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Editing geometry

From: MODO 501 Essential Training

Video: Editing geometry

In order to create the handle for this fire extinguisher, we need to have some sort of connection to it, and the way we're going to do that is extend the top and then we're going to use a basic geometric shape to create the clamp that will go on top of it. So as we start building more complex models, we're going to be working with different mesh layers. So this first object here in the Items list, it says Mesh. That's just a default name. Just right-click on it and choose Rename. You usually can click, wait, and click again, and it will allow you to select it; and if not, right-click. And we'll call this Base, because the scene itself is called Fire_Ex_v1, and then we have a base.

Editing geometry

In order to create the handle for this fire extinguisher, we need to have some sort of connection to it, and the way we're going to do that is extend the top and then we're going to use a basic geometric shape to create the clamp that will go on top of it. So as we start building more complex models, we're going to be working with different mesh layers. So this first object here in the Items list, it says Mesh. That's just a default name. Just right-click on it and choose Rename. You usually can click, wait, and click again, and it will allow you to select it; and if not, right-click. And we'll call this Base, because the scene itself is called Fire_Ex_v1, and then we have a base.

Now, I am going to take that base and I am going to go to the Polygons here and we are going to extend up just a little bit. So I am going to zoom in just by clicking and holding the zoom in the top corner, and I am going to select this center polygon. I am going to hold the Shift key and press the up arrow just one time, allowing me to easily select that outer edge. Then I am going to instead of these Bevel, use Extrude, okay? And the Extrude tool, just Shift+X, so Polygon Extrude. You can also look under the Basic tab. It's right there.

Just click once, the tool becomes active, and you can click and drag and pull that up. That's all we need. It's kind of like a little lip for it. But notice that because we're using the subdivision surfaces where we have the Tab key on to make it a smoother object, we get a little bit of smoothing on there. We want it a little bit sharper. So that's where I will come back to Bevel and just click once, and that just bevels that out. Turn off the Bevel, click to deselect, and now we've got that little end of the fire extinguisher there. Now look what happened too.

You'll see that because of this shape in here, it looks like it's indenting a little bit, and perhaps you don't want that. If you hit the Tab key and turn that off, you'll see what's happening. There's an extra edge inside there, and I like that extra edge. It actually gives me a little more contour. But it also means this a little too sharp, and if I double-click, if I move it, it's not going to really do much for me. So I am going to hit the Tab key and go back, allowing me to very easily select this. And then just like we did earlier, go to Geometry and choose Slide, and we can slide that out a bit, just kind of like that. And that just pulls that away and helps from indenting.

The other option is you could bevel this. So I will press the B key, and if I click and bevel, that really helps flatten it out. But wait! I can go one more. Let's take this one right here, hit the B key for Bevel, and watch what happens. Now, we're really getting that sharp edge that we want. So I will turn off the Bevel, click to deselect. So that looks really good. We really flattened out that top, but in doing so, because I have a round level on that bevel, I got some extra edges here that I really don't need.

These three in here are fine, so how do I get rid of these? Well, if I just go to one, double-click, I can use the Backspace key to remove. Or just so you see where it is, go to the Edge tab and click Remove right here. And do you want to keep vertices? No, just click OK. This is what's really nice about modo is that you can very easily remove edges and points without destroying your model, and that's all I need. In fact, I probably don't even need this one. And does it change the model much? A little bit, but it doesn't mean that I need to keep those.

You want to learn to work efficiently and even though those few edges will make no difference whatsoever in terms of rendering or file size, it's just kind of a good habit to get into to keep the model as clean as possible. So Command+S, or Ctrl+S, to save here on the PC, and then now let's create a new mesh layer, because now we're going to build this clamp that's going to go on the top that's going to not only hold the handle, it's what would put this unit on a wall. So from the Items tab in the top right, under Add Item, click and hold and choose Mesh, and that's a new blank layer that we can put a model into.

Then I am going to go to the Top view. So I am going to click and hold over here, the top left, to get to the Top view like that, just choose a different view mode. And I can press the A key to fit that to view. Then from the Basic tab, we are going to choose a box. And we're going to build the box across the top, kind of like this, longer left and right and narrow forward and back. Then let's get down to a front view, and you can see that I built that right at the base, so we want to move that up. We're going to turn that off. And then using the Extrude, we're going to pull that straight up.

So let's jump back to the Perspective view, select the polygon, then choose Extrude right there from the Basic tab, click on it, and then let's extrude that up. Now, it doesn't look like much, but as I am doing this, before I turn the tool off, I am going to add some sides, about three sides to it. Let me zoom in so you can see what's happening. So I added some segments there by adding that Side button right there. Turn off the tool, click to deselect, and now we've got this really nothing box that's sitting on the top, but we can use this to manipulate for the model.

So we're going to press the W key to move this over, and what I want to do now is extend out from this area here. So I am going to select this polygon-- and this is why I had created more segments, because I need to pull these out. What we're going to do is extrude again. So I will click here, and I will extrude this out. And modo remembers that I had four sides chosen for my previous extrusion, so that's fine. I will turn off Extrude and deselect and then just rotate around, select this polygon, extrude, click to activate, and then pull it down on the Y. Turn off Extrude and click to deselect.

So we just made that clamp that's going to allow it to sit on the wall. And I think what we'll do is press the Scale command, and I am actually going to scale it out this way a little bit. And then the Move tool or Transform and let's pull that back, just so it's covering up entirely. Then I'll turn the tool off. So we've got that clamp, but now I need a place for the handle to sit, and I need this to be cut out.

Well, how would I do it? I essentially need the opposite view of this. You saw that extruding this out and then extruding that down works, but there's another way using Booleans where you can actually cut a hole in something. So first, let's name this layer. Just click and hold and then click again. We'll call this Clamp, save the scene, and then we're going to add another blank mesh layer for the Add Item layer. And what I am going to do here is create a box in another layer that's going to represent what I'd like to cut.

So from the one view, that's about as wide as I want it. And then clicking the red center--not the arrow, but that red plus-- I can pull and extend this out. And then I will turn off the Box tool. So in one layer I have got a box that will be used to cut the layer behind it. Once it's built, I can press the W command and just kind of tweak it a bit for position, okay. So I'll turn that off. Now I am going to make sure that my Clamp layer is selected. I am going to turn off the Base by clicking this little eyeball. And so as you build larger scenes, that's something to keep in mind, that you can turn items on and off.

You're not deleting it; you're just turning off visibility. Now see, if I hold the mouse there, it says Click to show or hide. So the background layer is set as the wireframe. That's how you know. The foreground layer is our clamp itself. Under Geometry, I am going to go down to Boolean and choose Boolean, and I am going to subtract the Driving Mesh as the Background layer and click OK. What that does is it allows that box to cut out the box in front, so two different ways to create that shape: one using Extrude a Polygon and using a Boolean.

Then I will go back to this mesh layer, right-click on it, and delete, turn my base back on. And then let's hold the Shift key and select both of these, and now we have the clamp that sits on top that we can put our handle into. And if you want to adjust it a little bit, you can. I am just going to stretch it a little bit more, just so it covers that end. So here's one other thing you can do: press the O key next to the P key on the keyboard and you'll get your View and Shading options. And in here, right in the middle, it says Inactive Meshes.

It's set to Wireframe. That means any mesh, any model in a layer that is not active, such as our background base, as you see right there, is a wireframe. That makes sense. Well, now that you know that, what's cool about modo is you can make it flat shaped or as same as your active item, and just move your mouse to turn that off. You have to remember that your base now is a background. So I left these on Wireframe for a little while during this course, just so you kind of get an idea. But now that you are well suited with modo, you know that you have to very specifically click on one of these items to be working with it.

So last thing I am going to do with this clamp is press the M key. And I will call this Clamp. And I will click the color, and I am going to make it just black, and then click OK, and now we've got our clamp on the top ready to be hung on a wall. And, by the way, you'd think that it wouldn't be enough to hang on the wall, but these are how they're designed, because there is a plate that goes on a wall that extends out and then has like a little hook that this part sits on to. But we're not worried about it being that precise at the moment.

So we've got a little clamp there. Next thing we need to do is create our hose and then our plunger that we squeeze to have the fire extinguisher material come out. So some basic geometric shapes. We started with a disc with a base. Then we started with just a box for the clamp. By using just the simple tools in modo, we can start creating more of a complex object.

Show transcript

This video is part of

Image for MODO 501 Essential Training
MODO 501 Essential Training

80 video lessons · 4575 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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