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Adding detail to models

From: MODO 501 Essential Training

Video: Adding detail to models

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.

Adding detail to models

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.

Show transcript

This video is part of

Image for MODO 501 Essential Training
MODO 501 Essential Training

80 video lessons · 4573 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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