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Creating with Radial Sweep

From: MODO 501 Essential Training

Video: Creating with Radial Sweep

You've seen how we can create a complex object like a banister using bevels and simple objects from discs and cylinders. But sometimes there's other ways to create models much like that. If we jump over to the Duplicate tab, you'll see that there is a number of clone tools. We had already used the simple Clone to create multiple banister models, but what about some of these others, like Bridge and Patch Curves and Curve Extrude? Well, we'll get to all of those different Duplicate tools, but the first one I want to talk about is Radial Sweep. Now you'll see that these are ghosted down, and the reason they are is because we don't have any geometry for these tools to work on.

Creating with Radial Sweep

You've seen how we can create a complex object like a banister using bevels and simple objects from discs and cylinders. But sometimes there's other ways to create models much like that. If we jump over to the Duplicate tab, you'll see that there is a number of clone tools. We had already used the simple Clone to create multiple banister models, but what about some of these others, like Bridge and Patch Curves and Curve Extrude? Well, we'll get to all of those different Duplicate tools, but the first one I want to talk about is Radial Sweep. Now you'll see that these are ghosted down, and the reason they are is because we don't have any geometry for these tools to work on.

So I'm going to jump back to the Basic tab. And over here in the simple models, if you click and hold on the Pen tool, you'll find the Curve tool. By default, you're going to see the Pen tool like this. When you see those little dark corners, that means there's other tools within that one tool button. So click and hold and select the Curve tool. Okay. Ctrl+Space will get us to our front view. And what we're going to do is create a cross section, and we're going to use Radial Sweep to create the rest of the model.

So all we're going to do with this Curve tool is build a simple little curve, and I'm just clicking here, and the curve is following me. And of course the more points you add, the more detail you're going to have. We're going to keep this relatively simple. What you will find often is that some of your areas will probably a little bit larger than you want them to be, and that's okay; you can always go back and redo it. This is a great technique for creating bottles, and cans, baseball bats, anything like that.

You can create some really interesting shapes. This is a great way to also create models to populate a shelf in a kitchen that you're building, or a bookshelf. All right! So come all the way up to the top, and then we're going to come back to the center like this. And once we have that, you can tweak some of the others just by clicking and dragging on them. So we're going to turn off the Curve tool, and we'll jump back to the Duplicate tab, and then we're going to choose Radial Sweep.

And this generator is set to a Count of 24, which is fine for our purposes. It's going to start with an Angle of 0 degrees, end at 360, meaning it's going to revolve one time. So with that, we can just click right on that center axis and it revolves around. Now because I clicked from the front view, it revolved around the Z. We actually want it on the Y. Now, what happens is you get this nice shape revolving around. I'll hold Ctrl+Space and jump to a perspective view.

And sometimes what happens is that the model inverts the polygons when you do this. And that's not really a problem; we can flip those around very easily. But also look at some of the others. You'll see Cap Start and Cap the End so it closes it. We can also just choose Invert, and that fixes that flipped polygon. Remember, polygons are one-sided. So they were facing inward; we needed them to face outward. So with that, we'll turn off the Radial Sweep, and you can see very easily then we have this nice banister we can work with.

And very similar to cloning like we did with our other banister pole, we can choose Clone, click to activate, put a number of clones in, and drag this out and start making more of these. So you can create columns for porches, you can create big balusters, all kinds of things just using this simple technique. And of course, because of modo's subdivisions, you can go into these, choose an edge, double-click it like we've done throughout the course, you can choose the Scale tool for instance, press the R key, and you can scale that up.

You can select an edge in here and perhaps remove it by pressing the Backspace key on your keyboard. Hit the Tab key to turn on subdivisions. Select another edge--any one you want-- and let's go with one down here. Press the B key for bevel, and you can bevel and start to tighten that out, making things very, very flexible to create any kind of model that you want, and make it very unique as well.

So using the Curve tool with the Radial Sweep command, you can create banisters, baseball bats, great-looking poles, all kinds of things, to build more complex objects right in modo.

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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