3D tabel modeling

In this blog you will find all procedures and creative working I went through to create the table for my scene in the promotional video for my mobile device project.

Before I have started this asset I have sketched the table out with the lighting render to see if I would still like my table design I have created for the purpose of a modern english themed office space.

I think this table will do good within my scene, I will go on to create it in 3D.

In this first step ive just created a cube primitave, squashed it down and steched it out to create a rectangle, you can see the attributes I have set in the attribute editor on the far right of the picture. I did this by pressing the "r" hotkey which enables object manipulation by dragging to the axis tags. I have also pressed the "w" hotkey which enables object movement and brang my rectangle up to the top of where I want my table to start. you dont have to do this, I prefer working like this because in the end I have an asset thats pivot point is in the center of the object (since pivot points are always based on the original axis of 0,0,0 based on what 3D software you are using).
Subdivisions add detail into an object by placing more vertices into it, they also allow you to have more manipulation handles to work with, which is why I am using subdivisions in this case. To use subdivions, navigate to the modeling toolkit on the far right of your screen and under "polycube1" (in my case this is what my object is called) and raise the subdivion width and depth to your liking.

I am changing this attribute so I have a base structure to work with when it comes to the tables legs.
Here I am working on getting the connection from the table top to the legs, I have selected 2 faces from the equally subdivided table top (holding shift and clicking the desired faces) and extruded these faces out, you can find the extrution tool at the top of your Maya interface. After clicking this your axis should change to manipulate how the extruding should take affect. drag this down a bit by pressing the "w" hottkey and pressing "r", dragging on the blue(x) axis manipulation tag inwards.
What happens here, is after getting the base shape of the top of the table leg, we extend it downwards to create the actual leg taht reaches down to nearly the bottom of the table. I have decided on this style of table through my own choices, and you can create any table using these base significant steps.
Right here doesnt look like much, but what I am doing is very significant for the bottom base of the table. I am using the multi-cut tool to create a sub-dividing line to allow me to split the bottom sides into 2. You can use the multi-cut tool but selecting it under edit mesh and clicking on an edge, to view the effect of the tool but not actually complete it, you can click and hold, this will show you a line where it could be placed if you let go of the mouse button.
In this screenshot, we are subdividing upwards now, so we have 2 nearly square featured faces on the bottom that we can work with, to get this is the same process, but click on the opposite face to get a subdividing line like mine in this screenshot.
We are now using those new faces we just created to extrude from. The point of this is to create a base for the new extrution we will be doing in the step after, you will want to extrude these faces out just a little and click and drag on the red axis while in the size manipulator (by pressing the r hotkey) this step is completely up to you and wont create much of an effect for the final product.
We are now using those new faces we just created to extrude from. To do this, I like to do it from left to right and do 2 stands at once, I hold shift and select the first of my choice, then select the other that is directly opposite. Click extrude and extrude outwards. Depening on how you want your table to look, you may want to arc it outwards by dragging on the red tag line in the outwards direction.
You will want to create the leg size to be the same as the top side of the table - 1/4th. So around 3/4th of the length of the upside of the tables length.
Dont forget to save! saving regularily is very important as you may lose all the work you have done so far (which could be a lot, or very little, but still very annoying when you lose it)
Now we can export, use the game exporter found under the exporting tab in file where save is found. If the game exporter is not there, it is because a plug-in has failed to load, a quick google search can fix this problem. While in the game exporter tab, you will see a lot of information and checkboxes, you dont need to mess with these at this stage but below that where the path is and file name you will need to fill out. Select where you want your export to be saved to (I created a folder called "3D" for this) and name your file, I just named mine table.
Double clicking on this new exported 3D file will bring up a viewport with simulated lighting where you can view your 3D work without loading your 3D package.
If you are using this asset for a game, simply drag it into the game engine you are using and it should import directly. You can also go to file > import and select your file that way. When imported you could find a few errors e.g. Size of table is way too small, this is due to Maya having 100x less size when imported into unity, but this is ok, just click your asset and look into the asset inspecter (found on the right side of the Unity interface) and increase the size values from 1 to 100. You may have a some lighting issues when working with larger scale assets, this is because of the UV's in Maya. I wouldnt worry about this unelss it really causes a problem, then just a quick google search can be used to fix it.