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Adding detail with edges

From: MODO 501 Essential Training

Video: Adding detail with edges

Once you start building a model, you work with the geometric shapes to get that initial shape together, and then from there you add details, and one of the best way to details is with working with edges. In this case, I've got the model of our fire extinguisher loaded up-- this is Version 4, part of the exercise files-- and we're going to do two things. First we're going to copy this handle so we have a top handle to the clasp. This bottom one is more of grip and then the top one will actually be one that you would squeeze. So I'm going to press Ctrl+Spacebar and get down to a front view, and we're going to make sure that we select the base handle. And what we're going to do is mirror this. And the way we're going to do this-- let's go back to Basic tab--and with mirror what you want to do is choose your model and we're going to flip it over on the Y axis, which is exactly how it's designed.

Adding detail with edges

Once you start building a model, you work with the geometric shapes to get that initial shape together, and then from there you add details, and one of the best way to details is with working with edges. In this case, I've got the model of our fire extinguisher loaded up-- this is Version 4, part of the exercise files-- and we're going to do two things. First we're going to copy this handle so we have a top handle to the clasp. This bottom one is more of grip and then the top one will actually be one that you would squeeze. So I'm going to press Ctrl+Spacebar and get down to a front view, and we're going to make sure that we select the base handle. And what we're going to do is mirror this. And the way we're going to do this-- let's go back to Basic tab--and with mirror what you want to do is choose your model and we're going to flip it over on the Y axis, which is exactly how it's designed.

So you can press Shift+V, which is the Mirror tool. It's also under the Duplicate tab, if you want. And when you do that you'll get the Mirror generator that pops up. It can be kind of confusing at first, but really what I like to do is turn the tool on and just click right in the interface, and then I know that I can just click on an axis and I have something mirrored exactly where I want. And that work pretty well, because from there I can then choose the edges and adjust them make some modifications. So with that I can just turn the Mirror tool off. Pretty simple. But this handle is actually in the same mesh layer as my base. Is that okay? Now, in this one it is, but if you had to actually animate this on its own, it should be its own item. So just keep that in mind. And the way you would do that is double-click this to select it, add a new mesh layer, and then you would cut and paste this into the new mesh layer.

You don't need to do that now, but if you wanted to animate this handle, that's how you would it. What we really want to do now is just kind of adjust this a little bit. As we have worked, each part of this fire extinguisher has had its own mesh layer, so anything we did happened to that the entire mesh. That was fine. For the base handle now, this really is just handle, so let rename it. And we only want to work with this top one right now, which means we have to select it. If we don't do a selection, anything we do will happen to the bottom as well.

And what I want to do with this is stretch it and size it a little bit. So let's jump back to the Basic tab, choose our Scale tool, and I'm just going to squeeze it a little bit and squeeze a little bit, just like that. That's all we need. We don't need it be any thinner on x axis, which is the axis we're looking at, the blue axis. And what I mean by that is if we press Ctrl+Space to Perspective view, the blue axis is our Z right here. We only needed the X and the Y, just to shape that a little bit.

Then we'll press our Transform tool. And again using these little circles to control two axes at once, we can just kind of come down here like this, and then we turn that tool off and we can click to deselect, and that creates a top clamp for us, just to squeeze it. The next thing I want to do is work with these edges, so we'll jump to Edge mode, telling modo we want to work with edges, and I'm going to select just these corners. And I'm rolling my wheel on my mouse to zoom in, and I'm holding the Shift key to select these others. Hit Ctrl+Click to deselect any corners that you don't want, Shift+Click to add another one. And all we're doing is taking these edges here, just those, and now we can work with this one because it is in the same mesh layer, and this one and this bottom one, and what we're going to do is B--that's our Bevel tool-- we're going to click and drag.

And I have a round level of two, and that adds two segments as we pulled that geometry into a bevel. And we pull back here. Let's turn off the Edge bevel and click to deselect, and we've just added a little bit finer detail to very simple object just by beveling those edges. It suddenly just add a little bit more to it. And by the same token, we can do that to our clamp. So let's make sure we select the Clamp layer. We can select this edge. We can select the bottom edge, even the inside edge if we want. And I'm holding the Shift key to select these edges, and this one, and the bottom one.

I am not going to worry about the inside of this point. And again, just bevel. We'll click and drag, and now we have given that some nice detail. Click the Bevel tool, turn it off. If you go too far, like I just did here, just Command+Z or Ctrl+Z to undo and then press the B key to bevel again and just not go as far and then click a blank area to deselect, and now we have just added much nicer detail on these. You can experiment with that, choose perhaps these bottom edges right here, all the way around.

For this we wanted a little bit more molded metal. That has a nice look to it. So working with edges makes it very, very nice to add detail. We can do one more time. We will select right here just from the top one, press the B key for Bevel, and just bevel that out. Spacebar turns off the tool, click the blank area to deselect. And of course we Save. What we also need to do on here is just create a small, little plate that will hold this clamp together. And again we're not going for super detail, but we do want it to look nice. You're taking time to do it, and the idea is that you get used to using all these tools and all the variations that are available to you.

Play with the edges, see how it looks, and don't forget you can always undo, but save as you go, and you can do some really nice details through out this model.

Show transcript

This video is part of

Image for MODO 501 Essential Training
MODO 501 Essential Training

80 video lessons · 4575 viewers

Dan Ablan
Author

 
Expand all | Collapse all
  1. 2m 21s
    1. Welcome
      55s
    2. Using the exercise files
      1m 26s
  2. 42m 37s
    1. Understanding the interface
      4m 30s
    2. Understanding the workplane
      5m 7s
    3. Understanding Action Centers
      4m 12s
    4. Working with the modeling tools
      5m 10s
    5. Understanding surfaces
      7m 12s
    6. Selecting elements
      7m 33s
    7. Understanding the elements of a 3D model
      4m 3s
    8. Understanding symmetry
      4m 50s
  3. 1h 2m
    1. Building a model
      8m 56s
    2. Editing geometry
      10m 39s
    3. Controlling geometry
      10m 31s
    4. Bending geometry
      6m 42s
    5. Adding detail with edges
      5m 37s
    6. Editing polygons
      10m 27s
    7. Extending polygons
      9m 34s
  4. 42m 53s
    1. Understanding subdivisions
      3m 49s
    2. Understanding Pixar-based subdivisions
      2m 48s
    3. Creating a basic model
      7m 51s
    4. Beveling with subdivisions
      6m 6s
    5. Adding detail to models
      8m 54s
    6. Deforming and shaping objects
      7m 48s
    7. Cloning
      5m 37s
  5. 49m 32s
    1. Creating with Radial Sweep
      4m 44s
    2. Working with text
      8m 40s
    3. Understanding replicators
      7m 22s
    4. Instancing objects
      7m 0s
    5. Working with Curve Clone
      4m 36s
    6. Working with Curve Extrude
      2m 25s
    7. Modeling with Array
      8m 50s
    8. Understanding Mesh Paint
      5m 55s
  6. 1h 4m
    1. Introducing the Shader Tree
      4m 32s
    2. Exploring layer-based shading
      4m 29s
    3. Creating surfaces for polygons
      7m 41s
    4. Editing surfaces
      7m 4s
    5. Applying procedural textures
      7m 38s
    6. Applying image-mapped textures
      6m 2s
    7. Working with transparent images
      5m 48s
    8. Adding bump maps for realism
      8m 49s
    9. Enhancing surfaces with specularity and glossiness maps
      3m 25s
    10. Creating a reflective surface
      3m 27s
    11. Working in glass
      5m 28s
  7. 39m 9s
    1. Building 3D scenes
      2m 49s
    2. Working with different light types
      8m 26s
    3. Lighting a 3D scene
      12m 51s
    4. Reflecting light
      5m 23s
    5. Lighting environments for realism
      4m 18s
    6. Blending light sources
      5m 22s
  8. 21m 1s
    1. Understanding the MODO 501 camera
      5m 39s
    2. Setting up a camera
      5m 42s
    3. Placing multiple cameras
      7m 11s
    4. Animating cameras
      2m 29s
  9. 29m 58s
    1. Understanding the timeline
      7m 16s
    2. Adding and controlling keyframes
      3m 22s
    3. Fine-tuning keyframes in the Graph Editor
      6m 17s
    4. Animating nontraditional elements
      4m 31s
    5. Animating colors
      4m 39s
    6. Animating displacement maps
      3m 53s
  10. 13m 57s
    1. Working with Hair Guides
      3m 18s
    2. Creating human hair
      4m 7s
    3. Creating the hair's surface
      1m 30s
    4. Generating animal hair
      1m 48s
    5. Building enhanced hair textures
      3m 14s
  11. 26m 21s
    1. Working with the painting tools
      6m 14s
    2. Painting on multiple layers
      9m 37s
    3. Sculpting models
      5m 45s
    4. Tweaking and finishing with the sculpting tools
      4m 45s
  12. 25m 56s
    1. Working with the Schematic interface
      1m 20s
    2. Understanding channels
      4m 9s
    3. Building a channel-based animation
      5m 51s
    4. Creating a schematic network
      6m 26s
    5. Setting up inverse kinematics
      4m 29s
    6. Adding the finishing touches on schematic rigs
      3m 41s
  13. 26m 47s
    1. Understanding resolutions and rendering
      12m 43s
    2. Setting up a render project
      4m 51s
    3. Rendering to movie files vs. image sequences
      9m 13s
  14. 3m 23s
    1. Exporting an object
      1m 2s
    2. Exporting a full scene for backup
      2m 21s
  15. 2m 2s
    1. Next steps
      2m 2s

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