Modular Bridge/Arch/Pillars

Introduction

We are going to be looking at a range of materials and what is needed for a modular setup when creating our own assets.

We imported an image into the front POV in Maya and scaled it up more to reference it for our first model, a pillar. We used simple extrusion tools and a single square object for this one pillar

We imported the image by going to view > image plane > import image.

We then went to mesh tools > inset edge loop > options and selected 4 edge loops and the ‘multiple edge loop’ option. We then click and hold on a horizontal tool to add the four edge loops

We added two edge loops across the pillar and used vertex mode to create a stretched octagon shape. Then we extruded a few layers to recreate this shape.

I got stuck on this stage as I didn’t select all of the correct vertexes at the same time which made it harder for me to cut out a shape for the center of the pillar.

UV mapping the pillar was mostly straight forward. We projected the faces from different angles and used the face tool to click and drag the UV map we need. I then deleted the bottom face as we don’t need it.

We copied the pillar and translated the X axis to -8.

We added and extended a square shape and added bevels so that we could extruded them inwards in face mode to create ridges in the arch.

We then UV mapped it and deleted the side ends of the arch.

We went into animation mode in the top left and navigated to Deform > Nonlinear > Bend when in object mode with the arch selected. We changed the axis to 90 degrees and made sure to rotate the green move line to a full 90 degrees too.

After we altered the orientation of the arch until it fit best into our pillars, we deleted the history of it, moved it appropriately and then copied it in object mode. We then inserted one edge loop half way and used face mode to select and delete the other half of the arch to replicate the reference image. When using the edge loop tool it is important to deselect it afterwards, I forget to do this.

We created a side face in the front POV by using the polygon tool and selecting and cutting out a shape. We then extruded the face and stretched it across the arches. To remove the excess, we added 12 edge loops and moved them up to hide behind the arch curves.

Copy the arches using Shift + D to recreate the bottom reference from the reference image.

Next we need to duplicate our bridge so that we can ID map it. This means that each and every different feature of the bridge needs a different colour for a different material that’s going to be used.

We use shift + click in face mode to select similar faces, making it easier to add the colour ID map. When ID mapping the brick arch of the bridge we give it a new material (lambert)

Combine the ID maps together mesh > combine. Then Alt + shift + D to delete history.

Once again, we have ID mapped the bridge so that we can give different parts and sections of it a different material such as brick, gold metallic, stone etc.

After baking the maps in Maya, we exported the file into Mudbox and started to add texture to the bridge using the sculpt tool and a simple stone texture. We are also going to be using ornamental brush textures that we have used in a previous workshop.

Mudbox had too many issues throughout the class so we are using Substance Painter. We went to the texture display settings > bake mesh maps > changed the resolution to 4096 and subsampling at 4×4. We then added the ID file to the common tab and changed names to _Low and _ID. We then baked our mesh maps.

In substance painter, we added numerous groups and layers such as Gold, Dirt and marble texture to start adding different colours and textures to different parts of the bridge. We made the gold texture highly reflective, meaning the metallic was high. We then had to use the brush tool to remove some dirt off of the gold to allow it to shine better.

Next we added a brick texture to the main part of the bridge. We used the colour selection tool and the colour picker in the properties tab. To get colour selection we had to right click and find it to add to the layer. I found the majority of this Substance Painter process very fast paced, it is easy to fall behind and get lost behind a lot of steps.

We then imported the same ornamental brushes we used in the past into our shelf. We used shift + click to select all of them at once and changed the type to texture and changed the name.

Here I accidentally defined the ornamental brushes as a texture instead of alpha, this made it impossible for me to use on my alpha layer.

I then added ornamental brushes to the gold accents of the bridge and added gold effects on the wall. After this, the bridge was more or less done. To add more detail I could’ve added a moss effect.

Here is a render of the final model:

Conclusion

During this workshop, I used multiple techniques and tools that I have used before to create this archway and bridge. I used the ‘insert edge loop’ tool frequently and vertex mode to create the pattern on the front of the arch. I selected the front and back face before this, so that I could replicate this process on both sides. UV mapping most of this way simple as we used simple shapes. Something new that I have never used before was when we had to create an arch effect to a straight rectangle shape. To do this, we went to deform > non linear > bend. I think this is a very useful tool to know, furthermore we duplicated the arches to create a more bridge look. I struggled with some of the vertexes and using the vertex mode during this workshop. I would accidentally select vertexes that I didn’t want and only end up realising when it was too late. This workshop went pretty well and I’ve been getting better and quicker at modelling since the beginning of the course.

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