MODO 501 Essential Training
Illustration by Petra Stefankova

Building a model


From:

MODO 501 Essential Training

with Dan Ablan

Video: Building a model

So anytime you're doing 3D, you can look at many videos as you want talking about the interface and tools, but really the best way to learn is to build something. So in this chapter, we're going to actually build a fire extinguisher. I've got a reference here. It is actually in the Images folder within the Chapter 02, exercise files. You can use any one, because we're not necessarily going to build this exactly over itself; we're actually just going to use this as a reference. So if you've got a fire extinguisher hanging on the wall of the office, you can grab a shot of that. Or if there's one sitting next to you, put it on your desk, and you can look at the nuances. Or just use this one right here.
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  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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Watch the Online Video Course MODO 501 Essential Training
7h 32m Beginner Sep 16, 2011

Viewers: in countries Watching now:

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.

Topics include:
  • Understanding surfaces and symmetry
  • Editing polygons
  • Shaping, deforming, and cloning objects
  • Working with text
  • Instancing objects
  • Applying procedural and image-mapped textures
  • Adding bump maps
  • Creating reflections
  • Working with different light types
  • Blending light sources
  • Setting up and animating cameras
  • Adding and controlling keyframes
  • Creating hair textures
  • Working with the painting and sculpting tools
  • Setting up inverse kinematics
  • Exporting a full scene
Subject:
3D + Animation
Software:
MODO
Author:
Dan Ablan

Building a model

So anytime you're doing 3D, you can look at many videos as you want talking about the interface and tools, but really the best way to learn is to build something. So in this chapter, we're going to actually build a fire extinguisher. I've got a reference here. It is actually in the Images folder within the Chapter 02, exercise files. You can use any one, because we're not necessarily going to build this exactly over itself; we're actually just going to use this as a reference. So if you've got a fire extinguisher hanging on the wall of the office, you can grab a shot of that. Or if there's one sitting next to you, put it on your desk, and you can look at the nuances. Or just use this one right here.

Now, what we're going to use in this is some simple primitives to get started, of course a disc that we're going to pull up, and kind of pull in little bit with the Bevel tool and some other tools to create this nice shape at the top. But I'll show you how to do that and keep that curvature while also having a sharp corner. Later, I'm going to show you how to build the tube with some unique tools. We're going to use some other tools to work with different layers to actually build this band that goes around, holding the hose into place. But to get started, let's go ahead and just choose the Disc tool.

I'm going to hold the Alt, Option key and rotate around, so that I'm on my Y axis, just like that, and I can see with my workplane set to Y right there. Then I'm going to click and drag out a disc about yea big. But I'm going to go to my Radius in my Properties and I'm going to make sure that these are equal. So one is 545 millimeters and one is 570. It doesn't necessarily matter which one is which; just make sure they're both same. Position, make sure these are the same too.

You don't have to do it this way. You can very easily just go ahead and center it out after. So once that's done, we're going to click the Disc tool to turn it off, and center-select it all just to make sure that it is centered. So this is where our cylinder is going to begin for the fire extinguisher. Easy enough. Now, in order to bring this up, I can do it in a number of ways. We can do it as an extrude or as a bevel, and really the choice is yours. I'm going to go to Polygon mode, and then I'll select that polygon, because that's what I want to extend out from the base.

If I come down here to my Duplicate tools, you can see I've got Array, Radial, some other ones, Clone. Well, we don't really want to clone this because we don't want copies of it; we want to bring it up more. Well, what if I go down to Polygon? Here you can see I've got Bevel. I can choose that. When I click and activate the Bevel, a lot of people want to instantly click with the mouse and do this, and that's great, but you don't really have to do it that way. I use Bevel all the time just as a multiplication tool, just to multiply my selection.

So all I'm going to do is just drag that up. The only thing is that when I do this I don't have any segments in here. The segments would be good if I was going to bend this where I was going to create a different shade around the middle. But I can always go back and add that, so I'm not too worried about it. Now, we're not doing this exactly to scale. We've not measured the fire extinguisher. We're doing it by line of sight, simply just so that you can learn the tools, which is what the importance is here. So we've got a basic shape right there. So how do we handle the actual bevel of this? Well, let's press B again, which is Bevel, click to activate. And Inset is the red-- I'll click and drag on that--and Shift is the blue.

You can see right there that we get pretty much the basic shape right away, but it looks a little chunky, doesn't it? I can turn off the Bevel tool and then click to deselect that top polygon. What happens if I hit the Tab key? We get sort of a bullet shape. But really, it's very smooth, right? Well, the Tab key turns on subdivisions. This is something you're going to use all the time. In fact, when you create some little primitives, by default, that subdivision is already on. Okay, and what this is doing, you can see over here with the mesh selected, down here at the bottom, it says Subdivision Level of 2.

It's subdividing each one of those polygons to get a smoother shape. So all I need to worry about is adding more detail so that it sharpens it out. So we can work with edges. I'm going to double-click this edge and I'm going to Bevel. Press the B key and look what happens. We suddenly have beveled out that edge and added more geometry, allowing this to curve more properly. But I can add a Round Level to that bevel, perhaps two, and what that does is adds two segments right in there, just like that.

I'll hit the spacebar to turn off the tool, and then I'll click away from this to deselect. Now, you can see that we're starting to get that shape a little bit more like we want. But the top is not quite right. So I'll jump back to Polygon mode. Choose this. I'm going to bevel again. Just click, and notice that as soon as we do that, because of the subdivision modes, we have a much cleaner object. I can very simply just scale this in a little bit and pull this up.

Then to make another bevel, hold the Shift key and click one more time. Now we've got a very nice shape to work with. So I'll click the Bevel tool to turn it off, click away from it to deselect that polygon, and now we've got that relatively nice shape. It's a little too straight here. So how would you then go about adjusting this? Well, I'm going to go back to Edge mode. Because I don't need to work with the polygons now-- I need to work with the edges-- I'm going to double-click this edge, and under the Geometry menu, I'm going to choose Slide.

I'm going to move up my Properties here so you can see what's happening, and make sure that all these defaults are on and Duplicate is off, because what Slide will do is let you drag this edge on that contour. But a feature in modo 501 called Preserve Curvature should be on. What that will do is allow you to keep any kind of curvature in that shape. Now we've got a very nice even curve across the top. So spacebar to turn off the tool and then click a blank area to deselect.

Now the last thing we need to do on this base, if we go down to the bottom and hold the Alt, Option key to rotate around, you'll notice that because polygons in modo are one sided, we've got this open bottom. The reason it's open is because, remember, we had one polygon, and we just went up with it. So there's really nothing there. So again, in Edge mode, double-click, just move your mouse-- I'll get close so you can see this-- move your mouse just right over that edge. And I'm clicking and holding, by the way, on the top right again. Click and hold to move like that.

So when you see your mouse highlight over that edge at the bottom, double-click it, and then you can press the P key to create a polygon-- another keyboard shortcut you'll use often. That looks terrible, right? That's okay, because what's happening is that you've just attached all these. You just created a polygon from those selected edges. You just need to add a little more detail. So we'll jump back to Polygons and because we just created that, it's already selected for us. Then we'll choose Bevel and just click it like that.

That adds a little more geometry. Then I'm going to Shift+Click to activate Bevel again, and this time I'll just inset it a bit. I'll turn off Bevel, click to deselect. And that extra bevel there, see how it just rounded that corner for us very nicely? That's all you really need. You can always go back and add more edges. I'll press the A key to fit, and the last thing I need to do is press the M key, Polygon Set Material. And we'll call this Fire_Ex_Base, and then I'll set a color for it.

I'll click the color wheel and choose Red and click OK. Now, you don't have to set a color right here; you can always do that later. The biggest thing is that you're telling these polygons they have a specific name named Fire Extinguisher, or whatever you'd like to call it. I'll click OK. Then we'll save. So File > Save. Then I'm going to make sure this goes to our Desktop > Exercise Files > CH02. I'll call this Fire_Ex_v1.

That way you can load this up and continue from here if you like. So with a very basic primitive of just a flat disc, within a matter of minutes you can actually create a realistic model. But of course, we've got a lot more to do with this to create the hose and some of the metal clamps. So in the next few videos, you'll see exactly how to do that with some of the additional modeling tools.

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