Learn an artist-friendly workflow to character modeling, texturing, and rendering with MODO 301. Contains over 6 hours of project-based training for artists learning MODO and the artistic processes of creating stylized cartoon characters as seen in animated feature films. Popular highlights include: Look Development; Exaggerated Proportions; Adding Appeal; Mesh Sculpting; Image-based Sculpting; Vector Displacement; Painting Textures in MODO; Utilizing Shader Tree; Global Illumination; Constraining to Background; Copying/Pasting Polygons; Reusing Geometry; SDS Subdivide; Sub-D Modeling Tools; Morph Maps for Facial Expressions; Deformers; Combining Falloffs and other Tools; Combining Images with Effects in Shader Tree; Organizing Item List; Pen Tool; Loop Slice; Mirroring Geometry; Modeling with Symmetry; Element Move; Selection Methods; Edit/Delete Message. Software required: modo 301 and up.
Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.
Introduction and Project Overview [Autogenerated] All right. So let's get started now by taking a look at the artwork that we're gonna be using to build our superhero character, and we will go ahead and block in the head. So I'm gonna go ahead and open Moto here and for the purposes of this training, we're gonna go ahead and stay with the default. Three a one lamp. Okay. You can see I've just kind of moved these things in so we can see things a little bit better. Real estate is a little bit tight in here, but I just used the default layout. So I've got the item list and the shader tree over here. And then we've got this tab view port over here with tools and sculpt paint on this side. And then we've got our lists and properties down here so we'll just go ahead and stick with that default layout. Obviously, Moto has ah, you're able to customize the interface quite a bit with Moto. Just for the purpose of the training will go ahead and stick with it. With this layout, feel free to customize your lay out any way that you feel is good for you. So All right. So the first thing we're gonna do is take a look at the artwork. Okay? We're not going to just be modeling, you know, freeform. We're gonna be actually trying to match a piece of artwork. So let's say that we've been given this piece of artwork of this super hero guy on. We need to go ahead and try to match this as close as possible. Okay, so we need to sort break it down and figure out what we need to do. The first thing that jumps out at you probably is gonna be this enormous head. Take a look at this head. You'll notice that it's pretty much a cylinder shape. Okay? It's very cylindrical. And it s so it has the face. Most of the details gonna be concentrated here in this area, but for the most part, it's gonna be just a cylinder. So we're gonna start by blocking in this cylinder shape, and then we'll create an area that we can actually create this edge flow in here with this face. So the first thing we're gonna d'oh you can see I just got an empty mash up here. I'm gonna go and bring in a cylinder. Primitive. Okay, so I'm gonna go ahead and hit. If you hit control, you'll be able to bring in a unit cylinder, which will be in the current mesh item. Okay, if you hit shift, that will create a new mish item for that cylinder. But we're gonna go ahead and drop it into that, um, mesh that we have there. I like to go and turn off track ball rotation fills a little bit more comfortable to me. So now we've got this Sylar here. I'm gonna go ahead and leave it with the default divisions here, and let's go ahead and just pull this up. Who? Stretch it up a bit. Go on, go into my front of you. Okay. Let's see. Let's make it. It's really good size. Well, bring it about three units up. Three street units, that is. And the grid units at this point are 500 millimeters. Don't bring it up and just kind of scale it to the way that you want it. You don't have to. Yours obviously is not gonna match mine exactly, But I just want to get the general the general idea here So I see it's about the signs that we want here. So this is gonna be served as the base for our head. Okay, So once, we could come up here and rename this and say, this is head base for want to do that. All right. So the edge flow on this guy is okay, for the most part. Still on the signs on the back. It's a very simple head. Right, But to do the face, we're gonna be adding edge. Float for the eyes, for the mouth, for the nose. It's gonna be a little bit more complex. And right now, the edges air flowing straight up and down straight across. So we want to be actually be able to modify that. And instead of going in and trying to redraw some of these edges that are already existing, we're going to create those from scratch. So to do that, we're going Thio, go ahead and get rid of some of these faces. But the first thing we're gonna do is go and duplicate this. And so I'm gonna right click and duplicate that miss item, and I'll rename that and call this head smooth. All right, Okay, so on our heads, smooth. I've got this active. I'm gonna go ahead and polygons and select the end polygons going to lead it. And you could have actually done this one hour doing both of them before you actually duplicated this, but and then I'm gonna take the head smooth. And I'm gonna STs subdivide this a couple times so hit D and that's going to smooth that out just like that. So if we turn this off, you can see it. We've now got this smooth, a smooth cylinder here, and this is going to serve as sort of a base to draw our new geometry on top of. So for the head base. What we want to do now is get rid of any of the faces that we're gonna be replacing with our new geometry. So let's go into a front view. I'm gonna turn symmetry on, which will enable us to select select faces or politicians on both sides. So go symmetry. It's turned on X symmetry taken. See, now, if I select these polygon is gonna select them on site. So let's go ahead and leave three on the top and then we'll go down here and leave three on the bottom was select all of these Polly guns here. Let's go ahead and shift Select back here almost to where the ear would be. I think we want to go. Okay, So this is gonna be the area where our face is going to be where we're gonna create that new geometry. So go ahead and just hit delete to get rid of that. Okay, you can see that. We've got her head smooth. You can see them when I choose these. Like after inside the head base the head smooth goes toe wire frame. So anything in the background is gonna be displayed in a wire frame. If you want to change that, you can go to shade options in active measures, and you could make him the same as the active mesh. But that's a little bit. If you're having trouble with things on top of each other, knowing what you have selected, you might want to go ahead and leave. That has a wire frame. Okay. So you can tell what you have selected. All right. Okay, so now that we've got to the ah, the head base is going to serve as the a majority of our head, and then we've got the head smooth. This head smooth will allow us to use one of Moto's great functionality, Ah, functionalities, which is the constraint background to be able to draw some some geometry in here and make the edge looks really follow the way that we want to, instead of having to deal with the Strait of the ____ lines that we might not want for it for face that we want to be able to animate. All right, so let's go ahead and come in and the next lesson and look at how we can draw out the facial geometry using motives Pen tool.