 Good morning class. Welcome to Game Dev Academy. I'm Professor Whittington and in this class we will be creating a low-poly treasure chest in Maya as well as doing a bit of UV mapping and some simple texturing. Make sure you sign the register by leaving a comment below the video and if you'd all like to take your seats we will begin. Dave. Dave that means you. Dave sit down. Yes Dave sit down we want to start. Okay now that Dave's ready off we go. Okay so let's make a start and I want to start with the treasure chest. I don't want to keep the polygon count for that. Round about 250 triangles in total so we'll see how we get on with that. So here we go. I'm going to start with a cube. Okay we'll just give that a name. Let's go to the channel box and we'll call it chest. Good thinking. Okay and then we will just kind of freestyle this a little bit so let's sort of get the general chest shape that we want. Yeah that's pretty nice and then we want to get kind of a boxy style curved top to this so I'm going to get the top face. I'll hit ctrl and e to extrude and I'm just going to pull that up not too high to about there I think so that gives us a good start and then into edge mode I'm going to select these two edges and to get a bit of a curve to the top I'm going to bevel them so let's click on this little chap up here. He's bevel. Oh very nice and let's have a look so I'm just going to mess with the fraction to see where I like it not there. Yeah that's pretty nice so I've gone for a fraction of about 0.7 that I'll do but this gives us a problem that needs to be solved so this face here now has more than four sides which 3D applications hate it's what's called an end-gone so we've got one two three four five six sides so we need to split this in some way to make sure it's only got four sided shapes and we'll do that with our multicut tool this little chap up here and I'll do that by just connecting this point here to this point there and when I'm done I'll press enter and that just fills it and you can see I've got an edge flow going around I'll just do the same on the other side pop and pop here we go beautiful so now you can see we've got a four sided here so that's a quad and we've got a quad underneath happy day so that's that bit done next up we need to get these like bands that come off the metal looking bands so in order to do that I'm going to use my mesh tools and I'm going to do the insert edge loop tool but I'm going to go to the tool settings to make sure that I'm on multiple edge loops and that I have it set to two and I'm doing that to make sure that I get the same distance on the edges you'll see what I mean so I'll put two edges in and you can see that they are an equal distance and whilst I've still got them selected I'm going to switch to my move tool and just pull them to the side like that to give me a nice sort of band around each side so that'll do it on this side I also want a band around the inside here and the way I will do that is I'll go into face mode select all the faces on one side and all the faces on another and then I will extrude those and I'm going to put an offset on there and I'm just going to bring it in so that it looks about the same thickness here and here so that matches and make sure that's happening on both sides which it is okay so far so good and at the moment I'm around about 92 triangles so not too much damage done and the last thing I want is a band that kind of goes around sort of where it would open and close so to do that I'm going to use my multicut tool hold control which will allow me to put in an edge loop like so and I want a similar sort of width on the band so I'm going to put it about there okay so now I'm set up ready to do some extrusion so I'm going to go into face mode and I need to select some faces so I'm going to need all of that the faces on that ring there I'll do the same on this side so what I'm doing to get this selection is I click on one face and then holding shift I double click on the one next to it and my will often just figure out what you want to do next and I shall try the same with this one click and click yep and click and click or double click so you can see now I've got all that selected I don't want the ones on the bottom because I want to keep that flat and I do want the ones that go around like this okay but as I'm looking at this I can see that I've got a problem I want these bands to be flat which is here but this edge here because of the way I've extruded to get this one here has got a little bit of a wobble to it which I don't want so before moving on with this selection I need to sort that out so I'm just going to discard that selection of faces I'm going to go into edge mode I'll double click on that edge loop and that'll get the whole thing and what I'll do is scale it on the y-axis which will just flatten it out much better okay so now I need to get that selection again so let's go into face mode so I need that one oh no that one there that one there that one there and that one there not on the bottom thank you and then we will add that one that one that one and that one okay so that's all the bands selected what I need to do now is give those a little depth so I'm going to hit ctrl and a to get an extrusion and I'm just going to bring the thickness up to get a little bit of definition on those and I like that yeah that's pretty good so now I've got the basic chest shape one thing I'm going to do so I don't know how well you'll be able to see this on the recording but as I'm zooming in now I'm getting like ugly edges here which I don't like now I'm just going to try and get rid of those a little bit by going to view select camera which will select the camera I've got I'm going to go into my attribute editor and then the near clip plane I'm just going to up that to a bigger number like five and then as I zoom in and out they kind of disappear those horrible black bits which is a nifty little trick okay so this is our chest that's good so far what I'll need next is a lock so I'm going to create that out of another cube so let's get a new cube and we will bring it this way let's scale it up so I can see what I'm working with and I'm going to rename it to lock and then I'm going to do some work with it so on this one to get the shape I want I'm going to need a center line on it so I'll do that first of all so subdivisions width I'm just going to change that to two to give me a center line and then I'm just going to bring the depth down a bit okay that'll do so far now what I want is to get a bit of definition around the bottom so we'll go into edge mode and click here and click here very nice and I'm going to bevel those let's just get the grid off for a minute it's in the way okay so let's bevel them and again I'll mess with the fraction until I get something I like yep that's pretty cool and I've created an end gun so I'm going to fix that into my multicut tool and let's start here and we'll go here press enter there we go no end guns there and we'll just fix around the back I'm probably going to delete the faces around the back but in case I don't I'll fix them now okay so that's pretty nice let's just hide that I don't need that right now okay so now I need to create a kind of a lock face here so we'll give that a go let's go into face mode one two three four I'm going to extrude those in and put an offset on it and hopefully these vertices here I'll have enough of them to create a basic sort of key shape so let's get hold of this vertex and this vertex and I'm going to first of all scale them in and then move them down and that's going to create the sort of top of my lock next up I'm going to select these three vertices I'm just going to use my scale tool to straighten them off and then I'm going to move up and in like that and that's hopefully going to create the bottom of the lock shape which looks pretty nice and then I'm going to move this one up here and just flare those vertices out and that's sort of where the key is going to go so now I'm going to select those faces and just sort of scale that up a little bit so it looks more of a key size okay so that'll do for that and then I'm going to extrude that in so control E and push it back push it back you know plenty far so there's got a nice bit of depth to it and at this point I am going to delete the faces off the back so one two three four get rid of those see you later okay so that's pretty much the the lockdown so what I want to do now is make that part of the the chest so I'm just going to move it into place really so let's do that the first thing I'll do is make it so that my pivot point is in line with the back of the lock so that'll make it easy to snap this to the chest so I'm going to hold D which will put me into a pivot point mode and then I'm going to hold V as well which will snap it to a vertex and then just on this axis so I move it back I'll click and I'll tell it to snap to that vertex there and that means that now if we go around the side you can see the pivot is just perfectly aligned with the back of that so now I know that I've got a vertex just there that will line this up perfectly with the edge of there so I'm going to hold V on my keyboard click on here and I'm just going to put my mouse on that vertex there and that's perfect that's exactly where I wanted it and now it's just a case of scaling it in a little bit making sure it looks right and then putting it in place which is going to be a little bit tricky so I'm just going to move my pivot point one more time so I'm going to D and V I'm going to move it to the top of the shape and now when I move it by holding V I can snap it to that vertex there which will perfectly line up with where I want it I do want the lock to stick out a little bit but I want it to be in line with that band so I think let's just turn on ambient occlusion so we can see what we're looking at so I think that looks pretty good all there is left to do now is add some textures to it so I aimed for 250 triangles I'm at 260 so I can live with that there might be one or two savings I can make I'm fairly sure I could do something here to get rid of these faces because they're not doing anything I could get rid of a couple but it's low enough that I can work with it so let's add some simple color to this in line with the rest of the assets that I'm creating for the Unreal Engine tutorial that's coming up so what I'm going to do is into the hyper shade first of all I'll bring that over here we are going to create a new Lambert I'm just going to call it colors underscore oh hang on that's not very good material underscore colors and yes I am doing the British spelling of colors okay we're going to link up a file and that file is going to be this color palette I've created here and that's just like a checkerboard of colors you'll see it in the uv editor in a minute and I'm going to apply that material to everything so apply material to selection and I'm done with the hyper shade for now so if you can't see your material just press six and that will show up see at the moment that just looks a bloody mess doesn't it but that's fine for now so so this doesn't get distracted I'm just going to press five to turn that that texture off for a sec and then we're going to face mode and I'm going to select all the faces on this part that I want to be brown so that's going to be these here I'll get the one underneath as well that one that one that one and that one that one and that one I think that's all of them yep that looks good and I've selected them in that order on purpose because these are easier to select than the bands that'll take me slightly longer so if I do these first that will only leave the bands and that makes them really easy to select in a second you'll see what I mean so let's go into my UV editing workspace ta-da you can see how that's working here are all the colors that I can choose so I'm going to go for this nice rich dark brown I think so in here I'm in the create section I'm just going to do an automatic map which is all I need for this I'm going to shrink those shells down and just plop them into the brown color so now if I press six over here you can see they've all nice gone that that nice deep brown beautiful and what that does is means that everything that is left so we're going to UV shell mode which is there and I think there's something there as well and something there so all the shells that are left must be the bands so what we'll do is select them in shell mode then we'll do an automatic mapping scale them down so they'll fit in one of my colors and I'm going to put it on this sort of mid gray that I've got there just make sure that fits okay let's go into object mode I can see that I've not been entirely successful with that so let's try again so we're going to go into over here we'll go into shell mode and then I can see that I've missed a shell there I'll select that I've missed a shell there I've missed a shell there this is not very good one there one there this is poor form let's just make sure I've got all of that selected and then we will do another automatic okay that looks like I'm going to be a bit more successful so let's get that into that dark gray or mid gray again and then we'll have a look did I get everything that I wanted this time yeah okay so far so good the last thing I need to do is just sort the lock out which again is pretty easy so I'm just going to grab the whole thing I'll do an automatic map I'm going to shrink it down and the color I want on this one is going to be the darker gray just get all that up a bit and then inside the lock I want to be black so I'm going to select one let's try again one two three those four faces and then I'm going to do a greater than selection I'm going to grow my selection by pressing shift and full stop and I'll just try and zoom in so you can see this happen so when I press shift and full stop it selects all the faces around the ones I had selected which again is just a faster way of selecting things and then I'll do an automatic projection on that and then those faces are going to sit in the black quadrant there we go object mode so that is pretty much complete that's ready now to be put into a game engine such as Unreal Engine 4 so I'll just do a couple of final preparatory stages and that'll be ready to export so I'm just going to go back into my classic view I'm going to turn my grid back on because I want to make sure this is positioned where I want it to be so what I'll do is I'm just going to combine both meshes for now so we'll do a mesh combine okay and I want the pivot to be at the bottom of the shape since if we put it into a game engine that's what we'll be lining up with the floor so we want our pivot that'll be the thing that will line up so I'm going to hold d and v and snap it to any bottom vertex there we go now sometimes depending on the object I'll snap the vertex to a bottom corner if it was like a wall that was going to snap to other walls that's definitely what I'd do but in this case I don't need to do that so I'll leave it where it is but one thing you must do if you're exporting to meal engine 4 is make sure that your pivot point is centered on the grid and at the moment mine's below the grid you can see that there so what I'll do is hold x on my keyboard and I'll move it up and just make sure that that's now sitting on the bottom of the grid which it is okay so there we go that's pretty much done just a couple more steps now to make sure it's ready we need to freeze transformations at the moment this thing stays been translated 50 on y we need to get rid of that so you can either go to modify freeze transformations or in my 2018 they've started putting this handy little icon on your shelf so we'll freeze transformations you can see that zeroes everything out we also need to get rid of all this history when you go into a game engine history can cause your big headaches so to do that you can go to edit delete by type history or again you can just click on the icon here so there's delete history all the history goes and that's pretty much now ready to go you could also do this one center pivot but the pivots where I want it to be so I won't be doing that and that's now ready to export brilliant thanks for coming to class hit that 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