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Explore the world of modeling and texturing 3D game props and assets in Autodesk Maya. Author Adam Crespi provides strong technical modeling techniques, from blocking basic forms and leveraging simple parts and reusable textures, to simulating real-world detail like dirt, wear, and grain with UV maps and ambient occlusion. The course includes workflow and integration considerations such as planning UV space for projection, and also steps into Mudbox and Unity for further refinement.
In this video I'll show how to scratch and wear away paint on the gas pump. I've added in wear, layering on rust and bubbles and so forth. But what I also need to do, especially on these front panels, as we'll see in the reference in the minute, is to wear away the paint. It's been exposed to the elements for years, and so a lot of the original has faded out. Here in Photoshop we can see, if I look at my reference, that the gas pump on the left in blue is fairly intact. The gas pump on the right in red though, although standing straighter has the paint worn away, maybe scored or flaking off, revealing the white paint underneath.
I'll show how to do this easily, building up using the eraser. With the latest version in my PSD selected, I'm going to make my red gas pump missing some of its paint. First, I'll turn off some of my layer sets so I can see what I'm doing, turning off the bump and turning off the blue color as well. There is the red. And I'll open up that layer set and scroll down. There's a red front layer. I'll zoom in and start to erase this. I'll press E for the eraser, right-clicking and making sure the hardness is all the way down.
I'm going to leave the size fairly big, maybe 150 give or take, somewhere in there, but I'm going to lower the opacity, clicking and dragging in the Opacity and pulling it way back. The thing to remember when you're wearing away paint is that this happened over time. If we took our brush and simply add a large Opacity, like 100, grabbed and dragged, we are you erasing a large streak, which looks like somebody dragged something down it. What I want to do is keep that Opacity low so that as I'm wearing away this paint, it builds up over time.
The paint was new at some point, and it started to wear away. We started to lose some paint, but some of the original was still there in places. But we really started to lose some of the hard lines, especially in the small areas where maybe it wasn't bonded as well. It got a little scratched over time and water dripped down and took a little more paint here and there, especially right here at the corner. After years of people touching it and elements and so forth, some of the original paint still clung vainly over in the corners, and I will let it be right there, because it's just shielded by that chrome.
I'll scratch a little more off here. Now I'm going to switch over, right- clicking and choosing one of my different brushes. So far I've got naturally erosion. It's fading out gently. I'm going to switch over to a speckled brush as an example and use my brackets to upsize the brush. I'll add some scratches in, scratching that paint off. It's been mechanically braided here, and we're missing some large chunks. I'll add a few more over here. I'll scratch off a little more, making sure I keep that opacity low and building it up.
Finally, there are some chips here and there, places where over time things have speckled that paint. Because it's a separate layer, anywhere I click off that layer really doesn't matter. I'm wearing away that paint, building up chips, dents, scratches, and so forth, upsizing the brush occasionally and scratching it, really taking care to build up the erosion. I'll make sure I catch the corners up here. This one is almost completely gone. I'll build that up and scratch it in. I'll scratch from a different direction as if somebody had gone after it with a tool.
I'll make sure there's no nicely faded- off edges, doing some more scratching things down low here. It may take at least a few minutes to scratch this away, really eroding that paint, but the end I get is the last of the paint is still hanging on, and it's worn away, scratched, and worn down by the weather and rain. I'll bring this across and see how it looks. I am going to turn back on my layers, choosing File > Save As, and save this out as an end PSD. Back here in Maya, I'll pick my red gas pump and update.
I'll go into those textures for specular and color and bump and swap out the right PSD. There is a slight lag while I'm updating, and what that's due to is this being a large image. I'm still painting at 2048 on a side. It's okay to paint big like that and take the minor performance hit. Getting the detail right is what's important. Later, we'll come back and reduce this or let Unity reduce it, as I've stated before. Right now I just want to see everything in the full detail. There is my gas pump, and we can really see where that red paint is just barely hanging on in places, showing the white underneath.
If I look at it and say, I don't really like that I'd like to change it, a change this fairly easy. What I can do is actually borrow the blue layer from here and recolor it as red and re-scratch it in the same way I cloned over things like the rust in the other exercises. I'll see if the blue needs any more wear, and if any other places in the red here that need to be scratched away or having more rust applied to them. Finally, I'm going to bring this into a game and see how it's going to look.
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