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Here we have the FireExtinguisherBasic file, and this is a edited version of our original fire extinguisher, where we've put just some metal on, we've adjusted the specularity on the clamps, put a little dark rubber on the hose, and so on. But we didn't really do anything with the actual base of the fire extinguisher, and what can we do with that? Well, let's jump over to the Shader Tree and take a look at our materials. We have our TopHandle, our HoseClamp our CenterHose, our bottom Handle. And part of editing surfaces also means keeping organized. So we had added the Top Handle.
I am going to rename this BottomHandle-- often a really good idea to just organize like this and keep these names together. And that way, when you're surfacing these models and looking for all these different materials, it's a lot easier to find. And while I mention that, there's a neat little trick. Now, not so hard in this model, but let's say you have a more complex scene, like a jungle you've created or an automobile with a ton of parts, and you need to fix one of the surfaces. If you come up to the Items tab, and then you click and hold, there's a Material setting. And what that will do is when you click on that, when you mouse over in any of the views--and let's jump into the model view so you can see this--it will actually highlight some of the models in the Materials.
Now we have only the handle selected, so I am going to hold the Shift key and select all of them. And now when I mouse over, see that outline? That is representing the different materials. So let's say I want to know what these little rivets are in here that I never really applied a surface to. As soon as I mouse over in Material mode, I do that and I jump to the Shader Tree, those don't actually have a surface. The Base Material came up. That's why I couldn't put a surface on there; I never actually assigned one. But what about this metal? That's the HoseClamp. Or this one? That's the TopHandle.
So this material group selection up here makes it really easy to determine what materials are which. It works really well if you get a model from somebody else, if you buy or download a model from somewhere, or even if you're working with a client in a big office and somebody else is giving you the model. It's a great way to determine where those surfaces are. So back at this, let's get to the actual base of the fire extinguisher. And jumping down to the Material, okay, it's red. That's not too bad.
But what can we do to really give this some life? Well, that is where the procedural textures come into play, and a procedural texture is a computer-generated texture. So from the Add Layer dropdown up here, I am going to click and drop down to Enhance modo Textures. Enhance is the brand name for these modo textures, and you can see there's a number of different categories. You can have a display, different geometrics. You can have a noise filter. You can have different organic filters. You can have different panels and so on, skins for frog, wood, and leather. Some are really great, some are just okay, but they all work well, especially when blended with other things.
So what I am going to do in here is just create some noise. So we're going to go up to Organic, and we're going to come down to Crackle, and what Crackle does is puts this crazy surface on here. And you think yeah, Dan, that's okay, but not quite the fire extinguisher I wanted. What we have to determine, number one, the size of this texture, and number two, how it's going to be blended, and that's what this Effect column is in the Shader Tree. When you add a procedural texture you're going to get this little ball that represents a checkerboard. So all of these icon means something. A green dot with a red dot means that's a Material group; a small green dot means that's just a material; and this black and white one means that it's a procedural texture.
And so when you select that, and you look down here under Texture layers, you can see the properties for that. So, very easily, I can come in and change the Opacity of it and just drag that down and just blend it in like that. I can change the Blending mode, and those of you familiar with Photoshop might be familiar with these, which is using the Multiply or using Overlay, things like that. Some will work better than others. You can use Subtract, and that just dirties it up, which I like a lot. But we're going to keep it Normal, just so you can see what we're doing.
You can change the Seed amount. You can change the Octaves. These are all just different values of this generated texture. Each one of these go very differently depending on which texture you call up. You can change the Clipping Value, meaning the contrast of it. You can also change the color of it, so I can make a green if I wanted, and the white can be more of red, something like that. Or you can just bring the Alpha value down and just fade out one of those colors altogether. So, very, very flexible for a lot of these materials. All right! So with that being said, we're going to go back to black and white, and I am going to show you what we're going to do with this.
We are going to come up here and just make that more white again. Black and white in 3D has a lot of functions. It can be used for transparencies, it can be used for displacing maps, and it can be used for bump maps. So what we're going to do, just quickly, we're going to talk about bump maps a little bit further in another video, but for right now I am going to change Diffuse Color to a Bump Map. And I am going to right-click on this Diffuse Color listing, go to Surface Shading, and change it to Bump, and when I come in here and go a little bit closer, you'll see that we've got just imperfections in the surface.
Very, very subtle, but it gives that little canister a little bit more realism, without being too distressed and too odd looking. If I had changed this perhaps to a displacement map, that's physically going to dent it up. The bump map is more of a fake, and we don't want it that strong, so we're just going to change it to the bump. Now bump maps can go much, much further than this, and modo 501 actually has some additional features that will allow you to really create some interesting surfaces. I am going to add one more to this.
So what I am going to do to give this just a little bit more life is use one of the presets. So what we're going to do is open up our left-hand side here, and I am going to click and go up to Materials. And when you installed modo, all of these presets came with. Now, all of these you can create yourself, so we just created a very simple one with a material and a crackle. You can very easily add some additional enhanced textures, but there are some in here already put together for you, such as Occlusion, and that's this folder right here. I am going to open this up, and I am going to take this Worn Edges and I am going to drag and drop it onto our canister. And this is not only a great way to create surfaces, but a great way to study surfaces.
So take a look at this. When we move in close, you can see that we've got this very old kind of dented surface that we like, something a little more realistic and organic. Now, we certainly don't want it yellow, but as this redraws, you can see that those edges are nicely worn. That's what the Occlusion shader will do, and that's this one right here. We very easily could have added it from the Processing tab right here, Occlusion, but instead, we used the preset, and then we can simply just modify it.
So the way I am going to modify it is take this base paint and just bring it down to the red. And in fact, that's very much what our original surface looked like in our photograph; it has those nice worn edges. So you can imagine if you're doing tanks in a warehouse, scuba tanks, any kind of machinery that has a great look like that and just creates that kind of natural organic look. Procedural textures in modo are very powerful and you can create a lot of unique surfaces. On a simple level you can create just some organic noise; on a more complex level you can create torn edges and transparencies and rough surfaces.
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