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In this course, author Dan Ablan walks through the process of understanding the MODO workflow while learning to create 3D models and animations. The course teaches fundamental tasks, such as modeling polygons and applying materials with the Shader Tree, while exploring scene building in depth through advanced lighting, camera, and animation techniques. The course also covers MODO's schematic tools and shows how to render animations for various playback media.
One of the benefits of working with subdivisions in modo is how well you can add details to a model. So what we are going to do here is build a banister that we eventually are going to build into a full staircase. And we are going to start up with a simple cylinder. So click a cylinder, and what we want to do is build this on the Y axis. So we need to get our workplane set that way. Currently, our workplane is on the Z. I can see that my workplane icon shows the Y, X axis, and the Z is sticking out, meaning we are going to build on this Z. Instead, I am going to hold the Alt or the Option key and rotate my view until the Y axis sticks straight up, and that means I'm working on the Y, allowing myself to draw out a disk.
But I want this to be round, and I can very easily come into the Radius and type in a numeric value that's equal on all sides. I can also hold the Ctrl key and click and drag, and that will create a unit primitive equal on all sides, but what if I just want two axes? Well, here is a little trick that I've done for lot of years. If you click and let go of the mouse to activate the tool, then hold the Ctrl key-- don't click right on the tool; click near it and drag out-- you can actually drag out a perfect circle just on the X and Z, and it will ignore that third axis on the Y. That eliminates the need for entering in specific numeric values.
A little trick from me to you. Then we are going to go Center Selected and choose All, just to make sure that's centered out, which is going to be important for some steps we are going to do later. I am going to zoom out like this and move my view around, just so I can have some height here, because what we are going to do now is extrude this. So we will go to Polygon mode and select that Polygon, Shift+X for Extrude, click to activate the tool, and just grab the green handle and drag it out. But before you turn off the tool, take a look at the Polygon Sides. There is only 1.
We want to have quite a few so we can do what we are going to do in a little bit. And I can just click the arrows to add segments, which is fine. You can see I just added a few. But instead I'll click and drag, and that's a much quicker way to add segments to something. By the same token, you can click left and drag to deselect or click more to add, drag to the right, and so on. Well, we only need about 30; we don't need to drag too far to the right--and right there is 30.
Simply you can enter any value too, if you are so inclined. I am going to click on the Extrude tool to turn it off and then click a blank area to deselect. Now, we want to add some detail, and we are going to do that by beveling. So I need to determine what I want to bevel, and I want to make this column a little more classic, so I need to take some of these polygons and pull them out. The way I am going to that was with a loop. And I am going to select two polygons here and press the L key, and notice that the loop goes all the way around. If I selected just one polygon and pressed L, modo is going to select its neighboring polygon and go the wrong way.
So I need to tell it, go this way. So I needed just two. Then press the L key and it knows to go that way to select the rest. Then I am going to hold the Alt, Option key and rotate around a little bit. I am going to skip two rows, hold my Shift key so I can add to my selection, and again select two and press the L key, and we will do the same. Skip to rows, hold the Shift key, select two. If you accidentally get an extra polygon in there, hold the Ctrl key and click right on that polygon to deselect it. Then I will press the L key, and then we can go this way, hold the Shift key and select two.
We will just rotate around, skip two rows, hold the Shift key and just a couple more. There we go. Shift+A and then we will zoom in. And then we are going to hold Ctrl key and deselect the top and bottom, because we don't need those in our selections. So here's the thing. We've got our selection--oops! It looks like I missed one. We have got our selections, so how do we save these if we want to use them later? Well, what you can very easily do is save your selection set.
A lot of people aren't aware that you can do that. And the reason we want to do that will be evident momentarily. I am going to go to Select, drag all the way down, and choose Assign Selection Set. And this will be called Bevels. I will click OK. And here is why we want to save our selection set. When I go Command+S to save this--and we are going to just save it right now; it'll be in your Exercise Folder as column1. When you go to subdivide this, what's going to happen? The principle applies that if something is selected, whatever you do applies to just that.
So if I hit the Tab key, it's going to apply just to my bevels. it's not going to apply to the whole thing. So for instance if I hit the B key to bevel, we want to actually bevel these out. And I don't want to come up. I just want to come straight out like that. Well, that's great, but the problem is now I want to hit the Tab key, it only applies to those bevels, that subdivision. I need that subdivision to apply to my whole object. While I could go to another mode like this, like Edge mode, hit the Tab key, and come back, really though, that's an improper way to work.
It's a bad habit to be in. So instead, we have got our selection set. So I can just deselect these easily, hit the Tab key, modify, do whatever I need, but if I need to go back to that selection, I can come up to Select and say Use Selection Set, choose Bevels, and click OK. I've got my selection now available to me again, without going through the tedious process of selecting everything. So with that said, let me undo a few times and get back to where we started, and then what we are going to do is add a little bit finer detail to the model.
So in this case, we want to bevel these out. So press the B key, click Bevel, and I just want to just pull these straight out, kind of like that. And we don't want too much of an inset. We've got 300 millimeter we want. Turn off the Polygon Bevel, and then what I want to do is I want to select these edges right in here. So I am just going to double-click this edge and double-click this edge. And I am holding the Shift key to do this, Shift+Double-click.
The reason I am doing these after-- Shift+Double-click--is because now that this is beveled, that edge goes all the way round, making it much easier to do with you want to do. If we had done the edges first, it would have been a little harder to come all the way round, just a lot more of selection on our part. So Shift+Double-click, and if you have got a few extras like I just did, hold the Ctrl key and then click on them to deselect. Shift+Double-click, rotate around, and I think we got them all. We sure did.
No! One more. Shift+Double-click. So with this we can create a new selection set. And this will be Select > Assign Selection Set > Edges. And that way we have that saved with the model as well. Now I am going to deselect these and hit the Shift+Tab, which is our Pixar subdivisions. Then I will come back to Select > Use Selection Set, choose Edges, and then we are going to Vertex Map > Edge Weight tool, and we're just going to sharpen that out.
Now I don't want it totally sharp. I wanted it to be just tight, and then spacebar to turn off the tool and click to deselect. That's going to create our initial shape, which we are going to deform in our next video. By using edge weights we've created a very nice model without, again, adding extra geometry that we don't need. So it's a really terrific way to work. The last thing I am going to do is in Polygon mode select the top polygon, A key to fit, hold the Shift key, select the bottom polygon, press the B key for bevel, and because the top and bottom are selected at the same time, they are both going to bevel, and I am just going to bevel this in.
Then we turn on Polygon Bevel, and we will save the column. So a very simple cylinder, but a number of different tools and actions that you can apply to any type of model and selection sets, in order to save your different selections so you have more control and increase your workflow. Adding detail to your model is very easy to do with modo's tools. One of the best ways do is using selection sets so that you can save selected edges and save selected bevels, allowing you more detail in improving your workflow.
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