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Creating Product Shots in modo

Creating Product Shots in modo

with Dan Ablan

 


modo has found a strong niche in creating virtual product shots for use in advertising and marketing. By using modo, you can create highly realistic shots of your products, reducing the need for product photography. In this course, Dan Ablan leads us through the workflow required to create such highly realistic 3D renders in modo. Discover the optimal settings for modeling, sculpting, and rendering; learn how to model real-world packaging; work with UV maps, Photoshop textures, and other basic materials; and light the products effectively. Dan closes with an overview of rendering the final 3D images for print or preview.

This course was created and produced by Dan Ablan. We are honored to host these tutorials in the lynda.com library.
Topics include:
  • Who should use modo?
  • Adjusting the workflow settings
  • Using backdrops images
  • Creating models with curves
  • Creating materials
  • Setting up basic materials in the Shader Tree
  • Replicating traditional lighting setups for 3D product shots
  • Rendering a 3D product shot

show more

author
Dan Ablan
subject
3D + Animation, Modeling, Rendering, Previsualization, Product Design, CAD
software
modo 6.01
level
Intermediate
duration
3h 24m
released
Mar 06, 2013

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Introduction
Welcome
00:03Hi, I am Dan Ablan, and this is Luxology's modo 601 Product Shots.
00:10In this course we are going to talk about modeling and creating 3D product shot renders.
00:15This can be used for concepts, for visualization, and for real-world products.
00:20You'll learn how to model, create fur, create shading and surfacing, use real world-lighting,
00:26and apply realistic cameras to render out your final image.
00:29You'll also learn how to render for print using DPI settings and create custom review
00:34maps so that your products are mapped accurately and efficiently.
00:37If you're ready, let's go ahead and get started Creating Product Shots in modo 601.
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What you need to know before taking this course
00:00You're probably asking yourself what you need to know in order to do this Product Shots course in modo.
00:06You don't need to necessarily know a whole lot, but some familiarity with the program is definitely helpful.
00:11You can watch my modo 501 Essential Training here on lynda.com to get up to speed in the software.
00:16Even though this is 601, the 501 training applies just the same.
00:20If you are relatively comfortable with the program, just go ahead and dive in and follow along.
00:24We are going to be talk about the interface slightly, we are going to talk about the Render
00:28panel, we are going to use the Item list when we build objects, and we are going to definitely
00:33user Shader tree to build surfaces.
00:35We'll actually get into using some fur and hair materials, and of course we are going
00:39to definitely use the Camera and set up lights in rendering.
00:43So, if those are of interest to you, go ahead and get started with modo 601 Product Shots.
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Using the exercise files
00:00If you're a lynda.com premium subscriber, you'll have access to the exercise files.
00:06When you get those, unzip them, put them in a safe place, perhaps on your desktop,
00:10and when you open them what you'll see is four folders.
00:13One will be images that we are going to use in the course, one will be objects, things
00:18we have created in the course, which also are your scenes and then any presets we might have,
00:25and of course any rendered images.
00:28However, in this course we are going to build as we go.
00:30So, when we open up these object files, we are actually going to build most of these
00:34throughout the course, and you'll how those are created.
00:36So, let's go ahead and get rolling with modo 601 Product Shots.
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1. modo 601 Overview
The modo 601 interface
00:01The modo 601 interface is really not much different than the modo 501 interface.
00:06If you have watched my modo 501 Essential Training here on lynda.com, you can get a pretty good
00:10overview of the whole program from the ground up.
00:14But let me in this video just take you through few of the interface options that we're going
00:18to be working with throughout this course.
00:20What you are looking at here is the Model tab, and this is where we're going to do
00:24all of our basic modeling.
00:25This is pretty much what your modo interface should look like when you start up.
00:30The next tab is the Model Quad view, and basically it's our perspective view with a top view,
00:35a front view, and a right view of whatever our model might be.
00:40So let's say we picked a cube right here, we model this out, well, you can see there it
00:45is in all four views. It's not four separate windows, but it's four different views of
00:50the same model, that's something to keep in mind.
00:54We have our Paint tab--which we'll get into in this course--just to paint a little bit
00:58of texture right onto our models.
01:01The Topology tab, which is something we're not going to cover in this course, but it
01:05is a great new feature of modo 601 and something we can explore in future videos.
01:11The UV mapping tab, which we'll cover in this course, will show us how we can map images,
01:16and our painted textures around any kind of model we want.
01:21In the Layout portion, here in this tab what we can do is go through some of the existing
01:25meshes that come with modo when you have installed the interface, different Environments or different
01:30materials, and for more complex things, Assemblies and Profiles.
01:34When we jump over to the Setup tab, this is were we get into some really advanced things
01:39such as our Channels, our Channel Modifier, Channel Links, things that we're not going
01:44to do in this Product Shot course.
01:46But new to 601 are Deformers, Inverse Kinematics for Full Body IK, and lot of other really nice
01:52advanced tools which we'll get to in future courses.
01:57We'll get to our Animate tab so we can see some animated lights and cameras.
02:01And lastly we'll jump into the Render tab quite a bit, so we can actually see our surfaces
02:06being applied in real time right with preview render.
02:10Each one of these interfaces really is not much different than what you have worked with in modo 501.
02:16However, each one of these tabs is really just a collection of different presets.
02:22So for instance if we come to the Model tab, you can see that there is this little tick
02:26mark up in the top corner, a little thumb tack if you will.
02:29If you hold the Ctrl key on your keyboard, and you swipe down, you'll actually duplicate that tab.
02:35If you hold your Ctrl key and swipe to the right you'll duplicate it that way.
02:40And what that means is you can then change this view from let's say Perspective to perhaps a Camera view.
02:47You can change from OpenGL to perhaps a Wireframe view.
02:51So its very flexible to move these panels around as well, and you can click right in
02:55the interface like that and just slide these around.
02:58And you could do the same with the panels on the columns over here.
03:01If you want to remove any of these panels, just right-click back on that little thumb tack
03:08and hit Delete, you can also see when you right-click there are a number of other things
03:12that you can Save the Viewport, you can Detach, Copy, and so on, so let's go ahead and delete this one.
03:18Across the top here we'll be working with Vertices, Edges, Polygons, Materials, and Items.
03:22It sounds like a lot of things to remember, but it's really not.
03:25And as we work through our course, you'll see how easy these are to remember.
03:29We'll talk about Action Centers as we model, which is how we can control the action over mouse on our object.
03:36We'll use Symmetry to mirror our actions on different axes, and I'll show you how
03:41the Falloff tool can be used to change a shape of your model as you're building it.
03:46Over here in the right column, you can see that there is the Items tab.
03:49This is sort of a home base if you will, kind of a bin for all of the items that are in our scene.
03:54A mesh is your object itself, and of course, we have got a Camera and a Directional Light
04:01which all build up into a scene that's why you see that little clapboard right there.
04:06We'll then jump into our Shader Tree where we can get into our surface presets, and as
04:11well as build our materials which I'll feed up to the Render engine to make our final output.
04:17And to begin modeling we're going to work over here in the Model tab with all our basic permanence.
04:23Now when we call these tabs across the top, I'm also going to call these tabs down the side as well.
04:29So we have got tabs within tabs.
04:31So it can get a little confusing, but it will work out pretty well once you follow along.
04:36Lastly, just to navigate around the interface. In the very top right of your interface you'll
04:40see a little move, rotate, and zoom tool.
04:44What you can do with these is a click and hold your left mouse button and move around,
04:50click and hold on the rotation and click and hold on the zoom.
04:53A lot of people just want to click on these and then try and move in there view,
04:56and it doesn't quite work that way.
04:58Holding the Option key on a Mac or Alt on a PC, you can click and drag and rotate your
05:03views so we're going to be doing that quite a bit just to move your view around.
05:07If you have a wheel on your mouse, you can use it to zoom in and out, and if you have
05:11a right mouse button which I highly recommend you can Lasso select your object or Polygons
05:17or Edges or Vertices as needed.
05:20So something else to consider if you're working with a one-button mouse on a Mac,
05:23go ahead and get a two-button mouse it will help you quite a bit.
05:26So a quick overview on the modo 601 interface. It's not that difficult to navigate through
05:31once you know the tools and know which way you're going for each view models.
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Exploring workflow settings for modeling products
00:02The workflow settings for modeling products which we're going to do in this course are
00:05going to be pretty much the default standards with modo 601.
00:10We'll move some interfaces around as we need.
00:12But what I want to show you is up here in the Layout dropdown, there is a Layouts menu
00:16that flies out, and you can see that there is a number of different options you can choose for your interface.
00:20There is 3D Sparse, 401, 501, and 601 default layouts.
00:25There is also the Animate layout. Let's take a look at that.
00:29You can see here with the Animate layout it changes our full configuration, the tools
00:33still work the same way, but the entire interface has changed around just for a little bit better workflow.
00:39And sometimes when you move these interfaces around depending on the size of your screen
00:43some of the buttons will become hidden, and it's just a matter of moving these lines around
00:49in between each one of the menus and adjusting so that your full screen can show.
00:54I have got a smaller workspace, so not all my tools are going to show up.
00:59When you have a full screen interface, such as like 1920x1080, or my main monitor is 2560
01:06resolution, you'll be able to get all of these instantly and you won't have to move these menus around.
01:11But let's take a look at some others. Let's go here to the 3D Sparse, and you can see
01:16this menu actually works really well, if you're just in that grove of modeling objects,
01:21and you really know your tools.
01:22There's only a couple of tools once the model is created that you will need to adjust it
01:28and tweak it and pull it.
01:30For instance I can press the B key for the Bevel tool or the T key for my Element Move.
01:35If I hold Ctrl+Space I get my pie menus, if I hold Alt or Option+Space I can choose transform
01:43menus and things like that.
01:44So, all of these keyboard shortcuts as needed will pull up.
01:47But those are what you can get comfortable with and then work in a view like this.
01:52If you ever play around with that, you can always go back here to Layout 601 Default Layout,
01:56and that works just fine.
01:59But this is for our primary workspace we are going to use for our modeling products.
02:04We are going to stick with this Model tab right here.
02:07We might go into the model Quad view but in modo, I am going to show you that working
02:12with the action center and the work plane you won't necessarily need to go into this.
02:17And also, what I would like to do is again that Ctrl+Space gets to a pie menu, and I
02:22can jump right to a front view or to a right side or back to my Camera view or back to a Perspective view.
02:29I often find myself working that way.
02:32Now one think I want to point out is this legend down here in the bottom corner.
02:37What this is is our work plane. You can see that it shows the X, Y, and Z axis.
02:42Well, what does this relate to?
02:44If we take a close look at the little gray whitish box that is drawn between the X and
02:50the Y axis, it represents this tall white grid that you see right here on the main interface.
02:56If I hold my Alt/Option key, and I click and drag in the interface notice that, that box suddenly changes.
03:04Well, that means that my work plane now is on the Y axis because it's drawn between X and Z.
03:12It sounds confusing, I know. So let me show you what this means.
03:14If I had to just choose a box right here, and I want to draw this out, let's say I want
03:19a flat box, well, I'll draw it out. Oh, well, it looks like it's standing upright.
03:25That is because my work plane is actually on the Z axis. It's draw--my work plane is drawn
03:29between the X and the Y, all right, so we'll get rid of that.
03:33So, if I rotate around until that work plane now shows the Y axis standing up and the work
03:39plane is between the X and the Z, and I draw again, well, now it's flat the way I want.
03:45I am drawing it flat on the Y axis, which is up and down, and then of course I can tweak it from there.
03:52So, as we build our product you're going to see me move around and change this workspace
03:56so that we can use it for each one of the products specifically as we need.
04:01But that's what that work plane margin legend in the bottom corners.
04:04So, if you ever need to know which way you're looking, and you can't quite see the axis of the background.
04:09For instance, right here you can see that we have got Z right back there a positive Z,
04:14and a negative Z is behind us, we can it right there.
04:18Or we have got our X axis to the left and right. You can always use this as a guideline.
04:24So, it is just something to be aware of.
04:26We are going to be work primarily in the Items tab right here, and we'll work with the Properties
04:31for each of those objects we create.
04:33So, working in modo is relatively easy, especially when we're starting our products from a basic primitive.
04:40We're going to use this throughout the course as we jump into rendering and animation later on.
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Exploring workflow settings for surfacing products
00:01The workflow for surfacing objects is not entirely different from the workflow for modeling objects.
00:06We are just going to simply go to a different tab.
00:09However, we might jump around to a few more tabs, and there's a couple things we can do
00:14to enhance our surfacing as we get to that point. So, let's do this.
00:17I am going to hold the Shift key, and I am going to click on the ball Primitive in the
00:21model tab, and I quickly add these spheres to our interface.
00:25Now this is our modeling tab, meaning we can model, we can bevel, we can adjust this any way
00:31we want, which we are going to do when we get into actually building our products.
00:35But if I wanted to create a surface on here, there is two things I need to do.
00:38Number 1 is to press the M key, M as in material.
00:42So, here is our Polygon Set Materials tab, and with this we're going to give our polygon a surface name.
00:50Now this is not actually putting all the different materials on, it's just identifying
00:54these polygons with a particular name. So we'll call this Sphere, very original.
01:00We can set a base color if we want. It's not a big deal, we can always change this later,
01:05and we'll click OK. You can see it instantly change.
01:08But also notice that some properties appear, and it says material reference.
01:12Now, this is part of the workflow that you kind of have to get to used to with modo.
01:16We're in the Items tab, the actual item--the object itself--is selected, but we are seeing Material properties.
01:23Well, that's because we kind of jumped ahead of ourselves by hitting the M and hitting
01:28material without going to Shader Tree.
01:30You don't need to go to the Shader Tree, you can do it just like I did.
01:34But just be aware that it will pop up down here all these properties when you do so.
01:40Now let's say I click the camera when I go back to Sphere, and you are going to see that
01:42it jumps back down to the Mesh tab.
01:45But because the Material has already been applied, that tab is now available as well.
01:50So, you don't necessarily need to leave this tab, this model tab when working, especially
01:57if you want to put some materials on.
01:58You can model, you can put some materials on and work from there, but let's say--as we are
02:03going to do--go much further with our materials, that's where the Shader Tree comes in,
02:07and that's the secondary tab right here.
02:09Let me expand this a bit so you can see it, there it is, Shader Tree, and in here you're
02:14going to see all of the materials we're going to work with, and once we open up this render,
02:20and in here is the sphere material that we just created.
02:24This is a material group, and as we get into surfacing, I'll explain this much further.
02:28If you open this up and select the Material, when I press the M key this is actually what
02:34I created, this base material right here, and this Material Reference tab is what was being
02:40shown when I was in the Items tab.
02:42A little odd I know at first, because some things appear in tabs, some things appear in both tabs.
02:49But as we start working through the whole course, it'll make much more sense.
02:54So this workflow for setting up our surfacing, really just matter of creating the material,
03:00our first step and then jumping into the Shader Tree and opening up that material to add all of our materials.
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Exploring workflow settings for rendering
00:01Now the meat of this course will come when the lighting and rendering happens a little bit later on.
00:05You can learn quite a bit when we get to the modeling and surfacing as well, but the rendering
00:11and the lighting are really what is going to make your product shot shine.
00:14When we talk about workflow for rendering, what we're talking about is how you can work
00:20when setting up your surfaces and how that workflow should be set up so that you can
00:25maximize your time when applying different surfaces and applying lighting.
00:29Setups for rendering workflow don't need to vary much from this Render tab.
00:34However, you might want to see something like this when you're working in another tab.
00:39For instance, let's say we're back in our Model tab, and we have created just a sphere again.
00:44And you're putting on some basic materials just to kind of see how things are going.
00:47Maybe you are putting a set in, which we are going to do a little bit later, you are going
00:50to get some your initial lighting done, and you want to see where this is going.
00:54But you want to keep working in this view, you don't really want to get to Render tab yet.
00:58But what the Render tab does is it gives you a Camera view--and this is what we're going
01:02to talk about later when we get to our final output--and it shows you a real-time render.
01:07Well, there's a way you can get this real- time render to pop up as you're modeling as well.
01:12Just press F8 on your keyboard, and you'll get a Preview window.
01:15Now, you can dock this anywhere you want, but this is showing you what your final camera settings will be.
01:23If you hold the Shift key, you can add a flat plane, and you could see it right there, and
01:27if I press the W Command, I'll get my Transform command, press R for Scale, and it can scale
01:33that up, and in real time I'm seeing my render right here in the Preview window.
01:40So that's a really nice way to set up your workflow, especially you have dual monitors,
01:43you have a very large monitor, perhaps. You can just put this off to the side.
01:49Another thing you can do is also in the top left corner just as your mouse moves over here,
01:53you can see it highlight orange.
01:55You can click and drag this, and you can just drop it into anywhere you want on the interface,
02:00close this one out.
02:01Now you actually have a little preview render up there that you can work with, and I can
02:06move this down to just shape that.
02:07I have a much smaller screen right now that I'm working with, but a much larger screen
02:11would allow you to fit all of this sound quite well.
02:13So that's something nice to work with.
02:15If, however, your scene is getting a little more complex, you can shut this off without removing it.
02:19Right here at the very top where it says Render Done, click on that, and it will say Render Hold.
02:25So whatever I do in this scene, such as move this out, let's go ahead and take our Transform
02:31command, and we'll move the ground out of the way, notice that this hasn't updated yet.
02:36Click on it again, you'll see the ground disappear because we moved it out of the shot.
02:40So very easy to work with that little preview render, but again that is the same window
02:45that is already default in here.
02:48The modo team has just gone ahead and placed things in this Render view for proper setup.
02:53One other thing you might want to try is the Presets here on the left.
02:57You can just simply drag and drop one of these, right into the Render window, and you will
03:00get an instant surface applied to that selected material.
03:04You don't have to keep that, it's just a good way to start.
03:08So here you can see, here's a green, high gloss. Well, I like that, but maybe I wanted just
03:12my own unique color or yellow or orange or a little less reflection.
03:17So I do that quite a bit in my daily workflow is that I'll use some of the presets in here.
03:22And if you double-click to go to the parent, you'll see that there's quite a few in here,
03:26High Gloss, Low Gloss.
03:28Go up again, there are actually some of the enhanced modo textures, such as Fabrics, things
03:33like this, and I'll go through some of these when we get into our shading and surfacing.
03:38But the modo workflow for rendering really is a matter of keeping this Preview window
03:43here, keeping the Material set here at the Presets, having a Perspective view down here
03:49and perhaps a Camera view up here.
03:51It's not set in stone. You don't have to keep it like that.
03:54You can always add any window you want anywhere on your interface.
03:59Let me just do that one more time, I'll go up here to Layouts > Windows, and I'll hit New Window.
04:05And with this New Window, we can set this to whatever we want by clicking the right arrow.
04:10And here you can see there's Toolbars, Properties, Data Lists, any of the panels and windows
04:16and menus throughout modo will all access right here.
04:20So let's just say you want to add a new Shader Tree.
04:23You don't want to have to click over to it.
04:24We are making this window a Shader Tree, then I can click and drag and drop it anywhere
04:29I want, let's say right here.
04:31So now, I have created my own unique interface which has all of my modeling tools because
04:37I am still in the Model tab, but now I have my Shader Tree where I can go ahead and change
04:42my materials, and I'm getting a quick Preview Render right up here.
04:45If I want to save that, I'll go to Layout > Layouts, and you can see that if choose
04:50one of these, it'll go back to my default.
04:52So we want to hit Save As, and I'll just call this RenderView, something like that and then
05:00when I go to Layout > Layouts, you can see there is my new RenderView.
05:05So I can always go back to my Default 601 and then anytime I want, I can come back and
05:10go to RenderView or 501 or 401 or try one of these others or perhaps other types of
05:15views I have made, maybe there's certain situations where I'm doing architectural animation,
05:20or I'm doing medical animation, and I have got a series of panels I need accessed in a certain way.
05:24That's just another way you can change your workflow to make things more efficient.
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2. Modeling Products in modo 601
Examining core concepts for modeling
00:01As we begin our modeling section, I just want to go over some core concepts for modeling,
00:05just some simple workflow ideas and tips and tricks that will help you along the way.
00:12Now when we're working in modo, as I mentioned, we're going to work in this full screen view,
00:15we're going to see our work plane, this tall white grid in the background.
00:19Every once in a while we'll change our Action Center. Let me talk about this real quick.
00:23I'm going to hold the Shift key, and you'll see that in our primitives we get a plus over
00:27these primitive icons, when I click one of them that primitive is added to our layout,
00:33and you'll see here in the Item list it says Toroid, or Torus.
00:37And that is the object right there.
00:39We'll press the A key to fit, we are going to do that a lot.
00:42I'll hold the Alt/Option Key to click and rotate my view around.
00:47And what I want to talk out about what the Action Centers is basically the control
00:51you can have over this model.
00:53So in the Basic tab from this Modeling tab, you'll see beneath these primitives are some tools.
00:59If you'll hold your mouse over, you'll see that there is variation to it.
01:04So the R key is the Transform, the basic. If you hold the Ctrl, you get a Uniform Scale.
01:09Of you press Shift+R, you'll get a different type of control altogether--let's move this
01:14back over here. Alt will Taper and Shift will Flare, so quite a bit of variation all within that tool.
01:19What you can do, though, is when you see that little tiny dark corner in each of these buttons,
01:25and you'll see it up here under Items, you'll see it down here under these tools,
01:29you'll see it here under these primitives as well.
01:31That means you can click and hold, and you'll actually get these other tools.
01:35But to the right are keyboard equivalents, R for Scale, Shift+R for Uniform Scale,
01:41so what does that mean?
01:42Well, if I press the R Key, there is my Scale tool, and what I can do with this is grab
01:47the green, the Y handle, up and down I can scale my object that way.
01:51I can scale on the X with a red or scale on the Z with the blue.
01:55But if I click in the center, and you'll see it highlight there just real quickly.
01:59It's a teal color, and then it highlights to yellow when I mouse over it.
02:02If I click and hold in the center, it will do Uniform Scale.
02:06Sometimes, however, I want to scale just differently, from a different location, I can hold the Shift key,
02:12and that Uniform Scale will happen from wherever I am.
02:17So I'll undo a couple of times there. You can click on the tool to turn it off.
02:24But if you notice, if let's say I choose my W, I'll press W on my keyboard and get my
02:29Transform tool, I can do a Transform Move, hold the Alt key, get a Soft Move, Shift key
02:35will get a Soft Drag and so on.
02:37Again, more variations of the tool, but simply with just the Transform, same ideas apply,
02:42I can click and drag on the green handle for up and down, Z is the blue and the red is the X.
02:49But what if I want to drag it from over here or perhaps use my Rotate?
02:54Well, notice that every time I turn on a tool it kind of pops right in the center of the
02:59object, that's fine, but because I did a Uniform Scale, the object is centered right at my 0-0, X-Y-Z axis.
03:07You can see that these dark crosshairs all come to a point, that's my zero axis.
03:13And by default, these objects have a center.
03:16So let's turn off this tool real quick, and if I click and hold down the Items dropdown,
03:20you'll see that there is Pivot and Center.
03:22I'll select Center, and you can see that there's a little circle right there, a little dot.
03:27That is the center for this object, kind of its home base if you will.
03:31So when I select the Move command or Rotate or something else, it's going to happen from that point.
03:36Now I can select this, again, going to Center, selecting that, and then moving that over here
03:42to the let's say the Edge.
03:44Click just to deselect it, and let's click and hold them go back to the Item, okay.
03:49So this is an item, any object you create is called and Item.
03:52Now when I choose my Rotate Command, look where that control handle is it's where that Center was.
03:58If you want to see your Centers you can press O on your keyboard, and there's a number of
04:03different options in here, such as Weight Maps, Overlay Drawing, things like that, Wireframe,
04:08there's also Visibility tab here to the right, and then there, just about in the Center, is Show Centers.
04:14And I can say when it's selected or All the time.
04:17Move my mouse away, the panel goes away, and now you can see the Center right in the object.
04:22So, works quite well for manipulating your object.
04:26However, sometimes you might not want that, you might want to keep the Center but just
04:30Rotate from a different point.
04:31So let's do that, we'll go to File > Reset, it's kind of puts everything back to normal, don't Save.
04:38And let's hold the Shift key, and let's just say a Sphere real quick.
04:43And now let's go into our Action Centers and look at the list here.
04:46Well, there's quite a bit to work with.
04:49If I want to choose, let's say Rotate, I'll press the E Command, of course, it's going
04:52to rotate right from the center, which kind of important for a sphere, but maybe you do not want that.
04:57So Ctrl+Z or Command+Z to undo.
05:00Let's say you want to rotate right from the top of this.
05:02I'm going to hold All option key to rotate around a little bit.
05:05I can change my Action Center to let's say Element, and what's an Element?
05:11An Element is Vertice, an Edge, or a Polygon. I'll point over an Edge or a Polygon.
05:17So I can very easily come in here and click right on that edge and my control handle jumps,
05:23and now I can rotate right from the point.
05:25But I'm not changing the center of the object so that later on if I turn that off by hitting
05:31the Spacebar, click on Element to uncheck that and hit my E Command to Rotate.
05:37Notice now my Rotate is still centered in the object.
05:40So, when it comes to modeling, you're going to model something, you are going to put it
05:44in place, but it might still have its own unique rotation, in this case a ball.
05:49But notice the rotation is oriented to the work plane back here.
05:54See that? It's oriented left and right, up and down, very even, but the ball is angled.
06:00Well, that's very easy to change.
06:02I could just change my Action Center to Selection and notice that the rotation now orientates
06:08itself to my selection, which in this case is the ball, and that allows me then to rotate
06:14the ball nice and evenly around its own center, which I never moved.
06:19So very easy to manipulate your objects even when you're modeling, and again, this can
06:25be great for animation as well, as you can see here.
06:29You can put a tire on car and position it, and move it in to place, but keeping that
06:34center in place and allows it to rotate quite easily.
06:39The other thing I want to point out is that the Automatic Action Center isn't necessarily automatic.
06:45So be careful with that, don't think it going to automatically know which you want to do.
06:48What the Automatic will allow you could do is grab this little handle that it puts up,
06:52and you can manually pull it around.
06:55In fact, think of this Action Center as a manual Action Center, where you can place it manually.
07:01The other thing is Local. And Local works very well too.
07:06And very similar, in this case to selection, the action orientates itself to that local axis.
07:13So, it can't get very confusing. On a simple level, we're going to keep these off for right now,
07:18and just use the default.
07:19We'll change it if we need, and I recommend that should be your workflow as you are moving
07:24along in modo in modeling.
07:26Lastly, using the tools, it's a simple process of selecting a tool--let's say a box--
07:34click and drag to let's say draw out the box.
07:36If you can click on the tool or you can press the Q Command on your keyboard to Quit that tool.
07:44Then you're going to select another tool, do something with it, Q command turns off the tool.
07:50More specifically, you can go to Polygon mode, and let's a select few Polygons, this could
07:58be Edges or Points as well.
08:01Select a Command, use the Command, turn off the Command and then click outside here
08:07in the blank area to deselect.
08:10That is the process of the workflow, you are going to select, do something to it, and deselect.
08:14And if you don't select anything, whatever you do will affect everything in your view.
08:20And in this case it's just the sphere layer.
08:23If we have multiple layers, which we will later on, you'll see that we can work on each one
08:28of those layers and not affect the other objects we have created.
08:33So, simple workflow tips, just to help you along. Once you get in the habit of using this process,
08:38everything will flow smoothly.
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Using backdrop images for reference
00:01When you're working in 3D, the number one thing you need to have is reference.
00:06You have to have something to work from, meaning as much as you think you know what a television set might look like or a mug,
00:15the best thing you do is actually have a picture of that or the real object in front of you.
00:20modo makes it pretty easy to model from existing references, and in this case I have got a simple
00:25bottle I'm going to show you and how we can model from that image.
00:29If you go to the Add Item dropdown in the Items tab, click that, up at the top there's
00:35something called Backdrop Item. If you click that, you get this nice little gray box.
00:41Now this doesn't render, this is different than having an actual box that's actual geometry.
00:46Notice in the Items list, it's a Backdrop item, it's not a Mesh, it's not geometry.
00:52With that Backdrop Item selected, the Properties for it will come up, you can see that we have
00:56the Transform Properties, Rotation, Scale and Position, we can just click on that to
01:01close it, but then the Backdrop itself has its own menu.
01:06And for the Image, we can hit the None button, and you will see that we have got a little panel
01:12here that pops up, and from this, we can say Add Clip, we'll click on that and then in
01:17there is Load Image, and when you load an image--I have one in the assets file in the
01:22images folder for this course, it's called Bottle_Reference--and when I select that,
01:28and it could be any image as well, it'll pull that in and place that in the Backdrop Image.
01:34I'll press the A command to Fit it to View, and what we end up with is a Reference Image.
01:41So how is this different than loading a regular image onto a polygon?
01:44Well, first thing first is that it's not actual polygons.
01:48For instance, if I jump over to Render tab, and you can see that nothing renders, it's
01:54not really part of my scene, it's a reference. modo understands this is a Reference Image.
02:00The other advantage is that this Backdrop Item has some controls, allowing me to make
02:06it easier to use and build over, and that biggest thing for me is the Transparency,
02:13so I can actually make this transparent, and that way I can see through it, and the reason I am
02:17doing that is because if I press Ctrl+Space on my keyboard, I get my
02:21Pie menu, and I can jump down to the Front view, and then I can actually select
02:25some tools and build over this.
02:28So notice that it's just a ghosted image now, just a reference file.
02:32And the reason I had wanted to do that is because, see these little contours in here,
02:37all of those are pretty intricate, and as much as you think you know what this soda
02:42bottle might look like, without an actual reference this area might be a little too
02:47large when I build it, or I might have a little too much of a straight line on the end here,
02:52and the curve might not be right, things like that.
02:55All of it would be little details that would make your model not quite look right.
03:01For instance, it might come out okay, people would see and say, oh, and that's the soda
03:05bottle, okay, I get it, but it'll look a little off, and with the power of modo's tools why
03:11not go to the maximum realism and get this as accurate as possible?
03:16Let's jump back here to Backdrop Item again and then click the Backdrop tab. Notice also
03:21in these tools aside from Transparency, I have Uniform Size, so I can actually scale it.
03:30I also have a Brightness depending on your image and it may be too bright or
03:35too dark, and I can play with the contrast.
03:37Now this is just a PNG image. You can use a JPEG or TIFF or whatever you want.
03:42Another way to do this--I'm going to just clear all this out--is that if you have your
03:47image from somewhere else and in this case I have it on my Desktop, I'm literally just
03:51going to drag and drop it in, and it kind of saved me the whole trouble of going through
03:56the loading and everything else.
03:58But that's just an option for you, just another way to do things, you can drag and drop that
04:02right from another folder right into the screen.
04:05I can actually add multiple images. So, there I just dragged it in again, and now I have two,
04:13but of course, it's right on top of each other.
04:16So, if you take a look underneath where it says Image, there is a Projection Type, so let's do this.
04:23This Backdrop Item, this first one here, let's right-click on it and Rename it to Front,
04:28and the second one, I'm going to right-click and Rename and call it Side and for that Side
04:36Backdrop Image, the Projection Type I'll change to Right, one of the sides, and look what happens,
04:43I'll hold the Alt/Option key to rotate around.
04:46I actually have a side view of this, let's say you are going to the next level, and you're
04:50building an airplane or you're building a car or building, having those orthogonal views,
04:55the Front, the Top, the Side, all of those will help you model more accurately, so I
05:00can come down to my Front and start building some shapes, then I can come to my Side, and
05:05I can use that as a reference to see how far I can draw something and so on.
05:09And again, each one of these have their controls over Transparency and Brightness and Size and everything else.
05:15So, there are a number of websites out there that have blueprints of cars, airplanes, ships,
05:22things like that, things you would use multiple backdrop images for, and modo allows you
05:26to load multiple backdrop images,
05:28either from the Add Item dropdown, like I showed you earlier, or just dragging/dropping into your view.
05:34Using Backdrop Images is an excellent way to model your geometry accurately with detail,
05:42allowing you to get the right proportions and scale.
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Modeling a bottle with a curve
00:01I want to show you how to model an object with a backdrop image using just a curve.
00:06So here I have a backdrop image loaded, just this sample soda bottle, and it is
00:13just the default settings for this.
00:15So let's go ahead and select that backdrop item in the Items tab.
00:19And then in the Properties for it, you can click the Backdrop tab, let's take the Transparency
00:25probably to about 80% I would say, so I can just punch in 80%.
00:31It might be a little too much, let's say 70% just enough to see it.
00:36The reason I'm doing that is because when we start building, it actually is hard to
00:39see our geometry when it's 100% opaque. For instance, if I press Ctrl+Space, come down
00:47at my Front view, and we choose a curve so that's over here in the Pen tool, so I am
00:52going to click and hold on the Pen command and then choose my curve, if I start building,
00:58sure I can see this, but it's going to be a little bit easier to manipulate this
01:03with a little more transparency.
01:04So even if we do it at 50%, it allows us to see that curvature much better.
01:10And let's go ahead and delete that.
01:13Okay, so the way we are going to do this is we have our Backdrop item, I have set Transparency
01:18to about 50%--and again, you can vary this depending on your monitor and your brightness,
01:23doesn't have to be this, it makes no difference for your model.
01:26What I want to do to is create a new mesh. So I am going to go to Add Item and choose Mesh.
01:31Okay, that's a blank container for geometry, for mesh.
01:35Over here in the Basics tab, when you have this Pen command, click and hold on it and choose the Curve tool.
01:41You're also going to see here in the Bezier and the Sketch.
01:44Let me show you those real quick, so let's choose Sketch.
01:47With Sketch, you can actually just click and draw like this, and it will draw just a nice curvature for you.
01:54And with that, you could extrude along it, you can create chords with it and things like that.
01:59I am going to press Command+Z to undo on my Mac, Ctrl+Z if you are on the PC.
02:05You can use Bezier, and I know a lot of you Photoshop and Illustrator people like Bezier.
02:09Bezier allows you to click and then hold the mouse, and you can control the handles.
02:14Now, I don't really particularly like this in 3D, I feel it gives me a little less control.
02:21So, I am just going to select that and press the Delete key or my Backspace key, and now
02:27I'm going to come back again and choose my Curve tool.
02:31So the reason I like the Curve tool is because I can control the shape with points,
02:36with vertices, I just feel that gives us a lot more control over where we are going to put
02:40some sharps areas and where it's going to be more smooth.
02:42So we can start at the top or bottom, I am going to zoom in, and I am just clicking and
02:47holding on these top right buttons here.
02:50We have the Curve tool selected, and when I select that tool, the properties for it show up beneath.
02:56We are in the Add mode, but we also have Edit and Delete if we need, and Close, Start, End and Make UVs.
03:05So for right now, we are going to leave all those blank.
03:07We just want the Curve tool on.
03:08We are going to start right in the middle, and we are just going to click once to create
03:11a point, and then we are going to click right about here.
03:15And as I click and hold my mouse, I can drag that line around.
03:19Now, when I start making this curve, if I go too far, you can see that my curve swings out,
03:25just the way it would if you're drawing in Illustrator or Photoshop or another drawing type program.
03:31But if I make these points closer, I get a much sharper curve.
03:35So it's a matter of balancing where these points are without getting too many of them,
03:43but getting just enough detail.
03:46And you really only need to do this just a couple of times, and you'll get the hang of it.
03:50So I'm literally just placing points in order, up along this curve just to get my detail.
04:00If I want, I can zoom in, and the quality of my image is important here because of course
04:06if I zoom in too far, and I have a low-res image, this is not the greatest resolution
04:10image, but it will work for this.
04:11A high-res image will actually have more detail. So keep that in mind.
04:15Then I am going to click right in here and then make sure when you have little corners
04:21like this, that's definitely a place where you would want a control point.
04:25Now if I go up too far, that's going to curve a little bit, so we are going to keep this
04:28one little bit tighter down here, and then we can always click and drag right back on this point.
04:34Now if you tend to do that, be careful that you don't click from there, because look what happens.
04:39You add a point right in the middle, so I might want to come back in and undo that or
04:46what I feel is safer is just rearrange these.
04:49So we just make sure that you always have that last point selected before you continue on.
04:53So we will keep this one down about here. And I will zoom out just a little bit now.
05:02And this one doesn't need to be too close, it could be right about here, and we will
05:06click all the way up here.
05:08Now if that curvature is not quite enough, I could make another point, but I think I'll
05:13do fine which is moving this one point up.
05:16Okay, so unlike what you might think, it is better to have less points. You want as little
05:22point as possible, and we are putting more in around these sharp corners.
05:28Of course, they are not really that sharp, but the tighter curves I should say.
05:33And you can see right in here, this swoop right in here, we are going to want to point
05:36right about there, and then we are going to want to point right about there.
05:39So we have that nice curve with just a few points.
05:43So you could see why I like these Curve command, these Curve tools better than a Bezier.
05:48I just we have just basically more control.
05:52Now here it's a little bit tight, so don't get confused by that just simply make sure
05:56you continue along, and if these start getting a little tricky for you then move them back
06:02down, and we will need another control point there.
06:04And I will put this one here, and then we can come back up, and that straightens that out.
06:11Now, the cap, how would we do that? Well, you could build it separate.
06:17But what I like to do is keep this part of the model. It depends, though, if you are building something
06:22for a client and the bottle has to have the cap pop off, you will want two separate objects.
06:27In this case, we are building one solid object.
06:30So I am just going to come up very tightly, right in here with a little point, another
06:34point right here, another very tight little point right here and just come up around.
06:40It's very easy to make this cap look like it doesn't match, like it doesn't fit just
06:45by doing it separately and having the proportions not right.
06:49So, we always want to make sure that we do the cap as well and keep that consistency.
06:54All right, so we have this, and I just added an extra point by accident, but that's okay.
07:00So let's say I want to get rid of that point, I am going to come here to delete, and I can
07:04just click on the point and delete it.
07:07And now I'm going to move this back out, and we will take a look at what have here and
07:11press the A key to fit.
07:12I am going to turn of my Curve tool, and I'm going to save this, and we can just save it as CurveSoda.
07:24And I will save that in the Assets file.
07:27The mesh itself, we can rename as curve if you want, it's not necessary, but just to keep organized.
07:35And then when I do that, I have made a change to my scene so notice that there's an asterisk now.
07:40So I will hit Command+S or Ctrl+S again to save.
07:44So we have the curve, what can you do with it now?
07:46Well, I am going to turn off the Backdrop item, I don't need that anymore, but now I
07:51have got a really great reference that has helped me shape this.
07:55I want to use my Lathe command, my Revolve, so Ctrl+Space to get to your Perspective view,
08:01and you can see that I built this right along the 0 axis. I can see that 0 Y going straight through.
08:08But I can probably tell you that the 0 is not 100% for these endpoints.
08:15So what I'm doing is in Vertices mode, select the two endpoints there.
08:22Now when you select, if you click and let go of the mouse, and you go to click again,
08:27you will end up getting all of it or you might deselect the other one by accident.
08:33If you let go of the mouse, hold the Shift key, and you can add to that selection.
08:36If you accidentally select too many, hold the Ctrl key and click back on that to deselect.
08:42And if you are not sure how many you have selected, always reference down here on the
08:45bottom right corner, two vertices selected. And I could see them top and bottom.
08:51Now I will go to Vertex Map and choose Set Value.
08:55Okay, now what this allows me to do is set a value for my selection.
09:00Earlier I told you how if you select something, you can choose a tool and then apply that to that selection.
09:07If nothing is selected, whatever you do applies to everything in your view.
09:10Well, in this case, I have got just two points selected, so I am setting a value for those two selected points.
09:16And what's the value for these two points?
09:17Well, I want to change their position on the X, which is left and right, and I know that
09:22because I can see my legend down here, with my work plane, X is left and right.
09:29And I want to set that value to 0. Notice that it's at -2.
09:32I just want it at 0, and I will click OK.
09:36Now it doesn't look like much happened, but now I know for a fact that those are specifically
09:41right at the zero axis, and I can save my scene again.
09:45The last thing we need to do is come here to Duplicate, and we are going to use Radial Sweep,
09:50which is like a loft or a lathe depending on which program you have used.
09:56The Count is set at 24, we want it around the Y axis which is up and down, we are going
10:01to loft or lathe or Radial Sweep around that Y axis, starting at 0 degrees, ending at 360 degrees, looks pretty good.
10:12So we are just going to click in the interface there.
10:15And I want to keep an eye on these axis controls just to make sure because it's very
10:19easy to offset that and have a little bit of a hole in your object.
10:27So if I zoom in to the bottom, you can see that I have got just a little bit of a hole right there.
10:33And if I move these values here, you can see that that hole changes where I am using my Radial Sweep.
10:38Okay, so we are going to make sure that that's zeroed out, and that's zeroed out,
10:46and then we can pull back out and rotate around and make sure that there's no overlapping, and
10:53I will turn off Radial Sweep, press the A key, and now we have got a very nice detailed bottle,
11:01nice soda bottle built, very accurate in terms of its curves, its cap, and everything else.
11:07But we don't have a ton of geometry.
11:10Let's quickly jump over to Render tab, press the A key, and now you can see that that view
11:16in the Render View shows a very nice, very clean bottle that renders fast.
11:21And we now we know it's very accurate as well because we built it off the background image.
11:28So I am going to save this now, something different. I am going to go File > Save As,
11:32and instead of CurveSoda, we will call it SodaBottle_Blank, and the reason I am going
11:39to say Blank is because it has no textures yet.
11:42We are going to do that a little bit later in the course.
11:44I'll show you how to put some glass on here.
11:47So building with a backdrop image gives you specific control over your curves and your
11:52proportions, allowing you to create very clean but very usable 3D objects.
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Modeling a bottle with primitives
00:00In the previous video I showed you how using a curve and a Backdrop Item can be used
00:05to build a very detailed object very simply.
00:08But sometimes you might not want to go that method, sometimes you might want to free form,
00:12and for the product shot we are going to set up, we are going to be some makeup and some simple props like that.
00:19And very simply we can use our geometric primitives up in the top left of the Basic tab.
00:23So I am going to select the Disk tool and hold the Alt/Option key to rotate around and
00:28get my work plane on my Y axis.
00:30Now I am going to click and drag, and you could see that as I am doing this I can free form this.
00:37And like most programs if you hold the Ctrl key and do this you get a constrained object.
00:41Well, I don't really want it to be all axes. I actually want it to be flat, the constraint, how can I do that?
00:48Well, there is a little trick, if you click, let go over the mouse, then hold the Ctrl key
00:56and click not on it but near it and drag, you will actually constraint just to those
01:01two axes off of the work plane. Okay, so let me do that one more time.
01:06Disk tool, click once, let go, don't drag, just click and let go, then hold the Ctrl key and
01:14then near it just click and drag, and you will constrain to two axes.
01:19So we are going to build like a little makeup tube, and very simply this is more about edge
01:23control and not so much of the shape.
01:26We saw some edge control little bit with the curve around the soda bottle, but this one
01:30is going to be based on some basic primitives.
01:33So with this tool on, we are just going to take our green handle and drag that up.
01:38And notice that I am getting some segments in here.
01:41Well, you have to decide if you're modeling, do you really want that many segments?
01:46This is the time to do it, how many sides, how many segments, as you are building this
01:50out, because once you turn off this tool, sure you can go back and slice things up,
01:53and you cannot turn the tool back on and reedit those initial edges and points.
01:59So this height is actually pretty good.
02:01If you have specific references from a product, you can measure it and just enter those in
02:07those values right here.
02:08We are working with System International, which is basically a metric system, but you
02:14can in Preferences change this to feet and inches if you like.
02:18So how many segments do I need on this?
02:20Well, I need to create some edges in the center here for a cap.
02:23So, I'm just going to leave this at 1, and we are going to manually place our edges another way.
02:29If I wanted to add some, though, I can just click on these arrows like this, or I can
02:34click and hold on the arrow and drag and very easily get those edges.
02:38But that's it for now. We are going to click that to turn it off.
02:42Now in Polygon mode, I am going to select just two polygons, because we are going to
02:47use a tool called Loop Slice, and what Loop Slice does, it slices a loop, meaning all the way around.
02:54So we will go to Mesh Edit, hit Loop Slice, and click.
02:59Now the reason I selected two polygons in order is because that told modo which way
03:03to send that loop, which way to send that slice, all the way around.
03:07By default it counts at 1, 1 slice.
03:10I can add 2 if I wanted, and this little handle that comes up here, I can actually put these
03:15in place where I need them.
03:17So this is why I didn't add segments when I built the initial model, because more specifically
03:23now I can go in and place them where I need, and this is where my cap is going to be just like that.
03:29And then I could turn off the Loop Slice, then click this blank area here to deselect.
03:35So this is where it can be kind of fun in modo. One of the things I found that's great
03:38with modo is working with edges.
03:40And this is the cap, this is the base, but what's this guy here?
03:43Well, this is actually where I want this cap to intersect, so it looks like two pieces.
03:48Now this might be a little too spaced out, and if it is I can go to Edge mode, then just
03:54double-click to select the edge I want, press my Transform command, which is the W key, and slide that down.
04:02In Polygon mode, I can select just two polygons and press the L key, L for Loop, and that
04:09will select the entire loop.
04:11And then to fit that to view just to see it all, I could press Shift+A on my keyboard.
04:16And even my wheel mouse to zoom in specifically. Now what I am going to do with this?
04:21Well, I want to pull it in, so you would think maybe go back to basic, choose your scale
04:25command to pull it in, but what happens is well, you get a nice shape like that,
04:28and could be good for martini glasses, or vases or things like that.
04:32But I need to leave some geometry behind, so this is where the Bevel command is going
04:36to come in, and that's right here, under the Basic tab.
04:39So select Bevel, click to activate it, two handles come up, one is Shift and the other one--
04:47I will undo this--is Inset.
04:50Okay, so Inset will push those down, see that? It multiplies, it actually pushes that down.
04:58And then Shift will pull them in.
05:01So I very easily create a nice little edge, but I am not going to do it that way.
05:04All we want to do with these is shift them in, I am just going to pull those in just
05:08like that, about 20 mm or so.
05:13Little bit of an edge and then also as I did this my Group Polygons was on.
05:20That's really important, because if that's not you are going to get something like that,
05:24kind of a Hershey bar effect, individual bevels, we don't want that, so we want to make sure
05:28Group Polygons is on in those properties for the Bevel tool.
05:32When I turn off the Bevel tool the properties go away, then I'll click a little blank area to deselect.
05:39Let's save this, since we are working, Ctrl+S or Command+S, and we'll call this Lipstick.
05:47Now, if I hit the Tab key look what happens, the whole thing kind of turns into like a bullet.
05:55Well, the Tab key gets us into subdivision surfaces, so very much like the curve I used
06:02where it was nice and smooth and I added more points for more control, the tab key
06:06changing us to subdivision surfaces is the same kind of thing, but doing it on an entire 3D object.
06:12So if I want more detail, I actually need more geometry.
06:17So what I need to do is go to Edge mode, and I am going to do this all at once.
06:21First I will do one simply just to show you, and then I am going to do it all once just
06:24to keep it moving smoothly.
06:26I am going to select this top edge just by double-clicking on it.
06:30And again, the Bevel tool which is just the B key.
06:33So any mode you are in, Vertices, Edges, Polygons, press the B key, you will get the Bevel.
06:37I am going to click and drag, and you notice that I'm beveling this edge.
06:41But it's kind of flat, well, there is a round level I can set.
06:45And usually like two or three will work pretty well, so I just click on the arrow a couple
06:49of times, so you can see my Round Level is set to 2.
06:52And that's all I need to do is just round that out.
06:54You can make it very fat rounded bevel or you can make it very sharp one.
06:59So for this top, we are going to do this, well, probably like that, about 80 mm,
07:06Edge Bevel, click to deselect, and we hit the Tab key, look what happens, it stays in place,
07:14but smoothes out much cleaner. But we have some issues down here.
07:17Well, these we are going to do together, because we don't need a 70 mm bevel, we need something
07:23just smaller, so I am going to double-click, hold the Shift key, double-click, and these
07:29four edges, and this is the Alt/Option key to rotate, then hold the Shift key and double-click
07:35that inner edge, hold the Shift key and double-click there.
07:39So I have those four edges, although they are round selected.
07:43And I can bevel all of these by pressing the B key and just click and drag a little bit,
07:48these I only want to bevel just may be 5 mm, and maybe not even that much.
07:53Just a little bit, and the reason I am doing that is because you never want a very sharp object.
07:59These days with so much control and so much horsepower in computers, you could
08:05do much better than that kind of chunky looking object.
08:08So with beveling that edge, when I hit the Tab key, look what happens.
08:13It keeps that shape of cap, but I have a nice smooth edge up and close.
08:19If I hit the Tab key, you can see we have polygon edges and not a lot of detail,
08:26Tab key again, and I use my subdivisions to curve and smooth all this out.
08:31And if I press the A key to fit, all we have to do is worry about the bottom.
08:34So we will do it one more time, Tab key, turn that off, double-click this, and Bevel,
08:41and this one is going to be a little different, probably around 40 mm, and that will be our base,
08:46turn off the Edge Bevel and then click a blank area to deselect, Tab key.
08:51And now that we have geometry there, that doesn't collapse.
08:55And we have got a nice little tube to work with.
08:58Now this might be a little too open here, and that's okay, because we can edit that
09:03very easily, and you can take any of these edges and just move them up.
09:08Or what's great about modo is I can remove edges, so I can double-click, hold the
09:12Shift key, double-click and hit my Backspace key and those edges go away.
09:17And then I can just Shift+Double-click all of these edges, all the way around, make sure
09:23I don't miss any, and then press W, Command-click to activate it, and I can just pull these up like this.
09:36Keep that nice and tight, and now we have got a very tight beveled edge for cap with
09:41a nice seal, even though it's still one solid object.
09:44And we are going to worry about putting our surface on in our next chapter, but this will
09:50just be one of our products, very, very simple, but you are going to see how lighting and
09:53rendering and surfacing is going to make this look pretty nice.
09:56So let's save this lipstick, we can use that, and let's rename this too.
10:00Right-click on the Mesh and hit Rename, and we will call this Lipstick.
10:03We are going to put all these together in a final scene.
10:08So working with curves or working with simple geometric shapes and then editing the edges
10:13with bevel, and playing with the shape and size and position, very simply can get you a very detailed object.
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Building a box-shaped package
00:02This product is going to take us into the cubisphere. We're going to use cubes rather
00:06than cylinders to build our product.
00:08We're also going to use the Bend tool to curve that top, and then I am going to show you
00:12how to fold it, and then we're going to use a UV map to actually place our textures on.
00:16So let's go ahead and close this out, we'll say File > Close Scene and then to begin,
00:22I am going to hold the Shift key and select the Cube from the Basic tab.
00:26This adds a perfect 1-meter cube to our scene, and the way to get this to open up is go to
00:31Polygon Selection mode, select that top polygon, and just press Delete on your keyboard to get rid of it.
00:37Now what we're going to do is build from the edges, so we go to Edges Selection mode, and
00:42we're going to select this first edge here.
00:45So what I want to do with this edge is build just like a little flap that's going to fold in.
00:48So I'll press the Z key which is my Edge Extend tool.
00:52Click to activate the tool, and let's just drag this up just about 150 millimeters or so,
00:57I can see my size right here.
00:59And remember that this measurement, this 150 millimeters, relates to the actual size of my grid.
01:06So each of those grid squares that you see are 100 millimeters in size.
01:12Before I turn off the Move tool, I am going to press the R key for scale, and I am going
01:15to grab the X handle which is the red one and just scale that in just a little bit.
01:20Spacebar turns off the tool, and then I'll click just a blank area to deselect that.
01:25So that's our first fold.
01:28The next will be our side, so I am going to select this top edge, hold the Shift key
01:32and select the opposite edge.
01:34Then press the Z key for Edge Extend, click to activate.
01:38Now this time I want to go up about halfway, and this is also where I started with the
01:42cube, I know that cube is a perfect 1 meter, so now all I need to do is go up about 600 millimeters.
01:48The reason I need to extend 600 millimeters is because I want these to fold down into
01:53the box, but where 500 millimeters is exactly half, I want them to overlap a little bit, so we'll go to 600.
02:02Again, press the R key for scale, and then we'll grab the blue handle on the Z axis
02:06and then just kind of angle those in a little bit.
02:09So those are the folds on the side. Lastly we can build a fold from the top.
02:15So we'll select that front edge, press the Z key, click to activate and in this one we
02:20want to bring up exactly just about 1 meter, the entire size of our box, and you can
02:26see the Offset right there.
02:28But before I turn off this tool, we want to add some segments.
02:32And to do that, we'll just click and drag, hold on that handle, that little arrow right
02:37there just click and drag on that, we're going to add 20 segments.
02:41Spacebar turns off the tool, and we'll click a blank area to deselect, pretty easy to do.
02:47Now, we still have to figure out how to get our interior, but I also want this to be a
02:52little bit more styled, I don't want the lid to be perfectly flat.
02:56So what I am going to do is bend this lid.
02:59So we're going to go to Polygon Selection mode, and I am just going to click and drag
03:02it and run my mouse down the side like that, selecting just those top polygons.
03:07Ctrl+Space get me to a front view or a right view or even a left view can work and then
03:15from the Deform tab, I want my Bend tool, and then I am going to click to activate it,
03:22but I need to bend from a specific area.
03:25well this is where the action center will come in handy.
03:27So we're going to go up to action center, and we're going to choose Element.
03:31And what that allows us to do is click on an element, such as a point and Ctrl+Space
03:37to perspective view so I could show you this.
03:39I can click right on that point right there or that edge which is an element--an element
03:43is a point, an edge, or a polygon.
03:46And I can use that as a point in which I can rotate or use any kind of action.
03:54Now in this case it's rotating not the angle I want.
03:59so what I need to do is when we come up here, we'll bring this up a little bit.
04:03And if I grab this blue handle, you'll see that it's bending but--from the right area,
04:09but it's actually bending to the side, okay.
04:13Well, that's good to know but I actually need it to bend inward towards the box.
04:19So we're going to hit Bend again, and we're going to make sure that our axis is correct
04:24down here with our work plane.
04:25And we'll click on that element, and now you can see that it's rotated to the element,
04:31the axis element that we need.
04:33Then this little handle automatically sees the existing polygon.
04:37Now there are times where it will off shoot a little bit or be a little too small
04:42or a little too tall, that's okay, we can get to a perfectly good right view like this
04:46and really line that up.
04:48But this is what's going to determine which part of this polygon set bends.
04:52And then I can grab the handle and just bend that over.
04:56If you keep this tool aligned, and you move this, you can actually see how I can adjust that bend.
05:01So I'm actually bending the whole thing, but if I bring it down here, I can create just
05:06a short little bend just like that and creating a very nice shape.
05:10So anytime you have to do things like that that Bend tool is actually really powerful.
05:14However, for our box, we need to just keep it bent all the way.
05:21Okay, so the Bend tool works very well using an action center of element and working with
05:29the Bend tool on the proper work plane. So click a blank area to deselect that.
05:35The last thing I want to do is press M for my Polygon Set material, and we're going to
05:39call this BoxPackage, and we'll click OK.
05:43Once that material is created in the material reference tab that pops up, you can see down
05:49all the way at the bottom, and you can even close up this shader, there is a button called Double Sided.
05:55Click that, and you'll see the inside polygons of this surface.
06:00Now, normally I wouldn't use Double Sided, because those polygons technically are fake,
06:06polygons are only one sided.
06:07If I select this, you'll know that it's only facing one-way.
06:13And the reason I am using Double Sided is because we just want to be able to see something
06:17inside, we don't actually need to be inside the box.
06:22We're going to fold everything close, so it's really not important.
06:25but having Double Sided on, you won't actually see through it, which is really important.
06:29If I needed to keep the box open perhaps and put something in there, then I would go to
06:33Polygon mode, and I would use the Thicken command, let me show you how that works.
06:37Turn off Double Sided, and if I use Thicken, and I click this tool, and I drag, that truly
06:43adds geometry, it doesn't just fake shade it.
06:47The only reason I'm not doing this in this case is because we don't need extra geometry,
06:52so I'll undo this a couple of times, and I want to make things really clear on our UV map,
06:56so we want to keep these polygons just as simple as possible.
07:00So I'm going to save this out as our box open.
07:03You can load this up and take a look, but I'm sure you can use the one you have just built
07:07and later on, we will surface this with UV maps.
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Building a traditional set
00:01In order to import all of our products together, we need a set.
00:053D, such as this in modo, is like a virtual TV studio, and what we want to do is put all
00:11of our actors if you will, all of our products together on a set that we can light and render
00:17and create some nice textures and some nice final images.
00:20If we jump over to the Render tab, you'll see that, well, right now we just have a box that's floating.
00:25We need to add in our other objects, our bottle, our lipstick case and whatever other variations
00:31we might make, but even if we do that, it's just going to be floating on this gray background,
00:36so we need to create a set.
00:37So I am going to jump back to the Model tab, and I am going to hit File and say New, and
00:43that creates an entirely new scene for us, our product shot over here, our product box
00:48is still there, but in our new scene, we are going to create a set.
00:52And what I am going to do is that we were building on a 1-meter box roughly, so what
00:57we are going to do here in this is we are going to make our set maybe about 3 or 4 meters.
01:01So down in the very bottom right corner, you can see that our grid space is set to
01:05500 millimeters, that means every little box is 500 millimeters in size.
01:09So we want to pull this out to about 2 meters, kind of like that, just using my wheel mouse.
01:14You can use the Period or the Comma key to zoom in or out depending on your view or just
01:18use the Zoom command right here on the top right corner.
01:23Now, to build the set, we have two options.
01:25We can do it as a cyclorama, or we can do it as a big flat plane, and it really depends
01:30on what type of shot we want.
01:31So let me show you how we are going to do it first.
01:33I am going to hold the Shift key, and that gives me my Flat Plane option right here,
01:38and I can just click on that, and we get a flat plane.
01:41It adds kind of small to the scene. Well, we increased the size of our scene, so this
01:46default size of 1 meter is kind of small, but that's okay, because I can just press
01:51the R command for scale, click and drag in the center and scale this up.
01:55All right, so now I'll turn off the Scale command, I'll come down here, and let's just
02:03create just a simple disc like this, I'll just show you in another layer why this can
02:09be important, so let's say we have just a disc like this.
02:13In our Camera View, and we are going to get to rendering in a little bit, you will notice
02:18that as I zoom out, and I have these two objects loaded, now we can cast a shadow.
02:24We can move the camera round, we can pull it back like this, we can zoom it in and move it, and that's fine.
02:30So a flat plane like this can obviously catch the shadow the way we want, and I can just move
02:35it back if I need and size it and even some more, but notice that we'll see a little bit
02:40of backdrop here and depending on how we set up our scene, you know you may or not need
02:45that, you may want it, you may just change the angle, but we want to create a very low
02:51looking product shot, like a very glamour kind of hero shot.
02:55So if we were dong a render like this, well, a backdrop, a set like this will work because
03:01it's just simply catching the shadow, it could be added in reflection, anything else.
03:07But because we are going to be looking towards the back like this, we want to have a little
03:11bit different type of set.
03:13So the way we are going to do that is with a cyclorama, or often known as a Cyc.
03:18And the way I am going to do that is pretty simple, there is coupe of ways, you can make a box
03:21and then cut away walls or we can make a flat plane like we are going to do here and just bend it.
03:27So looking down the Z axis I am just going to build a big flat plane like this, and we
03:32are going to add some segments on the Y axis, kind of like that.
03:36So all we really need to do.
03:39We'll turn this off and just to make things easier in ourselves, in that Basic tab, there
03:43is a Center Selected, let's click that and choose All, but notice I can't that's because
03:48I am in Item mode, we need to be in Polygon mode to use that, so we will jump here, and
03:52we'll say All, like that, and then we'll use the Bend command.
03:57So we want to come over here to Deform then to Bend and just rotate around to the side
04:03view, and let's click right in the middle and then let's bring our Control Axis down,
04:12and then I am going to click and drag to Bend, and that bends that out, and we really only
04:18wanted about 90 degrees but you can see how there can be multiple possibilities for use
04:23in this Bend command for all kinds of modeling tools, but this site really is just a backdrop
04:28to catch the shadows and reflections, all right.
04:31So to get it more exact, come in here to the bend properties and hit -90, and then we know
04:37we are bending exactly 90 degrees.
04:39Now it doesn't quite look like, and if you move this handle you can actually get a little
04:45more control like that.
04:48Okay, so I am moving this up and down on the Y, and if you look at the Spline controls
04:54here if I move this to zero, look what happens, it flattens out, so I do things interactively,
05:00I don't necessarily do them with the numerics when it comes to things like this but this
05:07will actually work out just fine, pretty much like that. We'll turn off the Bend tool, and
05:12we'll go up here to Edges, and I am going to select this bottom edge, hit the Z key,
05:17click to activate it, and I am going to pull that out.
05:19Now I have got a little bit of a bump in there just from that extra little lip, so I am going
05:24to select these two polygons and hit my backspace key, and now we have that nice cyclorama.
05:30So what's going to happen now is our product is going to go right on this ground, and the
05:36reason I only need to see this is because that's all that's going to be in the shot.
05:39We don't need to see edges, we are not going to camera around, it's going to be a nice
05:43long shot just as if we had a table-top set up in a photography studio just like that,
05:51so I am going to save this, and this will be Set, and that's how we are going build a cyclorama.
05:58I have got a few more products to put together, and there are variations on our cylinders and our boxes.
06:05So in the next video, I am going to show you how to do that and then when we move on to
06:09chapter 4, we are going to create materials for all of those.
06:13So building a full product shot scene is not too difficult once you break it down, we are
06:16building simple primitive objects, we are using curves to build objects, we are using
06:22boxes to build objects and cylinders, and we are using simple primitive objects like
06:26this to build our sets and our cyclorama.
06:29Once we light and texture everything, you are going to really see it all come to life.
Collapse this transcript
Creating a glass container with a pump
00:01Although most of the models we created so far were relatively simple, we have used a lot
00:04of the key tools that you can use to build anything you want, from a Curve to Polygons,
00:09using Points and Edges, to Radial Sweeps and more.
00:11So, I want to build one more product that we can use and mix it all together to create our scene.
00:16What I am going to do is start with a simple Disk Primitive.
00:19So, that's right here in the Basic tab.
00:21I'm going to hold the Shift key, and I'll get that little Plus sign, and I'll click on
00:25that Cylinder, and it'll add its own layer, its own Mesh layer into the Items list.
00:30Now, I can start with this or start with a Flat Disk like I did earlier.
00:35But what I want to do from here is make this kind of just a nice glass container,
00:39but I want to put a little pump on top.
00:41So the way I'm going to do that is just build from this existing Polygon.
00:45So, in Polygon's mode, I'll select that top polygon, press the B key for Bevel, click
00:50to activate the Bevel and then drag the right handle in just a little bit, about 90 mm or so,
00:56and I can see my size right here in the left-hand side.
01:00Then I want to bevel again, so I'm going to hold the Shift key and click to activate a new Bevel.
01:05So, bevel is that selected polygon again. You'll see that Shift and Inset are zeroed out.
01:10And then I can drag up just my Shift a little bit, and so those create this nice little ledge for us.
01:16Shift-click again to bevel.
01:17I'm going to come back in, and what we're going to do now is make like a little cap.
01:21We're going to put glass on the bottom, but we're going to put a cap on top.
01:24So I need this to sit in just a little bit.
01:27So, what I'm going to do is come in a little bit farther than normal, Shift-click to reset the Bevel.
01:33I'm going to move it up just a little bit like that.
01:36Shift-click again, and I'm going to extend it out.
01:41Then Shift-click again, for a new bevel, and I'll pull it up.
01:44So, what I did, it doesn't look like I did much, but if you come down here, notice that
01:48we have got a nice little lip inside there, and this top polygon will look like a separate
01:53cap, versus just attached right to it, kind of like it does here in the bottle.
01:58Little details like that are really easy to do in modo, especially with the Bevel tool, working with edges.
02:04It's also important when you're shading and rendering as it's going to catch a nice little
02:07shadow, and it's going to have just a good bit more realism.
02:12So from here what I want to do is build up just a cap, and then we're going to put
02:15a little spout on it, a little pump.
02:17So, we'll pull this out just about like that, and I'm just eyeballing this, we are not measuring
02:23against any particular model.
02:26You can, if you have that back on image like I showed you, or you have measurements, you can punch here.
02:30But we'll Shift-click again to reset the Bevel.
02:32We're going to Inset this just a little bit again.
02:35And we're going to Shift-click again and then pull this up just shift that.
02:40So from here what I want to do is create one more little ledge.
02:43So, Shift-click, reset that Bevel and pull that up above like that, and Shift-click again
02:49just to give this a little bit of a top.
02:52So, we'll turn off the Polygon Bevel, click in area to deselect, and now I have got this
02:58kind of tiered cake look, but what I want to do is right on the X axis, select these
03:03top two polygons right here, and you can see that I'm looking straight on the left
03:08and right axis there for that.
03:09What we're going to do with this is make kind of little spout that will be our pump.
03:15And again, what we're going to do, we're going to bevel. Press the B key.
03:17Make sure Group Polygons is on.
03:19Click to activate the Bevel, and we're just going to pull these out like this, Shift-click,
03:26and we'll then Inset, Shift-click, and we'll shift those back and then Shift-click just
03:32to Inset a little bit more.
03:34Turn off the Polygon Bevel, click in the blank area to deselect.
03:38Now when I hit the Tab key to make everything nice and clean and smooth, look what happens,
03:41kind of looks like an old muffler or something.
03:44Not quite what we want, so we need to go in and tighten up these edges with some nice clean Edge Bevels.
03:49It's going to do two things for us.
03:51It's going to give us a much smoother model when we hit the subdivision by hitting the Tab key.
03:56But it's also going to give us some nice highlights when we put our lights on.
03:59So, in Edge mode, let's double-click this top edge, and then we have got to manually do
04:04some work here, and we don't want to select any edge that intersects with other polygons,
04:12meaning it's not a corner.
04:13So, really what we're looking for is just some corners.
04:17We don't want any edges that encompass the middle of the model.
04:21So, we are going to select these edges, I'm holding the Shift key and then just clicking on each of these.
04:26And you got to be a little bit careful with this because it's very easy to select--
04:31oops, see there I just did it--very easy to select Polygons or Edges you don't want.
04:37So just take your time.
04:40It's nice and visible, easy move around holding the Alt/Option key, and there is a nice
04:45See Through mode that's automatically on, so I can actually see through these polygons just to see my selections.
04:54And I'll select these here like this and like this.
05:00And I think we have it all, and let's go under here and do those, and then I'm going to also
05:07do down here, Shift+Double-click, and we can do the whole bottle with the same time, and again,
05:14I'm just holding the Shift Key and double-clicking.
05:16But remember, we have got a tight little guy inside here.
05:21So, let's get under there and do that one too.
05:25It'll make a big difference, and in the bottom, Shift+Double-click.
05:29The bottom we might go back and do little something more with the polygons, but right
05:34now this will work for us.
05:35All right, I have got an extra one up here that I don't need, and the reason those became
05:40selected is when I Shift+Double-clicked another area, sometimes the connections, the way
05:47the vertices are all connected, they see each other, and it might have just kind of swam
05:52up there and connected itself.
05:54So now, we're going to press the B key for Bevel, and we're going to click and drag just
06:02a little bit with a Round Level of about 1, okay.
06:06Now, one thing it's going to do, because of the way these polygons are shaped,
06:09it's going to create an extra edge or two right in here.
06:11And we can get rid of those, but for right now that we have beveled just that a little bit, look what happens?
06:17Looks like I missed one right inside there.
06:18It could be a nice shape if you want, but also notice that everything else is nice
06:22and tight, with a nice little angle.
06:24You can see it already kind of catching the light.
06:27So, I'm going to undo.
06:28One of the nice things about modo is we can undo.
06:31And let's go ahead and take a look at our selections of what I missed.
06:39Ctrl-click that little corner right there.
06:45It looks like there is a little corner selected that we did not need.
06:49Now, let's bevel again, press the B key, and we'll click and drag, and there we go.
06:56Spacebar turns off the bevel, click the blank area to deselect, so one little tiny corner
07:00like that changed that whole bevel.
07:03Lastly, down here, we have got these extra bevels that our edge has created.
07:09And you can very easily move these just by selecting them and pressing your Backspace key.
07:14And that will allow us to keep this a little bit smoother.
07:17We don't need these extra edges. Okay, so there is our model with our pump.
07:25One last thing, Ctrl+Space to our Front View, press the A key to Fit it to View, and for
07:31this you can go to a Wireframe view, and we'll go to Vertices mode to work with points.
07:36Click a blank area to deselect any points that are selected and then with your right
07:39mouse lasso around this top part here. Shift+A brings this to View.
07:45Press the E button for Rotate, and I'm going to change our Action Center > Element, mine is already on.
07:51And we're going to click on this Side element here to get our rotation.
07:56Right from there, we're going to rotate this up.
07:58And then press the W Command for our Transform and then let's change just it to Local,
08:08and let's just move these a little bit like that just kind of even that out just make sure
08:14that top line is straight right there.
08:18Spacebar turns off that, and we'll hit the blank space to deselect.
08:21Let's jump over to render real quick and move our mouse up with the G Key, and you can see
08:26that now we have got that pump come around at the top there.
08:30Okay, so just a neat way to manipulate some polygons, creating just a different look.
08:35Very simple, but you're going to see how cool these will look once we put some surfacing and shading on.
08:39So, we're going to save this, and we'll move on and build a scene with all of these items.
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3. Creating Product Materials
Creating materials
00:01No 3D object is complete without some materials.
00:04So, in this chapter we are going to cover creating materials.
00:08First, let's take a look at the SmallPump we built in our last video in Chapter 3.
00:14I have loaded up the SmallPump_NoSurface object, you can find this in your project files.
00:19I am going to Resave this as SmallPump_wsurfaces, that way we don't have an overwrite of our original one.
00:31All right, so how can we surface this? What's the process?
00:35Well, the process of creating surfaces first starts with Creating Material, identifying, tagging some polygons.
00:43Now you don't necessarily need to be in Polygon mode to do this, you just need to have access
00:48to your item, and in this case there's only one item in the scene, the SmallPump, but
00:53I do need specific Polygons surfaced separately.
00:56So, in Polygon Selection mode, what I want to do is select the right polygons for the right surface.
01:03Now there is only going to be two on this particular object.
01:07We have got a dark plastic we are going to put on for the top part, and we can put glass on for the bottom.
01:12Now you might think to double-click the whole thing to select it but the general rule applies,
01:17if nothing is selected, whatever you do applies to everything.
01:20So, we don't want to create one surface for everything, we want to create two.
01:23So, we need to select just the surface or the polygons we need to create the material.
01:28So, I am going to start with the top right here and holding the Shift key on my keyboard
01:33and pressing the up arrow, I can actually expand my selection down just like that.
01:39Now if you remember, we built this with a little bit of lip down here.
01:43So, holding the Alt/Option key I can rotate around just to see the bottom here and then
01:47Shift in up arrow like that, just to get to that cap just like that, and that would be just the polygons I need.
02:00Press the A, you'll fit that back to View, and I'll press M on the keyboard.
02:06This calls up our Polygon Set Material.
02:08And we will call the BlackPlastic and just to keep organized, because if we blend this
02:15with other items in our scene, and we have something else called BlackPlastic, there
02:19might be a little bit of an issue.
02:21So we are going to call this SmallPump_BlackPlastic.
02:24It's always a good idea to really keep these names specifically, and I am just going
02:30to create a base color here so here we can see it.
02:32This Color we create can always be changed, and generally it always is in the Shader Trees,
02:36when we do main surfacing, but it's just a default you can put on, and we don't need
02:43this to be a permanent, just something to identify that we have changed those polygons.
02:48The Diffuse values how much light this surface will accept from the scene, and Specularity
02:52is the amount of shine. Are we going to have to Smooth object? Yes.
02:56Do we want this Default?
02:57And want that means is any polygons that I create from this point will actually be named
03:02with this particular material. So we don't want that on, and we will click OK.
03:07I'll click a blank area to deselect, and you can see that okay, that dark gray black is now applied.
03:13So, that's a really good reason to apply a specific color, just because you can see that
03:18that material has been applied.
03:20When we have a more complex scene, by putting just generic colors to start with, you will
03:25know that you have got specific materials for specific polygons.
03:29Now I am going to do a Command+Z just to undo my selection, Ctrl+Z on the PC, and I am going
03:34to press the Left Bracket key that is next to the P key on my keyboard.
03:40That particular key reverses my selection, so it makes it very easy to select all the
03:44polygons that are not selected, allowing me just to press M again, and call this SmallPump_Glass,
03:54and I'll just give this a little bit different color, click OK.
03:59Click blank here to deselect, and now I have created two materials.
04:03I am going to Command+S or Ctrl+S to Save, then when I jump to the Shader Tree,
04:10and I fly open the Render panel here, look what I have.
04:14I have two material groups, SmallPump_Glass and SmallPump_Plastic.
04:20That is what we just did by pressing the M key, you created a Material Group.
04:24If you open one of those material groups, you will see in there, we start with a base material.
04:30Now you can see here I have a Base Material.
04:32Well, that's in there by default in the Shader Tree.
04:34So, I am going to right-click on this and then choose Delete.
04:38We don't need that anymore.
04:41So from here what we are going to do is build more materials for other items we have built
04:46in the course, and we are going to put together a full scene, putting it all together on our set,
04:50on our background and then light it and get some beautiful renders.
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Understanding basic surfaces
00:00So for the first material we are going to create, we are going to use our SmallPump.
00:04Now this object was created a couple of videos ago, and it is the SmallPump_wsurfaces object.
00:11You can load this up and work from here, and I am going to save this again as a new version with SmallPump_wsurfaces2.
00:21So if you load the first one, you will see that it doesn't have the glass material we
00:25are going to put on, and surfaces2 does. So one more surfacing, how do we want to do it?
00:31Do we want to put lights in first, we want to put a set in first, or do we want to get to surfacing?
00:36Well, that really depends on what you are doing, and years ago it would always be model,
00:41and then you surface, and then you light, and then you render, but today honestly,
00:46the systems are so powerful, they incorporate so much about their environment for reflections
00:50and everything else, it's somewhat a good idea to kind of build as you go.
00:53So you are going to build a little bit of your object, then you are going to set a little
00:56bit of a material, then you are going to set up a little bit of a light and so on.
01:00We are doing things a little bit more in order just to make them a little more clear.
01:05So what I am going to do is jump to the Shader Tree, and the Shader Tree
01:08is where all of our material properties are going to happen.
01:11I am going to fly open the render just by clicking this forward arrow here, this right
01:16arrow, and you can see that we have got a number of different things happening.
01:20First of all, you got FX, okay, and this is new for 601, and what this is is your scene property.
01:26So if we are going to animate, it defaults to 24 frames a second, like film, like US film.
01:31Now if you are doing video, you might want 29.97 or 30 frames per second if you are doing
01:38US NTSC, things like that.
01:40So that's where you can change that, and if you look, there are a number of different
01:42presets here for PAL or NTSC or a custom one as well.
01:46You can change the amount of frames from Display system and frames to Seconds or SMPTE timecode
01:52or Film Code and so on and then your Frame Range.
01:55We are not going to worry about any of these, for right now, we are going to render just stills.
01:58We are going to work our way up here.
02:00Next think is our Camera, we are going to talk about that in Chapter 5 and 6.
02:06Our Directional Light also in Chapter 5, we're going to talk about lighting there.
02:09Our Environment, we're going talk about that when we get to Rendering, which also in Chapter 6.
02:15But what we want to talk about here is our two material groups.
02:18And the Material Group is created by pressing M, selecting some polygons, pressing M,
02:23and create a Material Group, which we did in the previous video.
02:26We have got two here, Glass and Black Plastic.
02:30Now these groups contain all of the materials, obviously for those selected polygons.
02:36So we always start out with a base material, and let's take a look at the glass right here.
02:40It's normally just green that we just put it on, but if I play with this, we can see
02:45that it changes, play with some other values here, which I am going to show you in a minute.
02:50Okay, all of this is happening right in our viewport.
02:52Now if we move up to the Group, there are some settings for it which is a little bit
02:57more advanced, but one of the simple things to look at is the Blend mode.
03:01Now if you are familiar with Photoshop, you can see some of these similar things like
03:06Screen, Overlay, Soft Light, Hard Light.
03:08You can blend this group with other elements in your scene, so this simple Shader Tree
03:14actually can get pretty complex.
03:15Finally, we are going to get up to the Base Shader.
03:19Now everything in here, all these material groups feed up to the shader, which feeds
03:24the Render, which is your output.
03:26So the Base Shader is where we are going to have all of our properties in terms of
03:31Blend Modes, Opacity, Shading Rates, and so on.
03:33And we will talk about this as we get into rendering.
03:37But we are going to work our way up, so everything kind of layers on top.
03:40So let's start with the glass, I am going to close this bottom one up, so it will make sense.
03:44I am going to jump over to the Render tab and the reason I am going to do that is because
03:48we have a real time render view over here, in the very left, and I will scroll out
03:53a little bit and then just move my view and rotate around, kind of like this just so we can see.
03:58Now we have a default light in the scene, so we haven't changed that.
04:01All we are going to do now is just work on our surfaces a bit.
04:05Now you notice that when I moved over here, my viewport changed back to an Items view.
04:10But my Properties down here has still the same Material Reference.
04:13Okay, modo will do that once in a while, depending on which panel or which tab you jump into,
04:19these panels will get mixed, and you will see multiple tabs here.
04:23If you feel more comfortable, you can get back to the Shader Tree, making sure that
04:26material is selected, but I knew it was, because I could see everything right here.
04:32Now for glass, it's a little bit different process than it is for something like plastic.
04:38Glass in modo doesn't really need to catch light from the scene.
04:43So we can take this Diffuse value down to 0.
04:47Seems kind of odd, but it'll make sense in a minute.
04:51The Specular level, how shiny it is you can actually see this right here, this hot spot
04:56happening right here on that area.
04:57We are going to keep this about 10% and the Roughness, how glossy that is you can see
05:03if we will increase it, we are going to make something little more like plastic.
05:06Well, we are going to do that on the top portion for the cap.
05:10The glass itself, we actually want to bring the roughness down, also maybe to about 10%.
05:16Finally, in this panel is the reflection amount.
05:20For glass, Reflection is key, so we are going to go about 25% or so.
05:26All right, the other important thing with glass is Transparency.
05:32So that's this tab right here, the Material Trans, or Transmissive.
05:36We will jump in there.
05:38Any Transmissive property, things it permeate through, such as Subsurface Scattering, Refraction, or Transparency.
05:46So Glass is 100% Transparent.
05:49Okay, now typically a lot of times in 3D, glass looks like this on some simple animations,
05:55but we can make it look a lot better in modo.
05:57We are going to play with the Transparent Color, and I am going to make this just slightly
06:03green just like that, very little. Move the mouse away, and that will go away.
06:09Refractive for glass is 0.14 roughly, and you'll see that right away it starts to change,
06:14making it look like a liquid.
06:16But this transparency is very thin right now, and I want to give it a little bit of a thickness
06:19so that's what the Absorption Distance does.
06:22And I am just going to click and hold on this and drag, and you are going to see this distance,
06:27this thickness, sort of permeate to the edges of the glass.
06:31Let me zoom in here.
06:33See that, now we get this nice thick kind of appearance here?
06:36That works pretty well.
06:39We can play with this refraction level if we want, bring it up more, have even a thicker
06:43looking glass, so let's bring it up to about two to three is good.
06:49You can follow some simple Refraction Value just by going and learning and searching for
06:54refraction, but at the same time you can also just do it to taste.
07:00Now we are not going to change much more of this, because much of glass relies on
07:05the environment and everything around it and the lighting.
07:08So I know I have got the base properties here for pretty much what I need.
07:11Let's jump down now to the plastic.
07:14We will select the material for that and go back to the Material Reference Tab.
07:19The plastic itself is going to be a little bit darker than gray, it's going to be a little
07:22bit more in the black range just like that.
07:27We are not going to Diffuse the Roughness, and what that will do if I have a heavy rough
07:31value, but I hit Diffuse, what it will do, it will just kind of soften that and blend
07:35it in just to fuse it a little bit with the light.
07:38So not something we are going to do on plastic, but we want that roughness still a little
07:44bit higher, and Specularity, right about there, about 10%, not too bright.
07:50Just so it looks more like plastic.
07:52Now one thing I want to point out here that we didn't do on the bottom, notice that this
07:57looks a little soft in here, and I had made some nice edges, why is that?
08:02Well, that's due to the smoothing level and what I am going to do is close this shader,
08:08and if you look down here under the Surface Normal for the material, notice that there
08:12are Smoothing and Smoothing Angle options.
08:14If I change the Smoothing Angle to 0, we see all the facets of the polygons.
08:21But we also see these nice edges, these bevels that we put in.
08:26So obviously 40 degrees for the Smoothing Angle is too much.
08:30So we will just slowly drag this back up until those facets go away, but still leave us with
08:37those nice clean edges, and there it is. Okay, so about 20 degrees.
08:41So whenever you see that on some objects that means that you have got too high of a smoothing value.
08:47Now I have got those nice highlights there and with that we might want back to the Shader
08:51and maybe increase the Specularity a bit, and you can play with the Roughness,
08:58just to see if those specular highlight shine a little but better.
09:03Now let's do one more thing, for this black plastic, even though we want it nice and smooth,
09:09and it's a little bit gray, but I'm keeping that way, so we can see it.
09:13Let's add a texture to it.
09:15In the Add layer dropdown up here, there are a number of different values in modo that you can use.
09:22Now mine are jumping off the screen, I am sure you are able to see these, here we go.
09:27The Enhance modo Texture, so you can see that there is Noise, Organic, Panels, Process,
09:31there is an Image Map we can add, we can add different Gradients for processing, some other
09:37Special things like Fur, which we are going to do in a little bit, but in this case,
09:41I just want to add a Texture, so I am going to choose Noise.
09:44Okay, now this comes with modo, it's just a generic fractal noise.
09:48If you have ever used the clouds feature in Photoshop, it's very similar.
09:52It's a computer-generated procedural.
09:55Its value is set to Diffuse Color. When I add this, notice in this column
09:58we have a Name, and we have an effect.
10:01The effect of this noise on top of the material is Diffuse Color.
10:05So what I want to do is come back here to my Texture Locator that's suddenly appeared.
10:10Now this panel wasn't here before.
10:12This tab came up because I added this Noise Channel.
10:17So the size of this-- those clouds--are much too big.
10:21Well, here is the size right here.
10:23Now, instead of me trying to adjust all of these,
10:27what I can do is play with these guys right here, these Gang edit and notice that there
10:31are a number of different versions, Independent, Copy, Relative, and Proportional.
10:34Well, if I click it twice, and then I click and hold on these values here, I will get
10:41a nice even size of all three values, allowing me to change equally.
10:49If perhaps you had a value that was longer on one axis and longer on the other, you can change Proportionally.
10:55So all I am doing now is just slowly scaling down the size of this texture just like that,
11:02and I will zoom in, so you can see it.
11:04So we just have this nice procedural texture on here, and we can probably make it
11:09just a little bit smaller, about like that.
11:15Now I don't really want this white gray texture on here, I am going to do something with it.
11:20So rather than using a Diffuse Color, you can right- click on this and change its Property. Change its effect.
11:29So what I want to do is go down to Surface Shading and change to Bump.
11:33Now, let me see if I can get this to show up.
11:35It's hanging off to the right, I will move this panel over so you can see it, here we go.
11:41Okay, Surface Shading > Bump, and it changes the effect of that procedural texture,
11:49so now, rather than being a Noise, a Visual Noise, it's actually a Bump texture, and it's much
11:57too strong, it looks actually kind of like it's really, really rough.
12:01Well, how do you change that?
12:02Well, if you come down to the Material setting and close the Shader, very much like the
12:09Smoothing Angle and the Smoothing Value, there is also a Bump Amplitude.
12:14By default, it's 5 mm.
12:16Our Grid Space is set to 200 mm, so we probably want this to be maybe just about 1 mm,
12:24or very tiny, and you can see now that we have sort of a nice little bump effect going.
12:29I might even go 0.5 mm just so that there is a little bit of roughness in there,
12:39and that looks pretty good.
12:40I also know that when I render, it will get smoothed out quite a bit, but what I am able
12:45to do with this is put just a nice little plastic feel onto this, so it's just not so perfect.
12:51Even though it's going to look nice and smooth from out here, if we do high quality render,
12:56we'll see that texture in that detail in there.
12:58So, Command+S or Ctrl+S to Save if you are on a PC, and that is going to be our initial surfacing on our SmallPump.
13:08Setting up materials in modo is really pretty easy as long as you know the process of working your way up.
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Applying surface presets
00:01With a lot of your surfacing, you are going to need to use Image Maps.
00:05Image Maps are simply just pictures, they could be JPEGs, Photoshop files, PSDs, TIFFs,
00:10Targus, whatever kind of format you are working with, modo will handle them.
00:14But in order to do that, you need to also identify some polygons and tell the surface
00:18where you want those labels or image maps applied.
00:22You can use image maps for things like leaves, and labels on products and stamps on 3D envelopes,
00:27and all kinds of things. That way you can bring some of that real-world look into your 3D elements.
00:34So I have got the soda bottle loaded up.
00:37This is the soda bottle blank from the project files, and I'm going to resave this,
00:42do a File > Save As, SodaBottle_Mapped.
00:46So that way we still have our blank we want to work with.
00:50And very similar to what we did with the little pump, the SmallPump, we're going to identify some polygons.
00:56I'm going to do this a little bit differently, because we have a lot more intricate little curves in here.
01:02So again, that rule applies that if you select nothing everything is affected.
01:06Well, that's what we're going to do. We're not going to select anything.
01:09I'm just going to press M on the keyboard for my Polygon Set Material tab, and we're
01:14going to call this SodaBottleGlass and then hit Return.
01:20Now I have renamed the entire polygonal set to Soda Bottle.
01:25If we go to our Shader Tree, you can see there is a that Material mask right there,
01:29and if I play with the color, you can see that, okay, the whole bottle is changing.
01:32Well, why would I do that?
01:33Well, it's a little bit easier to select the whole thing or label the whole thing as a
01:40specific material than it is to try and go and select this top portion, and this bottom,
01:46then this middle portion.
01:47The reason being is that this neck, this whole top area, this whole bottom area are all going
01:52to be the same surface. The middle and the cap will be different.
01:55So effectively, place a surface over the whole thing and then resurface the specific areas I need.
02:02So let's do that.
02:03We'll come here to the top, go to Polygons mode, and I was going to select like this
02:09and then Shift on the keyboard and Up Arrow, and I can expand my selection, and this is
02:16going to be cap, and let's come all the way around.
02:21just about there, press M, and this is SodaBottleCap.
02:27And just to make sure we know that a surface is being applied, I'll pull the color down
02:31a little bit, and there we go, and Command+S on a Mac, Ctrl+S on the PC to Save.
02:38So all we are going to do now is get this label area, and we do that in a similar fashion,
02:42like we do with the cap.
02:43So I'm going to come right here about in the middle, select two polygons and press
02:47the L key, hold the Shift key and then use my up arrow to expand my selection.
02:51Now it's not 100% accurate, I might have a little more on top than I do on the bottom,
02:56and that's okay because still holding the Shift Key I can select a couple of polygons
03:00down here, Ctrl-click if you accidentally select an extra.
03:03L key for Loop, and looks like we have got a little too much, I'm going to undo,
03:09and we'll come back to this one. I'll show you how to do that.
03:12So let's just pull this back out, press M, SodaBottleLabel, and we'll give this just
03:23a little bit variation in color, and we know that those polygons are set.
03:29So down here, let's just go ahead and loop these, select those, press the L Key for Loop
03:39and then press M again, and apply the same material just so we get those really tight areas.
03:45So now we have a soda bottle ready to go for materials.
03:49Let's save that, Command+S or Ctrl+S, and if you look here in my Shader Tree,
03:53we have got our three surfaces. Well, we already did some glass, didn't we?
03:57We did it with the pump. Why couldn't we use that on this bottle?
04:02Let's go to File menu, select Open, and then from the Project folder from the assets, let's
04:08look at these SmallPump_wsurfaces, and we can even do with SmallPump_wsurfaces2, there are two versions.
04:16And what I want to do is open up the render, SmallPump_Glass, this is the surface we want to save.
04:22So if you right-click on the Material group, you can choose Save Preset.
04:27Now where you put your presets has a lot to do with your system setup.
04:32I'm just going to save mine on the Desktop right now, and it's an LXP file.
04:37It'll put that there automatically for you.
04:40So now that I have loaded the scene, how do you get back to your other scene?
04:43Well, let's jump to the Items tab and take a look at these SodaBottle_Mapped, it's right there.
04:48So we can have two scenes loaded, and I'll click back to his one.
04:52Then I will jump back to the Shader Tree, let's go back to the SodaBottle_Glass, select
04:57that material group, right-click, I'll go to Preset Browser Palette, and a little browser
05:03window comes up where we can choose a specific path.
05:07In this case I'll just go right to my Desktop and click Open, and sure enough,
05:11there is my glass surface, as well as some labels I'm going to use.
05:16So we'll double-click this, and look what happens.
05:18We just loaded that preset glass to our existing material, saved us a lot of work.
05:26So you can save that in your assets folder, especially if you are sharing these files.
05:31Now we set this up based on a small object, so we might not necessarily fit our scene,
05:36that's okay, because a lot of the work has already done for us just because we had set it up already.
05:42So if I select the Material, go down to Properties and then to the Material Trans, we can see
05:48that our Absorption Distance and our Refraction we're pretty high for the small bottle.
05:53Let's bring this back to about 1.4 for glass, and let's start this out at 0 again and then
05:59slowly just bring the Absorption Distance up and get that glass down to the edge where
06:05we really want it, I'll show you here.
06:08And what this Absorption Distance does is it changes the thickness of the transparency,
06:13so you get kind of this nice thick edge here, and it looks pretty good.
06:18Again, it's going to change a lot once we put it into our scene, but overall it's looking
06:23pretty good, and we'll consider this an empty soda bottle for right now.
06:25We don't need to put any liquid in it.
06:28So Command+S to Save, I'm going to put that glass material in the assets folder,
06:34so we can load those anytime.
06:37So setting up materials is not that difficult, especially when you have already done one,
06:41you can save a preset and then use it again and again on other items.
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Applying image mapping
00:00In order to get the soda bottle mapped with an image, we need to first load that image,
00:05so let's jump over to the Shader Tree, and we'll fly open our Render Window.
00:09You can see we have our three material groups we have created, we already have our glass identified,
00:14we have our cap identified, as well as our Label area.
00:17So let's open up the Label area and select the Material.
00:19Now if you remember the Material is where we have all of our Color, our Transparency,
00:24our Shine, all of those things.
00:26To make an Image Map--though--on there, we'll go to Add layer, click on that, and under Image
00:31Map you can say Load Image.
00:33You can also Load a Sequence, Create a New Image that you might want to paint on,
00:37a New Sequence or even use a Clip Browser. For this, we're just going to say Load Image.
00:42And then in our assets library that comes with the course, you're going to see there
00:46is a ColaLabel, a little JPEG in there, so open that up and all this is if you jump over
00:52to the Images tab right here and double-click, you can actually get a close-up view of this
00:57image that will pop up here in a minute.
00:59You'll see that this is just a simple label, a generic label that I just made in Photoshop,
01:05and this is what we're going to map all the way around the bottle.
01:09So we'll come back here to the Shader Tree, and this label is set to a Diffuse Color by
01:14default, but look at how it's applied on there.
01:17If I rotate around, you can see that it's just--well, it's on there but not quite right.
01:22Well, let's go to the Texture Locator tab, and you'll find this once you actually have that label selected.
01:28We're not going to worry about manually punching in any of these values here, we're just going
01:32to hit Auto Size, and you'll see that nothing happens.
01:36The reason is by default its projection type is set to UV map.
01:40Now UV map is opposite of the X, Y, Z.
01:44It gives you the opportunity to map along Curves, versus X, Y, Z, which are very linear,
01:50and this is really useful for doing things like video games, more complex mapping, burning
01:55things in that you want to calculate, don't have to calculate, later like shadows and
02:00textures, but for simple objects like this, traditional mapping will work just fine.
02:04So we're going to change this Projection Type to Cylindrical, and you can see in here that
02:08they're Solid, Planar, Cubic, a few others, but Cylindrical, because we want to wrap around this bottle.
02:15On which axis? Well, it's tall, right?
02:18And you can see here in our Legend in the very bottom left corner, Y is up and down,
02:23so we want the Projection Axis to be Y, and let's rotate, so we can see this.
02:29So it's kind of working.
02:31Well, let's hit Auto Size again, see what happens.
02:34And look at that, modo does a really good job of just mapping that on there, and you
02:39can see it goes all the way around.
02:43Now you can very easily adjust these by closing up the Transform and instead of Horizontal
02:49Repeat, you can set this to Reset, Vertical Repeat, Reset, you can also change the amount
02:56of the wrap, so it can wrap more than one, so let's say you have tiling textures, you
03:01are going to actually have multiple textures on there.
03:03Let's say you're going to do a piece of grass, you're going to have square little piece of
03:07grass that then replicates over an entire landscape, where you can have marble or things
03:12like that, different types of tiles.
03:14Well, in this case we're just going to keep it one time wrapped around.
03:18This white grid, this little box that's all the way around here, this is the locator.
03:23If we jump over the Items tab and open up, now that we have applied an image map, you
03:27can see that there's a texture group, and in that texture group there's something called
03:32ColaLabel, and you'll see ghosted, and it says image texture, very light.
03:37What that means is that is our locator for that texture.
03:41If you don't see these, keep your mouse in the view and press O on your keyboard, go
03:45to Visibility and here is Texture Locators, and that's what that white little outline is.
03:51What does that mean?
03:52Well, if I jump to Item mode, I can select that, and I can use things like my Y command,
03:58which is my Transform tool, and I can manually Rotate this or Scale it or Size it.
04:05So if you're having a little bit of trouble mapping with the tools that are given to you,
04:09you can very easily go in and select that texture and move it, works really well.
04:15So I'll jump back to the Shader Tree, let's click to deselect that, and let's jump over
04:19to our Render tab and take a look at this. So that's looking pretty good. Let's do one more thing.
04:27After we save this, Command+S or Ctrl+S to Save, we're going to close up the label,
04:32and now let's go to the glass, and notice that there's two materials in here.
04:37Well, because I had copied my glass material, I loaded a preset, the original material
04:43is still here, so we can right-click and delete that, we don't need that any longer.
04:47As well as the base material. Just to keep thing organized, let's right-click and delete that.
04:51That base material is there as a default, but now that we actually have our material
04:55groups already set up, we don't need that, and it just a nice way to keep organized,
04:58to get rid of the things you don't need.
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Working with UV mapping
00:01I have got our ProductBox_Open file loaded up, and this is the box we made in the previous chapter, this package.
00:10In the previous video I showed you how you can just map onto a bottle with just an image map.
00:16You can select polygons and create a surface material.
00:19And you can very easily do that with this, you can go to Polygon selection mode, select
00:23this Side, and that could be the Right side this could be the Back side, this could be
00:27the Lid, this could be the Inside, and so on.
00:30But you could see that could really add up and be a little bit cumbersome really, to just surface.
00:35So there's a better way, and that is with UV maps. Let's jump over to the UV tab.
00:42Now in this panel we have two quadrants, and this is all preset for us, we have got all of
00:48our mapping tools right here, we have got our UV map window and then of course just a normal 3D viewport.
00:53You'll notice that if you zoom this view out, there are actually four panels, but this is
00:58what we're going to concentrate on, this is our positive UV space, and this is what we want.
01:03So very simply you could select this model just like right here, it's a box package,
01:08and if you can move it here to the UV Tools, you have got UV Projection tool, Project from
01:12View and the Unwrap tool. Well, let's just choose the first one, the Projection tool.
01:18By default you might think to use one of these values down here as a Projection Type, such
01:24as Cubic, and if you just click, you'll see that you get a representation of that entire model.
01:32So now what is this is doing?
01:33Well, what this is doing is separating these selected polygons, and then we can map
01:39on here, and the way to explain this, these little islands as they're called.
01:42The way to explain this is think of if you have ever got a model when you were a kid or you have
01:47put together some kind of project, and it comes with a sheet of stickers.
01:52Well, that sheet of stickers is essentially what this is. It's all the maps that we will
01:58apply to this model and by using this as a guide as a template and mapping on here, modo
02:04knows where to put all of those textures and colors and everything else.
02:08So, in one image map you can actually have all the maps going to all the different spaces.
02:14Now this is just a Cube, so it is very easy to map because it's X, Y, and Z, very planar,
02:19but the other advantage of a UV map is that you can map around curves and things that
02:23are a lot more difficult.
02:25If you have a ring, and you have to put in image or a texture all the way around it,
02:29UV maps can really help. So let's Undo this, that's Command+Z or Ctrl+Z.
02:36The other Projection Type you might want to use is Atlas, and I'll choose Atlas, the first one and just click.
02:43Now if you notice, there's no red and what that means is there's no overlapping,
02:47and overlapping could be a problem, meaning your textures can overlap.
02:51So the Atlas actually works really well, it keeps everything in the positive space, all
02:55these islands are working, but the problem here is that we're going to have some seams.
02:59And it could still work just fine, there's no problem with this, especially if you're going to another program.
03:04A lot of times you'll model in modo perhaps, set up a UV map and jump it over to Unity,
03:09if you're working on any kind of video games, and you're going to need these UV maps.
03:13But this is going to work just fine, you can see here is the backside with the lid, here's
03:18this other side with a little flap, here's our two left and right sides.
03:21I'm going to turn this off and watch what happens when I select?
03:25See that, this is what each one represents.
03:28So I could very easily paint over this, bring in my image maps and then map them all quite well.
03:35But there's a little bit better way we can do this just to keep this even more exact
03:41when it comes to our mapping, so I'm going to undo just a couple of times, and what I
03:46want to do is go to Edges selection mode, and what I'm going to do is determine
03:52where I want this to fold.
03:54So, imagine if you were putting this box together.
03:57Did you ever get a big unfolded box from one of boxing companies, worked in a warehouse
04:02perhaps or at your company, and you fold up a box.
04:06Well, that's what we want to do, we want to unfold it so that we have one succinct map.
04:11All right, so what would that be?
04:14Well, I'm just going to double-click on this outer edge and notice that it goes all the way around.
04:19Well, it's not quite what we want, so we want to hold the Ctrl key, and I'm going
04:25to deselect just these real quick.
04:28Hold the Ctrl key on all of these and click on them and then hold the Shift key to add
04:33to my selection, and I'm going to come here and here, this way, and this way, and again,
04:45imagine if all of this was unfolded, and I'm just going to stop right here, I'm just going
04:52to show you what this would look like.
04:53If we go to the Unwrap tool, and you click and drag, that's what I just did.
04:59What I did with the Unwrap tool is by selecting the proper edges I effectively sliced this
05:05model open, but notice that rather than separate islands for each part, it's more in one piece.
05:12So what I need to do is select this in such a way that all of this is one piece, so it's
05:17like a truly unfolded box.
05:20So I'm going to turn off the Unwrap tool, let's undo again, and let's get those selections just right.
05:27So we know that these signs were actually separate, that's not what we want, we want to keep them connected.
05:32So, let's just press Ctrl on our keyboard and click on these front Edges like this.
05:38So now imagine if you had X-Acto knife, and you came down and you sliced this open.
05:42What would that mean?
05:44Well, that means if this side was separated, you could fly that open, and if that side,
05:49if you cut that back and bottom side, you could fly that open, right?
05:54So if you go to Unwrap tool, click and drag, look what happens?
05:58That's what we want, an unfolded box, and that's going to allow us to map perfectly well
06:03and accurately across the whole model without any seams.
06:08So now that we have that, let's turn off the Unwrap tool, let's go to our Rotate Command,
06:12click to active it, and we can just rotate this, but before you do that undo, let's click
06:18to deselect, because we are rotating this just those selected edges.
06:23Now we'll rotate, and we'll rotate this like this, and then we can choose our Move tool,
06:28and we'll fit it down in there.
06:36Now that can work just fine for us, but there's one more way I can fit this very easily,
06:41and down here is Pack UVs, so when I click that, I get a dialog that comes up, and I can say
06:47Based on Bounding Box, Lock Stacked, Pack Stretch Offset, Direction Auto, we can do it
06:52Vertical, Horizontal depending on how your image map comes in. Perhaps you're making it or it's from a client.
06:57For right now let's leave this to default and click OK, and look what happens.
07:01It just packs it in there just very nicely.
07:03Not a big deal on this one, but if you have other maps, perhaps you are working with Atlas mode,
07:08and there are different islands and they're hanging off, this will actually fit them in pretty well.
07:12The UV maps can get a lot more advanced than this, but on a simple level, selecting Edges
07:18and using Unwrap tool can help you place textures on your models quite easily.
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Using PSD images
00:01Once a UV Map has been created you're probably thinking, well, now what do I do with it?
00:04Well, it's actually pretty easy to place some images on here using that map.
00:08And remember that UV Map is determining where any images are going to be applied.
00:14So if we select the BoxPackage in the Items tab, and this is the ProductBox_UV_blank file.
00:20If I come over to the Lists tab beneath, and I open up UV Maps, you'll see that there are--
00:25on my model--two textures.
00:28Even selecting those, I can't see anything in this model view.
00:31So I need to jump to the UV View.
00:34And once I select those Textures, you'll see them apply in the UV Map window.
00:38Well, you can see here I have two different methods, the one we had sliced up a little
00:43differently on the bottom and then a variation with the lid coming out the other way.
00:49Either of these work for us, and we can surface them anywhere we want.
00:54So what I want to do is show you how we can take this UV Map and use it in Photoshop.
00:57So I'm going to use this map right here.
01:00Up at the top of the menu for modo, there's a Texture dropdown.
01:05Let's click that, and in there you can see there's actually a feature called Export UVs
01:09to EPS, to Encapsulated PostScript file.
01:13I'll select this, and instead of my Documents, I'll just put it right on my desktop,
01:17and we'll call this BoxPackageUV and click OK.
01:25So now once we jump into Photoshop, what we can do is actually load that up and apply
01:29a variation or a label or anything else we want.
01:32You can see I have got our label from our bottle project earlier already loaded.
01:36So let's just go to the File menu and Open from the desktop that UV Map, okay.
01:42So BoxPackageUV, click Open.
01:46Now when the Rasterized file comes up, we have to choose how big we want this.
01:50What I usually do is make it RGB, make it like about 600 dpi for the resolution.
01:57And the Width and Height 5x5, we'll keep that square, remember that UV Map window that
02:03positive window was square, so we want that.
02:06Now it doesn't look like much is there but remember this is pretty large.
02:09We're only looking at 16% here, and if I zoom in to about 100%, it might be kind of hard to see.
02:16You can actually see those UV lines in there.
02:20So what I like to is actually select these pixels just by right-clicking on that thumbnail,
02:27and then I'm going to press Command+Backspace, and that fills them in.
02:32Okay, so let me do that again. It's kind of hard to see.
02:35Let me go here to create a new layer at the very bottom of the screen, and I'm going to
02:41drop that second layer down, and I'm going to fill this with white just use the Alt and
02:47then the Backspace key, and that fills up with White.
02:50And now we can see these lines a little bit better.
02:52Okay, so the white fill is on the bottom.
02:55We'll select the top layer which is our lines, we can even rename this if we want, UVlines.
03:02Right-click on this thumbnail and say Select Pixels and then hold your Command or Ctrl
03:07and your Backspace key, and that fills that in.
03:11This gives it a little bit more definition. Command+0 or Ctrl+0, and you'll fit that back to view.
03:16So you can see here's a representation of that island.
03:20So now what we can do is paint over this.
03:22Now I'm not going to get too intricate with this but what I will do is use a variation
03:26of this Coke label, and we'll put this right on there.
03:30So I'm going to drag and drop our soda label up into the view.
03:35And drop it right on top of the UV Map.
03:37I'm going to change the opacity just so we can see our lines underneath.
03:40That's why it's important those lines are little bit stronger than the default.
03:45Now how we want to place this really just determines on what you need to do.
03:48I'm just going to Command+T, and that going to rotate, and then we could just move this down.
03:54And I'm just going to place this on there, we're going to color the rest red.
03:59And knowing that our box connects here, remember this, this part of the UV Map here where it's
04:07got more segments, that's a part that folds over.
04:09We know that that other end is the open end which then of course connects to the flap,
04:13which means this actually should go like this.
04:21Straighten that out, and size that down so that way when the box folds this logo will be right side up.
04:28Okay, so what I'm going to do is I'm going to do place this on multiple areas.
04:33We're going to go like this real quick.
04:35I'm going to double-click, and the fact that it blends out to the edges doesn't
04:40really matter because it won't even match up with anything.
04:43It will just fade right off. So we'll keep that just as a stripe on there.
04:47We can place it on the top, if we want.
04:49But I'm going to Command+J to duplicate my layer, Command+T to get my Rotate and then
04:55what we'll do is we'll just take this back and rotate it, and we'll just size it up,
05:02and I'll show you that this can actually wrap all the way around.
05:06Granted, it's not exactly what you want to do, probably want something a little more accurate.
05:14But for now that will work.
05:15I'll turn off this white backdrop, we don't want that, and then I'm going to File > Save As,
05:21and I'll save it on my Desktop, BackdropPackageUV, and we'll call it Map.
05:27And I'll keep it as a PSD file, as a Photoshop file.
05:32Jump back in modo, and we'll jump into our Render tab, and I'm going to resave this,
05:37File > Save As, BoxPackageUV, I'll make sure it's mapped.
05:45That way you can call up the blank one. Go to the Shader Tree and open up the Render.
05:49We have got a BoxPackage, we'll open that up and select the Material.
05:53So we want to place an image on here.
05:54What we need to do is go to Add layer, drop that down, Image Map, and then Load Image which
06:00is off the screen right now, but just choose Load Image.
06:03And go here to Desktop, BoxPackageUV and click OK.
06:09And let's take a look at how it lines up. See how it wraps on there?
06:22Because by default this mapping if go to Texture Locator is set to UV, with Texture2
06:28which is the map we decided to use.
06:32And we see that that totally just wraps right around.
06:34One map, and it goes on both sides.
06:37So taking this to the next level how we could very easily just paint logos on here.
06:42Have swirls and swishes like this little Cola label, how those lines actually can very easily
06:50just wrap around the sides simply by painting on them in Photoshop.
06:54So very nice easy way to have package and label just about anything you want.
06:58And this was just a nice simple example to kind of get you started.
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Creating fibers
00:00I would like to show you one more way you can create some unique surfaces on your model,
00:04and this time we're going to use something called Fur.
00:05Fur and Fibers in modo are done in two different ways.
00:10And if we jump over to the Paint tab, you can see there's actually a Hair Tools tab right here.
00:16Now we're going to use those in just a minute, but first I want to show you a simple way
00:19how you can use the Fur tools without even worrying about any of these more complex ones.
00:24For this scene I have loaded up the Brush model, and you can load up the Brush start, and our
00:28final will be this Brush right here.
00:31And what this is it's just our lipstick tube that we'd made earlier just varied
00:35with a little bit of an Inset on the inside.
00:37If we jump over to the Shader Tree and open up the Render, you can see I have got three material groups created.
00:43One for the Brush_top, one for the Brush_base and one for the Brush_bottom.
00:47So let's open up the Base itself, and select the material, and if I change the color here,
00:51you can see that it's that Top Inset area right there.
00:55What I want to do is add some Fibers to this.
00:58So to do that, I'm going to have that material selected, and from the Add layer dropdown--
01:03let me move this, so you can make sure you can see it.
01:06We're going to go down to Special and then choose Fur Material.
01:11And as soon I do that you can actually see little Fibers popping up there.
01:15Jump to the Render tab over here, and you can actually see bit of a render in there,
01:20and I'll zoom in so you can see this. Now by default they are pretty tiny.
01:25But once this Fur Material is added, you can see there are new tabs down the bottom right
01:30side of the Properties panel, Fur Material, Fur Shape, and Fur Kink.
01:35Starting in the Fur Material tab, you can see that we have got dimensions like Spacing and Length.
01:40The Length is only 64 mm to start, but our Grid Size is set at 200 mm.
01:46So, let's just change this to about 500 mm, and you can see right away that those little
01:52Fur, Fiber start sticking out.
01:55Well, that's great for plants and grass and crazy characters.
01:58But we need these things to be a little bit more specific. We want some very straight
02:03nice Fibers like a Brush, so how do you get there with this?
02:06Well, we can play with the Width and the Taper and all these other things.
02:11We don't need to worry about Segments and Strip Rotation right now.
02:13So let's go down to the actual shape of the Furs.
02:16Now we can choose different Guides like Direction, Clumps, things like that.
02:22But simply let's just go down here to Jitter, there is a Growth Jitter, a Position Jitter
02:26and a Direction Jitter, as well as a Size Jitter.
02:30Let's just zero all those out.
02:32So select the one 0, hit the Tab key, 0, hit the Tab key, 0 and 0.
02:38All right, so you can see that it definitely changed those.
02:42Now there are Strays, Clumps, Clump Range, and if we close up the Guide and Clump and
02:48look down here at the Flex, Bend, and Root and Curls, those too need to be zeroed out,
02:52so let's zero that out.
02:54And now look what happens when we zero out this as well.
02:58We have got a much more Directional set of Fibers happing that is coming straight up and down.
03:07Let's jump back to the Fur Material tab and increase that Length a bit, perhaps maybe
03:11we go up about 700-800, something like that.
03:16Okay, so now what we need to do is not so much the Width and Taper of the Fibers, but
03:20we actually need to have them splay out a bit.
03:24Because that's looking pretty good, but we need them to be a little more brush like.
03:28And now because we evened everything out, they're actually pretty flat on the top.
03:32So we'll jump back to the Fur shape, and we could do a Position Jitter or we can do
03:37a Growth Jitter, doesn't really matter in this case.
03:39So let's just do a Growth Jitter, just a little bit like that.
03:44And we'll start bringing that back out.
03:46Now we still want to keep them pretty straight, kind of like that.
03:52And even though this is looking pretty good, I need to maybe get a little more control, okay.
03:58So what we can a lot with this, and we start playing with all the jitter and the root bends
04:02and Bump Amplitude, even play with the Kink a little bit, you know, frizz the top,
04:08all those little things work really well.
04:10Initially, I might want to have some more control and certainly I can play with the Width
04:16and make those a little thicker.
04:18Make them Taper less, so they're a little bit more cluster fibers like that, even a
04:23little thicker, something kind of gnarly, maybe like a broom versus little soft brush.
04:28It's all working really well, but sometimes you will need a little bit more control.
04:33So what I'm going to do is just delete this Fur Material, and what we're going to do with
04:38this selection now is actually go into the Paint tab.
04:43And we're going to come down to the Hair Tools.
04:44And with the Hair Tools we can actually do a little bit more physical control over these.
04:50Because we're going to have Hair Guides, and that's this guy right here, click that and
04:54then click any interface that actually have them grow, and I'm just clicking and dragging,
04:59and I'm growing these Fiber Guides from my selection, see that?
05:05Now I only have enough fibers coming up based on those points.
05:11What if I wanted more fibers, how will I do that?
05:14Well, we'll come back here to Polygon itself to just select that one.
05:18Bevel again, click that to get the Bevel, and I'll shrink that down, Shift-click the
05:23Bevel again, and Shift click Bevel one more time.
05:28Now at Inset I'm just going to--and with Shift I am just going to insert that and then
05:32Shift+Up Arrow just to create that selection, and then we're going to put the Hair Guides
05:37on again and watch this. See that?
05:40Now we're actually building out from those new points, okay.
05:44So what we're going to do with this then is grow out the brush like we need.
05:48So we want it to be roughly about like. And we'll turn off the Hair Guides.
05:53Now with these Hair Guides what's really cool is that we can actually push them around and
05:58do different things to them.
05:59I'm going to right mouse to create a size of the brush. All of these tools in the Paint
06:04tab work the same way, the Sculpt, the Paint the Hair, the Vertex Map Tools, where your
06:11right mouse creates the brush size and then your left mouse activates it.
06:16We can Smooth them, we can Comb them.
06:20Okay, now, I have realized I have an issue here.
06:22I still have my polygon selected.
06:24So let's click to deselect those, and we'll come back here to push, and now we can push these around.
06:31So it wasn't actually affecting those, okay.
06:33So we can Push those, we can Curl them, we can Comb them if we want, push them this way,
06:43really do some interesting things with these Fibers.
06:46Let's say you have a unique beard or unique haircut, all of that can be done very easily
06:51just by pushing these around. We can Stretch different ones.
06:55And of course we can Puff out the root a little bit.
07:00So not really the brush we are looking for, but just showing how you can create some unique things.
07:04Now these are just Guides, so we still need to put our Fur Material on, but we're going
07:09to use these Guides as a source.
07:12So all I really want to do at this point is just Taper these out.
07:17Now that my length is actually what I want, I'll turn off the Push, and let's jump over to the Model tab.
07:22And so now I have these Guides, I can move them all around as I need.
07:25But I'm going to work in Vertices mode, because I want to look at these, and I'm going to
07:29hold my right mouse button and Lasso around these top points, hold my Shift Key and press
07:34Up Arrow couple of times just to select the Vertices within these Fibers.
07:39And now we can go to Falloff mode, and we're going to choose a Linear Falloff, and I'm going to drag up.
07:46And I want the fatter end at the top.
07:48If yours is not, make sure that in your Falloff Properties you can choose Reverse.
07:54Let me pull this up so you can see it, Reverse right there, and you can reverse that affect.
08:01So what the Falloff is going to do is allow me to use any of my tools and affect them differently.
08:06For instance, if I press the R Key for Scale, there's my Scale Command, and if want to scale
08:11up on the Y or on the X or Z, it's going to apply differently based on this Falloff.
08:17For instance, I'm going to grab right in the center here and click and drag, so now I'm
08:21actually scaling these, but the Falloff Command is changing how that Falloff happens, how that
08:28scale happens, and that's what I'm looking for.
08:32I want to scale out, and we can even flare it out a little bit more.
08:37I want to flare out the fibers as they get to the top, so less at the bottom, more at
08:42the top, that's what the Falloff does. So we'll just push them down like that, okay.
08:47So very subtle, but just kind of a nice way to control those, and let's go to the Falloff
08:53and turn it off by hitting None, and we'll jump at to Render, Command+S Ctrl+S to Save.
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Modifying fibers
00:00Even though we have the guides, we can't see any fur on our little render preview window.
00:05Well, let's open up the Brush_Base surface, select the Material, and then from the Add Layer
00:10dropdown, from Special choose Fur Material.
00:13Now you can see that initially compared to before, the Fibers grow much longer.
00:21Even though the Length is only 132 mm, whereas our grid square is 200 mm, and we had to go
00:27up to about 800 mm before to show that Length. We know that the guides are actually working.
00:32I also know that if I go to the Fur Shape, I can look down here at the Guide Source,
00:37Use Guides from Base Surface.
00:39Well, we just created those Fur Guides in the Paint Tab.
00:41If I turn that off, you're going to actually see that there are little tiny Fibers all right in there.
00:47Even though they're still actually rendering, you can see that's also putting down them
00:52in there, but if we use those guides, it will control those much greater.
00:56And if we go to the Growth, we can offset those by just making them 0, and now you can
01:02see that they are really following that Fiber Guide, and let's just change the Bend,
01:08also zero these out, and we have got exactly the fibers we created back in the Paint Tab.
01:13So Command+S or Ctrl+S to Save that.
01:16Now let's get our shape just looking at little bit better, little more smooth, it looks little chunky to me right now.
01:23So the Width and the Taper. I think the Taper is actually okay, let's move up, so we can see the top here.
01:28But we want to give this just a little more something and what I need is just a tighter dense mesh.
01:34So I'm going to go to the Spacing and instead of 13 mm, we're going to choose 5 mm.
01:40You'll see these just become a lot tighter. For the Length we are okay, now the Width.
01:46If I change this to 2, see how they become very, very thin?
01:51Okay, so there is a balance in there where something like 100 might be little too
01:56thick, and 50, the default is not quite enough, somewhere around 25 might actually work, because
02:03we want these nice thin fibers, maybe about 30.
02:07Let's also bring the Taper down I think, probably to about 50, and that will help thicken those up.
02:13Now they're clumping a little bit, so let's jump over to the Fur Shape, and we have
02:17a range here, Guide Range, Guide Length, and a Blend Amount.
02:23We know that our guides are actually driving the Fur itself in the Shape.
02:28But we can still control it a little bit in the guides here. We are set to range, and the
02:32range is coming from those Fiber Guides we created.
02:35So what I want to do is just increase the Guide Range. Well, if our Grid square is 200 mm,
02:39so let's double it to about 400 mm.
02:45And now you'll see we have got much thicker clumps in there.
02:48But I want that clumping to be a little bit different.
02:50Now if you come down here Clumping Set to 0, let's do it at 30%, and now you can see we have
02:56got a much tighter clump.
02:58So you have a lot of control over this, we don't really need these to be that clumpy,
03:03we want them a little bit smoother, so I'll pull this down, and let's change
03:07the Blend Angle to about 5 degrees.
03:11So this is looking pretty good, I'm going to do a Command+S or Ctrl+S to Save.
03:15Now what's really neat about all this is remember that anywhere in modo you see these little
03:19dots, you can actually animate these values, so if I bring this Guide Length down to 0,
03:24notice that they go way, but if I keyframe this just by using my keyframe controls,
03:30I can actually grow those over time, which is a really neat thing, depending on if you have
03:35got hair on somebody's head or on their chin you wanted to grow.
03:38Well, let's play with the Growth Jitter a little bit.
03:40Let's do about 10% Growth Jitter, and then I want to play with Position Jitter.
03:46Let's do about 50%, and that's going to break up kind of that organization, that clumping,
03:51I still wanted it to be like a brush, like they are sewn in,
03:54but I just wanted to give it a little bit of a variation.
03:56If you put too much Direction Jitter on, they are going to move from that source a little
04:00bit too much, so you got to be careful.
04:02But that Direction Jitter is going to give us just enough of those little strays with
04:07showing that it has still got a good bit of clump, looking like there, a design brush,
04:12not just some random wild fibers.
04:15So let's save that, and I think I want to maybe just play with the Size Jitter just
04:19a little bit, maybe about 20% just get that a little offset, maybe about 10%,
04:26maybe a little less on that.
04:28There we go and just keep it a little bit neater and a little more organized.
04:33And of course, you can vary this to your own taste.
04:35But even though Jitter you think makes them crazy, just a little bit actually creates
04:40a very effective look.
04:42So finally for the Bend, we don't really need Curls or Flex, but just to give you an idea,
04:47if I put like a 30% flex on, you'll see they kind of splay out a little bit.
04:52And we can do Root Bend, maybe perhaps, and they'll bend from the root, but those are
04:57all things you can change depending on how you like it.
05:00But what's really nice is that because we built it from Guides on that base surface,
05:04we now actually have kind of that makeup brush we're looking for.
05:08They are still looking a little bit thin to me, so if we go back to the Material here,
05:12let's possibly see how our Width looks if we double it, there we go.
05:17Just kind of thicken up those fibers, and on a side note, I'm going to make sure this
05:21is saved, you can actually bring this Width up quite a bit and create things like that.
05:29So let's say you're doing a cartoony kind of character or you're making like a silly
05:34string, or just some sort of clay, you can do it with these fibers.
05:38Most people think 0% to 100%, and I like to get everybody's mind-set kind of out of that,
05:43knowing that you could do things like this.
05:46So you want maybe some unique blades of grass or just a different shape, perhaps you are
05:51doing maybe a fibre optic animation for a communications company, things like that.
05:55I have actually used this technique to create very small little tiny brushes for dental,
06:01using the same kind of techniques.
06:02So just something to keep in mind. Let's see this at 125, how that would look. Looks pretty good.
06:10So I'm going to save this, and now we'll move on, and we'll put a little more material,
06:14and then we're going to get some lighting and rendering on these, which is really going
06:17to help these tools come to life.
06:20But the Fiber Tools in modo work very well on a simple level just with a Fur Material
06:25set, possibly for grass or for hair on a character, or even a tennis ball.
06:30But using the Hair Guides, you can create a lot more specific shapes using Falloff tools
06:35and then working with your Fur Kink and your Fur Shape and then placing color on.
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Making plastic surfaces
00:00Now that I have got this brush created, I want to put some materials on it.
00:04So, we have the Brush.lxo file.
00:07Let's resave this as a new file, so we can have it working in stages.
00:11I'll call this BrushSurfaced.
00:14So, if you want to load up the finished brush unsurfaced, just load up brush.
00:18So, now that we have this set up, how can we put some materials on here?
00:22Well, one of the simplest ways is to use our presets.
00:24So, now I'm over here in the Render tab, and you can see over here on the left there is
00:28a number of presets, and if I open up my window, we can get a little bit larger view of these,
00:33so you can see them a little bit better. By default you're going to see the High Gloss.
00:37But if you click and hold on this menu up here, you can see there is quite a few different things.
00:41I have got a few extras in here such as the 9b Studios, but most of the others come with modo.
00:47And you can look at the section called Plastic.
00:50And in there are a number of different materials from Gloss to Low Gloss, High Gloss,
00:56Clear Plastic, Composite, and so on.
00:58I'm going to teach you how to make these materials by just showing you how to use these.
01:02We can go to a Medium Gloss, maybe choose this Gray Material and literally just drag
01:06and drop it right on.
01:07And you'll see in a second here, it updates in our view.
01:11If you click the Up Arrow, we can go back, and we can choose the High Gloss, put a Blue
01:15on perhaps, and you'll see this High Gloss come into play.
01:19So, it works pretty nicely. But that's not what we want to do.
01:22So, we're going to, come over here to the Shader Tree, and you can see that now that
01:26I did that, the materials are actually added to the Material Group that I'd created earlier.
01:31I'm just going to take this and open it up, and we're going to take this Blue Polish that
01:36we did and right-click and Delete.
01:38And that will delete that material we dropped down there.
01:42For the Brush_Base, this is where we had created these fibers.
01:47What I want to do is actually put on here a new material.
01:51So, we have this Fur Material on here. What I'm going to do is add to that.
01:54So we're going to go to Add layer, and then we're going to drop down Custom Materials,
01:58and it's hanging off the screen a little bit, but you can see that there is Hair Material right here.
02:02Let's choose that.
02:03What the Hair Material does is gives us options in the Properties down here for Primary Highlights,
02:09Secondary Highlights, a Rim Light, and Glints, and really give it that fiber hair
02:14kind of look that we would want.
02:16So, let's zoom in a little bit closer to see this, and often the default works pretty well.
02:22But let's take a look at the Glints, and I'm going to just make this just a bright red so you can see it.
02:27And you see how they like kind of pop up right there on the top.
02:30And if I increase this, you can see there is just even more up there.
02:36So, it's just very subtle highlights, and the reason I made it red is just truly so you
02:40can see it a little bit better.
02:41Okay, so we're going to bring this back down to 100%, that's fine.
02:45Now the Frequency, if you change that let's say to 20%, it's going to happen a little bit more.
02:50Okay, so you can really change the shape, imagine doing an animal and some crazy fur on there.
02:56So, I'm just going to keep this as 1%, not .1 that it was, but the 1%.
03:00The Color itself, and again, let's just make it a crazy color, so you can actually see the variations.
03:05See that in there, see the green in there? Okay, so what would a fibery brush look like?
03:10Well, the ones I have seen are actually going to look kind of rich brown, so we're going
03:14to kind of pull that in from down there like that just a preset just a brown.
03:20The Intensity of it, of course, it can be about 90% if you want.
03:25The Width of it, let's increase it, gives it a nice little color there.
03:31Secondary Highlights, what is this?
03:33Well, again, let's just choose like a bright red, and you'll see here, it's almost like an offshoot.
03:38It's any of the highlights that hit Secondary after the Primary, meaning that the main light
03:44is hitting these Primary Highlights and then mixed in with that are the Secondary Highlights,
03:49giving it even more depth. So, we can do this either way.
03:53You can make it actually as a highlight, make it lighter, and that's going to create some
03:58density in there, kind of a thickness, or we can go all the way dark, depends on what
04:04kind of brush you're looking to create.
04:06So, we're just going to go just with a soft off white, which work well for us.
04:12And again, you can play with the Width and the Intensity and all of these values just
04:16to give it the look that you want.
04:19So here you can see the Secondary Highlight, the Primary Highlight and so on.
04:23It's a good way to see how these surfaces get applied by just creating a very large change.
04:30So, if it was at 1%, make it 100%. See what that value difference is.
04:36Often people will say it's 1%, they--kind of in a scared way, kind of just bring it
04:42up a little bit and little bit.
04:43They don't see often much change, so something to consider.
04:46All right, so I'm going to Save this, Command+S on my Mac or Ctrl+S on the PC.
04:50Now, let's get down to the Brush_Bottom, and let's move this up.
04:55And what I want to do is create just a nice kind of rich black material, kind of a blackish brown.
05:00So, I'm going to set this, and I'll get down to the blue and then to the brown.
05:08Let's go over here like this I think, yeah just a nice brown.
05:12And then let's make sure that this is--here we go.
05:15Okay, so we have this brown material on here.
05:18But we needed to really have a little bit more life to it, more of a plastic feel.
05:23So this Specularity Amount, how shiny it is.
05:26If I make this 90%, we'll even see that not much is going on at this point until we get
05:31into a light-catching mode.
05:33So, if I kind of rotate it up like that where the light catches, you can see it's very shiny.
05:38If I make it 0%, obviously, it's not shining at all.
05:41So, I'm thinking about 50% might be good. But what is that Specular Color?
05:46Do I want it white? Well, if you are doing plastic, no.
05:50Because the Plastic is going to actually have a tint, kind of a portion of that color within it.
05:57If you're doing something like Glass, something really metallic, it might have more of a white
06:02highlight, more of a specular highlight.
06:05But in this case, the plastic is going to have a little bit more of a variation,
06:08almost a Secondary Highlight, like we did with the fibers.
06:12The Fresnel Effect right here, now we are not going to do this on these surfaces, but
06:16if you set these values, it really shows up when you're animating.
06:19Meaning, that your Glancing Angle will have more of that effect when that value is on.
06:25So if I do 100%, you can see right now it doesn't change much, but as I animate, and
06:29thing is rotating, or I remove the camera, it's going to look a lot more life like,
06:34because that Fresnel Effect comes into play.
06:36A good way to explain this with the Fresnel Effect, let's say you're looking at the front
06:40of a car outside, and you're trying to look in that driver's side window.
06:44It's very hard to see, because that reflection is overpowering the transparency.
06:51If you walk around and go straight on to the window, you can see right through it.
06:55Well, that's what the Fresnel Effect is.
06:57The Reflection Amount, I want this about to 30% maybe, and actually maybe 20%.
07:03And it's not going to show up much right now, because we don't have anything into the scene for it to reflect.
07:08So, we're going to have to come back to that in our scene's videos when we are
07:12building all of the full environment.
07:15The Roughness, however, if we put a low roughness, you can see that, that Specular Highlight gets really small.
07:23Let me bring the Reflection down real quick.
07:26If you have a large Roughness like 80%, it gets very soft.
07:31So, think of it this way. Think of Roughness as metal.
07:35A large roughness is a metal surface.
07:37So, it's really dull or like your wall, large roughness.
07:41If you have something shiny like glass, you have a very low roughness.
07:43So, you're going to have really a tight hotspot. So bring that down like 5%.
07:49So that would be something more like a shiny ball.
07:52All right, so we want this up to about 80%, and then we'll pull this back.
07:57And we'll worry about the reflections, probably when we get our scenes put together,
08:01so I'm going to save this. Now, I like this a lot.
08:04What about the top here?
08:05Well, the top really can be pretty much the same.
08:07So, let's right-click on this Material, copy it, scroll down to the Brush_Top, select that
08:14Material, and right-click and Paste.
08:18And now we have got that nice brush we can work with, with a rich brown fiber, nice kind of plastic case.
08:27And then once we put some reflections on it and put the environment then we'll have
08:30more of the look we are after, so we're going to save this.
08:32Plastics, Fur, Fiber, they are all really easy to do, setting up just pretty easily
08:39in the Shader Tree, working your way down from Diffuse Amount to Specular Amount,
08:44allowing you to create pretty much any surface you can envision right within modo.
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4. Lighting for 3D Product Shots
Setting up 3D scenes
00:00Once you have all your objects built, the next phase is to build your scene.
00:04And a scene is much like a stage with actors.
00:07So, to begin, let's go to the File menu, click Open, and let's load up the set that we created
00:13earlier the course, it's in our Asset folder, click Open, press the A key to fit the view
00:18and remember this is just a flat plane that we just curled up using the Ben tool.
00:23So, from here we need to put our other objects in. Now, you have two ways to do this.
00:27The first way is just open up one of other objects, so we will click Open and then let's
00:33list choose just the Lipstick container, just something simple.
00:36Now what happens is that that Lipstick container-- that other object--loads in as its own scene,
00:41and we will fit that to view.
00:43So, we can see here that little clapboard, that means that's one of the scenes we are working
00:47with, the Set is another scene. Well, I need both of these combined.
00:51The problem is I have a Light and Camera in the scene as well by default, as well as the Set.
00:56So, all I need to do, first let's just name this.
01:00And we are going to drag this up into the other scene.
01:06It will say Import Selected Items, and we'll say sure.
01:10Now we can see that we gave got that Lipstick container as well as the Set all in one place.
01:15When you import these, if we go to the Shader Tree, fly open the Render, once you have your
01:21materials you'll see an imported materials folder.
01:25We have not set materials yet so this good thing, something to be aware of, if you're looking
01:29for Materials you created.
01:31So, now the other way to do it is to say File and do an Import, so you are importing something
01:37into the current selected scene.
01:39So, we'll choose Import and then let's choose the BrushSurface, we'll click OK.
01:46And the way this loads in is as a group, but you can see that I'm still within the exact same scene.
01:52I will fly that open you can see there is the brush surface actual Mesh, and we'll call this Brush.
01:59And I don't mind this group, but one thing we need to be aware of is that we still have
02:03a Camera and Directional Light.
02:04So, I am going to select both of those, right-click, and we are going to delete, and I'll say yes and yes and yes.
02:13And then if we jump over the Shader Tree, notice that our BrushSurface materials are actually brought in.
02:19Now we might need to do a little to work with our Shaders and move things around, but we'll
02:22do that once we all over other objects loaded.
02:25So, let's save this, and we are going to save it as the Set, we want to resave it, because
02:30the Set is our simple object that we created.
02:32So, we are going to do a Save As, and we will call it GeneralScene. I already have one in there.
02:36We will just save over it, I'll click OK. So there's our GeneralScene.
02:42So, what other objects can we import?
02:46We have the Lipstick container, now we have the SmallPump_wSurfaces, we will choose Version2.
02:51Now we will say File > Import again, and we have our ProductBox_UV_mapped with our surfaces,
03:03and it's looking for the UV map itself.
03:05So, when we come down here to my Project_Assets go to images, and we will choose UVMap package.
03:13And finally, we'll do it import, move this over. This is opening towards the middle of
03:18my screen, I have a very large monitor, and we are opening in the center of window versus the center of the program.
03:24Finally, we have a BrushSurfaced, our ProductBox_UV_mapped and Lipstick all loaded, all we need now
03:32is our SodaBottle_Mapped right there, and you can see that all loads in place.
03:39Shift+A fits it all the view, and let's take a look now within these groups, and I don't
03:44mind each of the group, that's fine.
03:47But I do mind all these extra Cameras, because again they just loaded in from the other scenes
03:53that we have created for these objects.
03:54So I am going to select all those, holding the Ctrl key, right-click, and Delete,
04:00I'll say Yes, and let's make sure that we don't have anything else. We have some extra lights
04:05in there, so we will remove those.
04:07Okay, but don't delete any of those Textures, just these three extra Directional Lights,
04:14I will right-click and Delete those.
04:17That's about the hardest part, setting up a scene, believe it or not, and the rest of it,
04:21it can actually can be kind of fun.
04:22So, we'll close these up and keep organized, and now that we have all of these, we need to put them in place.
04:29So, the Set we'll leave by itself where it is, and it's a little below the 0 axis.
04:36Everything else we built around the center, 0 axis, right there on the center.
04:40So where this lies doesn't necessary matter, we just need to have our products sitting a top a bit so.
04:45Let's go here with the Lipstick container, we want to be in Items mode. When we move things
04:49around, we should be an Items mode.
04:52Press Y in the keyboard, and we are going to move that around, remember this very smaller object.
04:56So, I'll Ctrl+Space, and let's do a right view, and that way we can see a little bit more.
05:02I use the wheel on my mouse to zoom in, and we'll just drop that down right about there.
05:09That looks pretty good, back to perspective view.
05:12And I think the last thing I will do is maybe move this forward a bit, I want this about
05:15here because I want that background just to fall off and blur a little bit.
05:20Now I am going to resave because it's a GeneralScene that we have created, so we're saving that.
05:24I am going to press O on the keyboard, and we are going to drawing a control and for
05:29the Background Items the Inactive Meshes we are going to choose Same as Active Item.
05:36And what happens is all the OpenGL shows up, not just a wireframe.
05:41Now we can go to the BrushSurfaced, press the Y Command, and we can move that over,
05:47Ctrl+Space down to a front view, roll our mouse in, and if you don't have a wheel on
05:55your mouse to zoom we can use this guy right here up in the top right corner.
05:59Now we will position that over, and let's do one more.
06:04And let's go out here to SmallPump, we can use the W command or the Y Command, either way.
06:12Ctrl+Space, we can do a right view if we like.
06:15And we will slide it up, and move it over, Ctrl+Space back to Perspective View, Shift+A
06:22there is a nice pump, looks like we've got to bring it forward a bit.
06:26All right, so I am going to do the other on my own, the CokeBottle, Ctrl+Space, and we
06:32get to Perspective or Front View, whatever you like, move it around, and then once you
06:38are done, make sure you save the scene.
06:40From here we need to position this a little bit and put some lights in there and then
06:44add a few more materials to have everything interact and create a final product rendering.
06:51Setting up a scene modo is really pretty easy once you know the two ways to do it, you can
06:55import an object, or you can simply just drag and drop an object from another scene.
06:59Just remember that things like Cameras and Lights will actually be duplicated, and your
07:05Shaders, your materials, will often come in as an imported group shader, so just to be aware of that.
07:11You will also notice that we have number of environments here that also come when we had
07:14brought in those of the materials and those other objects.
07:17So, we'll get rid of the ones we don't need in our next video.
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Understanding basic lighting
00:00Now with our products loaded, there are a few things I can tweak before we get into our basic lighting.
00:05I think the size is pretty good of everything, but the placement might need to change just a little bit.
00:09So, I can take our soda bottle, press the Y Command and make sure we're in the Items mode,
00:15that way you'll see it moves right from the center of the object, very important,
00:19It's too easy to actually move something in Polygon or Edge mode and a lot of times your materials
00:25will start moving, so we got to be careful of that.
00:28The placement of our little smaller products are fine, except this box is kind a small.
00:33So, I am going to click on that, press the R key, gets our Scale tool, and right in the
00:38center I'll click on that little light blue circle, and I'm going to scale that up, and
00:43then I'll press the Y command, and we will move that up, and I might actually as well
00:50move it back here like that, just kind of an adjunct, and we can rotate it a little bit.
00:54So, Command+S to Save or Ctrl+S if you are on a PC, this is our General Scene.
01:00So, let's save this again, let's Save As, and we will call this GeneralScene,
01:06and I will say BasicallyLighting.
01:08So, let's talk about Lighting a little bit. By default we have a DirectionalLight.
01:13Now if your interface doesn't look like this, press O on your keyboard, you might actually
01:19have your lights on, now mine are off.
01:21So, Show Lights On, you get a view like this, and sometimes it's hard to see things.
01:26What this means is our actual lights in the scene are active, not that they weren't active before,
01:32but they're active in OpenGL, and you can see that glare right there, that hotspot.
01:36The only problem with that is that the OpenGL doesn't do a full render of our lights
01:41so that's often while I press that O Command, and I'll turn my lights off using just normal
01:45OpenGL shading, makes a little bit easier to see things.
01:49Let's jump over to the Render tab, and you can see here we have a full view of our scene.
01:55It's obviously not ideal, that's not how we want to set it up.
01:58So, let's talk a little bit about the Camera Placement. What I want to do is get this Camera
02:03to a point where I can see things.
02:05Now we're going to talk about cameras in another video.
02:08But I can also see that my Perspective view looks pretty good right here.
02:11There is a little trick to actually get this view into our Camera View.
02:16The Camera View is important, because this is what renders our final output.
02:20So, what I am going to do is just select the Camera in our Items list, and there is
02:25a little button here called Sync to View, when I click that, the camera jumps to that
02:30view from my Perspective window. Okay, so we'll leave that alone for right now.
02:35Let's go back to our Lighting, and I am going to just move this one up so you can see things.
02:39It's good to have a Perspective view like this, and you can see that there is our Camera.
02:42If you cannot see your camera, press O and notice that there is a Show Cameras icon right here.
02:47I am going to put my Lights back on, and let's select that Directional Light.
02:52Now this Directional Light is default, meaning that it was in there when we created our scene.
02:57Now I can actually see it right back there. We are working in Items mode, because well, this is an item.
03:03I'll press Y on the keyboard, and let's just move this over.
03:06So, there is my Directional Light, not too impressive is it?
03:11Well, it looks okay as the render goes, but it doesn't really give us much of a product look.
03:18If you right-click on this, you can change the Type of Light to an Area Light, which
03:23creates kind of a big soft box, which we are going to use a little bit later.
03:27If we zoom in, there's actually some handles here, this will increase the width and height
03:31of this light, giving it a little bit larger size, and a little more power as well.
03:36If you right-click on it again, Change to a Cylinder Light, you can see that there is
03:41this nice little cylinder, this is great for like fluorescent tubes and things like that.
03:46Right-click again, and you can see there are a few others, like a Dome Light, a Photometric Light,
03:50which is using a Preset file, and a Point Light.
03:53We'll select the Point Light, this an Omni- Directional Light, so the light emits from each side,
03:58from everywhere it goes out to suddenly pointing at anything.
04:00But we can also see that it doesn't really do much until we really get it into place.
04:05And even then you can see from our scene here, it's not really lighting up much.
04:10Well, that's where the Radiant Intensity comes in.
04:12So, with that Light selected, down here you see Radiant Intensity, and I can increase
04:17that, and you can see that light now light up our scene.
04:21And that looks okay.
04:23You know, but it's just basic, it's not that high-quality render that we're looking for.
04:28However, this gives you good idea of just the power of one light in modo.
04:32You can see that the Falloff is very nice onto our backdrop, that's why we curved it
04:36like that, so it just disappears.
04:37You can also see the little green tint that we have put in the glass is actually casting
04:42some nice shading back here on the set as well.
04:46So, let's leave that Point Light, let's add one more light to the scene, and we are going to save this.
04:51So, our basic light, you can load this up.
04:53Let's go to the Add Item, go down to Lights, and let's choose a Spot Light.
04:59One of the most common types of lights is Spot Light, it actually gives you control
05:03over the angle and position and the soft edge.
05:06Now I'm rotating this in the Perspective view, because I am pretty set on where everything is.
05:13Sometimes, though, it's hard to actually place these lights, so what you can do is change
05:17your view from let's say Perspective to a Spotlight view and then these Rotational Handles
05:23appear will allow us to move that around and see what the actual light sees, making it a lot easier to position it.
05:34And then we can jump back to a Perspective view, and now we can see that that's lined up right on there.
05:39Then when we go to the Spotlight Preferences, we can increase the Radiant Amount, and we
05:46can play with the color, and we can play with the shadows and everything else,
05:51so a lot of different variables with these lights.
05:53And if you decide you don't want to do that, you can change that light type, let's say
05:57back to Directional Light, and it will carry that position that we just created.
06:02So, the lighting in modo is quite extensive, and this just a basic overview of the different light types you have.
06:08You can have as many lights as you want, and you are not stuck to just Point Lights
06:12or Directional Lights or Area Lights.
06:14You can use a combination of them in any of your scenes.
06:16We are going to set up a full product shot with multiple lights in our next video.
06:22But to simply start, work with the basic Directional Light and in a Point Light, and from there
06:28you can start adding in different colors. If you jump to the Shader Tree, and you scroll
06:33down, you'll see that you have got a number of different options here.
06:37And when you open up this Directional Light, you can actually see that there's a Color
06:41you can set as well.
06:43So, now you can start adding colors to your lights, and really have that enhance your
06:48scene even further.
06:50But what we also need to consider is the Environment, and earlier I'd mentioned how the glass doesn't
06:56look quite right simply because we don't have an environment yet.
07:00We shouldn't have multiple environments, and the reason we do is because we had loaded
07:04in objects from other scenes, and those carried over a lot of the default settings,
07:10such as Environment, Lights, and Cameras.
07:13We deleted the extra lights and cameras, so really all we want to do now is select these
07:17extra Environments, right-click on them, and Delete. Let's do it one more time, here we go.
07:24So, we only want one environment for the scene.
07:29As we move on in our videos, we are going to talk about how that Environment can be
07:32very beneficial to creating a realistic scene.
07:36But a combination of lights--any type of lights--along with the right environment is
07:41really going to help you create a realistic scene in modo.
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Creating product shot lighting
00:01With this basic lighting scene, we have just one default Omni-Directional Point Light.
00:05And it's just kind of boring and basic, it's in front of the object, and it's creating
00:10just the kind of a dumb shadow.
00:12So how can we make this look a lot more magazine- like, a lot more like a real photo product shot?
00:18There are a number of things involved, including the materials as I have mentioned.
00:22But we really need some lights around it to make this pop off of the set.
00:26So let's do that. First thing I am going to do is resave this scene, this is our basic
00:30lighting scene, the general light scene that we did earlier.
00:33I am going to just save it as LightScene, and that will be in the assets folder.
00:39And what we are going to do is go to the Items menu, and let's take that Point Light, right-click,
00:44and we will delete it, goodbye.
00:48Now what I want to do is add a couple of new lights, so from the Items list, from Add Items,
00:55I am going to choose Lights and one DirectionalLight.
00:58And the reason I am going to use a directional light is because it makes things a little
01:01bit simpler, because the directional light's position doesn't matter, only its rotation.
01:07And as I say that, I am actually going to move it into position.
01:09I do that for two reasons, one, it just makes me feel better because I know where the lights are,
01:14but two, because I can change it later, maybe to something like an Area Light,
01:19its position will be intact.
01:21If I place it in the middle, that will work now as Directional Lights, but later on if
01:24I change it to an Area Light or something like a Spotlight, well, I would have to move it then.
01:29So we are just going to move it over here.
01:31Now if I press Shift+A, we will bring that to view, you can see that it's pointing down the Z axis.
01:36So we need it to actually point the other way.
01:39I can either rotate it or just move it to the other side. Well, I will move it to the
01:43other side because we are going to need two of these.
01:45And as I move it over here, I am going to rotate it down just a little bit, and now
01:51you can see it lighting up the set.
01:54So that works pretty well. Let's take this and right-click and duplicate.
02:00And we will rotate this new one back a little bit like that, we will move it to the opposite
02:07side, and then I am going to rotate it around, and let's just numerically rotate it 180 degrees,
02:15and then we can tilt it down a little bit as well, so we can catch that shadow.
02:19Now I am going to Command+S on the Mac to save the scene or Ctrl+S if you are on a PC.
02:25So right away, just making this simple change, you can see that our products have a lot more
02:31punch to them, clearly they're not there yet, but by adding two Rim Lights like this, two
02:37Kicker Lights, it pulls that set of objects off of the background.
02:43Now we can still change the background, and we can still add more to this, even including
02:47some environments, which we are going to talk about in the next video.
02:49But for now, let's adjust this a little bit.
02:52Another reason I like these Directional Lights is because they allow me to create a softer shadow.
02:58Typically in most 3D systems, you have to use something like a Spotlight or an Area Light,
03:02and in modo I can use a Directional Light to soften the shadow.
03:07First, let's right-click, and we will choose Rename, and this will be our RightLight, we
03:13will actually call it RightKicker and then of course the other one, right-click and rename
03:21LeftKicker, and we will save the scene one more time.
03:28Okay, let's close up the Transform and come down here to the Directional Light Properties,
03:32you can see there are a number of member different things here, such as our Radiants,
03:36for how bright it is our Shadow Type is Ray Traced.
03:39But then there is Spread Angle, the Spread Angle is what controls the softness of the shadow.
03:44Let's change that to about 30 degrees, and now you can see that that shadow falls off
03:52very nicely and keep sharp towards the base of the object, but falls off.
03:57Sometimes when we use a shadow map, and it's a fake shadow, it will soften all the way
04:01around, and can also often be a little unrealistic.
04:04So we will go to the RightKicker, and we will also change that to 30 degrees.
04:11Now you can change the color of these lights as I have shown you, you can rotate them a little bit.
04:16But essentially, I want to create this even light from both sides, because as you can
04:19see here on the products, they are lit very nicely. You get a nice Rim Light there on
04:23each side of the product so that's very nice.
04:27We still have to do a little bit to the front of the object as well, but let's go
04:31to the Set now and change it.
04:33We never created a material for it, so let's select it, press M, and we will call it Set, something original.
04:40And in the Shader Tree, first let's take all these Environments, as we were playing around
04:45with different environments before and delete them, because we don't need all of those,
04:52we only have one environment.
04:53Then we will open up the Render, and we will see here is our Set material.
04:57Now when we had created the materials for our objects, we created unique shaders within each material group.
05:04So for instance, the bottle here has its own shader with specific controls.
05:09So let's do that for the Set as well.
05:11We are going to Add Layer > Special > Shader, and that way we will have our own unique shader
05:18for whatever we want to do.
05:19And we will drop that right up above with the rest.
05:23Now let's select the Material, and we will pull this Property panel up here.
05:29And what I want to do first is just add a little bit of Reflection, I want to just
05:32show you some options here.
05:33When you put Reflections on a little cyc like this, a cyclorama, it really looks nice,
05:40but the problem is you get this horizon line in the back.
05:43And well, that can be good if you want to create a little more depth, a little more
05:48environment, often I don't like to see it as strong as that, so there is a way around that.
05:52First, let's just kind of rotate our view so that straightens out, and we want to make
05:57sure that that is a straight horizontal line there.
06:00What you can do to make this look better is click on Blurry Reflections, and that just softens that.
06:08So it still keeps that environment, lets you create a nice little environment that these
06:12are living on, makes a shiny set, but it's not that harsh line in the back.
06:19Often what I like to do is create just a large flat plane, pull the camera away out and then just zoom in.
06:24And what you get with that is a disappearing background, rather than one that folds up and back.
06:30But either way it works, so we will Command+S on the Mac to Save the scene or Ctrl+S on the PC.
06:37So now what I want to do is play with the Set color a bit, and I think what might work
06:41really well is to make it black, really create some drama, because the reflection now is
06:48going to pick up these objects, and that looks great, but look at the background, what's the problem there?
06:55Well, it is reflection, right? What is it reflecting?
06:59Clearly it's reflecting the objects, but there is something else it's reflecting, the environment.
07:03So let's open up that Environment tab and look what we have.
07:06We have a four-color gradient.
07:09Well, of course, it's reflecting this gradient, look, if I change it to purple or magenta,
07:15it's reflecting that environment.
07:17So, really what I want is something constant and dark.
07:21And now that disappears and gives us the right kind of depth within the bottle.
07:27And now that we have done that, you can go back to the Set, and you can adjust the Specularity
07:32and Roughness and Reflection if you want.
07:35A good way to work too is just to hit Match Specular, and you will get a nice balance
07:39of reflection based on how bright or how shiny the Specular Value is.
07:45So if we crank it all the way up, you get almost a mirror-like effect, which I think might be a little too much.
07:52But it will balance accordingly.
07:53Generally I like this, but no more than about 20% or 30% just like that, just a little bit of a base.
08:00So let's save that.
08:02Now I want to still see my products a bit, and I am looking pretty good down here.
08:08We need a little more surfacing on some of these down here, but the coke bottle is getting
08:12a little bit lost, because it's transparent, we are actually seeing the black backdrop behind it.
08:18Well, we can change that with the Environment or we can add more Lights.
08:24If we add more lights, well, we are going to have to worry about casting light on the
08:28backdrop, and if we play with the Environment, well that's also going to play some havoc with the backdrop.
08:34So there is a way around that, and we are going to talk about that in our next video when we cover Environments.
Collapse this transcript
Applying indirect lighting
00:00Now one of the best things to do with product shots, as well as architectural is to use Indirect Lighting.
00:07modo makes it very easy with the Global Illumination setting.
00:10So let me show you a couple of ways you can use that to enhance your scene with an environment,
00:15as well as some Light Boards.
00:18If we jump over to Render tab, you can see over here on the right side there's another
00:21tab called Global Illumination and within that is Indirect Illumination, and if you
00:25turn that on, we can see that nothing really happens in our scene.
00:29Well, what's happening here is that because our backdrop is black and our environment
00:34is black, well, there's no illumination in the environment.
00:37All right, so indirect means all the things that are not directly affecting our object
00:43like a regular light source, it is the indirect things.
00:45And this is essentially a way that the light in the scene can bounce around.
00:50So let me show you how we can do this.
00:52I will do two options here, we will come down to the Set, open that up, and we'll take that
00:57Material, and I am going to go all the way White and the way I did that, too, by the way,
01:01is I held the Shift key, and I just clicked and drag on these values.
01:05So we just have a white set.
01:07Now if go down a little bit more and open up the Environment Material, and let's just
01:11make the Environment white as well.
01:14And then we go back to the Render and then to Global Illumination and turn it on, watch
01:19the Render up here on top left what happens. See how everything gets totally blown out?
01:25That is because the White Set, the White Environment are all now acting also as a light source.
01:32A lot of times when you use Global Illumination in this regard like all White, you might even
01:36want to turn off your actual lights, and we will let this redraw here, and we will turn off that.
01:45Now you can see that there is actually just shading from the indirect illumination, so
01:49when you want this is very white clean set, this is one way you can do it.
01:54Okay, now I would balance this a little bit, you can take the Ambient Intensity down,
02:00and this was not quite as bright.
02:02I would probably take the Set Material itself and bring the Diffuse value down, so it doesn't
02:06quite take as much light from the scene.
02:09And then of course, for the glass you would need to shift those values back a little bit
02:14for the Transparency Amounts as well as the Reflections.
02:18Okay, so that's one way. The other way--and I am just going to undo, to back to where we were.
02:26The other way we can do things is actually put Light Boards into our scene.
02:29What's a Light Board?
02:31Well, if you work in a photography studio, like we do, you have big giant soft boxes.
02:36So I am going to open up the Model tab up here and hold the Shift key and a flat plane,
02:41and I am going to close this out.
02:45Go back to the Items list, and let's scroll down, there is our Plane, and we'll just call this Light Board.
02:51And what is this going to do?
02:54Well, this is going to do two things, it's going to cast some light into the scene, but
02:59it's also going to act as a nice reflector.
03:02Our lights in the scene are casting light onto our objects, but notice in the bottle,
03:06there's really not any reflection of light, the way you would in a real-world product shot.
03:12Sometimes that's good, but in most cases it makes it look a little less realistic.
03:16So with this Light Board we can actually use it as a reflector, both to bounce light
03:23as well as create sort of a catch light, if you will in the glass.
03:28So I am just moving that over and Shift+A brings it to view, you can see it's actually
03:32pretty small, when we first come in, it was only 1 meter.
03:36And then we will rotate around, and I will press the R key for Scale, let's just scale
03:40that up quite a bit.
03:43And let me jump over here to the Model tab, so we can what we are doing.
03:46Get to a Perspective view, there we go and then the Y key to rotate.
03:53Okay, so it's just a flat board, that's all it is just right in front of the object, and
03:57I would probably make it just a little bit bigger and W for Transform, and let's move that back out.
04:02Making sure it's just sitting right in front of the object.
04:07And what I am going to do then is press M on my keyboard, and we will call it LightBoard, making it white.
04:12So you will see that that surface is white.
04:15And just so you can see it, what you can do is with the LightBoard in the Shader Tree,
04:19we will come down to that actual LightBoard Material.
04:24If you look down at the very bottom, you can turn on Double Sided.
04:28And it's not going to change anything in the scene, but it allows us to see the backside.
04:32So I will make things a little bit easier just to move around.
04:36The next thing I am going to do now that I actually have that surface, is go to
04:39the Transmissive panel, right here, the Material Trans.
04:43And under Luminosity, let's bump that to about 3, okay, so we get this very white bright board.
04:51Jump back over to Render, now this is the only problem with putting this Double-Sided
04:55in front of our scene here.
04:58So if I am going to move is behind the camera, that's fine, but if it's in front, then we
05:02might want to turn that off.
05:04But as you are moving things around, just remember that you can put that Double-Sided on
05:08just to make things a little bit easier to see.
05:09So let's go ahead and turn that off for the time being.
05:12All right, and we'll take a look at our scene.
05:16So right away you can see how that board is actually reflecting in there, but if we go
05:21to the shader, back up to Render, and we turn on Global Illumination, and give that a second.
05:29Now you can see that that adds a nice punch a nice fill right in the middle there.
05:35Because we only have two lights from either side, so the front actually was a little bit
05:38dark, almost like there's a strip right down there.
05:43Put that Global Illumination on, and it fills in that little dark spot with just enough
05:48fill, but not taking away from our sidelights.
05:51Now if I move this in closer, you will see we get those nice reflections in there.
06:00So really it's a matter of placing it how you want, and you can very easily just rotate,
06:06move it, manipulate it, I am going to move it over just to the right, slightly like that.
06:12The other reason I like using these boards is because it creates a nice fill for things
06:16like Fibers, all right in here.
06:19It still has depth, but we don't cast any heavy hard shadows inside there.
06:25And that's something that's really important, especially with a client logo, you don't
06:28want to lose that brand.
06:30All right, the last thing you can do for this is go to the Glass material--I am going to
06:40SodaBottle_Mapped, open up the Glass, and select the Material--and what you can do for
06:46the Reflection Amount just turn on Blurry Reflections, and we will give this a second to redraw.
06:56And that will actually soften that reflection in the bottle just for a nice little added effect.
07:03Now one more thing I want to show you in Indirect Illumination, you saw that we had the White
07:09Set in the Environment lighting everything, when we put Global Illumination on.
07:16When it comes to lighting, you actually have a way that you can make the light
07:21not affect the back of the scene.
07:22So I am going to put in Area Light on, and I am going to turn off the LightBoard just
07:31for the time being, we will just uncheck it.
07:34Okay, and for our Area Light, we will move that into place, and the Area Light is very
07:46much like that LightBoard, it is a big white box.
07:50But it actually is casting a light, and you can increase the Width and Height creating
07:57nice soft box and then just point that arrow right at your subject.
08:02But what can happen depending on the color of your set is that light might hit your Set.
08:08Well, you don't have to worry about that too much, because there are Falloff controls within
08:12these lights, allowing you to control how far, how much throw that light actually has.
08:22And then I will pull this back just a little bit.
08:31And now let's open up the Properties for the Area Light, and you can see here is our
08:37Radiance and here's is our Inverse Distance Squared, okay, typical lighting principle,
08:44double the distance is quarter of the power, if I remember correctly.
08:48And what we want to do is actually just turn that off for a minute, and you can actually see the difference.
08:53Now, you see what's happening here?
08:55This can happen very easily when you are increasing the height and width of the light.
09:01When it's very small like that, sometimes you will pull these blue handles in the wrong direction.
09:05So essentially, I have inverted the light.
09:07It could be a very nice effect actually, because it becomes more of a negative light and pulls light away.
09:12So what I want to do is actually pull this back the other way, and you will see that
09:17that light actually now fills in.
09:20All right, so that's now our Area Light in place, and I can see it really lights up
09:28the bottle quite well.
09:30But too bright, well I can turn down the Radiance, it's not really affecting the back of the set.
09:36And if the back of the set were being affected, I could turn down the Falloff.
09:42So let's do this, we will go to Falloff Type, Inverse Distance Squared, notice that the
09:45light essentially turns off.
09:47What we want to do, then, is increase the width and the height.
09:50So let's take the width and open that up some more.
09:54And now you will see that light hitting the bottle just a little bit nicer, and then we
09:58can give it some height.
10:00So it gives a lot of control, because we can control how far that light is thrown with
10:04the Inverse Distance Squared turned on.
10:07And then you can of course, balance with the Radiance.
10:11This is really good for things like headlights on cars as well.
10:13Let's say a car is very far away, you still want to be able to see the light and have
10:18it affect the road in front of it, but you don't want to go too far.
10:21So let me pull this down, so you can see this render here.
10:25Now it's taking a little bit more time to calculate, because we have the Blur Reflections on.
10:29But you can see now that that Area Light is now picking up the highlights in the bottle.
10:34So then you can take one step more and put the LightBoard back on acting as a reflector,
10:40but if now that we have too much going on, we will just take that LightBoard Material
10:45and just pull that back of it.
10:48So I will go back to Materials Trans, and we will come down to Luminosity, and we will
10:56bring that maybe to about 1. And give it a second to update, there.
11:04Now we have got nice little reflection there, this scene, by the way is called IndirectLighting.
11:10You can load this up and study it.
11:14So that is going to cover the lighting for this portion.
11:16We have talked about Direct Lighting, Indirect Lighting using Area Lights, using a LightBoard
11:22and using Global Illumination to just enhance and fill in, as well as add some reflections.
11:28On your own, you can take things a step further, possibly by adding some lights in the background
11:33to create bit more of a Rim Light around the bottle and experiment that way.
Collapse this transcript
5. Rendering 3D Product Shots
Setting up 3D cameras
00:02Once you get your product shot set up the way you like, the next thing is to set up your camera.
00:06Now we did a little camera work earlier in order to see our render. That's the way modo works.
00:12You can see that we have got a camera set up right here and the camera is actually what renders.
00:16But there is a few more properties you can understand to help get that set just the way you want.
00:21Let's take a look at the Item list, and let's go down and select the camera and take a look at the Properties.
00:26Well, initially we have got our Position, our Rotation, our Order, and our scale for the camera.
00:31All of those are fine. We have got our Target Distance set at 42 meters.
00:35Now what does that mean?
00:36Well, let's take a look here in the Perspective view, and in fact, we will come over here to the Model view.
00:40And what I am going to do is split this.
00:42So, I will hold the Ctrl key and in the top left corner just click and drag down, and
00:47we'll take a look at our Camera view this way.
00:51So this is what our camera sees, and over here we will press O and say Show Cameras,
00:56and this will give us a view of the entire scene.
00:59Now one thing you can do if that camera is a little too small is change the display.
01:05So with the camera selected, let's go over to Items, there is our camera, hit Display,
01:11and there is the size, there is a little trick here, you can press 0, and that will actually
01:16scale that camera based on your scene, so it will keep it relative.
01:22You can also set it just very large and so that if you move out it will stay with the
01:27scene or if you move in and so on it defaults to 1 so it's always kind of small.
01:33So I just like it as 0, that way it always kind of stays constant throughout.
01:36All right, so there is a camera, that's where it looks at.
01:39Typically this is not the best setup for a product shot. It's a little close and a little
01:47wide, and that's okay, but it can make objects appear longer than they really are,
01:51and that can distort a client's logo and might look a little odd to them.
01:56And also you want to match something you would do in the real world.
01:59So by pulling the camera back--so I will press the Y on the keyboard, and we will just zoom
02:03out a little bit, and we will pull the camera all the way back--
02:07and then by zooming in you effectively do two things, you straighten out all of your
02:12objects, you are not close-up as a wide- angle would be and distort the ends, but at the
02:17same time you stretch the background or kind of make it a little bit less noticeable.
02:22Now in this case it doesn't matter too much because it's a black background.
02:26But if you have a lot more going on, and you have a wider shot that's closer up, you are
02:30going to see more of the background. In this case, we want to concentrate on the products.
02:34So in order to zoom it in, that's the focal length, and you can see that down here in the Properties.
02:41And all I got to do is click and drag, and that will actually zoom the camera in.
02:45Notice that it stays in place.
02:49Our objects now are a little bit straighter up, little flatter, but they still have
02:53some nice depth in them.
02:54All right, so what is this little guy right here?
02:57Well, that is our target. You see that right there?
03:01Okay, that allows to set Depth of Field and Autofocus.
03:04Open up Transform, and you can see that we have got our Target Distance still at 42 meters
03:12our Focal Length is set at 142, and if we pull this, I will just line that right up,
03:22and then we will zoom in with the Period key--or actually just with this Zoom tool in top right corner--
03:29we have got now our focus set right on the object itself.
03:34But an easier way is to jump over to the Camera Effects tab and then turn on Depth of Field
03:40and click Autofocus, and that will snap that right to that object.
03:47Now, notice that to get that a lot of people already think it's always on.
03:50You have to press the Y command for your transform. Now make sure that turns it on.
03:55So let's take a look at the render here, we will press F9, and in calling this up,
03:59will see that the bottle itself and the products now fit neatly together, it's very subtle,
04:08but this long zoom just has a much wider appeal, and if you would take a look at many product
04:13shots, real photographs, you are going to see this very similar kind of look where everything
04:18is very straight and very vertical.
04:19Unless you are doing something creative where you do want it wide and angled, you want this long shot.
04:27All right, so we just zoomed ahead a little bit to let that render finish, and let's take a closer look here.
04:36So there is the render with the longer lens focused right to the bottle.
04:40I might go ahead and move these reflections just a bit, and I also want to put a little
04:45bit surfacing just some metal right on this little tube here, but that fur looks very
04:48nice on our box and has a much broader appeal than it does just something up close.
04:54So once you get that camera set up, like that, nice long lens, you have to set up the properties for rendering.
05:02So the Depth of Field initially, we don't need to use it in this scene, but if you had
05:06other objects in front or other ones in back, what will happen here is we will be able to
05:10actually set our focus point here, that's what we do with the Autofocus.
05:14And then outside of that, behind and in front, it will fall out of focus, and you could change
05:20those values with the F Stop.
05:21If you know a little bit about photography, you know that something like 2.8 will be a
05:26much shallower Depth of Field, meaning that your work focus area will be much tighter.
05:31If you go up to like f/22 something you would shoot with if you were outside in bright sunlight
05:37that means everything is going to be sharpened and focused.
05:40Okay, but we are going to leave it at default at f/4.
05:44We are not moving the camera or moving objects, but if we did we could put on Motion Blur.
05:48If you are rendering for 3D glasses, you could turn on a Stereoscopic rendering, which would
05:53be an interesting way to do a product shot.
05:55But let's jump back here to the Camera view, and then we'll take a look down here at the--
05:59there's the projection type where we had set and then the film back.
06:03Now you have got some presets here, and what this will do will help you render to any specific
06:09need like Imax 4K, 16 millimeter, theatrical 16 millimeter and so on, TV projection,
06:18or if you are doing anamorphic.
06:19So we just want default. Take a look there you can see, okay, default 35 millimeter,
06:25you can also come back and choose like a CCD camera, like a video camera, getting up these
06:30a little bit 4x3 right there.
06:33So just something to keep in mind that if you are rendering to match any kind of film
06:37you have got some presets here to work with.
06:42The next set of tools for the camera are going to be more when it comes to setting up the
06:47render itself, the resolution and the output. So we will do that in the next video.
Collapse this transcript
Understanding render basics
00:00Setting up renders in modo is relatively easy once you know where everything is.
00:04Unlike most programs, modo doesn't have one big fat panel where everything is located.
00:09So you have to know where a few of the settings are, and then you can go from there.
00:14We already talked about the Transform values and the Target Distance.
00:19In the previous video I showed you how you can set the focal length, how you can set
00:23up an autofocus and pull the camera out and zoom it in.
00:26But then you can go to the Camera Effects tab.
00:29Here we can set the Focus Distance, we can do an autofocus like we had done, turn on
00:34Stereoscopic Render, and a few things like that. But what about the resolution?
00:40What size is it going to render? How is it going to render?
00:42Well, that's where you want to jump over to the Shader tree, scroll up, and select Render.
00:48When you do that all of the properties for the camera appear.
00:51Now that's why it's a little confusing, because when you select the camera there is the actual
00:55camera properties such as its position and focus and things like that, but when you select
01:00the render it's actually telling modo what camera is going to render, your first frame,
01:05your last frame, if it's an animation.
01:08Your frame step, if it's going to render every frame one at a time or every other frame or every third frame,
01:15how many passes, the output, how you want it to read, and you can actually change that,
01:20how it's sorted, and then the resolution, and that's what I want to talk about in this video.
01:28So typically I always render in pixels.
01:31You might want to render in centimeters depending on where you are in the world.
01:35Now most things we do lately are HD.
01:39So I would just punch in 1920x1080, and I like to do that before I set up my animations,
01:47because that gives me a good idea of where I can place my products in this case.
01:53Now the DPI, we are going to talk about that in the next video for rendering for prints.
01:57The Bucket Width, I typically leave these alone.
02:00This has been in modo since version 1, and this is the actual size of the bucket, those
02:04little things, those little squares that pop out when you render.
02:07So if press F9, and you can see these little squares all starting out those, but you see
02:12the little yellow squares that will suddenly pop up.
02:16Those are the buckets, the width and the height, and those are actually what's rendering the image.
02:20You can set the scale of those to be larger or smaller.
02:24I have found actually that this default value for most things works pretty well.
02:28So there are the buckets. Each one of those represents a processor.
02:32So if you let's say on a laptop, an older laptop, you might just see two of those.
02:36If you are on, I have a 3-year-old computer I am on right now, but it's got 8
02:42or 12 cores, you can see each one of those is using a processor.
02:46That's what those are, those are the buckets.
02:49If you have a much larger image, you might want to increase those.
02:51You might want to try making them smaller and see if there is a difference in time,
02:56but for most part, I generally leave those alone.
02:59Once I set all these values up, I jump to Settings.
03:04This is really the key to getting quality renders.
03:07Antialiasing, it's like a blurring if you will.
03:10It takes the pixels in the edges and reassigns them, sorts them, and I do not know the math
03:15so you do not need to worry too much about that. Just know that 8 samples versus 1 is better.
03:2464 samples versus 8 is better.
03:26So the higher you go, the more refinement there is going to be on those edges of your objects.
03:34Let's say you have a scene that is mostly fur.
03:37You know what? You are going to want that antialiasing up there pretty high.
03:40It's going to clean all those fine edges.
03:43But let's say you have had something that's more round and very simple.
03:46Well, that could be something about 4.
03:49It's going to be a little more trial and error for you, but in our case for this scene,
03:52we are going to go 16, very good solid quality.
03:55The Antialiasing filter is going to be a Gaussian filter and again Antialiasing is like a blurring.
04:00It's smoothing out those edges.
04:01It's not blurring, really, in terms of what you can see like a Gaussian Blur in Photoshop.
04:07But on that pixel level it's actually adjusting those with a slight blur so that it looks
04:12very smooth, and you don't get a chunky edge.
04:16Environment Shading.
04:17Now if I'm using global illumination and indirect shading, I am going to want to change this
04:22value to something a little bit more fine, and there's three presets here, there is a
04:26Medium value, a Coarse value, and a Fine value.
04:30Of course, the Fine value is going to take longer to render.
04:33But the quality is going to be better. The shading rate, same exact thing.
04:37A finer shading rate.
04:39How it's calculating within each of those buckets and pixels.
04:43The same with the threshold, you can sort by value or name and change this value to increase
04:50or decrease the threshold of that refinement shading rate.
04:53I typically do leave this about 10%.
04:55Depth of Field, you can turn off if you don't need it.
04:59Motion Blur, you can turn on.
05:00All of these values--let's say you turn on Depth of Field, you turn on motion blur--
05:03each one of those is going to add your render time. In this case, we are just doing one still image.
05:08We are not doing a large products or a large animation with a number frames.
05:13If we were doing a number of frames, and there is a lot of motion we might want to turn on Field Rendering.
05:18Field Rendering will offer a 60 fields per second versus 30 frames per second.
05:24Let's say we were doing NTSC video.
05:27What that will mean is when we have objects moving the textures let's say or the logo
05:32on the bottle will actually be more visible and easier to read.
05:35It's kind of like a high-speed shutter.
05:37If you ever seen a football game on TV, sometimes it stays really crisp and sharp versus very blurred.
05:42That Field Rendering will give you that effect.
05:46For Ray Tracing, this is on by default, and you can increase the depth of the Reflection
05:51and Refraction as well as the Threshold here as well for the quality for those shadows.
05:56I have actually had pretty good luck with these default values, but you can play with them
06:01and increase value for little more quality, but it will actually increase your render times as well.
06:09Micropoly Displacement.
06:10Now this is an odd place for it, but it does have to do with rendering.
06:13So it's buried within here.
06:15This something that's always on so that when you are doing more complex displacement maps
06:19you will have this value instantly enhance your terrain, let's say, if you were subdividing
06:25and using that. Micropoly will create a lot more little fine details if that wasn't on.
06:32Another value I like related to rendering when you're doing more specific texturing
06:37is Displacement as Bump.
06:39Often when you put a displacement on, you need a lot more geometry, and even though the Micropoly
06:43Displacement will be applied sometimes a Bump Map, because it's not real, it's not actually
06:48moving geometry, a Bump Map will actually have a little better look.
06:52Well, there's this feature that came out in modo--I believe in 501--Displacement as Bump.
06:58So if you have a displacement, put Displacement as Bump on, and it will displace the object,
07:02but it will also smooth it out and give it a much cleaner appearance as it would al Bump Map.
07:09Once you have all of those set you're ready to render. That is up here.
07:13You can see Render, and you have got a couple of options.
07:16You can Render, F9, just render the current frame which you have been doing, render the
07:20current view, render anything that's selected, let's say just the bottle.
07:24You can render All, render a Turntable view, or render an Animation, which is what we want to do.
07:29When we say Render Animation it reads that we had set in our frame, which I can't go back at the moment.
07:36Hold on, let me close this. We'll go back to our frame.
07:39We set First Frame Last Frame, 1 to 120. So when we render animation, it reads that.
07:46This Save As, now typically I don't do any final renderings as a movie unless they're
07:52just not too important or very short.
07:55What can happen, and it doesn't too often, but I don't want to take that chance if you
07:59have a 6-hour render is your system goes down, the software crashes, you run out of
08:04storage on your hard drive, you use the wrong compression.
08:07When you are saving to movie, you are pretty much locked into that.
08:13So what I like to do instead is save to an image sequence, and if we had any render pass groups,
08:18we can choose those as well.
08:20When I click OK, my window comes up, and I can save as Targa or Photoshop, or I will
08:28move this up, and you can see that we can save as a 16-bit TIF, Uncompressed TIF if we want to, OpenEXR.
08:34So I like to often save this is a very nice high-quality TIF image as a sequence.
08:41Then I can take that sequence into something QuickTime Pro or Motion or After Effects.
08:45I will bring that it right into Editor in fact and just use that sequence natively.
08:52The other advantage of rendering to a sequence, a couple of advantages is that you have access
08:57to just any still image from within the animation.
09:00Very easy, you can pull that. Use it as a cover shot.
09:02Use it as a placeholder. You can also keep your animation going.
09:08Let's say software crashes.
09:11Well, now you can just continue on from where you were.
09:14You can't do that with just a movie file.
09:18Now let's say that I wanted to get this render going.
09:21I would just a Render > Render Animation, but in this case it's just a still image.
09:27So I can just click Render.
09:29All of the properties I set will be applied, and we will let this go and finish out, but
09:34when it does I still need to save it.
09:36It's not going to save automatically unless it was an animation.
09:41When it finishes I can click Save Image down here in the very bottom left of this panel
09:45and save it out as a Photoshop file, a 16-bit TIF, a JPEG, whatever I need.
09:52So rendering is not too complicated to set up.
09:54You have just got to work your way through the tools, through each of the panels and tabs
09:58and then render out your final image.
Collapse this transcript
Generating a render for print
00:01The last bit information I want to give you when it comes to rendering is rendering for clients.
00:05Now I set this up as an HD render, as if we're going to video, which most of our stuff
00:10here at our studio does.
00:11But often, when you're rendering product shots and things like this, they are going for print.
00:15And with print, you need to understand DPI, or Dots Per Inch.
00:19So with the render selected in the Shader Tree, you can see underneath Frame is DPI,
00:25it defaults to 300 DPI, which is what you need for print, and you can get away with
00:29200 sometimes, but for the most part 300 will be enough.
00:34How does that relate to the pixels above it?
00:36Well, sometimes it really doesn't. Years ago we used to render things at 4000x3000 pixels,
00:40and we'd have some of our graphic clients say it's not high enough resolution.
00:48But we knew it was, only because of the pixel size.
00:51So Pixels Per Inch, versus Dot Per Inch are two entirely different things.
00:55So what I want to do is just make this a little more print-worthy.
00:59So we're going to keep it 300 dpi, but then we're going to change the Frame Width, and
01:04we're going to do this visually, we're not going to even worry about any values.
01:08So as I click and drag the frame width down, you can see that in my camera view here, I'm
01:13actually narrowing my edges, so we're going to have one big large print.
01:17So we're going to move over like that, and I'll just tweak it just a bit, and so now
01:23I have a very nice tall thin render, great for perhaps a poster.
01:27If you're rendering perhaps maybe with a logo, you might move the camera up like this and
01:33leave yourself a little room or magazine cover, something like that.
01:37Okay, so I'm setting this visually based on what I need.
01:41However, if you needed it to be something more specific for magazine, let's say you
01:45wanted inches, let's say you want the Frame Width to be 8 & 1/2 and the Height to be 11.
01:52So now I'm actually rendering this for an 8 & 1/2x11 print, perhaps a magazine, and
01:58we can scale that to 300 dpi, even go bigger if we want for a higher resolution, and now
02:04we're doing 8 & 1/2x11 at 400 dpi, press F9, and now I'm rendering for print.
02:12It's the finished render, and this is a 12.5% if we look at it 100%, you can actually see
02:20how large this is. That it's a pretty big file. Let's see if we could scale down here.
02:28And that is with the 400 dpi at that resolution.
02:31It's also important to understand that when we made these image maps, that they need to
02:36be a good size as well, if you're going to render this large.
02:39You can also see how well the anti-aliasing apply, because now it very nice clean fibers here.
02:45So if this is something that's going to be printed large, it's very important to have this resolution there.
02:50Let's bring this back down to the 25. So this is actually in the assets folder.
02:53One thing I want to point out, I actually went ahead and just put a metallic surface
02:57on here, and all this is is a very similar surface to the cap that we created, with just
03:03a little bit of blur reflection, very much like we did in the glass, so with just a yellow
03:06coloring, a little reflection, and that asset file is also in your folders.
03:13So setting up rendering for print is not very difficult once you understand the difference
03:18between DPI and PPI, and setting those parameters correctly.
Collapse this transcript


Suggested courses to watch next:

modo 501 Essential Training (7h 32m)
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Rhino 4.0 Essential Training (5h 48m)
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