GCM02 Building a Chandelier

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    LESSON 02 GAMES CURRICULUM |ENVIRONMENT MODELING |MAYA 200

    Lesson 02

    GamesCurricu

    lum-EnvironmentModeling

    Maya2009

    building a chandelier

    In the rst Lesson we created an environmental door prop to be used in a modular tile set. This tile setwill continue to be assembled throughout the lessons. In this lesson we will create a small prop that

    can be placed throughout the environment. This will help to ofset the repeating suraces and to drawyour eye to areas o interest. Props play a major role in an environment and with the characters thatinteract with them.

    Objectives Rene the modeling techniques to include spherical objects. Learn how to unwrap using Planar Mapping techniques. Expand your knowledge o UV mapping. Enhance your skills or polishing textures. Strengthen your rendering techniques.

    Every object you model should be skillully polished to match its surroundings. While building this propmake sure to model rom the concept drawing or the main silhouette as closely as possible and besure to ocus on the texture as it acts like a skin to really convey the story about the object.

    This is the Chandelier prop that will be constructed in this lesson. The model on the let shows thewirerame construction o the object and the next is with an ambient occlusion texture applied. Thenal is a combination o a difuse color texture and a specular map that show how glossy the metalareas are. Finally there is a Normal map applied to it. A normal map simulates detail on the surace thatis not really there. We use this technique to save time and increase detail.

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    LESSON 02 GAMES CURRICULUM |ENVIRONMENT MODELING |MAYA 200

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    Building a Chandelier

    Low Polygon Construction

    In this lesson we will review some o the steps in Lesson 01 and learn techniques or Planar Mapping,Texturing, Lighting, and Rendering a basic prop.

    This lesson will help you model and detail anobject using Maya tools.

    When building a prop rom a specic concept,it is a good idea to break the object down intosimple shapes or polygon primitive objects.

    Doing this provides a better understandingo proportion or multiple shapes that orma complex object. This tutorial will helpyou become amiliar with basic Maya tools,such as polygon primitives, the AttributeEditor, basic polygon modeling tools, and alsorepeat the techniques used in Lesson 01 or Modeling, Texturing, and Rendering. Repetition andpractice will help you build a oundation in creating your game environments.

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    LESSON 02 GAMES CURRICULUM |ENVIRONMENT MODELING |MAYA 200

    GamesCurricu

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    Maya2009

    Building a Chandelier

    Modeling Using Simple Shapes

    1. Start out by setting your project and scene or Scale. Reer back to Lesson 01 Section 1.

    2. Create a Sphere: Create > Polygon Primitives > Sphere option box.20 x 20 Sphere segments in the Attribute Editor.

    3. Once you have created the Sphere, select the top aces shown in the example below and deletethem.

    Select the Sphere > Go into Face Mode > Select the top aces > Delete Key.

    4. Deleting those aces will orm the base structure o the Chandelier. Make the rim by applying acylinder to the top o the deleted sphere. Create > Polygon Primitives > Cylinder.

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    LESSON 02 GAMES CURRICULUM |ENVIRONMENT MODELING |MAYA 200

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    Maya2009

    Building a Chandelier

    5. Create another cylinder or the crown detail. Scale it to match the concept and place it on topo the base object.

    6. Select the top ace o the cylinder you just placed and start extruding and scaling to make thecrown.

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    LESSON 02 GAMES CURRICULUM |ENVIRONMENT MODELING |MAYA 200

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    Building a Chandelier

    Modeling an Object in Quarters

    1. In the Example below, delete hal o the object in the side view.

    2. From the Top view o your object in the below images: Go into Face Mode > Select the Faces o

    the object or deleting > Delete the Faces, leaving a quarter o it. You will take this quarter pieceand detail it out. Ater this is detailed out, we will duplicate it out into a ull object. Modeling inquarters will save you time.

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    LESSON 02 GAMES CURRICULUM |ENVIRONMENT MODELING |MAYA 200

    GamesCurricu

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    Maya2009

    Building a Chandelier

    Detailing the Base Object

    1. Start making cuts in your geometry pertaining to the shape you want to be extruded. You mayreer to your concept art or reerence. Select the desired aces and hit Edit Mesh > Extrude >Pull the aces out with the Move Tool.

    2. Start out modeling the outer detail arcs below with the Box Modeling techniques shown inLesson 01. From a side view, select and manipulate the vertices to orm the arc.

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    LESSON 02 GAMES CURRICULUM |ENVIRONMENT MODELING |MAYA 200

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    Maya2009

    Building a Chandelier

    3. You will now add bevels to the edges o the Chandelier Arcs shown below in red.

    Select the Object > Go into Edge Mode > Select the Edges > Edit Mesh > Bevel > Option Box.

    In the Option Box you can adjust the intensity o your bevel.

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    Building a Chandelier

    Mirroring the Object

    1. From the top view port you will begin mirroring your object to its complete shape. Select theobject > Mesh > Mirror Geometry Option Box > Select the desired Mirror Direction > Hit Apply.

    2. You will repeat this one more time on the Z axis to complete the shape.

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    Adding the Smaller Attachments

    Now that we are done mirroring we can start creating the smaller details with simple cylinders.

    1. Use the Extrude, Bevel, and Scale Tools covered in Lesson 01 and earlier in Lesson 02. Rene theshapes to match the concept art.

    2. Ater these attachments are created, start placing them on your object according to the

    concept. You will combine this later with the whole object. Dont worry about welding everypiece to the main object. Placing objects within the mesh will speed up your modeling time as

    opposed to welding every little object.

    The smaller details are in red below. To duplicate a piece: Select the Object > Hold Ctrl + D.

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    Building a Chandelier

    Now that we have completed modeling the Chandelier, we will move onto Planar Mapping or UVLayout.

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    Unwrapping Efciently

    Refer back to Lesson 01 UV Layout Section.

    OverviewIn Lesson 01 we covered UV Layout and unwrapping our object using Automatic Projection. For thislesson we will be covering the basics oPlanar Projection Mapping.

    1. Select your Object > Go into Face Mode > Select the desired Face.

    2. Create UVs > Planar Mapping > Option Box > Planar Mapping Options > Project rom the X axis >

    Project.

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    Building a Chandelier

    In your view port you will now see a light grid plane around the selected polygons. This is a UVManipulator. You can adjust the manipulator with Rotate, Scale, and Move by moving the plane, or byselecting the T in the corner o the manipulator and adjusting it by moving the outside squares handles.I have circled the T in red below.

    The image below on the let is the result o the Planar Unwrap in the UV Texture Editor.

    When you have completed this UV layout usingPlanar Projection and the Automatic Mappingtechniques covered in Lesson 01, you will then moveon to texturing.

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    Building a Chandelier

    Creating Materials

    OverviewIn this lesson you will reer to Lesson 01 Texturing Section or the settings in creating AmbientOcclusion, Difuse, Specular, and Normal Maps.

    Ater you have replaced your Ambient Occlusion Map with the painted version, you will see the nishedresults.

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    LESSON 02 GAMES CURRICULUM |ENVIRONMENT MODELING |MAYA 200

    GamesCurricu

    lum-EnvironmentModeling

    Maya2009

    Building a Chandelier

    Now that our Ambient Occlusion Map is completed we will move on to creating our Difuse Map.

    Reer to Lesson 01 Section 3 or creating Difuse, Specular, and Normal Maps.

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    Viewport Capturing

    Reer back to Lesson 01 Rendering Section or rendering turn arounds.

    You have completed two assets and have learned to model, applytextures and render an image. Now that you have an overviewo the process we will take a step back in the lessons aheadand break down each o these tasks in more details and learnhow to bring all the assets together to create a dynamicenvironment.

    Now that you have completed this lesson you shouldbe able to:

    Have an understanding o Low Poly modeling techniques. Build an object in quarters to save time. UV map using Planar Mapping techniques. Use beveling techniques to enhance details. Rened your techniques on creating texture maps. Create high quality renders o your props.