
04:38I'll select them, actually I'll select the whole object.
04:41Remember if vertices are already merged, they are not going to remerge.
04:46I'll hold Shift and right-click choose Merge Vertices and merge.
04:50If you're not sure if it's getting done you can always go into that Merge
04:54Vertices tool and up that Threshold. Right now its very, very small.
04:59I could put it .1 and try a merge. It's not going to take the end and glom it
05:04onto the side, but a decrease in that merge distance may help.
05:08Now I'll try that bevel again. I'll go back to edge and select those edges. Just
05:15as a quick experiment,
05:16I'll try beveling this side and see what it looks like, it's better.
05:21We can see that OffSet as a Fraction is not helping, but when those are merged I'm
05:25getting the right flow. I'll undo that bevel and reselect my sides.
05:32I've got all the corners reselected, and now I'll bevel them.
05:36When I bevel and uncheck OffSet as a Fraction I'm getting a good flow all the way around.
05:41I'll put my Offset at a quarter inch, just like the other boards, and Segments at
05:453, and now my corners are rounded as I intended.
05:48I'm ready to do some more sculpting on this board.
05:52What I'm seeing here also is a mix in the workflow.
05:55These middle boards are thoroughly subdivided while the end is simply beveled.
05:59I could go in and add in some more subdivisions manually, or I can try smoothing it.
06:04I'll see what this looks like, picking this board, and trying to a smooth. In the
06:09Smoothing Dialogue I'll reduce the Divisions down to 1, and I'll try smoothing,
06:13and it looks, well, smoother.
06:16What I'm seeing here is some awkwardness, where these lines are going back and
06:20forth and really I don't care at the moment.
06:23What I'm after is that this is thoroughly subdivided and ready to Sculpt.
06:27Once this is done, I can recombine this object, picking it, picking the name
06:32copying, selecting, and choosing Mesh > Combine.
06:37I'll Delete the History because I'm okay with the bevels.
06:40And then rename this object by pasting that name in, it still got the same UVs,
06:46and that's the neat part.
06:47Here in the Texture Editor it simply propagated the existing UVs as part of the smoothing.
06:54I'll pick it and soften out those edges holding Shift and right-click and
06:57softening, and this should get rid of any artifacts here in the corners.
07:01I'm going to come in later and sculpt these so I'm not overly concerned about it.
07:07I need to do still little more beveling on this object, but my high poly is
07:11coming along nicely.
07:13What I'm after here is not only beveled edges but additional geometry for
07:17sculpting. Its okay to really subdivide these and bevel them making them look
07:21nice and smooth and pushing and pulling around, which I'll do in the next video.
07:25I'll finish the beveling on this board and show what it looks like, then I'll
07:29get into pushing, and pulling, soft Sculpting, and maybe even more subdivision.
07:34Really getting these boards looking, well, old and warped as they should be.
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Using the Sculpt Geometry tool and soft selection to add dents
00:00In this video I'll show how to use the Sculpt Geometry tool and some soft
00:04selection to push and pull on those boards.
00:06I'm going to bevel the corners of this last one, but it's going to give me some minor issues.
00:12The reason is I've got some subdivision going on here that has some pretty
00:15good arching in it. What I need to do is to straighten that out.
00:19I'll press F10 for edge and double-click on one of these edge loops.
00:23Now that I've subdivided it it's restored this loop structure.
00:25I am going to scale this edge loop down on the Z axis straightening it out and
00:30seeing if there are any others that need a little attention.
00:33It looks pretty good all the way along.
00:35Now that I've gotten rid of some of the major zigginess, we'll call it, this
00:39should bevel a little bit easier.
00:41I will double-click on another loop and scale this one as well, because it's
00:45a little too arched.
00:46It's okay to get in there and alter that geometry just a bit.
00:51Moving in scaling edge loops that look maybe a little too pointy in places,
00:55because that will affect the bevels.
00:57They don't have to perfect, but just a little less jagged.
01:02A lot of times as part of modeling I'll get in there and scale sub-objects, making
01:07sure that things get a little straighter.
01:09It will make for easier workflow in the sculpting, and it's fairly quick to do.
01:16Now I will bevel these.
01:18I will double-click on edge loops, holding Shift and adding to that selection.
01:22That loop structure should flow cleanly along to the next corner.
01:25I can catch most of them, zoom out, and spin in on the other corner,
01:30double-clicking on more loops, and then beveling. I'll make sure I catch them all.
01:35My zoom was a little too abrupt here. I'll hold Alt and right-click and dolly back.
01:44I'll add to that selection and pull over.
01:47If you notice I'm very comfortable working in a little corner of the view.
01:51I click on things where I need to, and if I have to pull around or pan around or
01:56zoom to get to them that's fine, but I'm looking at where I need to go, and
02:00operating in my whole viewport. I've got all my loops selected.
02:04I'll catch this last one, and I think I'm set to bevel.
02:07I'll check it over, because I recognize that having all these pieces beveled and
02:13doing it all at once is important.
02:16I'll hold Shift and right-click and bevel those edges.
02:19The first check I'll make is that I've got a clean chamfer all the way around. It looks good.
02:24The offset is a fraction, giving me that large bevel here.
02:28I'll uncheck offset and put the offset at .25.
02:31I will up the segments to 3 and see if I've got good round corners.
02:37As you notice here it looks like I'm missing some pieces.
02:40Once in a while in beveling it'll lose the material.
02:43I'll right-click and assign my existing material called Color.
02:48Those faces are restored.
02:50I can soften up the edges holding Shift and right-clicking and softening edges
02:54or picking those faces.
02:55Double-clicking on the element and choosing Normals and Soften Edge.
03:01Now it looks good, and I'm ready to do some sculpting.
03:04The idea in sculpting is once we've got enough geometry there, we can push
03:08and pull on an object.
03:10With my object selected I'll press F11 for face and under Mesh I'll choose the
03:15Sculpt Geometry Tool.
03:17I'm going to bring up the Tool Settings so I can see the brushes.
03:20What I will do also is press Ctrl+A, minimizing the Attribute Editor and
03:24bringing up the Channel Box.
03:26I think to give myself a little more space I will even close that, and close the
03:30Attribute Editor, and now I've got more workspace.
03:33Ctrl+A will bring those back and forth if needed.
03:36I'll take those Tool Settings and double-click on them, and there they are in
03:39the left side, and I've got pretty good space to work in.
03:42I am also going to hide this heads-up display choosing Display > Heads Up
03:46Display and turning off Poly Count.
03:49I know that these are high poly objects so I just don't care to see the
03:53numbers at the moment. In the sculpting we've got a Radius and an Opacity.
03:57I am going to bring up the Radius.
03:59As right now this is going to give me a very small brush.
04:03What I'd like to do in this case is start to push these in.
04:06I will bring that Radius out and put it at 4.
04:11I should see my brush, but I'm not yet, and the reason is I don't have anything selected.
04:17I'll make sure I select my faces, and then I'll choose that Sculpt Geometry Tool.
04:22There is the brush on the objects, and I can start to push these around.
04:25A little bit goes a long way.
04:27As I start to push these in we can see that brush is pushing those faces.
04:33I've got a displacement in here, and I may want to bring this up.
04:36Once I start to push that, it's really going to mash those corners.
04:40I may even want to subdivide these further.
04:43I also may want to change that radius and play with it a bit.
04:46What I am after here's not necessarily wood grain as much as gently mashed or
04:50dented corners that are slightly off perfect. I can also switch over.
04:55Here is a brush that pulls up as I pull these corners out.
04:59I can also bring up the Opacity and the Radius, and I can play with different
05:03brushes, a Soft, or Gaussian, or something similar.
05:07This is your standard Maya brush kit, and I'm pushing it around, subtly altering
05:11those corners, denting them in just a little bit.
05:14I will bring that displacement up higher, and I'll really start to see it.
05:19As an alternate we can switch to vertex and start sculpting those vertices.
05:24I'll select them and go back to that Sculpt tool.
05:28When we are working by vertex that displacement gets very big, very quick.
05:32I'll undo and pull that way down. Here it is at .1.
05:37There is my brush, and I'm just going to, well, disturb them.
05:41I can hold Ctrl and push them in, inverting the tool.
05:44I'm going to dent in the top of this board and mash those corners.
05:48What I would like to have here is a board that's been abused over time.
05:53In this case I'm pushing, pulling, and spinning around, and mashing them further,
05:58holding Ctrl and pushing them in and out and generally disturbing.
06:02I'll switch over and move things around.
06:04I will switch back and forth in my tools, and I've got different ones available.
06:08I can also get in here and smooth things out if I find it's getting too jagged.
06:12Finally, there is an Eraser.
06:14I can reconstruct and take it back to the original mesh, erasing that sculpting
06:19if it gets too much.
06:21I'll switch my brush Radius back and forth, and I can also play with the Opacity
06:26so instead of being a full amount it's partial.
06:29Here's an Opacity of .5 and pushing on that mesh.
06:33I'm just going to dent in some of those quarters a little bit and the sides
06:37making those Normals, well, slightly different, mashing them around.
06:41The idea here is we want to make it, well, different.
06:45It shouldn't be a flat surface. It should vary. And it's okay to paint it and sculpt it.
06:49These boards have been abused over time and what we are after here is just
06:52to make them uneven.
06:55It doesn't look like much yet but when I deselect we can see that the outline is different.
07:01I've got some lumps going and over here I've really crunched a corner.
07:04I may want to reconstruct that, but with a little more sculpting I can get a
07:08nice looking normal that gives it the dents we expect to see.
07:13I can also use some Soft Selection, and what this lets me do is put in large areas.
07:18I will press F11 for face as an example, pick a face, and press B as in Baker.
07:25That's the soft selection in action.
07:27What soft selection does is based on the selected component deselect in a radius.
07:33I will double-click on the Move tool to show the properties.
07:37Here's my soft selection.
07:39What we've got here is a fall off radius and a fall off mode by Volume or by Surface.
07:45I'll go by Surface, that way the selection on one board doesn't affect the others.
07:49If you notice here by Volume I see that soft selection go on to the adjacent boards.
07:53I will work by surface, and I'm going to decrease this radius.
07:58I'll pull that down, and I can just see that falloff.
08:01I've also got presets in here for different kinds of soft selection, stepped,
08:05peaked, and so forth, and a falloff color if I'd like to set it custom.
08:11What I will do a lot of times is to not actually use the dialog here, but affect
08:15that radius by pressing and holding the B key and clicking and dragging.
08:19There is my falloff radius.
08:21I will bring it out just a little bit and push this down, denting the top.
08:26I'll pick this one, as an example, and push it in.
08:28I will press F9 and switch over to vertex and pick a few of them in here.
08:33Maybe these two, and that one, and I will push it slightly.
08:38I'll come over here and mash this corner just pushing it in a little bit, and
08:43saying there is a dent in that board. Finally,
08:46I'll come around to the front and pick a few here.
08:49I'll pull these in just a bit as it's been bonked on something.
08:53Between the two of them we can get some really effective modeling.
08:56A lot of times what I will do is use a soft selection to get the general form
09:00and shape and then the brush.
09:02Other times I will work with the brush to push that form around and then use
09:06soft selection to fine tune. Either way works. It really depends on what you're after.
09:11What I wanted here is that the corners of these boards are, well, not perfect.
09:15This table has been well-loved over time and what we need to do in the high
09:20poly is to add in the wear and tear and the roundness we expect to see, so when
09:25we project it onto the low poly the light skips across the surface showing
09:29those marks and wear.
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Baking the high-poly model onto the low-poly model to produce a normal map
00:00In this video I'll show using the transfer maps dialog to bake the high
00:04poly onto the low poly.
00:06I have got my high poly boards, and I've beveled them and rounded corners, then
00:11I've used the soft selection and sculpting to really add some detail into here.
00:15I'll choose Display > Show > Show Geometry and Polygon Surfaces to bring back
00:21my low poly boards.
00:22I'll select both and just so I can see what I'm doing I'm going to hide
00:26the unselected objects.
00:27I have named these, there is a low poly, and I'll press Ctrl+A to bring back
00:34my Attribute Editor.
00:36There is top_boards_low and then there is top_boards_high.
00:40What I need to do then is to project this.
00:43I'll press F6 to go to the Rendering Module, under Lighting/Shading I'll
00:47choose Transfer Maps. I'm going to make a normal map.
00:50What it shows me right here is that I've got board selected, and that's okay.
00:56Depending on what you have selected you may see different things start out in
00:59the target or source meshes, we can redirect it as we need.
01:02What I'll do first is click Normal as I'm going to tell Maya that I'm baking a
01:06normal map. It wants to put out a DDS file, although we can change that around
01:11as we need depending on what game engine we're going to and the format we'd like to have.
01:15My thought is I may end up moving or combining these at some point using
01:19Photoshop or an additional plug-in like xNormal or nDo.
01:23I'm going to put these out as a TIFF, and I can always add to them if needed.
01:28I'll change the name.
01:29As you can see here, it's going out to my Game Props project into the images
01:32directory called sampledNormals.
01:35What I'll do is to name this one for this exercise file calling it
01:3906_09_boards_end, and it's going to be a TIFF file.
01:47I'll hit End and make sure there is not an asterisk in that name.
01:51I'm going to run out Tangent space normals, and now I'm going to select the meshes.
01:56I'll Clear All in the Target Meshes, and I'll pick my low poly boards and
02:00click Add Selected.
02:02Under Source Meshes I'll pick the high poly selecting across them and adding selected.
02:08Making sure that the names are a match, this is why I went through and named these.
02:12Most of the other objects I haven't named as I'm going to combine them into one
02:16object probably called table, as an example, and bring it over.
02:19What we may see for a game is that there is an alphanumeric naming. That it's
02:24very possible in a game to have quickly thousands of objects and having a naming
02:29convention specifically for each one is important. It also lets us call them in code.
02:34And so our working names in Maya may differ from the final names in the
02:38game, and my working objects can be named, well, whatever I'd like really,
02:42because they are just there as construction objects.
02:45In the normal in the target mesh I've got a display, a map set, and an envelope.
02:51What this says is it's going to project from the high poly into map1, the
02:55default map set for every object, which is on the low poly boards.
03:00Right now, I'm displaying the mesh, and if needed I can show the envelope.
03:04The red envelopes we can see here off to the side show where that projection is looking.
03:08In case the high poly boards push in or out from the low poly, we've got a
03:13search envelope percentage here, I can also display both and see the mesh and
03:18the envelope to determine if I'm projecting correctly.
03:20What we may see, depending on the complexity of the object is it takes a try or
03:25two adjusting these envelopes as needed.
03:28I'll scroll down and look in the common parameters. The naming is in, the file
03:32space is set, and it's working in tangent space.
03:35I'm going to connect the maps to the Assigned shader and in the common output
03:40I'll make sure this map is set to be big.
03:42I have run my map out at 1024 for my color, saving out of Photoshop at that size.
03:49I'll make sure that I'm transferring in World Space, and I've put my sampling up to medium.
03:53I'll try this out and see if it looks good enough.
03:56I'll use a Gaussian Filter, which is the same Gaussian Filter we'll see in our
03:59anti-aliasing either in Maya software or in mental ray.
04:03If needed we can add some blurring by upping that filter size.
04:07We have the option to fill texture seams, and I'm going to leave it alone.
04:11What this helps with is if we've got a little gap we can fill it in.
04:15I'm ready to bake, and I'll see how this looks.
04:17I'll do one last check and make sure I've got the right names in the right
04:21places, and I'll hit Bake.
04:24The baking is done, it gave me a little Progress Bar in the lower left corner
04:28here and usually it's fairly fast.
04:30Although depending on the complexity of the mesh we may see this take a minute or two.
04:34I'll close this dialog, and I'll see where it is assigned it.
04:38Here is my top_boards_low, and I'm going to hide the high poly, so I can see
04:41them a little better.
04:43I'll hide my unselected objects and look at the color material.
04:47What Maya has done is put in that bump mapping, my normal map.
04:51I'll click in there and scroll down, and there is that file. I can click on
04:56View, and it'll pull that file up, there is the normal map for my boards.
05:01What we can see in here is those corners came across nicely, the
05:05beveled corners I added in.
05:07There is also some slight variation across the color, although I may wish to add
05:11more, but this normal will definitely make those boards look softer.
05:15What I also need to do is just to check it out in a high quality view. I can
05:19see a little bit of extra blue right here, and that's part of my sculpting
05:23pushing that surface in and out. I may wish to add more or combine this with
05:28something like grain.
05:30I'll go under Renderer and use Viewport 2.0.
05:33I'll make sure I hit 6 to show those maps in the view, and there is the boards.
05:39On the low poly we can see the high poly normals, they look great, and even
05:44though they look a little hard when I view them on the edge, when I spin around
05:49it definitely looks like, well, the boards are nicely aged.
05:52I'm ready to clone these, and we can really see the benefit of that
05:55sculpting high poly.
05:57As a final test I'll go into the dialog for Viewport 2.0 and make sure my
06:02Anti-aliasing is on. It's on at a 4 count sample, which is pretty good.
06:07I can turn on the rest of the table or put in a light and see how they behave.
06:12I'll add a light in choosing Create > Lights and Spot Light.
06:17I'll press W for move and pick that spot.
06:21My spot light is over to the side, which actually created at 0, 0 which because
06:26I moved these tables around is, well, over here.
06:29Sometimes we need to look for things a little bit, and that's okay.
06:33I'll go in a top view, or nearly, and pull this light into place.
06:36I'll press 7 to show the light in the view and E to rotate, spinning it around
06:42until I can see it on my table.
06:44I'll press W to move, and if you notice I'm moving on the object axis here.
06:49I'll pull it back on the Z-axis in blue and increase that light size.
06:54In the light attributes.
06:56I'll put the Cone Angle at 70, a Penumbra of 5, and a Dropoff of 2.
07:02I'll give it a little more intensity.
07:04I'll bump this up a little bit, maybe to two or so, and see my normals.
07:10To see if this worked I'll spin around, and I can definitely see on that table
07:14even when I'm close-up.
07:15Although it looks fairly firm, I can tell there is some roundness going on.
07:20There is a limit to what we can do as normal maps don't change silhouette.
07:24On the ends though, the most prominent pieces I'm going to see, it looks pretty good.
07:28That, combined with the beveled corner I've actually got in place really
07:33makes it look like, well, older warped boards.
07:36I'm ready to clone these and finish out my table.
07:39I may want to do this on other parts or other objects as it's a great way to add in detail.
07:44What we've seen in this chapter is we can take a low poly object and sculpt a
07:49high poly version of it, as long as you've got a good unwrap, a good edge flow,
07:54and a good plan of what we want to do. We've got tools in Maya to make really
07:59elegant pieces making objects that have, well, ridiculous poly counts and
08:03projecting them or baking the normals putting it onto a low poly and having it
08:08look pretty good. It's got limits because normal maps don't change silhouette,
08:13but for games we can go a long way with a pretty good silhouette and a good
08:17normal map that adds a whole bunch of detail.
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7. Sculpting and Painting in Mudbox
Overview of Mudbox
00:00In this chapter I'll look at incorporating Autodesk Mudbox in the pipeline.
00:05Mudbox is a purpose-built digital sculpting application.
00:09The neat part is that it's very, very integrated.
00:11We've got send to buttons in 3ds Max, Maya, and Mudbox to go to the other applications.
00:17The idea behind Mudbox is we're going to bring in an object, or start native
00:22here, and sculpt it subdividing it to a very, very high poly count and then
00:27baking out normals.
00:29We can also paint, and we can sculpt and paint in a mixed flow.
00:33Then we can take this back out as imagery, baking out our normals and our
00:38color maps as we need.
00:39I'll give a quick example starting out with a Basic Head.
00:43The user navigation is like Maya, Alt and the left mouse to tumble, Alt and the