MAYA TUTORIAL | Medieval Lighthouse tutorial pt17

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hi guys welcome back to another video in this series uh today we're going to continue with the lighthouse i know a lot of you guys are very um what's the word excited about this series right so uh this week's it's unless we have any like important news or important announcement this week's all gonna be all about the live house however i'm gonna make it so that every single day i know we're in i believe this is part 17 so it might seem like you might not be learning a lot of new stuff but believe me i will show you some nice things here and there so today since it's sunday i'm going to keep it simple well it's something for me right now i'm recording on sunday for the monday video and we're going to talk about how to properly export objects from maya into unreal engine and how to set up the collision boxes because we don't want to have a super complex collision that what we had yesterday um and we want to make sure that our character doesn't go in places where we don't want to right so the first thing that you should do is you should only export things that are the same material and if they're not going to be moving on the world like if they're gonna be static you're not gonna be destroying them or doing anything then combining them into a single mesh is better than having a lot of different meshes why is this because every single mesh right now like every single block here of wood for instance has its own transformation note that that's information that in this case maya needs to remember and uh when we move this into unreal unreal we'll have to take that into consideration we combined everything yesterday but now that we're gonna start splitting we're not gonna do piece by piece we're gonna do the whole thing right so i'm gonna start with the frames like all of the frames so i'm going to go here and i'm going to use my control and alt to delete all of the frames you can see that i'm like the frames from the house i'm keeping them as separate pieces that's important i am going to keep the stairs as separate pieces as well of course the nets are going to be separate pieces all of this wooden blocks right here so here's where finding like the proper angle and just selecting or deselecting things with a a box is gonna be a little bit better so all of this all of this let's simply select those guys let's dislike the barrel that'll actually you know what i'm actually gonna have this guys in the no i want them separate i'll show you why i'll show you why i want this little guy separate so the stairs are going to be separate as well there we go very careful here with the selection i had the teacher i think i've mentioned this before that mentioned that in 3d in the 3d industry like 60 of her time goes into selecting like properly selecting things properly deselecting things like making sure things are where they're supposed to be so there we go let's let's check this out and let's see we have like anything that we don't want it doesn't seem like it oh we have a couple of things like this guy and like this stairs right there so the stairs are actually um i'm not sure if i should keep the stairs or not no i think i'm gonna disturb separately just because it's easier to create a static mesh i'll show you what i mean by that so yeah everything will have a couple of these guys right here so now i'm just gonna shift and select everything else as you can see everything that i selected previously is now gonna be deselected just click click and there we go now here's where it's very useful to have a another copy right so i'm going to call this lighthouse.002.ma and in case i ever need to go back to where things were split to do a couple modifications i still have a copy right and all of this guys i'm going to combine just like that like no no big deal i'm going to delete history uh you can center the pivot point it's not really important because once you export this into unreal the pivot point will reset to zero zero zero to the origin of the world inside of maya so wherever the origin of the world is which i believe it's like down here or something i haven't seen the the greed in a long time must be over there uh that's where it's gonna it's gonna know or that's where this thing's gonna be positioned now the important thing here and this is super super important is the names and the materials so as you can see here we actually have three materials here and that's that's a no no like we shouldn't have any like lambert material so that means that at some point here i selected something that still has a lambor material and that's not something that i want so i'm gonna um i'm gonna go into my hyper shade and i'm gonna go into my lamborgh one i'm gonna right click and select select objects uh in initial shading group and then here i should find something like there must be something that is like hidden over here because the material slot is there i can see it though sometimes when you're using a standard like um arnold center materials sometimes it kind of like keeps the the lambert so okay i'm going to leave it and we'll see in a real if we can uh delete that one i would as you can see these two materials now they're going to be important like the names of the materials are actually going to be really important it's the wood beams and the tile will both of the materials that we have previously used okay so i'm going to grab this thing i'm going to rename this let's call this m um what would be a good name let's call this wood uh structure there we go select the object file export selection and we're gonna export this in the asset folder lighthouse and let's create a new folder i'm gonna create this news folder i'm gonna call this uh ue underscore ready assets and again this is this is one of those things a lot of my students struggle with this concept but it's very important when you're working in a production pipeline that everyone knows what things are going in and out of the engine sort of the project so by having a lot of organization a lot of folders a lot of versions of objects it's easier to pinpoint where errors or problems are and just like fix them okay so that's why i'm really really stressing that even if i need to have like five different versions of an object i'm just gonna have i'm gonna have it so here i'm gonna call this um wuth structure usually it's recommended that you use sm which is a static mesh it's the flag so sm wood structure and i can use like live house so i'm gonna use lh that's gonna be like like my flag for the lighthouse so i know that this specific wood structure is for the lighthouse as you can see i'm exporting as an fbx i don't need to export animation and the xp fbx will export the material information the material slot okay so i actually changed as you can see the name here to uh wood structure hopefully that doesn't mess up anything let's go to our scene right here and now uh we actually don't need this one so i'm just gonna grab this guy right here and delete and i'm gonna go here to the content and again as i mentioned organization is everything so i'm gonna create a new folder i'm gonna call this lighthouse or i can just say lh which is going to be like my flat from now from now on lh underscore uh assets so i know that all of my assets are going to be inside of this folder let's go here let's create uh or let's import right click and then import two which is that specific path and just go into our ui ready assets and input this one and as you can see we do want to combine meshes that's important and now we do want to import materials so here on the create materials i'm going to create uh new materials and i'm going to say import all and if everything worked correctly we should have one static mesh which we're going to see shortly and a couple of materials so yeah as you can see we have the static mesh and you can see that we actually got some of the textures that were connected inside of maya because the fbx knows where these textures are which is perfectly fine for us because we're going to be using them eventually to to build our materials it actually already connected the material so the diffuse and the roughness and we have this thing right here so if i drag and drop this thing into the scene you can see that it's not where it's supposed to be this is where the pivot point is super important because if i just zero out this location i should be able to have this exactly where it's supposed to be as you can see it's not exactly there so let's take a look here and make sure that okay it is it's completely zeroed out ah that's [Music] weird i mean it could be that the conversion was wrong which in this case shouldn't be that much of a problem in theory i should only need to rotate this 90 degrees and i think the option here is to move this thing um 500 units up let's try this for now just because i want the character to be close to the element i mean he was supposed to be standing on the ground so that looks roughly like the ground so uh technically we did the export and import correctly i'm not sure why the the values were a little bit different because we did um what's the word we did change this now you can see that we missed a couple of beams right here i'm just going to skip over that for now and let's talk about the collision mesh okay so if i double click this guy right here this is the static mesh that's imported into the element and i need to check what the collision is so let me see show where is it here simple collision so as you can see this simple collision is what unreal thought was the best option for me for this piece which is completely horrible as you can see like i wouldn't be able to go into this area because uh the collision is just like all over the place now there are there is an option some of you guys who are a little bit more into the like programming side of things you might have done the collision boxes uh in maya or in blender in other 3d packages personally i've done them here instead of unreal which work very nicely so i'm going to grab the object go into collision and say remove collision so there's no collision right now and then i'm going to go collision and i'm going to start adding collisions so for instance let's add a box simplify collision and this one's we can actually scale them and position them where we want the collision to be so let's start with like just like the generic shape of the object like uh like this floor right here now the only problem is if we try to scale this uh it's snapping and it's because of this thing right here so i need to deactivate that so that i have like free free use on this thing and that way i should be able to to find the proper place i'm going to go to a right view and then i'm going to move the collision box down there we go see that so that's right there flat at the floor i'm going to make this a little bit smaller you can see roughly the area here probably a little bit more just a tad bit there we go that's it's pretty nice let's go right view now let's go to the front view and here we're also going to scale this because this is like the first base or the or the main platform right so all of this area right here sometimes if you if you go like a little bit over a little bit uh beyond unless this is a very like exact or physics like exact physics game or something it's fine that's when you get a couple of clippings and stuff let's go top view and uh yeah so as you can see we have a little bit of an issue here on this area and uh there's two things that we can do we could add walls like invisible walls on this area so the character can't jump through that area or we're gonna have to scale this for this like main area over here scale a little bit more get it as close as possible there we go and then duplicate it so ctrl d or sorry alt you're going to press alt and then drag with your ir with your just like the movement tool which is w and that should get it where you want it and now we scale this as well let's move this forward and there we go look that's really really close perfect so we save this and now if we were to place our character on this area like on this like upper platform right here and hit play you're gonna see that we can perfectly walk on top of it right right now if i jump here no collision so the character just flies away uh but that's that's a very easy way to to generate collisions and the cool thing about this method is that this collision since they're just boxes they're super cheap they're just six sided faces six-sided blocks and it's very easy for unreal to properly like calibrate all of these things now you might be wondering what what could we do with like the stairs like i said i was going gonna remove all of the stairs but let's say we have the stairs like how we would solve that well first let's do this little platform over here i'm just gonna grab this guy again again w alt and drag it's very similar to zbrush just scale this down a little bit let's go again to right view you can use the shortcuts i i normally don't use the shortcuts here instead of uh instead of uh unreal i don't know those ones it's a such diff it's difficult i'm pretty sure you guys uh sympathize with my with my feeling that there's so many like 3d packages that learning the the shortcuts for everyone every single one of them it's it can be a little bit tricky right like imagine having to learn a maya blender zbrush marmoset like everything that's why having a standard would be like ideal right but you can't have everything at least not all the times so let's make this a little bit smaller again trying to to make sure that the character can't like jump out of this area this is where in games you sometimes have access to areas that you shouldn't have because the collision boxes are not as tight and and you're able to like jump or or go across or clip the character through through certain areas and and you get this sort of effect so there we go that one that one's fine let's just push it a little bit forward you can also remove this one right here which is the uh movement stamp and it's going to give you a little bit more control again this is the rotation snap so removing those snaps will allow you to to modify and place these things correctly let's do another control d and here's where the stairs come into place because for the stairs we're actually going to be doing uh this sort of like a ramp shape because i don't believe we have a ramp yeah no there's no ramp so we're gonna have a ramp oh wait i forgot to duplicate this one okay alt drag there we go like let's find the proper like width first and as you can see collision boxes can interact between each other like that's that's not going to be a real issue you can what else can we change uh i was trying to say because i think that the scale at which we're working is is making a little bit difficult to find like the perfect spot that that seems to work fine let's go really thin here and quite think here there we go and usually like uh like a 20 degree like inclination should be more than enough there's actually a setting and this is this is where where there's a couple of games that i've seen that do a great job with stairs i'm not sure if you guys play a gangshin impact uh i i played it i haven't played it since the anniversary uh but i did play for a while earlier this year and um and i was surprised by how they managed to do the the stair interaction with the characters because it actually looks like the characters are stepping on each specific step most of the times like this is the the way to solve it let's bring or get rid of that one so you can get like the proper inclination very important that we don't have any clipping like up there i'll rather have it like down here on the ground up there there we go just grab this guy alt duplicate and do the same thing over here that's it let's save and now if we were to hit play technically we should be able to go down the stairs there you go see there is clipping as you can see there is clipping uh but it's it's unless we want to do like each specific step which could be done um this is one a very elegant solution i would say now we're missing this one that's the last one that we're missing and then we're going to talk about the textures which actually they look good so did we did we not tile the texture i think we didn't title the texture so yeah in this case i'm just going to do this and it's just a matter of scaling there we go and as close as possible there you go and then just move this thing down so it's as again as close as possible and and i insist this is more important when you have like a game that's very physics based and everything has to be like super exact like imagine you have i don't know like a target you need to shoot like far away in the mountain like a barrel and the barrel has like a very tight hitbox then well it's going to be very cool for the character because when you hear that you're going to feel like you actually achieved something you have like a super big box even though it's super far away then might not be the best idea in this case since it's an area and we just want to walk through it having this sort of like big collision boxes is more than enough and there we go so this is the the process guys this is the the basic thing we still need to add a couple more uh collision boxes but i don't want this video to run super super long this is how we are going to be setting every single thing up now tomorrow we're going to be talking about a very specific topic so you don't want to miss the video make sure to like hit the little bell button so you get a notification we upload every single day and we're going to be talking about uh instance materials and how to create layered materials so remember the the cliff that we did that had like layer materials and we're gonna we're gonna be using a mask to blend between them i'm gonna be showing you how to do that okay so yeah hang on tight uh make sure to if you want this weekend this next weekend uh december 18th and 19th we're gonna have our portfolio review so submissions are open all the way until this friday friday friday the 17th make sure to check the link down below uh if you want to submit your work uh you can leave an art station link you can link like renders anything that you want you can leave it there we're going to be deleting all of those once the submissions pass to wait for the next submission and yeah christmas is right around the corner i'm preparing a little surprise for you guys so stay tuned make sure to give us a like share subscribe and i'll see you guys tomorrow we're very close to 18 thousand i believe also that's another big news i forgot to mention we're like a hundred subscribers far from from eighteen thousand we should do something special right give us suggestions give us suggestions in the comments on what you what should we do when we hit 18 000 uh subscribers so yeah that's it guys have a good one good week everyone and i'll see you back tomorrow bye
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Channel: Nexttut
Views: 295
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: ysSjwUWxYlQ
Channel Id: undefined
Length: 18min 31sec (1111 seconds)
Published: Sun Dec 12 2021
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