3D Asset Creation With Lothar
I am including this here to prove I am still working
visually on the course even if it’s not necessarily for our project ;)
For the past 2 weeks, new tutor Lothar, has been guiding
us through the creation process of a mining cart. It has been so much fun, even
if Maya was a tad un predictable at times! It was interesting to see his method
of working and learn about his personal techniques for asset creation. I felt
happy knowing that I understood the basic tools her was using to create the
mining cart but sometimes I did feel a little lost in the process. This was
sometimes down to my novice experience with Maya and also because of Maya
itself. We all agree that the media lab is fantastic but sometimes peoples versions of Maya vary
regarding settings which means we end up with different results and get lost
-sad face-
I was writing notes as the session progressed and I did
learn lots of new techniques and got very helpful advice on asset creation
which helps workflow and quality. I had no time to take screen shots as I
didn’t want to fall behind Lothar so I will post progression images and brief
explanations on what we did. A lot of the progression was using tools I was
already aware of and familiar with so I will try not to repeat myself from
earlier blog posts!
3D Asset Creation | My Notes
This is going to be a basic, low poly model with basic
textures.
When putting assets into game engines you must unsure
there are no mistakes such as floating abstract vertices, floating vertices
will cause the engine to continuously “look” for them resulting in repeated
loading of the same areas/objects. The engine will be infinitely looking for
geometry which isn’t there and this can cause games to crash!
Use “V” so that you can see the model and “T” to view it
as a template
Before you build your model take time to consider its
components, is it symmetrical? If so, can I build half and duplicate it? Can it
be repeatedly used to create larger assists?
You can press “crtl” & Shift to put tools on your
shelf.
If you use extrude, you can select either the move or
scale tool to avoid unwanted/accidentaly duplicated faces.
Consider reusable meshes (rocks & fences for
example) which can be “tiled”, re sized and scaled up/down for multiple uses in
different areas. This way you can reuse meshes and not have to build more.
If a surface isnt smooth you can go on select > select edge ring tool
> double click on the edges of the area you want smooth > when selected
(orange) click normals > soften edges.
Always consider your pivot point before duplicating an
object! You can reset your pivot tool so that it is in the centre and the
duplicate will work normally. Do this by open modify > freeze transform >
go back onto modify > reset transform.
If you want to manually change the area of pivot for an
object you can hold down the D key. You can then press V to snap the pivot to a vertex or X to
snap it to a point on the grid.
Step 1: Lothar explained that
using the basic human Mudbox model is a great way to understand the scale of
your assets so that they aren’t too big.
To export Mr. Mudbox into Maya we this: Open
human model in Mudbox > hit edit > select all > once Mr. Mudbox was selected
hit file > send to Maya > send selected as new scene > base mesh only.
This then opened Maya with Mr. Mudbox all ready to use
as a size reference!
Once open, we selected animation preferences (bottom right of the interface) >
settings > and changed “linear” to “meter”.
Step 2: Our next job was to
create the basic shape of the cart. We actually started off by using the create
polygon tool and
manually drawing the shape of the cart from the side. We were then able to extrude
> move (pull) the
face out to create half of the cart. We then used duplicate
special > mirror -1 (under X axis) and this gave me the shape you see below.
Step 3: Lothar told us specifically not to join the edges or
combine the two shapes but to just place them together as well as dragging
verts so that they were practically touching. Other than “in case we need to go
back and edit the model” he didn’t fully explain why we needed to do this at
this point.
Either way, we then selected the inner edges of the
“flaps” at the top of the cart and extrude > move/pulled them down to
the floor of the cart. We then used append
to polygon tool > highlighted the edges at the bottom > and Maya filled
the hole creating the floor.
Step 4: To add the thick
corners to the cart we used the split polygon tool to add extra edges
where we wanted to pull out the geometry to create the corners. By right
click > selecting faces we could select the faces on either sides of the cart
and used the move tool to simply push them back so that the corners stuck out.
Step 5: We then moved onto
creating wheels for our cart. These seemed simple enough, I could have probably
done this part by myself however, Lothar showed us simple workflows to create
basic shapes for assets. Whilst I would have done similar commands to him, he
showed me a more fluent, proficient and easy way to create the wheel shape.
We started by creating a polygon tube. We then used
the scale tool to scale the shape into something that resembled a wheel.
Step 6: We then made the
various sub sections of the wheel by selecting object > extrude (click
only once) > selecting scale & scaling inwards > right click >
faces > select new, smaller face > extrude > move tool > push
inwards.
We repeated this stage, alternating between scale, move
and extrude to pull various parts of the wheel in and out.
Step 7: The wheel now looked
much more like a wheel. However, some of the newly pulled in/out surfaces
weren’t smooth. We sorted this out by opening select > edge ring tool >
selecting the edges of the wheel which needed smoothing > once all edges
were highlighted (orange) we opened normals > and selected soften edges. This made the wheel
appear softer.
The Final Outcome: think Lothar expected us to go quickly through this and
be further than this :/ but a mixture of knowledge and Maya set up’s caused the
sessions to go slower than
anticipated.
Luckily I felt
like I was learning a lot and all I really want to do is practice Maya all the
time so I didn’t feel like this was time wasted! We are hoping these
sessions will continue so we can practice texturing our carts and putting them
into game engines, however currently, all we have is a cart!
Oh, I also altered the shape of my cart as it didn’t look right, I managed to do this with very little guidance from Lothar which gave me a confidence boost! :D Here is my cart at the end of session 2.
Oh, I also altered the shape of my cart as it didn’t look right, I managed to do this with very little guidance from Lothar which gave me a confidence boost! :D Here is my cart at the end of session 2.
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