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Isometric Blockout in Autodesk Maya


🟥Learn how to create an isometric blockout of a tavern room in this Autodesk Maya class, including furniture and attractions like a bar and stage.


🟥Get ready to build a tavern with various attractions, like a bar, stage, booths, and instruments.



🟥Follow along to understand the blockout process and prepare for the next modeling phase.






- Workflow

  • To create the floor of the room start off with a cube and change the Subdivisions to 10x10 to have equal sides.

  • Move the pivot to one of the corners by holding D + V and use the Move tool to move the pivot.

  • Use Ctrl + D to duplicate the floor and Snap it above the first cube by moving it and holding down V.

  • Do this one more time, this time snapping the other cube on the opposite side.

  • The floor should look like a heart shape.

  • Duplicate one of the cubes used for the floor and rotate it 90 degrees by using the rotate tool and holding down J.

  • Scale down the wall a bit so it isn’t the same size as the floor in length.

  • Make sure the wall is snapped to the floor.

  • Duplicate the first wall and make the rest of them all around except for the front.

  • When making an Isometric room, we don’t want to cover the room with walls all around so that we can see inside the room when it’s displayed.

  • Before we start blocking out we need to set up our camera shot.

  • Click the Panels tab, Perspective, and select the New option.

  • A new perspective camera will appear in your outliner, double click the camera and change the name to Isometric.

  • Press Space to open up all 4 views and on the Top View, change the camera to the Isometric one by going inside the Panels tab, Perspective, and clicking the Isometric camera.

  • Make sure that you have the Perspective camera where we’ll be working on the room.

  • On the upper right corner where your perspective view is you may notice the name below says Isometric.

  • To change to the Perspective camera, go into Panel, Perspective, and click the persp camera.

  • Click the Isometric camera in the Outliner, go into the Attribute Editor, and make sure you have the Isometric Shape menu open.

  • From here scroll down until you find the Orthographic Views option and tick it.

  • This will turn the camera into an Orthographic view.

  • Activate the Field chart and place the camera where the center line splits the room in half.

  • Open the ZooToolsPro options and open the Camera Manager.

  • Set the scene resolution to 2048x2048.

  • Change the Fit Mode to Overscan.

  • And lastly, tick the Match Res/Film Gate and Display Resolution Gate.

  • One last time check if the Frame grid is nicely aligned with the room.

  • Now that our shot is set up we can move on to blocking out the room in the perspective view.

  • Add a cube and scale it to the size and length of a bar table.

  • For the barrels, we’re going to use cylinders that have been rotated 9 degrees and stacked behind the bar on top of each other.

  • With the multi-cut tool add an edge near the barrels and bevel it with 1 Segment and increase the fraction to 0.3

  • Add another edge on top to create a doorway.

  • Delete the faces and bridge the holes on the inside of the doorway.

  • Duplicate a wall and snap it on the side where the doorway wall is.

  • With the scale tool scale it down so that the wall isn’t visible in the Isometric camera.

  • To hide the top part of the wall, elect the end edge and move it down to a slope and it will be hidden in the Isometric view.

  • Add a cube and place it in the gap at the doorway.

  • Scale it to be the same size and length as the gap.

  • Make sure you place the pivot on the upper right vertex to better snap it in the gap.

  • Once you filled the gap, duplicate the cube with Ctrl + D, hold V, and snap it to the top of the first cube, after that click Shift + D 3 more times to create a staircase with the duplicates.

  • Name all of the objects we’ve added so far into the scene and group them up to keep the Outliner organized.

  • Add another cylinder and rotate it 90 degrees then place it on the wall behind the bar next to the barrels.

  • On the bar use the multi-cut tool to make a couple of cuts to create a door that can be lifted up to enter behind the bar.

  • Add the cuts and delete the faces you don’t need and fill any holes that have been made

  • On the inside of the bar, select the face below the multi-cut and extrude it out to create a working station for the bartender.

  • Add cubes and scale them down to the size of a crate and stack them on top of each other and place them anywhere you want in your room.

  • With another cube create the liquor cabinet behind the bar.

  • Add a cylinder and scale it down to be the size of a chair, select the faces below, extrude them inward then extrude them down to create a bar stool.

  • Place the chair at the bar and make duplicates of it.

  • Add another cylinder, add a multi-cut on the top, select the faces around the multi-cut, and extrude them out to create a table.

  • Duplicate the table and place it around the tavern in front of the bar.

  • Add a cube to create the other tables so we can have a bit more variety in the scene.

  • Scale it down to be the size of a table and add 3 multi-cuts in the middle by holding down Ctrl and clicking with the Middle Mouse button.

  • Delete the edge loop in the middle and bevel the other two.

  • Add 5 multi-cuts again in the opposite direction, delete the 3 in the middle, and bevel the other two.

  • Select the square faces below and extrude them to create the legs for the table.

  • Duplicate the table and place it on the other side of the room.

  • Add a cylinder, rotate it 9 degrees, and delete half of it.

  • Place it near the wall, select the two faces on the top, and extrude them outward to create the fireplace.

  • While still having the two faces selected use the scale tool to straighten the top of the chimney.

  • Add another cylinder to create a stage in the corner of the room.

  • Delete most of the faces, place the stage in the left corner, and scale it on all three axis.

  • Close the hole on the side that is visible from the Isometric camera.

  • Make a hole in the wall for a window near the stage the same way we did for the doorway.

  • Use the multi-cut tool to add edges around, delete the face in the middle and close up the holes on the side of the window opening.

  • With cubes make a small staircase at the front of the tavern.

  • With another cube make an arm wrestling table.

  • Add a multi-cut near the top, select the faces in the middle, and extrude them inward using the scale tool.

  • Place the table anywhere in the tavern.

  • We can make a board for the tavern.

  • Start with a cube and shape it into a quest board.

  • Add three multi-cuts using Ctrl + MMB.

  • Delete the middle edge loop and bevel the other two.

  • Select the bottom faces and extrude them with Shift and the Move tool.

  • To make the rest of the chair, add a cylinder, add a multi-cut on the top, select all the faces below, and with the scale, tool extrude it in all three axis.

  • Duplicate the chair and add it to the other circular tables.

  • For the other tables, we’ll make a bench for them.

  • Add a cube and scale its length.

  • Add two multi-cuts on the side, select the bottom faces, and extrude them.

  • Copy the bench and add it to the other square tables.

  • To fill up the empty walls a bit more we can make banners out of cubes.

  • Scale and squish the cube, add a multi-cut in the middle then pull down the middle vertices to create the banner shape.

  • Scale the banner in width to make it wider and put them on the walls next to the fireplace and bar or wherever you want in your scene.

  • With a cube create a long sign that will be placed outside of the tavern.

  • The sign can be placed to be higher than the walls of the tavern.

  • Check the Isometric camera to see how it looks and from that, you can determine whether or not you like the position of the sign.

  • Add some cylinders on the stage for the drums.

  • To see if the scaling is correct in the room we’re going to make a simple character to determine the size of the objects.

  • Add a cube, scale it, add a multi-cut in the middle, select the bottom faces, and extrude them with the Keep Faces Together Off.

  • Select one face at a time below the feet to move them from side to side to split the legs.

  • Add two more multi-cuts, select the top two faces, and extrude them to create a head.

  • Place the character around the tavern and see which objects need to be adjusted.

  • In this case, we can see that our bar stools are too large and need to be scaled down.

  • After scaling down the chairs we can make some cups using cylinders.

  • In front of the tavern, we’ll make a small sign near the stairs with two cubes scaled and placed back to back with each other at an angle.

  • Duplicate one of the banners and place it outside.

  • Add a cube and create the handles for the banner.

  • End Result.






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