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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 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.
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