Introduction to Modeling in MODO 302

Learn a time-saving workflow to automotive modeling and a multitude of modeling tools and techniques that can be used for film, games, and design. Software required: modo 302 and up.
Course info
Level
Beginner
Updated
Apr 28, 2008
Duration
5h 30m
Table of contents
Description
Course info
Level
Beginner
Updated
Apr 28, 2008
Duration
5h 30m
Description

Learn a time-saving workflow to automotive modeling and a multitude of modeling tools and techniques that can be used for film, games, and design. Contains 5.5 hours of project-driven training. Perfect for new and experienced artists using modo. Popular highlights include: Modeling Tools Overview; Working with Mesh Items; Copying/Pasting Geometry; Selection Methods; Beveling Polygons and Edges; Adding Edge Loops; Backdrop Images for Reference; Creating Geometry with Curves; Joining Geometry; Reusing Geometry; Modeling with Deformers; Shaping Objects with Element Move; Combining Falloffs and Transforms; Working with Symmetry; Mirroring Geometry; Extruding Geometry Along Curves; Flex Tool; Modeling with Primitives; Extruding Polygons; Adding Geometry with Edge Extend; Creating Fitted Panels; Cloning Geometry Along Curves; Adding Edges with Edge Slice; Placing Geometry with Mesh Paint; Adding Materials; Rendering with HDRI. Software required: modo 302 and up.

About the author
About the author

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.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] All right, now, let's jump in and take a look at the type of geometry that will be working with here in Moto. All right, So if you're familiar with the concept of polygons and subdivision surfaces may want to skip ahead. And when we start looking at motive deals with mesh items in the next lesson and then actually starting to draw in the car. But in this lesson, I'm just going to spend a few minutes talking about the different types of gentlemen tree that we're gonna be working with here. All right, So if you're not familiar with polygon surfaces, let's look at this cube here. And this is gonna be a representation of a polygon surface. Ah, we're able to select the item itself. The peace here as a whole appear we select items. Okay, this is gonna be our cue. And this is the type of geometry that we're gonna be starting with here in motor. And this is a polygon surface. Now, polygons are made up of different pieces Now on motive, these air called elements. Now let's take a look at some of the elements that make up this pulling on surface. The first element that we're gonna look at is just a polygon. Okay? You'll notice these three little _______ up here are going to allow us to select the different elephant elements. So I'm gonna go and select polygon, and this will actually let me select. These different faces are probably gone sometimes in different programs. They're called also called faces. It's basically the actual geometry that you see. Okay, swimming will select the faces I can shift select multiple faces, multiple polygons in here. Okay. All right. The next element don't want talk about are the edges. And the edges are basically these alleges connecting the polygon. So in this case, Ah, this polygon is contained within these four edges. Okay, So that would make it a quad. You'll hear that sometimes the quad or foresighted foresighted face. Okay. So as four edges now, the next one are the Vergis season. These are just simply the points that connect the different edges. Okay, so basically the corners Moto has a lot of different modeling tools, and some of them can be run on specific elements. So a lot of them will be able to run on individuals or groups of polygons. Some of the modeling tools will be able to run on edges or EJ loops. Okay. And some of them will even be able to run on Vergis, ese. All right, so just keep in mind, you can also squirrel between your different selection mode using the space bar. Okay, so I can select polygons. I could go back in, select some vergis, ese, select an edge. And those settings or those Ah, selections were actually saved within there. So if I kind of scroll back and forth just using the space bar, you can see how those selections air saved thio de select. You can just simply click off into the view port. If you want to go back to item mode, you can simply select items or you can hit shift space bar, and that will take you back to your item mode here. Okay, so those are the different elements of a polygon surface. Now you can see one of the things about this polygon surface is that it's very, very sharp. It is a cube, and the corners are extremely sharp because we just have one edge defining that, right? So what we want to do if we want to get something a little bit smoother. For instance, the sphere you can see we've got a little bit more of a curve shape. Got kind of a spherical shape going on, But it's come at the expense of having a lot more geometry in here, right, Whereas and we just have six faces on this cube. We've got a lot more, uh, geometry in here to create this curved surface. You can see even though we have a lead geometry. We're still getting very jagged surface. Okay, so you could add a lot more geometry in here to get something smooth. All right, Or you kid, utilize a subdivision surface. Now, subdivision surface is simply calculating surface using an algorithm based on the cage or this outer polygon surface. So in this case, we have this cube and to create a subdivision surface in Moto, all we're going to do is hit the tab key, and that's gonna enable us to toggle between sub D's and polygons. So if I hit the tab, key can see it's now kind of a spear shape, and that's because we have such a low resolution here. What the algorithm is doing is sort of smoothing between these different edges, okay? And these different faces. So there's not much geometry holding that together. So what it's doing is smoothing down into basically, sphere shaped. You can see it in a subdivision mode. You can still select all of your different elements. So if I got a polygon, I can select my polygons. All the different modeling functions that are available to you as a plague on surface are going to be available to you when you go in and do your sub subdivision modeling. Okay, We're gonna get a lot smoother results. I can select edges. It's like overseas. And in fact, my selections from the previous when it was a polygon are still actually save in there. Okay, so that is subdivision surface is just taking a polygon surface, applying an algorithm to it and smoothing it out. Now we're gonna go through different ways of making sure that some edges ey're gonna be sharper than others, maintaining some of that sharpness dealing with the different elements of ah, subdivision surface. When we do our modeling, I just want to give you wanted to give you a quick overview. So we've got a lot of tools here. You're gonna be able to create a lot of shapes, But just try to keep in mind that you're working with polygons and subdivisions surfaces. In some cases, you can leave your model as a polygon. For instance, some hard surface items would be able to do that. And sometimes you wanna have a subdivision surface so that you have a nice, smooth curve. Okay, just really depends on what it is that you're doing. Okay, One thing to keep in mind, we talked about how these politicians have four sides. Subdivisions, service algorithms normally, uh, prefer you to have foresight of geometry so you can see right here on the sphere. We have a lot of foresight of Jim treat up on the top. We have some, uh some actual triangles appear okay, so possible might try to minimize the triangles that you have. You might also try to minimize the end guns that you have under here. You can see an end gun is basically a polygon face that has more than four sides. So in this case, you can see it's a lot of sides here, and it's just one face. So ideally, you'd want to come in and subdivide that Mullikin how we can do that. Turn that into quad geometry, foresighted geometry for the subdivision algorithm. All right, so that's kind of Ah, just a quick overview of polygon sub d modeling. Start to think of them as sort of interchangeable, especially here in motor, where it's so easy. Just hit tab. You can go back and forth between your polygon and subdivision surface and all of your selections and modeling tools are available to you on on either one of these surfaces. Okay, so really start to think of them interchangeably, But you will. I kind of need to figure out ways to add resolution to these public on surfaces in order to get the result that you want as a subdivision surface. And we'll certainly look at that in the lessons to come. All right, so in the next lesson, let's go ahead and look at how Moto deals with the different pieces of geometry. It's gonna be a little bit different. That's gonna We're going to look at the item list and how Moto deals with mesh items and mesh layers, and it's gonna be just a little bit different than maybe something that you've worked with before, depending on the type of software that you've used. So let's go ahead and look at that in the next lesson, and then we'll move on to backdrop images and actually starting to block it from the geometry for our project.