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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.
Editing surfaces in modo is really easy to do when it comes to the Shader Tree. This layer-based system really can help you work through all different surfaces. So, early in the course, we built this fire extinguisher, and this is in Chapter 05. I have loaded it up. It's called the FireExtinguisher. And what I am going to do is jump to the Render tab, and the reason I am going to do that is this gives me a nice clear view of what my final render will be in this Preview window. And it's rendering from the Camera view, so whatever this camera view sees is what this final render will be.
This will give me a really clear indication of any of the file surfaces. As this was built, we had created the material groups. So in the Shader Tree, when we open that up, here are the material groups that we're building along with the model itself. So now I don't have to go back, like I did with the apple in the previous video, and create all of these surfaces. I was building them with the model as I went. So, that being said, what I am going to do is just move this around here so you can see the top of it. I am going to keep an eye on this view here, and what we want to do is actually edit some of these surfaces.
For the fire extinguisher itself, we just put red on, clearly, and we just put simple gray on the other aspects, just so we can see if there's a change. So now we need to put some materials on. So let's go to the HoseClamp, since it's right at the top, and that is that little area right there. I am going to select the Material, and then go to the Material Reference tab. That's this one right here. And what we want to do with this is just select a very simple gray. So all I do is click on the Color palette. The panel pops up, and when I move my mouse, it goes away.
So we have a very simple gray, and what I am going to do is just come in and just zoom right into that, so you can see it. So here is the model we created, the Hose. And if you remember, we had taken just those polygons from that hose and extruded and beveled them, so that's actually not a separate piece; it's just part of the hose with a separate surface. Then we want the Specular Amount to be a little bit shinier on this, but I also want this to be a little bit glossier too. And then, as we work our way down, we can put some reflection on it.
And as soon as you do that, you start to see this metal look that we're after. And with modo, you don't have to worry about turning on reflections; they are just automatically there. But what is it reflecting? A reflection is always about the environment and the surroundings. Well, in this case we actually have some other geometry there, and our environment at this point, well, we haven't done anything with it, so it's just kind of reflecting nothing really. But it works pretty well right here, and it depends on how shiny you want to make this thing. If I crank this all the way up, obviously it can get very shiny; I can also hit Blurry Reflections, and give that just a little softer look.
But there is a button here called Match Specular, and what that does is it matches the reflection with the Specular Amount. What does that mean? Well, in years past, people would put a Specular Amount on and the surface itself is diffused, meaning the light has 80% value towards that surface. That surface is taking in most of the light in the scene. But then when you add in some reflections, you'd get this overly bright surface. I would imagine if you did a search on YouTube for "Gold Chalice 3d," you'd probably find a lot of really glowing gold chalices, because people would put reflections on and not consider the other aspects of the surface, like Specular and Diffuse.
So what Match Specular does is it balances the amount of reflection with the amount of secularity in the scene, helping that surface become balanced with the other surfaces, and not making it too bright. Having said that, this particular surface doesn't really need that, but that's what that button does. As we work our way down, we don't have any bump or displacement, so we're okay there. And what I might do, now that we've added a little bit of reflection, is open up this Diffuse Shader again, and just darken this a bit, give that a little more contrast, and then we've got a very nice metal surface.
Since I like all of that, I am going to right-click on this material and copy it, and then I am going to come down to the Clamp. That's this part right here in the center. Open that up and for that Material, I am going to right-click and paste, and all of those surface properties are now copied. But I do know that that should be black, so I can just click on this and bring that color down. So it's a lot easier just to copy everything and make one small edit. And for the Reflection, we'll just make that more about 10%. Easy enough.
And since we have copied that clamp, we can go into the Handle and right-click and paste it down there. So now our handle has that same material. But I do know that our handle should have two surfaces. We have the bottom surface and the top, but we never set that. So in order to edit that, we just go to Polygon mode. You could do it right down here in Perspective, and just make sure that's selected in the Items List. So we're going to go to the Handle, and that tells modo this is what we want to work with, and now you could see I can very easily select.
I will double-click. I will press M to create a material, and we'll call this TopHandle. Now we have a separate material group just for that TopHandle. I am still going to paste down that metal surface I just created. Then all I want to do is change the color of it. For that, we're going to choose just a nice deep red, and here's one right here we can use too. Now, the reflection looks a little bit too much. The whole surface looks a little too bright to me. So I want this to be a little bit duller, so we're going to bring the Specular down to about 10. And the way I am going to go through these now is with the Tab key, the Roughness about 10 and the Reflection about 10, and that way we get a little bit flatter surface.
We can also hit Conserve Energy, which is going to help some of that brightness, so it's just not so glowing, in a way. And since I like how that looks, I am going to right-click and copy this and then back down to the base handle, right-click, and paste that, and then we will just change that color just back to a simple gray metallic. Lastly, I am going to go to the hose. And to create the hose material, we're going to make this just a very simple rubber hose. So I am going to take a dark gray, almost black. I rarely ever use solid black, because it just kind of gets lost in the scene.
And for the Specular Amount, it looks okay; it might be a little too clean and shiny. I am going to bring that down a little bit. And the Roughness, we're going to increase that so it's not quite as shiny. And for the Specular Color, the white is okay, but I am just going to go down to the gray, so it makes a nice hotspot, but not quite as bright. And so, quite easily, we've taken the surfaces that we had created earlier and edited them into something recognizable. There's a lot more we can do with this when we get into the procedural textures section.
Surfacing in modo is relatively easy, especially when it comes to just base materials and colors like this. Editing them is quite easy. You can always redo a color, reset some polygons like we did with the top handle here, and assign a new color to it.
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