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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.
We've embossed this logo on the side of the fire extinguisher. We've created a Specular map, and used a Roughness map, also a Glossiness map if you will, and it's looking okay, but what if we want to go a little bit further and really make this thing shiny? Well, that might be done with some reflections, and reflections are pretty easy to do. But you have to understand that reflections are all about the environment and what's around. So what I am going to do is jump over to the Model tab. I am going to hold the Shift key and add a flat plane, and that adds a new plane, which we'll just name Ground, to the scene.
I am going to press the R key for Scale, and I'm going to scale this up like that. Then I'll press the W key, and I am just going to make sure that that is right at the base of that model, which it is And then I will press M and call this Ground, and that way we gave it a material that we can then assign a surface to in the Surface Editor. Then we're going to rotate around in the Camera view just like this. We've not talked about the camera yet, but simply all we're doing is just moving this camera right here.
Then I am going to come back to the Items, and let's choose that Ground, and I am just going to move it, just so it fills up the scene a little bit. So we don't see any kind of fall off. I am not moving it on the Y, just on the X and Z. And we might need to hit the R key for Rotate and then click in that center and just scale it up so that it fills the whole scene. Spacebar turns off that tool, and then we can just rotate and move it down like this. All right! So we haven't done anything with our lighting yet, but let's talk about reflections.
On a very simple level, I can take the Ground material that I just created for this flat plane, select the Material, and Add Reflection. Just like that, you have reflections, that easy. But you can do a little bit more and you can put blurry reflections on. Now, that's going to tax your renderer a little bit, but if you take a look down here, it just looks so much nicer. It's really great. It gives it a lot more realism too. You can then do the same for the Fire_Ex_Base where we've been working. So I'll select the base material and let's put a little reflection on there, and what you are going to see is that now this reflection is picking up this white floor.
And if I put Blurry Reflections on, it looks a little softer, but it doesn't quite have the right look for us, does it? Well, let's go back to the floor then and then make that darker. I am going to make it more of a gray like this, and actually just give it kind of a tint. So that looks pretty good. It took away some of that bright white in there. But again, part of reflection is all about the environment, and the environment here has a ground and a basic sky. And so that sky, if you come down to the Environment area within your Shader Tree, is just this default color gradient.
Well, what if I turn that off, and I go Constant, and I make this black? Now, I get reflections, but I've got all the redness and the contrast back in my model. So creating reflections is really very easy. You just have to be aware that it's more than just turning on Reflection; it also has to do with the surroundings. In our next project, we're going to build some glass, and that's really where the reflections will come into play. But try these out. Try making some reflections. A reflective ground often adds a lot of realism to your scene, but a slight reflection in your surface too can just take it to that next level.
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