Maya Modelling Tutorial | Medieval Lighthouse Part 08

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hey guys welcome to the next video in this channel my name is abraha hamill and today we're going to continue with the lighthouse i'm still a little bit sick i'm recovering from this like influenza flu or whatever got us me and my family uh but we're ready to continue working that's why i'm like super like well covered i'm taking my or eating my chicken soup and making sure we we recovered nicely but i didn't want to let you guys hang in with the lighthouse so let's go now for those of you that haven't seen our last video we have another video in the channel maybe you didn't saw it because we are releasing two videos today but it's a very important video so go check it out pause this one go check that one out and then come back so uh taking a look at the roof tiles i want to work on the roof tiles today there's actually three ways in which we can do roof tiles for our um for our game or game asset uh by the way i have not finished the remember i told you guys i was going to be doing the the placement of the whole thing like all of the all of the wood elements i haven't finished doing it ever since i got sick last week i think has been going crazy um so yeah i'm just um it's not an excuse it's just a reality right so i had to take care of my family that's why i haven't been able to continue with this one but don't worry like we'll continue right now so there's again as i mentioned three ways in which we can do this roof tiles right here the most basic one would be to just get like a roof tile texture which there are plenty online and if you get like something like this like a tileable texture you just tile it through the through the whole rooftop and that's it the only issue it's it looks very flat that's kind of the [Music] that kind of technique works really well when you were when the elements you're working on like world of warcraft uh it's like a super expensive warrant or something so it works nicely right like you're gonna see this sort of stuff and this is how the the houses are usually made in the in world of warcraft now they start doing this and this is a technique that i have seen blizzard used a lot and that is to kind of hide the fact that things are just flat surfaces they they either bevel or they add like another element to the border of things like here like that this would be kind of like creating like compartments for the textures and that makes it look nicer right because as you can see here you don't worry about having this such effect where it just like ends like this is very old world of warcraft right but in the in the newest editions they they do this sort of trick where they would like compartment i love that word it's an it's an english-only word because it doesn't exist in spanish compartmentalize which is like make compartments out of the texture tiles and it makes it look nicer right because you you're not dealing with this or like super awkward thing where you just see like the tiling so this is the most basic one i'm not gonna be doing this one now the most advanced one would be to like actually like actually like model and sculpt every single texture like i was looking for some reference and i saw a guy that did this very amazing like roof tiles uh inside of cirrus can't find it right now uh but yeah like if we were to model and texture like give its uv space to each specific tile that would be another one which again too much it's way way too much so i'm going to be doing like a hybrid between those things we're going to be creating 10 different tilings or 10 different like like wood tiles let me look here like medieval medieval wood tiles let me see if this one look at this guy this is made by keem thai uh young no sorry thai yeah kim tai yong uh hopefully i'm pronouncing that correctly and he did this like the sculpting and it's amazing like it's it's a it's kind of like a shader like a tileable shader uh but you could also like just grab like this malt that we see right here and then just duplicate it several times it's gonna be like super high on polygons of course you would need to get like a low poly and stuff uh but you could get this uh into your game engine you could use displacement as well which is not bad but i'm going to try to keep it simple and easy for you guys to follow so what i'm going to do here is i'm actually going to extract this face i'm going to say mesh or edit mesh and duplicate so now this face has been duplicated from that particular instance um you can actually press i'm going to say center pivot and i can go a w or sorry yeah w click and i can go normal so object mode no it's not object where is it i think we should be able we should be able to kind of flatten this out so let's go to the right view there we go so if we were to like just move it like as close as possible to the ground plane and then just grab all of the vertices and just uh move this scale to the world and then just bloop that's gonna like pretty much flatten it out so i know that if i build my tiles on top of this thing then i'm gonna be fine now uh on the picture itself if we take a look it's a lot of tiles like i can see probably like 30 tiles and then like maybe like 15 rows of tiles over here so so we can go crazy that's why i'm suggesting suggesting that we do like a 10 or so different tiles so i'm gonna grab this guy right here and yes we're going to be using tileable textures like what we did with the with the wood beams but i do want to model this guys in a little bit of a nicer way so of course we're going to have like a like a really clean tile like this one and in this kind of cases like or this kind of object since there's gonna be so many of them i i do recommend to keep it low but not super low right like we can go a little bit crazy so that's gonna be like my basic one that i'm gonna duplicate and uh actually it might be a good idea to do a no that's fine uh yeah to do a uv like a quick qb so we're just gonna freeze transformation uv because this this cube already has like proper use if i just control u control u there we go we're gonna get a nice uh like destruction i might even grab this guy right here and say um modify or over here uv cut gb control u and then ctrl l there we go so now we have the like the border and this other side and that should give us a nice like a element here and the reason why i wanted ub first is because now i can start creating some variations for this roof tiles so for instance let's add one variation where this guy is bevel like this corner and i'm just going to bevel it like so like this and some of you might be wondering but abraham that's it that's an angle an are bad yes they are bad but if you just triangulate them they're just gonna be fine like that's a it's a perfectly badly geometry and no no problem at all so we're gonna grab a new one um i mean we can just like grab this guy and just like duplicate it or rotate it let's turn i'm gonna press e and click oh by the way i forgot uh i just discovered there's this uh software called karnak for those of you that wanna know about it and now uh down here i'm gonna have all of the like clicks and the shift so if you're ever curious about our uh hotkeys they're going to be down here most of them are going to be here except for when you press like control and alt like in or shift ctrl shift you know in cbs sometimes we do like two or three key presses at the same time that's not going to work but in which for instance when you do like uh brush damien stander i mean standard you should see that like the combo over there so yeah so let's just grab this thing right here i'm gonna break connections and just like rotate this 180 degrees there we go i'm going to grab this first one again ctrl d now let's do like this sort of like triangular thing that we have sometimes get so i'm going to add a line right there and i'm going to go to like this area right here and then to like here and then all the way back here and there there we go i think i'm this might be a little bit too big so i'm just gonna grab this guy right here just move this over here grab this faces delete i'm gonna say one two we might need to to re uh what's the word to re work certain like uvs and stuff but as you can see like we're creating some some nice variations and now what i can do is for instance i really like this one so let's create a new one here and then this one not only are we gonna have that one we're also gonna like bevel the corner right and then uh again we're just gonna have to grab this face and this face and say mesh triangulate because i'm keeping the topology as low as possible um let's just duplicate this one rotate to the other side 180 degrees that's uh six variations that we have right now i'm probably going to have two variations of the first one just like rotate it as well so that we have like different kinds of textures there we go and uh let's take a look let's see what else can we do like i'm gonna check my reference yeah maybe like a like a stronger border so i'm gonna grab like this two guys again so ctrl d oh let's first transformation because they're mirrored and like this one right here i'm gonna grab this one i'm probably gonna let's double both sides let's just double like that there we go i like that one maybe this one like this edge is gonna be like fur down so like a very broken a piece of uh of tile and then this one we are gonna um bevels one just like a corner like that yeah like a big corn there we go so we have one two three four five six seven eight nine uh ten something yeah that's ten so perfect so we have our ten elements right here now uh right now what i could do is i could just assign the like the wood beams or wood pillars that we or would sorry that we have just to get an idea of how this thing's look is going to look as you can see doesn't look half bad right like most of it's actually looking very nice quick uv technique that we can do here it's not the pretty uv but it's going to work just for for now i can do uv and do a planar mapping from a y-axis and it's pretty much just gonna like go from top to bottom as you can see here we're gonna have this sort of like fibers but it's pretty like close to what we would expect right from uh from a wood grain like that's roughly how we would see like on the sides here might not be the exact same uh thing uh here's another trick that we can do i'm just gonna grab all of them let me combine them real quick i'm gonna go to the side view let's go f and i'm gonna grab like all the side faces or actually let me uh let me grab like uh which is the fastest way like this yeah and then trying to find a way to grab okay let's go front view and then i'm gonna deselect like this front faces because the front faces do have the proper like orientation that we're looking for it's just the side faces that we want and this only works because the textures that we're using are going to be tileable if this was not detailable texture and then we would need to to do a different a different way like that one i think i'm going to leave it like that like the ones that are like a little bit like more intense like these two inner ones there's do inner ones there we go and i'm just going to go into my ub techniques planar mapping and this is going to be on the x-axis so as you can see we're going to get this however we're getting this on the on the wrong way i'm just going to click this little t right here and i'm going to rotate this so they are 90 degrees as you can see right there so now the uv mapping is is properly like giving me this like side view of the whole thing now it's just a matter of creating the actual tiling and and this is why we needed like a couple of this guys now i'm not going to use this ones these are the original ones i'm going to duplicate them i am going to mesh separate grab all of them and say center pivot so we can pivot them v to snap them on this like a border right here and i'm just going to start like creating a small patch now don't worry i'm not crazy i'm not gonna place like hand place everything like if you wanna be super perfectionist then yeah that would be like the best thing to do uh but i'm not that crazy so i'm just gonna i'm just gonna create like a little bit of a fun effect right here like modify some of them or not modify like just like position them in different like places like maybe having a little bit of variation here and there there we go and now i'm gonna grab all of them ctrl d move them up i'm actually gonna move their pivot points back and just like push them out like this actually this one's i don't like anymore because of that so let me grab this guys ctrl d go back to world so that we push them in there on the exact same like plan or element right there and uh with the best idea or the best thing you could do here let me isolate this thing so that we're only working on this guys i i definitely want to see the plane or use the plane because i want to make sure that we don't see through the plane like those lines right there because on the game that would mean that we'll have so i rather have like a little bit of overlap uh or a lot of overlap that's fine uh rather than seeing like the bottom side so there we go uh now of course we need to switch things around right because we don't want this guys to be in the exact same position so it's a matter of just like moving a couple of this guys around again the main point of doing this sort of like a movement here is to avoid having or seeing the same texture everywhere so adding this sort of like variation is going to be really really good so whenever i see like this thing is duplicated let's just move it over here and there we were very important that the pivot point for these things are like back there now we're just gonna grab this one again and ctrl d move them back create the next row i'm just gonna do three rows right now and then again we can just like grab this guys right here let's move it to the side and then like that it's kind of like a mix and match of things right like we're trying to make this thing work so just be creative fine find good places for the whole thing i'm trying to make sure this matches because we're going we're going to be doing remember the randomized transform tool have we used that one on this and this video before i'm not sure remember but if not just quick reminder there's a very cool tool called or a very cool plugin that's called bonus tools you can download it directly on the um on the other desk sites just look for maya out of this sorry maya bonus tools and you're going to get this little thing you're just installing this there we go and there's this modify randomized transform or random masters form basic that we're going to be using so what i want to do is i'm going to grab this guy and i want to do a very slight uh scale so probably like a 95 to 102 scale on all axis is fine it's gonna say random scale you're gonna see that all of them like switch like slightly and the more you do it of course the more they're going to be like changing so i don't want to do that as many times just like uh just like one time or something there we go um and then i'm going to do like a slight um like a movement and the movement is going to be on c because i want some of them to be like further down even further up to give again a little bit of variation and i want very slight movement so here's where you would check the values let me like phrase the transformations real quick so if i check the value here on c it's like point probably one and minus one so we're gonna say minus one and one and it's only gonna be on c so i'm gonna grab all of this and say random move and you can see that they're gonna like shift a little bit we can do the same thing like on an x i think so random move on x just to get get a little bit of something there and here's where i would definitely like go and manually just like fix a couple of the errors but i wouldn't necessarily fix them in such a way that that uh would just like uh move them and that's it like here's where you can like scale and move things around because again this is kind of like a like a section we're creating just a section of the of the of the wall of the of the roof and and by creating this sort of like variation on the section that's what's going to give us this very nice effect um this kind of holes again you kind of want to avoid them it's not going to be the end of the world if we leave some of them right but uh it might be a good idea to change them around so i'm just going to grab them and now i'm going to do like a very small rotation so so i just want to have like you know a 1 degree rotation it's going to like minus 1 to one on the y-axis see oh that's too much so minus one to one on the y-axis so as you can see it's just a something something there i mean you can you can keep going right oh sorry there you go let's close this you can keep going you're adding as much rotation as you want but things are going to start getting like a little bit crazy and i don't like those like super big holes so so i want to keep that maybe a little bit more something like that that looks very good so now it's just a matter of grabbing all of this guys i will definitely leave a copy somewhere uh and just like duplicating and then moving them and creating like the whole the whole wall right so so something like this and then just shift d shift d shift d shift d now you can see that there's a slight bit of something there like a like some sort of uh incline on the on the handle there so i'm gonna freeze transform on everything and then change my movement to world okay that's fine so i'm going to say control d it seems like it's going like down or something i'm gonna i'm actually gonna like let's let's keep those like an original like match over there and then this one we're going to combine again delay history center pivot and now i'm going to go to the front view just make sure that this is as straight as possible there we go okay that looks good so again just like duplicate and then shift the issue this if this should be okay i'm not sure if it's the it's probably the plane right is it the plane yeah it looks like it's a plane so so i'm going to trust my gut here and and understand that's not my my tiles so i'm going to go here into face mode let's select like all of this faces delete delete there we go so it's like we had like a duplicator we have a duplicate everywhere oh yeah sorry so we have a duplicate everywhere let me fix that so let's delete this because these guys are fine but this one's it seems like yeah see how there's like a duplicate so no worries just delete that one let me make sure that we don't have duplicate here no no okay so grab this guy control d move them back to their place like this combine and then ctrl d and just shift this should be d and over here i should be able to just select these faces delete there we go delete because they are like going over the whole thing there we go and we have this thing now i'm pretty sure yeah see that's that's straight so i'm pretty sure this is straight the plane is the one that's not straight don't worry it's gonna the whole thing duplicate or combine again let's move this up so we can see how they are going so let me rotate them no that's fine it's going to control d move them backwards create the next like layer of tiles like this ctrl d backwards control d backwards and that probably stopped there i mean we we could like scale everything that's another option right like we need to cover the whole air just scale things out a little bit more and that should cover the whole rooftop so this one we don't need anymore because we now have our complete rooftop now as you can see uh things are looking a little bit like repetitive like we are seeing we're still seeing the hole which we can always have which is like just a plain like painted brown or something and uh and that can help like get rid of the the holes in here um and if we were to what i can do here is i can go here it's going to get crazy but i can go and say mesh separate so each specific tile is a separate a tile now like each one is a separate tile go here again uh let's tell you history and and phrase transformation center the pivot point now since the center like we can't do as many like deformations like the rotation things we could be able or we should be able to do a little bit of uh let me save this real quick because the the modifier or the button still is here the modifier random transform sometimes messes up so i'm going to go random for basic and let's do another like small scale like a random scale so now you can see there's there's more overlap between things let's do another like random rotate there we go so now uh the tiling shouldn't be as uh obvious because we're adding or we have a lot of stuff i would definitely combine this into a single object because you one of the worst things that you can do for any game engine is have an object as you can see this is not a heavy object it's only 13 000 triangles it's super light for like a like a real it won't be a problem but if you have like uh like 100 or 200 objects even if they're like super small it's more difficult to for the for the thing to process because it needs to think about the all of the objects instead of thinking about one object that's very heavy in geometry it needs to think about hundreds of objects that are very low in geometry so it's kind of like a like a performance thing some engines are really good at doing it but unreal i from what i've been told it's not the greatest so let's just like rotate this back here let's go again to the right view now say we position this and see if what if our uh okay so it seems like our uh size was a little bit off that's fine i mean here we can just go into scale mode object mode and just like scale them up let's go into object mode in the move tool as well and just like position there when we want and there we go so again as i mentioned like this plane right here we can just paint it like again like a brown color or something and and that should be it right like eventually like like you could have like a just like a basic plane i wouldn't go all the way down here right like i would keep it like a little bit higher but that way when you see this thing it's just like a texture and uh with shadows and everything because we don't have shadows right now there we go with shadows and embedded occlusion and everything that rooftop is going to look very very cool so here i'm just gonna ctrl d uh rotate the other way around let's go right view actually we have to go like this no actually i mean if we want tiles to be working properly let me so we duplicate it we duplicate and then let's go to rotation world there we go so we're just going to rotate 180 degrees to this side go back to w press w so like world mode so that we're in world mode and we just position this on the on the back side of the of the little house and again this is kind of like the best of both worlds because it is going to be like optimized it's it's not a lot of geometry it's only again 12 1300 triangles it's fine and uh and we do get like this very very cool effect so when a player looks up there you will be able to tell a little bit of the of the effects there of course once we have the like the little thing like the spears over there you can see that there's a couple of tiles missing so this is where i would definitely uh like just grab like a like a couple of like tiles here and there just delete them that's gonna definitely help create like this sort of like effect where things are not perfect uh same thing like over here like here here's where you can like actually play around and and create some some very nice um variation right on the on the house um because you have access to all of this individual like shingles i think that's the name shingles or elements but yeah that's it guys um i'm gonna try and see if i can finish this by tomorrow i mean the the wood placement that i was promising uh because now i wanna show you i think we're gonna go with the um with the rail the thing over here the rail is yeah i think that's going to be a good one so make sure to leave a like share subscribe you know the drill by the way we have some very cool announcements uh as i mentioned at the beginning of the video if you haven't gone back and checked the other video that we submitted today check it out because a lot of cool things are coming here to the next channel and um not only we have that great new i have one more new that i'm going to be sharing throughout the week so stay tuned make sure to hit the little bell icon so that you get like the notification when we upload new stuff and that's it make sure you practice keep going keep growing i'll see you back tomorrow bye
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Channel: Nexttut
Views: 388
Rating: undefined out of 5
Keywords: maya 2018, zbrush tutorial, maya tutorial, nalini kanta jena, character sculpting, zbrush sculpting, zbrush turorial, beginner zbrush tutorial, human anatomy zbrush, modeling tutorial
Id: MxuBHlKy6HU
Channel Id: undefined
Length: 23min 40sec (1420 seconds)
Published: Sun Nov 21 2021
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