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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.
In explaining how important dubdivisions are to your models in modo, I want to actually show you a project so it can make a little bit more sense. Now I am going to show you an old favorite that I have done before and have used in many different programs, but I haven't done it quite like this. So I am going to show you how to create this interesting model with a little bit of a twist. I am going to hold the Shift key and add a cube, just like we did in the previous video showing you how to create these subdivisions. But we are going to take some of the other techniques we've learned and build upon this. We will go to Polygon mode, and then I will select this front polygon, press the B key to get our Bevel tool, click to activate and then grab the shift the handle which is blue and just pull that out.
Turn off Polygon. Spacebar. Then we can rotate around. Let's select this bottom polygon. Bevel again. And you can extrude, too; that's another option, but Bevel is just as easy. As I Bevel this down, we are going to stop right about there, and then we will take this polygon and we will bevel it. Same thing, kind of like that. We will go back to the front, and I am going to bevel this down a little bit now. Instead of the Shift, I am going to use the Inset like that.
And then I want to Bevel again, so I am going to hold the Shift key, and what will happen is I will reset the Bevel. So watch the commands over here. I will hold Shift and click right there on that model, and you can see that Shift and Inset are reset. So Shift+Click resets the Bevel, allowing me to bevel again. Turn off the Bevel, click to deselect and when I hit the Tab key, I have got sort of a hair dryer, but not quite. Thinking back to using subdivisions and adding more detail on your curves, or adding more detail on your edges in this case, will help create more detail in the model itself.
We will come to Edges and I will double-click this edge, hold the Shift key, and double-click this edge. Now we have two options. We can Bevel them. Hit the B key, click and drag, and then when I hit the Tab key you will see how that thickens out and sharpens that area. Or, let me undo a couple of times with Command+Z or Ctrl+Z, and what we can do instead is use the Edge Weight tool. So I am going to hold the Shift key and press Tab, and this turns on our Pixar subdivisions.
What I'll do is select these edges. Now when you get into the Subdivision modes, it's a little more difficult to find the right edge. Even though it looks like it's all the way in, it's not. That is actually the edge for the front of the hairdryer. So don't be too confused with that. There are no other edges. And with those edges selected, we can go to Vertex Map and choose the Edge Weight tool, And I can click and drag and sharpen those out. I can go right about there. And I am just clicking and dragging, but then I can change my Subdivision Level to about 4 to give it a little more detail.
And now with this Pixar subdivision, we have really precise control just using this Edge Weight, just clicking and dragging. And we are not adding more geometry. And I have mentioned that before about not adding more geometry, and why do I do that? Let's say you have the hairdryer, and then you build a mirror, and then you build the sink, and then you build the room, and then you build a chair. That's a lot of geometry, and the more efficiently you can work when you build your models, the faster your overall scene will render. So just keep that in mind. Plus, that's much really clean.
Let's finish up the bottom here. Shift+Tab to turn off the subdivisions. We need a little more detail in here, so I am going to go to Polygon mode, and I am going to select just two polygons is all I need, and then we are going to come down here to Mesh Edit, and use this tool called Loop Slice. And when I click, I can add edges, some more polygons, some more geometry, to that entire loop, meaning all the way around. You can add a count of 3 or 4, however many you want.
So I am going to put in 5, and it puts 5 edges. I can also click and drag that last one, and you will see a little control handle appear, which allows you to very easily just space these, just like that. Turn off Loop Slice, then click to Deselect. Let's hit Shift+Tab again, and look what happened. Same principle applies. When I have added more geometry, now I have a little bit sharper object. It's not just smoothing out the whole thing, turning into just a nub of nothing. But look how nice that bottom looks with that Pixar subdivision.
Shift+Tab to turn it off, and then just hit the Tab key. It still looks pretty good with that, but notice our front. It doesn't look as good with the standard subdivisions. Tab key to turn that off, Shift+Tab for our Pixar subdivisions--much cleaner. The advantage here is that I can come into this edge right here and right here. Shift+Double Click. Typically, you might think to bevel this, and that's kind of what happens.
Every once in a while beveling polygons doesn't really quite do the job for you, especially down here. That doesn't look so nice. That's where the Edge Weight comes in. Vertex Map > Edge Weight Tool, and we will just click and drag. With that Pixar subdivision and these weights, we can really just give this a very nice unique molded shape. So spacebar turns that tool off and we click to deselect. And look in here. We have that really nice sharp molding in there that would be harder to get if you're using standard subdivisions, or bevels for that matter.
So let's do the back. Shift+Double Click. And normally I'd probably do these all at once, but we are just doing it a little bit at a time, and we are just kind of sharpening that out. Looking pretty good, but what we need now is a little bit more control on this handle. So that's what's great about all these edge controls; we can Shift+Double Click to select that, press the R key for Scale, and I can just scale that in. Shift+Double Click here, press the R key to Scale, and scale that one in; and Shift+Double Click the bottom, press the R key for Scale, and scale that one in.
And so now you have sort of a square handle, but it looks a very plasticy and molded, without being too rigid or too organic. You can do the same with these polygons here on this edge and go to Vertex Map > Edge Weight tool and just play with this weight as well. And what that's doing is creating just a little bit tighter shape right in there, around that unit. And lastly, we can take this outer edge, and every once in a while when you double-click, it might not select the entire loop you want, and if that's the case, just hold the Shift key and select the edges you need.
Vertex Map > Edge Weight Tool and we will just kind of tighten that up just a little bit. Spacebar turn turns off the tool and click to deselect. And there we have just a very nice molded look; however, look at the inside. Remember, we had beveled that polygon back? It's very similar to the cube when we first did our subdivision. It just rounded out the whole thing. So all we need there is a little more geometry, and in this case we can just use Bevel. We will select that polygon in the very back, press the B key, and we will just bevel it a little bit.
Spacebar turns off the tool and then click to deselect. From just a simple cube, we have a very misshapen, deformed, overly powerful hairdryer, just from one of the simple box. So, an oldie but a goodie, but done in a new way with modo Pixar subdivisions and Edge Weights.
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