Learn an artist-friendly workflow to automotive interior modeling and a multitude of modeling techniques that can be used for organic and hard-surface projects. Contains 4.5 hours of project-based training and guides artists through a time-saving workflow to automotive modeling with modo. Perfect for artists new to modo. Popular highlights include: Creating Light-tight Geometry; Re-using Geometry; Modeling with Curves; Using Element Move to Shape Geometry; Sculpting Organic Shapes; Painting Bump Maps; Adding Materials; UV Mapping; Adding Images as Textures; Tightening Edges with Loop Slice; Cutting / Pasting Geometry; Efficiently Combining Geometry; Creating Worn / Used Look; Using Deformers; Shaping with Falloffs and Transforms; Geometry Selection; Beveling Edges for Seams; Bridge Tool to Create New Geometry; Starting with Primitives; Organizing Mesh Items; Blending Texture Layers. Software required: modo 302 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] hi and welcome to modeling automotive interiors in Moto, presented by digital tutors. My name's Justin and I'll be your instructor as we create an automobile interior. And the variety of shapes and contours involved in a car's interior will allow us to use a wide array of modelling tools to achieve our desired look. Apart from the hard surface pieces like the dashboard and the consoles, there are also cloth seats and various leather appointments that we can build using motors, modeling and sculpting tools. Well, look at method for reusing geometry. Efficiently, Well, look at ways to quickly combine primitive shapes into molded interior pieces will also use some sculpting to create the seats and parts of the gearshift and break in Addition of modeling will touch on creating UV map, sitting at materials and adding textures to the models. We'll be working with the car from our introduction to modeling training, but you can really apply these techniques to building an interior from your own CD vehicle. All right, let's go ahead and jump in and look at how we can use the pieces from the exterior of a car to go and start to create the interior. All right, let's take a look. And before we start building seats or consuls or anything like this, one of the first things we might want to do is to come in and actually just kind of fill this geometry. And right now you can see that kind of seeing through the bottom. That's because it's just one one sided. And so the normals, air facing downs we can see through that on the back piece here, you can see that that actually does have some thickness. That's not really where we want would want that to be so really thin. And it's not really filling out the interior like we would like. So we want to kind of fill some pieces in here and kind of seal it off before we start to bring in some things, like the seats and the dash and things like that. So you could come in and with motives. Modeling tools actually build this from scratch, using curves or whatever techniques you want to use. But it seems the logical way would be to come in and actually use geometry that we already have to start to bring in the interior. Okay, So let's go ahead and begin to do that. I've just turn the doors and the windows off so we can see things. Ah, a little bit better. And I've also grouped everything. This is the many from the intro introduction of modeling. You can use obviously whatever car that you want to. If you have a exterior that you've modeled, you're welcome. Thio, go ahead and create an interior for that, using some of the same techniques. But this is the car that I'm gonna be using. So I'm gonna go in and take some of these pieces here so we'll take the bottom first. Okay? And you can either duplicate it or you can copy and paste the faces, so I'll just copy those. Continue mesh id him and paste those in. And now I want to flip the normals around. To do that I'll have to do is hit the f key. Okay, so I flipped those around, and so now you can see I've got a floor basically right in here. Now, if I want to push this up a little bit, I can run a push on it so good at a push, and that'll push it up a little bit and get it out of the way of the bottom floor. Now, we don't necessarily need this geometry all the way up here. Okay? So we can kind of so like that. Luke dance. Go ahead. Delete that. Delete that. We're gonna end up closing this off underneath the dashboard, okay? And it's called this floor, okay? And it's hard to see easier today. You can see that we actually have now have geometry there for our floor, and it might actually want to, depending on what you want to do. You might want to move it up a little bit. Okay. All right. So now let's go and do the same thing for the roof and see, we've got this roof piece here, so go ahead and say it like that. Grab those polygons. Copy those, and that's good. And paste them into new mesh item and go ahead and hit the f key to flip those normals, Riggio. And that's actually just move it down a little bit, okay? And it could probably get rid of the little ridge there that we've got so we can go in and select that just select that for a loop, select two in a row at the l Key to select that, and then we can select the remainder of that. Go ahead and delete that and then integrate that this tab the make sure that that smooth and then we could take our ceiling, take the edges okay and hit the ze key to do an edge. Extend. And we'll just pull that up into the roof and might want to skillet out. Just make sure that it's not ah, sticking up, sticking up above where it's going to stick out. You want to just kind of _________ into the the ridge there, okay, and that conserve as our ceiling. Call that ceiling. And as we collect these, you can start to sort of group them together. If you want to, we can take this and let's go ahead, and you can either going and select just the polygons that you want. I'm gonna go ahead and just select for now, just go ahead and copy paste those two new mesh item, and that's just to kind of separate these things out. And then we can come in and, ah, sort of delete, delete these. Go ahead and select that. And that gives us just the interior, right? So then if you wanted to, you come in and fill this in. And if it turned this, turn this guy off, get the trunk good, and turn the truck off. And also the body. Okay, so that leaves us with this interior peace. You can fill that with a polygon. You see that? That needs to be flipped. If you have some pieces that summer flipped in, some or not, you don't necessarily have to select the, uh the pieces that you want to flip around. Like I could select this polygon and flip it if you just do in a line that'll flip that back around wasn't actually flipped. It was kind of a display thing, I guess. But, uh, you get the idea and we could take I just want to redraw these edges. So I'm gonna go ahead and take some of these edges and just delete him, okay? And then I'll go and use my edge slice destroy across here, and then I'll just connect these up there, there, and it just depends on how much time if you're working on a film or something. It depends on if there's gonna be any time spent back here on how much detail that you would want to put. Right. So this is gonna be back behind the back seat if you're never gonna be back here for everything's gonna happen up here. You know, it's one of those things you just have to figure out how much detail you have time to put in, Um, how much that'll take away from, you know, your other detail. So if you want to take in bevel this and to be key and And for Do that, I'm gonna go ahead and take some of these. You have got this geometry here that we created for the, uh for the where the trunk was supposed to be. We could take that out. So just like these edges and it's good redraw. So there might be some geometry that you're able to cleanup when you do this because you know that you're not gonna need that detail that you had to create for the exterior whenever, for whatever reason, you know that Vertex and we could just emerge Those to get protects, join average Tex joint averaged. All right. Deposit could quite do this other one. All right, so I got that kind of cleaned up a little bit. It might also be Cem faces under here that you can clean up there may be facing their own direction. So it's got to clean it up just a little, using some of our edge slicing. Uh, so let's go ahead and just bevel this just to create a little bit of thickness as it comes out from here. So much to a bevel to be key clicking the view port. I was dragged in just a little bit. Right. So that just gives us a little bit more thickness and also separates it out. You could fill in this bottom part, too, if you want to, but I'm not gonna worry about it too much, so you could turn her body back on. You can see the places where that might need to integrate a little bit in further in, so we can continue to work with that. All right. Okay. So that's how we're kind of starting to get things closed in. Let's go ahead and the next lesson continue to sort of seal up and finish up this interior before we actually start to block in some of the things like the dash and the seats and so forth. So go ahead and next lesson and continue in this vein.