Pedestals creation

With starting a recreation of a game, you need to have a good reference of perspective and height of the player model. The height of Link in Ocarina of time is around half or 0.7 of a normal reference human body (which is 6ft tall) since the game is based on when Link was younger.

Here is the pedestal reference image I am working from.

Here I am going to add a human body reference in maya through the content browser. You can find the content browser under the menu Windows at the top of your Maya interface. As said before, references are very important when creating 3D assets especially when creating assets with references such as older games, real life objects or even 3D text you might use in various other projects.

To create the pedestals I had eye balled how tall they were using the Maya human body asset as a reference. I concluded that the tall pedestal was 3 body lengths high, and the shorter one being 2 body lengths high.

In this step I am creating a shorter pedestal. I had added in a cube primitive with the width of 1.5 human body lengths and height of 2 human body lengths. I like using the side and top projections in 3D software as they allow me to edit things with more accuracy. The projection I am in now in this screenshot is the side projection.

After this simple model is created, we need to texture it. To texture assets you need to UV unwrap your assets, this allows the asset to display the texture accurately taking the lengths and widths of all faces on the object. This is automatic mapping, which is what I use for simple assets like this. Just click the button and you should see the projections come up in your viewport.

After UV unwrapping I will export the asset for texturing later on. To not export the references with it, select your object in object mode (F8) and go under File > Export Selection. Here a window should pop up with your export pathway, name and prefered file type. I save my assets as FBX.

With the next pedestal is the same workflow, except I duplicate my reference and stack them onto each other. I also duplicate my pedestal and delete my original one as that has already been exported. When the shorter pedestal is duplicated you can extend the rectangle upwards to match the height of the 3 references.

As this object has now been edited and stretched, it is a good idea to Automatic UV unwrap this asset again so it keeps continuity for the texture to accurately represent itself.

This is a screenshot of the pedestals side by side like how they are within the game. I think the references that were used were slightly too tall so I had edited the shorter pedestal to be a tiny bit shorter by eye to match the one in the original game.

If you like, you can also texture your object inside of Maya. I have got quixel megascans so I will be using their textures for this model. Once you have imported your texture, you should see a hypershade window pop up with all your materials in there, to apply your texture onto your asset click and drag on it using the middle mouse button and drag it onto your desired asset. I do not like how the uv's were set up so I am going to change them.

To change the uv’s go under the UV menu in the top of your Maya interface and select UV editor from the dropdown menu. A window should pop up with your UV texture and some edges. These edges are where your texture is displayed on your asset. I just flipped mine upside down as I believe this looks a bit more organic.

When exporting assets for games, make sure to use the game exporter as this allows you to export with file types such as Fbx. and Obj. Now your asset is textured and exported you may realise that when you open your asset, it is not actually textured. This is because Fbx does not allow Maya shaders to be exported as the shaders used in Maya are different from the ones used in game engines like Unreal Engine 4 or Unity. Texturing in Maya however is good for showcasing, animations and full projects within Maya.