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Modeling for Product Visualization in modo

Modeling for Product Visualization in modo

with Ellery Connell

 


In this intermediate workshop, author, designer, and educator Ellery Connell will help you hone your modeling skills to create realistic product visualizations in modo 601. Get hands-on examples using both polygonal and SubD modeling in modo, as well as sculpting, retopology, and the dynamic physics simulator Recoil. Plus, learn how to quickly flesh out ideas and prototypes, add clean and precise details to your models, and create complete scenes that include elements such as particles, lighting, and cloth. This is a hands-on workshop where you can discover and practice techniques using real-world models.
Topics include:
  • Intro to 3D for product visualization
  • Benefits of polygonal modeling
  • Polygonal modeling techniques
  • Modeling with SubDs and PSubs
  • Sculpting concepts and retopology
  • Setting the scene
  • Building geometry for particle generation
  • Particle generation tools
  • Using blobs

show more

author
Ellery Connell
subject
3D + Animation, Rendering, Textures, Previsualization, Product Design, video2brain
software
modo 601
level
Intermediate
duration
4h 13m
released
Nov 28, 2012

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Introduction
Welcome
00:00 Hi. I'm Ellery Connell, author, designer and educator.
00:07 I have nearly 20 years of experience creating 3D for print, web,
00:10 visualization, visual effects, and game design.
00:13 I've taught seminars, webinars, training videos, and university-level courses in
00:17 3D modeling, animation, and visual effects.
00:20 And I'm author of the book 3D for Graphic Designers.
00:23 Over the years I've found that many of my best clients have been excellent
00:26 designers who don't have the 3D skills necessary to complete portions of their
00:30 projects that require a 3D skill set. This opens up a great market for both 3D
00:35 artists looking for a marketable use for their skills, as well as graphic artists
00:38 and designers who are looking for a leg up on their competition.
00:42 This series will help you to hone your modeling skills for creating clean and
00:46 precise detail, and also use Modo as a virtual lump of clay to flesh out ideas
00:49 and prototypes quickly. And then, get them ready for use and visualizations.
00:56 We'll cover polygonal and sub-D modeling, as well as sculpting, retopology and even
01:00 modeling with recoil. The dynamic physics simulator in Modo.
01:05 After watching this course and practicing the techniques demonstrated, you will be
01:09 ready to create, clean and professional models as well as complete scenes for
01:12 showing off your models. These will give you all of the pieces you
01:17 need to start texturing and lighting your visualizations in complete 3D scenes.
01:22 I hope that you enjoy this training. Let's get started.
01:24
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1. Getting Started
Intro to 3D for product visualization
00:02 In this video, we'll have a look at some of the key elements to consider when
00:04 doping Product Visualization Modeling. Some of the things you need to take in to
00:08 account is you're doing this kind of modeling.
00:11 That will help you make your workflow cleaner, more efficient, and more productive.
00:15 So, if we look at this example here of a simple can model.
00:18 You can see that it has a few things that we can look at here.
00:22 And first is that it has a nice clean line, it's representative of a good shape
00:25 for a can. You can see that it has the detailed
00:28 model here of the lip where you see the nice shadowing.
00:31 Or when we put in some kind of reflective material that will show the nice
00:34 reflection there between that lip that's very obvious on a soda can, and then the
00:37 area underneath it. And then on the underside, as this tapers
00:42 off on the bottom. The underside of the model is actually
00:45 completed here, so that the model will properly lead around on the underside of
00:48 the can. And this is a relatively simple thing to
00:51 do, because it's just a couple of additional bevels, so this isn't the kind
00:54 of thing that takes a long time. And for this case, this can is not going
00:58 to be shot from a high angle, so an angle where the camera is up, above it.
01:03 And so, because of that, the area up on the top of the camera just has partial
01:06 completions, so just the general geometry is completed here.
01:11 And there isn't a detailed area here on the top, just a flat area.
01:13 And since we're not going to be having a camera angle up high, that won't matter.
01:17 And this kind of an area to detail and create the model for the tab, the pull
01:19 tab and the inset areas. And all the other detailing on the top
01:23 would take quite a while to model, probably longer than the rest of the can
01:26 by itself. So, that kind of thing is important to
01:29 consider when you're doing a Model. Think about the finished product and how
01:33 you're going to be doing your finished shots before you actually set up and do
01:36 your modelling. And that will save you a lot of time, you
01:40 don't have to model a pull tab, and all the top of the can if you're going to be
01:42 having camera angles like these. So, if you look at the camera angles
01:47 you're considering here for the finished shot, we've got that one, this one, over
01:50 here on the side. And then a bit Zoomed out, giving them a
01:53 little bit of a different play on the scale.
01:56 And this is because these just have some labels that are going to run across the
01:59 three of them. And we don't need to see the high angle,
02:02 because it's not going to show off the Label details that well.
02:05 So, since those aren't needed, those were left out.
02:08 And so, that's going to be the first thing, is going to be modeling it with
02:10 kind of a targeted modeling workflow. So you don't want to have to model things
02:14 you don't need that's going to save you a lot of time and effort.
02:17 And then, it's also going to save you polygons that you don't need in your
02:19 finished render that will just kind of add to the overall weight of your scene
02:22 if they're not needed. And then the last thing to consider is
02:27 going to be cleanliness. And if you look at this model here, if we
02:31 look at the actual model itself, you can see that this is a really simple
02:34 Geometric flow. And that's going to allow me to make
02:38 changes and edits to this much more quickly.
02:41 In the case of a soda can, we all know the shape of a soda can.
02:45 So we're not looking for anything new and groundbreaking on this.
02:48 But when you're doing models where there is some interpretation or some kind of a
02:51 new shape that has been designed. Either coming from your client or coming
02:55 from your own designs. Then it's important to have a model that
02:59 you can edit and cleanly change, without having to go in and do a lot of extra
03:02 work just to make a simple change happen. So this kind of clean Topology will help
03:08 in creating your finished model so you can have good adaptability.
03:12 So, in this series, we'll also consider the use of instances and replicas in
03:16 order to build up a good scene. And then beyond that, we'll also look at
03:21 the use of creating scenes that Particles, using Blobs.
03:25 And all the other things that will help make your modeling work flow clean,
03:28 efficient and let you do a lot of interesting things with it.
03:33 So here you can see some there's some blobs and some splashes and some other
03:37 things that help kind of sell this scene. Let this redraw here for a second in the
03:42 Preview Render. And the nice thing is that with these
03:46 blobs, and the particles, it represents a new way of looking at Sculpting.
03:52 We'll cover Sculpting on base models, so sculpting on the actual polygons in order
03:56 to get a good overall form. We'll also look at sculpting on subD's
04:01 and on multi-resolution subD meshes in order to get good, fine details.
04:06 But then we'll look at sculpting particles as well, and sculpting
04:09 particles will allow you to do a lot of fun things with those.
04:13 And help make your designs really jump off the page and add a lot of extra flash
04:16 to the overall presentation. So as we look at this, we'll see that it
04:20 represents the few key things that we really want to consider.
04:24 And that is modeling with accuracy so you have good, clean lines, good, evenly
04:28 divided Topology. Modeling with speed, not modeling the
04:31 things that aren't needed, and really focusing in on the work flow.
04:36 And then modeling something that's flexible, and that actually ties into the
04:38 other 2 as well. as you're creating good Topology and good
04:41 clean lines. And not modeling more than you need to,
04:44 and you'll be able to create good, finished renders, with nice clean
04:47 Topology. You can do whatever you want with it.
04:50 Make edits that come from your own design or when your client comes back and asks
04:53 for edits you'll be able to make those more quickly and more efficiently.
04:58
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Using the included files
00:02 During the course of this series there will often be times when a project is
00:05 longer than the course of a single lesson.
00:08 In that case, incremental saves have been included, so that you can pick up and
00:11 start at any given point in the project. You can start with varying levels of
00:17 completion, so that you can work on the areas that you need the most help with,
00:22 and you can also see how objects would be more completed in finished states.
00:29 In some cases you also will receive pre-set up scenes that have things like
00:33 weight maps and other options already laid out, so that you can see how they
00:37 work, and better implement them in your work flow.
00:44 Also included are some reference images that will be used for you to have a
00:47 template to lay out your finished designs throughout the course of the video.
00:52 All in all, you should have everything that you need to be able to go through
00:55 this entire series, pick and choose the parts that you would like to work on, and
00:59 have finished objects to look at, dissect and analyze.
01:03
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2. Polygonal Modeling
Benefits of polygonal modeling
00:01 In this video we'll have a look at some of the benefits of modeling in pure
00:05 simple polygons. Now a lot of the modeling that you'll be
00:09 doing for product visualization is in subdivision surfaces, because of the way
00:13 that surfaces can be smoothed and rendered very cleanly when the objects
00:16 are completed. However, there are some definite benefits
00:21 to modeling with polygons, and those extend beyond the basics of the simple
00:26 construction that happens before moving into sub-Ds.
00:31 Let's look at a few of the things that make polygons a good powerful modeling tool.
00:35 So I'm going to start with a cylinder in this case.
00:38 So, I'm going to, just place this at the origin, so put my position at zero zero zero.
00:43 I'm going to set all my radii to 100 millimeters.
00:48 And I'm going to start here with zero, or one, segment, actually.
00:52 So one segment vertically. And we'll bump this number of sides up
00:55 to 48. So this is going to be relatively densely
00:59 subdivided around the radius. So I'm going to go ahead here, and click Apply.
01:07 There you'll see we have our simple cylinder.
01:09 Now there's something very important about this.
01:11 Let's move over to a Quad view so we can have a good look.
01:16 And that is that, the radius of this is going to be precisely the radius that we
01:19 put in here. Since subdivision surfaces actually will
01:24 use the given vertices and edges and polygons as kind of a guide for what's
01:28 created, this will give you slightly more precision.
01:34 Now, that's not saying that you can't get precision out of sub-Ds, but often times
01:37 it's going to be very beneficial to have an unsubdivided model with pure polygons
01:41 that you can use as a guide in order to achieve that.
01:46 So if I go up here to View, and turn on my Dimensions tool, we'll see that this
01:49 is exactly 200 millimeters in diameter. Okay, so, what I'm going to do here is,
01:55 make a new mesh layer, by pressing the N key.
01:57 And I'm going to go again to my Cylinder tool, and this time I'm just going to
02:01 make it, we'll go for just a quarter of that.
02:04 So we'll go 12 sides and then I'm going to go ahead and apply that.
02:10 And I'm going to press Shift-Tab to turn that into P-subs.
02:15 Now we'll get into P-subs a little bit later here, but just for the moment what
02:19 I'm going to do is go ahead and sharpen up these corners.
02:23 So, Shift-W, and set this up to 20 percent, since my subdivision level is at two.
02:29 And then I'll drop my tool. And now you can see that this is giving
02:33 us a nice, very cleanly subdivided model. You see that it's very smooth around the
02:37 edges, and we get a nice crisp pop. Now, however, when I bring back my base
02:42 mesh, you can see that, really this subdivided mesh is not achieving the full radius.
02:50 And while often times you will get a good read with your measurement tools so
02:53 that you can go ahead and do something like scale this up, get it as close as I can.
02:58 I could use Precision Snaps but I'm not going to do that for the moment.
03:03 Now, you can see here that this is getting much closer, but that takes a
03:05 little bit of adjustment. And sometimes, due to the fact that
03:09 points will be smoothed across, you won't even get an accurate read here, so you'll
03:13 have to use a background mesh in order to get that.
03:17 All right, now another place that regular polygons shine is in areas where you
03:22 don't need quite so much smoothness. So for the example of something like a
03:30 cube obviously we want the sides to be very flat.
03:34 So, in order to do this with sub-Ds, we'd have to go ahead and sharpen edges and
03:37 things like that. But the big benefit of doing this with
03:40 polygons is when you want to have flat surfaces with subtle rounding.
03:44 This actually is something that's easier to do here, with simple bevels and a
03:49 polygonal object. So let's go ahead and select all of our
03:53 edges, going all the way around. Make sure I got all those there.
03:57 And what I'm going to do is just go ahead and press B for the Bevel key and then
04:00 I'm going to turn my round level up relatively high, say to four, and let's
04:03 say I want an exactly 15 millimeter bevel.
04:07 I can dial in the value of 15 millimeters and set my smoothing level wherever I
04:12 want it, and then go ahead and do that, and there we go.
04:17 Let's go over to the model view, so I can see this without my wire frames on.
04:22 So there you go, you can see this rounds very nicely.
04:24 Now getting this exact 15 millimeter rounding, is going to be relatively
04:28 difficult with sub-Ds. Now you may get some rounding issues,
04:31 which we'll talk about later. But those can also easily be fixed by
04:35 simply grabbing all of the polygons on the main faces, beveling them in,
04:39 slightly, to help lead the rounding. And there you go.
04:43 And now we get a nice solid face there. So anytime you have something that's
04:48 going to need flat, even faces with a little bit of rounding, you're also
04:52 divest to work in straight polygons. This works very well with backgrounds,
04:57 this works well with props and things that are used for lighting, or reflection
05:01 that are going to show up in your scenes and that way you can model them with nice
05:04 smoothness using just things like simple bevels, and you can also have nice flat edges.
05:11 And a big benefit of this also is that we're really reducing the overall polygon count.
05:16 If I were to create something that was nice and smoothly subdivided like this,
05:19 remember that doing this with sub-Ds, we're also subdividing all the faces
05:22 evenly, so instead of having a single face here, here, and here in this view,
05:25 we would have really heavily subdivided faces on all of those sides.
05:32 And that will end up giving us longer renders and make it more difficult to
05:35 render large scenes quickly. So polygons do have their benefits.
05:40 Learning how to model with them and model with them well is a good foundation for
05:44 subdivision surface modeling, but also is very useful when modeling a lot of things
05:47 where you need either great precision or you have simple flat surfaces that lead
05:51 into simple rounded edges as in this cube, background objects, and things like that.
05:57
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Creating selections
00:02 In this video we'll have a look at how to properly make selections to speed up your
00:05 modelling work flow. Oftentimes, making selections is a skill
00:09 set that gets ignored and the ability to make quick and accurate selections to get
00:13 the things than you need. And leave out the things that you don't
00:17 need when making your selections is an important skill for any modeler.
00:21 It will help you make your models more efficient.
00:24 It will allow you to decrease frustration and speed your work flow as you create
00:27 your product visualization designs. So let's look at some good ways of hiding polygons.
00:34 Okay, so let's go ahead and start here by creating a cylinder.
00:37 And I'm just going to hold the Shift key and click on the cylinder to create a
00:40 unit primitive. And this will give us a chance to look
00:44 at some selction methods and also some polygon reduction methods.
00:49 Since the default cylinder comes with all of these extra sides down here, which we
00:53 don't need, we'll get rid of those in a second.
00:57 Now one thing to remember is that. You can select entire loops simply by
01:01 selecting 2 adjacent polygons that give the direction of the loop and pressing
01:04 the L key. This is really important because a lot of
01:08 poligonal modeling will contain edge and polygon loops.
01:11 So being able to select those quickly this is something very important.
01:14 So just select 2 adjanct or more 3 adjanct doesn't matter and press L to
01:18 select the entire loop. Left and Right arrow keys.
01:22 We'll select the adjacent loops. Either the next or the previous.
01:27 And that actually has to do with the selection order.
01:29 So if I select two, you can see that I'm going in this direction around here.
01:34 So let's press L, and then let's zoom in. And I'm going to rotate my view so that
01:38 we're looking at this as if we're driving on the road.
01:41 This is the direction that we're going. So, the right arrow key is going to go to
01:44 the right, and the left arrow key is going to the left.
01:48 So that way you can know which way these are going to go before hand without
01:51 having to sit and worry about which way you need to go.
01:54 Okay. Holding down the Shift key will add the
01:56 next or the previous selection. So adding one with the Left Arrow will go
02:00 that way. Now if I hold Shift and go to the right,
02:03 it's actually going to move us back to the original loop, so it's not going to
02:05 add anything. But if I keep holding Shift, and press
02:08 the Right Arrow again, you can see that it's going to add that next loop.
02:13 Holding Shift and using the Up and Down arrow keys will increase or decrease or
02:17 expand and contract your selection. So, you can see that this is moving and
02:21 taking all of the adjacent polygons and selecting them.
02:24 When I press the up arrow and it's taking the outer row of polygons each time and
02:27 deselecting them if I press the down arrow key.
02:32 Now similarly, when you're working with edges, you can also select loops, but
02:35 since edges are bound to a single direction, there are only two vertices.
02:40 Double-clicking will select the entire loop.
02:43 And then, all of your selection movement keys also work, so left and right arrow
02:47 will, will also work here, as well as up and down arrow key, and the Shift key
02:51 will also select an increase or decrease, your selection.
02:57 So, a big part of modeling, is actually your ability to make good selections.
03:02 Make sure that as you begin modeling, think before you make a selection.
03:06 If you want to select an entire large chunk of a model, then it's oftentimes a
03:10 good idea to think, how can I do this in a quick fashion?
03:15 Now, at first, it might seem like it takes a little bit longer to think what's
03:18 the best way to do this, but as your models get more complex your ability to
03:21 select using these kind of selection methods will be much, much more valuable.
03:27 So spend a little time practicing that. It will help you immensely in your
03:31 modelling workflow. So let's go ahead, and I'm going to
03:34 select a couple of edges here and then hold the up arrow key until we get all
03:36 the way to the bottom. Press L, and Delete.
03:40 So I can delete those polygons that were left with just simply polygonal faces
03:45 here all the way around, just straight single polygons.
03:50 So if you take the time to really master your selections using the options for
03:54 growing and expanding selections, changing your selections based off of
03:58 inverting them or using Patterns to Select.
04:03 You can much more quickly get to what you need, leave out what you don't and speed
04:07 up your Modeling Process for Product Visualization.
04:12
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Polygonal modeling techniques
00:02 In this video, we'll have a look at Polygon Modeling tools that also look at
00:05 subdivision surfaces. And oftentimes are tools that are missed
00:09 or looked over, but can help you make your modeling work flow quicker and more efficient.
00:14 Especially when it comes to the models that are typically be created with pure
00:17 polygons when you're modeling for Product Visualization.
00:22 So let's select a Polygon, here on the side of this cube, and then we'll look at
00:25 some Modeling Operations that are often left out of the typical modeling workflow.
00:29 A lot of people will cover Bevel, Smooth shift and thick.
00:32 And that's a lot of the tools that are used for typical polygonal modeling.
00:36 So let's look at some of the other ones that are not as commonly used.
00:39 So, Sketch Extrude will be one, and then Spikey, is another one we'll look at here.
00:44 We'll use those tools in order to create something that you might not think of
00:47 immediately for creating your polygonal models.
00:50 So, with one polygon selected, I'm going to enable Sketch Extrude, and then
00:53 click in the View Port. And that will turn on a handle that we
00:56 can use to make an extrusion. So, by default your mode is going to be
01:00 set to Sweep, and, Uniform will be disabled.
01:04 That means that, as you drag this out, every time that the, sketch draws a node,
01:10 or a knot, you'll see that it's adding in an edge on each of these places.
01:18 So, if I turn this to uniform, you'll see it'll actually even it out a bit.
01:22 And then if I change this to Edit Path, you can go back in and have control over
01:26 the actual path that you've created for your extrusion.
01:30 I can also go in and Delete Nodes, so I could delete not here.
01:36 And that will remove, any node that I click on will allow me to simplify my
01:42 path, and make it easier to work with. There, you can see that I've got
01:49 something a lot easier to work with. So now if I go back to Edit Path, I can
01:52 move this around. And since I have that Uniform button
01:55 checked, it doesn't matter where I move these.
01:58 It's going to keep the same amount of faces, and it's just going to spread them
02:01 uniformly across the entire surface. So, other options that you have with the
02:06 Sketch Extrude that can be very useful are this Scale.
02:11 Which if I decrease this, is going to scale it down to a certain percentage by
02:15 the end. So, if I decrease this down to zero,
02:19 it'll go all the way down to a complete point.
02:23 I don't want to go that low cause I don't want this to disappear completely.
02:27 So lets go down to say 60% and if you also want you can turn these so that
02:31 every individual face will twist. You can see it will twist the end point
02:37 as much as you go here. So I can use this to very quickly create
02:42 a nicely twisted shape. Okay, I'm actually going to turn that
02:47 spin back off for this, and there we go. So let's go ahead and drop the tool.
02:54 Now this might be relatively useful for creating something with subD's.
02:57 Because if I go ahead and subdivide that, you can see I've got something very nice
03:00 and clean and smooth that's been created. But this can also be very useful if you
03:05 are creating anything mechanical, like an armiture or anything that needs to have a frame.
03:11 So just something to think about here. Using polygons for what they do best, so
03:15 they look like straight flat pieces. You think about things that are straight
03:19 and flat, I can utilize here. So, I'm going to select by
03:22 double-clicking this, all of the polygons.
03:25 And then we're going to go down here to our friend Spikey, which will take every
03:28 polygon, and it will divide it into four even triangles.
03:32 So, let's go ahead and click, and you can see that I've got all these even
03:34 triangles now. And it basically creates a point in the
03:38 center of each quad. So, now I'm going to hop over to my Bevel
03:41 tool, and I can just double this inwards. If I turn off Group Polygons it will
03:47 allow me to do this. But another tool that you may want to use
03:50 if you're not working with actual extrusion along with your Bevel is the
03:54 Inset tool. We have Shift and Inset here which are
03:58 actually parts of the Bevel tool, so just something to think about.
04:01 You can split apart your beveling work flow actually into the two distinct parts.
04:07 So if I do that and click, you can see that I have control over the Inset on
04:11 each of these, which is just part of the Bevel tool.
04:17 And this can allow you to have a little bit more control than you would just over
04:19 the Bevel. Because you can simply Click and Drag and
04:21 you don't have to worry about the handles being there.
04:23 So in this case, I'm just going to Bevel inwards a little bit, and cut out those
04:28 faces that are there. And in this case, I think I'm just going
04:33 to grab the whole top here and get rid of it.
04:36 So, just cut that out. And now I'm going to double-click on this
04:42 to select it. I'm going to go back to my Thicken tool
04:45 and I'm just going to pull everything here outwards just a little bit.
04:49 And now you can see, I've created a really nice framework very quickly.
04:53 Now this can be useful as you're creating models for things like your background
04:59 props, things that might appear in reflections.
05:04 So in order to show something like that for creating a simple props, so for
05:07 something for a background like a rig that would be holding a light or a
05:09 camera, something like that. I'm going to go ahead and hold Shift and
05:13 create a another cube here. And then I'm going to go to Polygons,
05:17 select the Top Polygon, use the Bevel tool and just drag that up.
05:22 And let's go up a little bit higher. In this case, I'm just going to add in
05:27 some segments, in order to make it relatively even, 9 ought to about do it.
05:32 And then I'm going to cut off the top there, so we have a nice open face.
05:37 And I'll do the same on the bottom, in this case, just cut that out and
05:39 double-click on those pieces there. And let's go back down to the Polygon tab
05:44 and choose Spikey and click, choose Inset.
05:47 Click and Drag to get the right amount of inset here I think cut one what I've got
05:52 left now in this case I have Double Sided Polygons turned on.
05:57 So, if I look at this in a non-wireframe view, you can see that I get the depth of
06:02 that rigging without having to thicken it.
06:06 So, if you're just using this for something like a reflection, something
06:09 like this can really help to add a lot of umph and a lot of emphasis to your
06:12 reflective objects. So I could take a couple of these, let's
06:16 go ahead and take this and Copy and Paste it and move it over.
06:21 And I could hang something like lights, if I'm using Polygonal Lighting down in
06:25 between these. And then if I see this in a reflection,
06:29 I'll see the effect of a real, constructed lighting rig in my scene.
06:35 Remember that when you're modeling with polygons, one of the keys is to not show
06:38 the polygons. That might seem like something
06:41 problematic but really as long as you're keeping polygons flat, that's not a big deal.
06:46 So let's go ahead here and look at some things that, that might be problematic.
06:51 A lot of these are going to be up in the deform tab, and anything with soft by it,
06:54 is probably going to be an issue. Usually smoothing also an issue, because
06:59 it's going to be taking those polygons, and it's going to try to make them appear
07:02 something other than flat. And that's when you'll really run into
07:06 problems with polygons, is when you don't have flat polygons.
07:10 So, I would also stay away from any of the sculpting things like that, as again,
07:13 those are going to ruin some of the continuity that happens.
07:16 You'll lose those hard flat edges, and, that can be really a problem when you're
07:20 creating these kind of things. Now one thing that you will want to
07:24 consider, and this is a side note because it has to do with shading.
07:28 But that is going to be using Rounding. You see here I have a 20 millimeter
07:32 rounded edge here. Let's actually increase that a little for
07:35 this, we'll go up to 50 millimeter. And there you can see that I get that
07:39 little bit of rounding happening and I didn't have to model that.
07:42 Again, for things like reflections or props that are going to be in the
07:45 background, not the star of your scenes. Using things like that will really speed
07:49 up your modeling process. So consider those work on making your
07:53 polygon seen without being visible themselves.
07:57 It's kind of like special effects in movies.
07:59 You know they're good when you didn't know that they were there.
08:02 With good Polygonal Modeling, you know it's good when you don't see them specifically.
08:08 So using those kinds of techniques you can use Polygons really to their best advantage.
08:13 They're quick, they render fast, and for creating simple, solid body objects, they
08:17 can be a very good choice to get your modeling done quickly and effectively.
08:22
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Selective subdivision
00:02 In this video we'll have a look at how we can use regular polygons without
00:05 subdivision in order to create good, clean, rounded surfaces Now this is a
00:08 process that I like to call selective subdivision, because you have actual
00:12 selective control over where the subdivision happens, up to creating
00:15 things that are almost as completely subdivided as a subD object.
00:22 But often times when we're dealing with polygons, we want to create things that
00:25 are more simple, will leave big open areas of flat polygons that are
00:28 unsubdivided, that will save on render time and will also ensure that we have
00:32 nice completely flat surfaces. So to look at that lets go here to our
00:38 basic tab. I'm just going to create a cube by Shift
00:41 Clicking on the cube itself there. And let's select these front places here
00:46 and get rid of them. And then I'm going to press the F key to
00:49 flip these around inside-out. And we're going to create kind of a
00:51 simple stage here. So, I'm going to take this and I'm going
00:54 to move it up five hundred millimeters so that it's sitting right on the ground plank.
01:00 And now before we do any actual subdivision here, let's go ahead and take
01:03 this and right-click and duplicate it, and that will give us a version that we
01:06 can use with regular sub Ds and a version that we can do selective subdivision on.
01:13 So, if I want to make this a set for a model, I would want to take these
01:17 background edges here, these ones here, and round these a bit.
01:23 So, let's hide one of these. And I'm going to select all of the edges
01:28 in here. And b for the bevel tool.
01:32 And then I'm just going to drag this out. And I'm going to use a relatively low
01:35 round level. Let's go one higher than that.
01:37 Let's go up to two, and then, I'm going to drag this out 250 millimeters.
01:42 So, I get a nice, even, smooth, rounded background and this, like I said, is
01:46 something that we're going to subdivide. So I'm going to go ahead and press Q and
01:52 Shift Tab to subdivide it, so that we get a nice and smooth and rounded, okay.
01:57 So now let's do a similar kind of thing with our polygons and selctive subdivision.
02:02 So, in order to see this a little bit better, I'm going to go up and I'm going
02:05 to change my background and inactive meshes to wire frame, so that I can see
02:08 them but they're not going to be getting in the way.
02:14 So, let's go back in and once again, I'll select all those three of those inside edges.
02:18 Press B for the bevel tool. And now I'm going to increase my round
02:21 level to something like six. And let's drag that out again to 250
02:25 millimeters so that they're the same size.
02:29 Notice they'll be very slight difference in the rounding here, and we'll get into
02:32 that in just a moment, actually. And for what we're working with, the
02:36 polygonal version here is actually going to be more precise.
02:39 So, let's increase our round level even higher, we'll go all the way up to eight,
02:43 so that we're guaranteeing really nice smooth subdivision along here and a good
02:47 clean shape. So, we're at 250 millimeters, let's go
02:52 ahead and drop the tool and replace that. All right, so in order to see how this
02:58 looks, let's go ahead and hold Shift, and I'm going to put a little sphere in the scene.
03:04 So, let's go ahead and scale that down a bit, maybe to about 30%, nah, even
03:08 smaller, 25%. And drag that up, just a little bit so
03:13 that it's sitting on the ground plane. All right, there we go.
03:19 So now, right now, I actually have two backgrounds and we'll look at how these
03:23 both render. We're going to change one of the settings
03:30 on the background material. So first, I'm going to apply a ball
03:32 material here, so that we have a little bit of color difference.
03:36 Let's go ahead and make the ball red. Let's click Okay.
03:39 And now, I'm going to go to this background, and let's go in and change
03:43 our diffuse roughness to 100%, and our specular to zero, and that's going to
03:47 insure that we have a nice, clean, flat even background.
03:53 All righty, and last thing that I'll do here so that we get some fill light is
03:56 enable globe illumination, and turn off ambient intensity.
04:00 Okay. So, here, we can see our ball sitting in
04:04 our scene. And this currently what we're looking at
04:08 is the sub-divided one, the Sub D one, so this one is actually done with regular
04:12 Sub Ds. Okay, so let's go ahead and render out a
04:16 shot of that. And let's zoom it up to 100% so we can
04:21 see it. And there we go.
04:24 So, looks nice, good and clean, we don't see seams or anything in the background,
04:28 and that's fine. So let's go ahead and hide that one, and
04:31 turn on the regular polygon one, so the one that's done with selected subdivision.
04:36 You can go ahead and render that again. Now we'll notice something here actually
04:40 if we flip back and fourth between the two, let's go up to 100% on both of
04:44 these, you'll notice that the shadow on the polygonal one lays a little bit flatter.
04:50 So, you can see that the shadow moves up here.
04:53 Its not as high there. So, the reason for that is, if we go into
04:57 our model quad view here and we look at a side view, let's go ahead and hide our
05:02 sphere and bring in both of these. Now we can see that with the subD'd one,
05:10 it doesn't level out right here at that 250 millimeter mark, which is where that
05:15 bevel is. And that's because of the way that subD's
05:19 will pull on the adjacent polygons. You can see that it actually doesn't
05:24 level out until it gets all the way down here.
05:28 Now we can go in and add in some extra edge loops and some things like that, in
05:30 order to flatten this out. But that's also going to cause some
05:34 creases to appear in our backdrop. So, you can see here with this kind of
05:37 thing, we're getting much more precision and we're getting a nice flat surface to
05:40 work on. So, you would think that typically you
05:43 would do something like this and subD it, so that you get something nice and clean.
05:47 But remember that those polygons are going to be more precise when it comes to
05:50 things like simple, rounded, bevel edges. So really, this is just a large version
05:57 of a small, beveled edge. So this selective subdivision also works
06:01 in more than just things like regular, just basic polygonal shape here.
06:06 Let's go ahead here and make a new scene and I'm going to drop in a cube and you
06:11 can do this by kind of hinting at the shape that you want to get.
06:16 So, I'm going to go ahead and bevel this out.
06:19 I'm going change my number of segments just to one, or two, rather, so that I
06:24 get one in the middle. And what I'm going to do here is, let's
06:30 take this entire thing, and move it up. Half a meter, 500 millimeters so that
06:35 it's sitting up there. And now I'm going to do is take this
06:39 front edge and pull it down. And I'm going to take this edge here and
06:44 pull it down, kind of a little bit, so that it's leading that and giving us the
06:48 idea of a curve. Now, this is the kind of thing you would
06:52 do if you're going to convert this to subdivision surfaces.
06:54 You want to kind of lead the polygons. But this also works very, very well when
06:58 you're dealing with selective subdivision.
07:00 So, I'm going to select the entire loop there, press B for my bevel key, and I'm
07:03 going to drag this out. There we go and let's increase our round
07:09 level, and we'll leave it there. That's pretty good.
07:14 Okay. So now, you can see that I've created a
07:16 nice, clean round. Now looking at the profile of this,
07:19 depending on how close you get to it, you may start to see faceting in those polygons.
07:24 But if you're seeing the entire object, probably not going to happen.
07:27 So, this again, will be very useful when you're working with the form of something
07:30 that's going to show up in a reflection, something that's a prop, something that,
07:34 you know, perhaps your main object is sitting on top of.
07:38 Doing this kind of rounding is going to be very nice because it's going to give
07:41 you good, clean, crisp rounding. It's going to ensure that you still have
07:45 a flat surface where you've designed flat surfaces, and you can still go in and get
07:49 extra rounding by going to your edges. Selecting, edge loops, so I'll select
07:55 them all the way 'round here. And then, using your edge Bevel,
07:59 obviously, I don't need quite as much on the Edge Bevel there, I'm just going to
08:03 go to a level of two, and I'm going to drag that out, and there, you can see,
08:06 I've got nicely rounded edges. So, you can see, if we go to the Render
08:14 view that we get that nice rounding happening.
08:20 We have a nice flat edge on the top here. And if this is getting a little bit too
08:23 abrupt in how that breaks off, you can also go in here and do the same thing
08:27 with an edge loop round the top, and just in a little bit of extra rounding, to
08:30 smooth that off. You can see that either in the rendered
08:35 view, or you can see it here in your unshaded view.
08:39 Now I didn't actually round that enough here, but you can go in and a few extra
08:42 edges to round that off. So this kind of selective subdivision
08:47 will allow you to have good, clean, flat lines without having to use subdivision surfaces.
08:53 So if you look at this, this is only taking up 956 polygons in open gl, 956
08:56 triangles is what that actually equates to.
09:00 The actual bit here is only 462 quads and there are some N-gons on the front and
09:04 the back, so something to remember. Those N-gons aren't really too important
09:09 in a case like this, but good to know that they're there.
09:12 So, use selective subdivision, it will help you to make you polygonal models
09:16 appear more smooth, and it can save you a lot of headroom on your rendering in the
09:20 end when you have many objects that would be Sub D'd.
09:25 If we go ahead and Sub D this, I won't worry about fixing the ends.
09:28 You can see this automatically jumps up to 15,000.
09:30 So if I only have one of these in a scene, it's not going to affect my render
09:33 time too much, but as you place more and more objects that have some rounding on
09:36 them, using selective subdivision is going to save you thousands and even
09:39 millions of polygons in your finished render, and that's going to cut your
09:42 render time down dramatically.
09:46
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Smoothing polygons
00:02 In this video we're going to look at the Smoothing settings for your polygons and
00:05 how they can be used to create nice rounded edges, without even having to
00:08 model those rounded edges, even at a polygonal level.
00:12 So let's take this object here and I'm going to start.
00:15 I've just got a simple cube so I'm not going to worry about duplicating it.
00:18 I'm going to select all of the edges here.
00:21 Let's actually go over to a quad view. It'll make it quicker to do this.
00:24 So let's select all of our edges and press the B key to bevel, and let's go
00:29 ahead and bevel this 25 millimeters. There you go so 25 millimeter bevel.
00:38 Okay now lets go back over to our model view.
00:41 We can see we got those nicely rounded corners.
00:43 Right, so now lets go ahead and create another cube.
00:46 And this one I'm going to convert to sub these and go in and add some extra edge loops.
00:52 So I'm going to add them going around it. Like a belt, going around this way, and
00:58 going around that way, and that's going to create a cube there too.
01:01 And then I'm going to hop over to my items, and move this one over, so I can
01:04 see them next to each other for comparison.
01:08 And then the last thing that I'm going to do is create one more cube, which I'm not
01:12 going to do anything to at first. Let's move over there, so that we can get
01:17 a good, solid comparison between the three of them here in our views.
01:22 So, one thing you'll notice is that this one here appears to have much more
01:27 rounded faces than the other ones. So, I'm just going to select all of the polygons.
01:33 That are around the face sides here. Bevel those in, just slightly, and that
01:39 will fix that issue, and you can see now that we have nice, clean flat tops on there.
01:45 This one appears more rounded, the polygonal one appears more rounded that
01:48 the sub d one. We won't worry about that for the moment,
01:51 but you can just visualize the way that this is actually working, so we see
01:54 rounded, rounded, and, for the moment, very hard edges here.
01:59 So let's go over to the Shader here and the Base Material, and look down here at
02:04 our Smoothing Angle. So, right now our Smoothing Angle is at
02:08 40 degrees, so that means that any Angle that is less than 40 degrees is going to
02:12 appear to be rounded. So if I take this and dial it up,
02:17 nothings going to happen til, if we're looking at this left hand cube, nothing
02:20 is going to happen until I hit 90. At which point it's going to try and
02:25 smooth all the way around that object. Now you can see, it, it's trying to make
02:30 something kind of spherical out of a cube, which is obviously not going to be
02:33 quite what we want. You can see there's a big problem with
02:37 the way the specular highlights go around those corners, things like that.
02:41 So not going to be what we want. But we can use this effect in order to
02:44 get Nicely rounded corners without doing any actual subdivision, just by adding in
02:48 a little bit of polygonal geometry to help.
02:52 Now, just like the cube in sub-d's needed extra polygons in order to make this a
02:55 cube, and not a sphere, same thing goes with rounding.
02:59 So I'm going to take my rounding here on my smoothing, and I'm actually going to
03:02 turn it all the way up to 180 degrees. And now what I'm going to do is go into
03:08 this object here, select it. And in polygons, I'm going to go ahead
03:13 and add in, let's go with about 2%, and add in some additional geometry that way,
03:18 that way, and that way. And now you can see that we get rounded edges.
03:25 Now, this will start to break down when you look at corners because you can this
03:29 is still just a hard edge. But whenever you're not considering
03:34 those corner points, this can be a very nice way of getting good, smoothing
03:39 happening on your very low polygon objects.
03:44 So this one you can see we're looking at 54 polygons, this one here is 198, and
03:49 this one is going to show much lower, but it's showing only 54 polygons.
03:55 But really it's about 1700 in open GL, because the subdivision surfaces are
04:00 actually smoothing out and adding in polygons even on these flat faces, where
04:04 it's not needed. So this is something to keep in mind as
04:10 you work with your polygons: Remember that your simple rounding can happen here
04:15 inside of your Base material for each object.
04:20 And that is just found in your Material Ref and down at the bottom with your
04:24 Smoothing Angle. Now another thing that you can look at
04:27 here, and let's turn this back down, is your actual rounded edge width, but this
04:30 only takes place at render time. So I can turn this up to, say 25
04:34 millimeters, like I have on this other one and it's not going to show anything here.
04:40 But when we go over to our shaded version, you'll see that we're actually
04:44 getting that rounded appearance, and it's appearing here and there.
04:49 So, this is good to use, if you're going to be needing it at render time, but, if
04:53 you're not going to be needing at render time, a lot of the applications for this
04:57 can be real-time, not using that and using a smoothing angle will affect how
05:01 that works. And you can see, you get actually a very
05:06 similar effect. So just remember, your smoothing angle is
05:08 very important when you're working with polygonal modeling.
05:12 If you just leave it at default, you're missing out on a lot of options that you
05:15 have for creating good, believable surfaces with straight polygons and not
05:19 sub division surfaces.
05:22
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3. Modeling with SubDs and PSubs
The benefits of SubD modeling
00:02 In this video, we'll look at some of the benefits of modeling with Subdivision Surfaces.
00:06 So, I'm going to start here by creating two simple cubes.
00:08 So I'm just going to hold Shift and click twice on the Cube tool, and that will
00:12 give me two unit cubes, so one meter cubes.
00:16 So I have one here that I'm going to use subdivision surfaces on and another one
00:19 that I am going to manually subdivide. So let's start here with the second one,
00:23 which we'll manually subdivide. And I'm going to press Shift+D.
00:27 Now, you can also press D to just subdivide, but when you press Shift+D, it
00:30 actually gives you the options here to change the way that you subdivide.
00:34 You can choose Faceted, which will keep all of the polygon faces flat, and then
00:38 just add division, so dividing to look like a Grid, Smooth SDS and Catmul-Clark.
00:44 These will all give slightly different verges.
00:46 Since I'm largely going to be working in the PSubs, or the PSubs or the
00:49 Catmul-Clark subdivision surfaces. I'm going to choose Catmul-Clark so that
00:52 I get a good approximation. So you can see there I've got that
00:55 subdivided and I'm just going to subdivide it one more time.
00:59 And that will me a kind of level two subdivison for my subdivision surfaces.
01:02 Now let's hop over to the regular cube and press Shift+Tab to put it into PSubs.
01:07 And you can see that by doing that with the default I'm at level two and so I
01:11 should be getting pretty much. And exact approximation of what I've got
01:17 by smoothing my polygonal mesh. So you can see that when I select this
01:21 phase, you can see all the other phases are working together there.
01:26 All right, now, as I'm working with sub dees/g, the big strength is that I can
01:29 get smooth surfaces. And that I can control the amount of
01:32 smoothness, kind of at will as I model. And as I choose the Render, I can adjust
01:37 that smoothness without effecting the underlying model.
01:41 Now if I were to go in and take this cube that's underneath that's been smoothed, I
01:44 can obviously add more subdivision. Let's press shift D one more time, and
01:48 increase that another level. And you can see it's actually now
01:51 exceeding, the smoothness of the subdivided surface.
01:55 But with the subdivided surface, I can just turn that up on the fly and adjust.
02:00 So over here in the Properties and under Mesh, if I go down lower I can see that I
02:03 have Mesh, and then I have Subdivision Level, and Render Level and
02:06 (INAUDIBLE)
02:10 These will have to do with regular subD surfaces, so just pressing the Tab key,
02:13 which will put you into Subdivision Surfaces.
02:16 The Catmull-Clark subdivision will deal with Shift+Tab, or the PSubs, style of subdivision.
02:22 So if I click that just up to a level 3, you'll see that this now completely
02:25 aligns with the surface underneath. Now, this subdivision level also will
02:29 change, depending on my render. So, if I rendered this right now, it's
02:33 actually going to render more rough than it is currently.
02:36 It's going to render back here at a level 2.
02:40 So one thing to make sure to look for as you work, is that as you're previewing
02:43 this, you know what you're previewing and then what you're going to render.
02:47 You can easily get your subdivision level up high, go do all your modeling and then
02:50 and go to Render. And it's going to look like garbage
02:52 because you don't have enough subdivision level on your finished render, but it's
02:55 an easy fix. You can just go back in and change the
02:58 Render level. So we'll go up to three here for our
03:01 Render level as well. Now the real place that subD's begin to
03:06 shine is when you need to make edits to your model.
03:10 Now if I wanted to simply flatten off the top of this rounded cube, I could do it
03:15 in one of a couple of ways. I could either simply select a couple of polygons.
03:21 Run the Loop Slice tool, and run a Loop Slice up along the top, and then a Bevel
03:26 up on the inside here. And that will give me a nice relatively
03:32 crisp edge. Now the other way that I can do that,
03:35 let's just back up here is to take this selection on the top.
03:39 Now you're going to select the entire boundary.
03:41 You can hold Ctrl and then click on Edge and it will change your selection set to Boundary.
03:46 And then press Shift+W to go into my Vertex Weight Map tool, and this will
03:49 allow me to weight the edge and give it a certain amount of strength.
03:54 So at zero, it's going to be completely rounded or completely smooth by the
03:57 Catmul-Clark Subdivisions. And then as this increases it's going to
04:01 sharpen all the way up. And I'm going to go up to 30% which will
04:06 put me at a completely crisp edge. So either one of those ways will work in
04:12 order to get a more creased edge. And it just depends on the modeling work
04:15 flow and the type of crease that you're looking for, that will decide how that works.
04:20 Now, if I wanted to make that same edit on the polygonal model, obviously this is
04:24 going to be significantly more difficult. I could select the polygons on the top,
04:30 increase my selection, change my Fall-off to a Soft Selection fall-off, go to the
04:36 Scale tool. Oh, gosh, let's just flatten this down
04:41 flat, make sure that my, I have negative scale turned off.
04:46 and then I can scale it out, cause this is all things that would be handled by,
04:50 working in suD's, so scale this out a little bit.
04:54 And gosh, I'm going to have to increase my Radius, and I have to take the whole
04:58 thing and move it up. Okay, and still not quite perfect, so,
05:02 you get the idea. In order to get this kind of a sweeping
05:06 change to a broad surface. It's very difficult once you've
05:11 subdivided a polygonal mesh. So, this obviously is not going to be the
05:14 way to go. because I'm not going to get it perfect,
05:17 and it's going to cause me a lot of problems.
05:20 Now, one thing that I can do with these polygons is I can always take these and
05:23 put them into subD's. And oftentimes you will work with SubD's
05:27 at a lower level, something like this. And then when you go Add more detail,
05:32 you'll increase the subD level of the underlying mesh tape, so by adding more
05:36 polygons underneath. And then that will give you more control
05:40 over the continuity of the subdivided, smooth surface.
05:45 So, in short, working with subD models will give you the ability to create
05:49 clean, smooth surfaces that are free of the look of Faceted polygons.
05:54 As they are on Smoothed polygon meshes will also allow you to edit those meshes
05:59 once you've completed them. And then you can more freely adapt and
06:03 change the shape of the model as you work.
06:07
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PSubs and SubDs
00:02 In this video, we'll have a look at the difference between regular SubDs, and
00:05 PSubs, or the Catmull-Clark Subdivision surfaces that are a part of Modo.
00:09 I'm going to start creating two cubes, so hold Shift and click on the Cube tool
00:13 twice there, and on the first one, I'm just going to select it and press tab.
00:19 And on the second one, I'm going to press Shift+tab.
00:22 Okay, and you'll notice right away that there's a little bit of a difference.
00:25 In the actual polygonal structure, once it's been subdivided.
00:30 My regular SubD mesh is smaller and it's pulling in tighter.
00:35 My Catmull-Clark subdivision mesh has rounder edges, so it's done a better job
00:40 smoothing out and giving me a spherical shape out of that cube.
00:46 Now there are going to be more differences here which we'll see when we
00:49 move on to a different shape. So I'm going to go ahead and create a cylinder.
00:54 Let's hide our two cubes here. And I'm just going to move over into
00:59 Edges, select, select all the edges down through the cylinder here, Loop, Delete.
01:07 And now I'm going to duplicate this one, so that I don't have to do all the
01:12 deletions of my extra edges here. And the first one here are cylinder
01:18 number two to just keep continuous. I'll press Shift+tab and put it into PSubs.
01:24 And on this one I'll just press tab and put it into regular SubDs.
01:29 So, if we look here on the top, this is obviously in both cases not the way that
01:32 I would leave a model when moving it on to a finished production phase.
01:38 Neither one of these is really preferable for a finished look, because of the way
01:42 we are getting some distortion on the subdivision.
01:46 Look, however, at the tops. And this has to do with how PSubs, or
01:50 the Catmull-Clark subdivision services, deal with nGons, versus how they're dealt
01:54 with, with the regular sub views. Now, you can see, that in this one, we
01:59 have some starring going on, this is the PSub one, and it looks a little bit like
02:02 it's pulling around the surface, and overall, relatively uneven.
02:09 However, if we look at the other cylinder here, you'll see that it is much more pronounced.
02:15 I'm getting much sharper creases around the vertical subdivisions.
02:19 And the starring on the top is much, much worse.
02:22 So let's have a little further look at this by adding in a couple of loop slices.
02:29 Set that to two in symmetry, and I'm just going to pull these all the way out to
02:33 0.5 and then I'm going to do the same thing with my second cylinder, and then
02:37 we can, here let's just take a look at these side by side.
02:46 Just take one of these and move it over. And now I'm going to hop over into my
02:50 model view and then look at the two of these side by side.
02:54 So, if we look here, this is our standard SubDs on the right.
02:57 And our Catmull-Clark SubDs on the left. You can see that even when we clean this
03:08 up a bit, the starring is still more prevalent on the SubD version as opposed
03:12 to the PSub version. So now what I'm going to do is, let's
03:16 take both of these together, and I'm going to bevel inwards a little bit to
03:20 give myself a little bit of rounding. And there you go, you can see that, even
03:26 with proper treatment of the nGon, which we'll cover in another video, you can see
03:30 that this one, the PSub one, is doing a better job of rounding on the corners.
03:37 You can see that we're getting a more continuous rounding on here, and here, it
03:41 looks a little bit more broken and the shading looks a little bit more uneven.
03:46 Okay. Now, there are some places, however,
03:49 where you'll want to use regular SubDs. And typically when you're dealing with,
03:54 in the Shader Tree under Render and under Settings.
03:58 And here on the bottom under Geometry, and when you're dealing with adaptive
04:01 subdivision, and that's going to be higher subdivision levels at render time,
04:05 you'll want to use regular SubDs. That's because they are more predictable
04:11 and they behave better with that option turned on.
04:16 So Adapter Subdivision, if you don't know the resolution that you're going to need
04:20 to render at, and you are divided on which on to use, I would say use the
04:23 regular SubDs, because you're going to get a more predictable result, when
04:26 you're looking at your finished render. So, let's go ahead and delete the two
04:32 extra edges that I've placed at the bottom of these cylinders.
04:36 And we'll look at this one here, which is in PSubs, versus this one is in SubDs,
04:40 and what I'm going to do here is on the PSub one or other let's start on the SubD
04:45 one, so you can see the difference here. I'm going to take this bottom edge, press
04:53 Shift+W to turn on my Edge Weight tool, and I'm going to weight this.
04:58 And if I go anything less than 100%, so 90% you can see, starring get's really
05:02 bad, it's having a really hard time rounding off this surface.
05:07 If I go up to 100%, I should typically be okay.
05:10 But it's going to run into some problems otherwise.
05:12 Now, on my Catmull-Clark, or PSub one, if I press Shift+W, at 100%, you can see
05:17 it's very nice and sharp. And as I back this down, you'll see that
05:21 it's going to retain its sharpness, all the way down to 20%, and that's because
05:25 Catmull-Clark subdivisions have an adaptive weight that's based off of the
05:29 subdivision level of the layer. So if you have a different subdivision
05:36 level in your on screen, that subdivision level versus your render level, you
05:40 should notice that it's going to be different between the two.
05:45 Now, the thing that I can do though here is, adjust this and I can get a better edge.
05:54 Now in this case, it's going to be relatively rough just because I'm dealing
05:58 with less polygons. This is a very low polygon count, but I
06:03 can go all the way say up to 19.5, and it's not causing a lot of distortion up
06:07 the mesh. Which it was here on the other one.
06:12 Now you will however always want to add support edges when you're using creases
06:17 like this, unless you're at full 100%. With the SubD ones, the non Catmull-Clark
06:23 ones, you will have a very hard time going anything less than 100%.
06:27 And then the final thing that I'd like to look at here with PSub versus SubDs is
06:31 that the PSub models have an option for what's called multi-resolution subdivision.
06:37 And this multi-resolution will allow you to have multiple versions of the model on
06:42 top of themselves. So if I, for example, have my current
06:46 level, that's the level that I'm seeing, set at level two, but then my subdivision
06:50 level set at level four. Well, let's back my current level down to
06:55 level two, you'll be able to see that I have several different versions here.
07:00 And I don't have to re-subdivide, I don't have to change anything, those versions
07:04 in those other levels are just existing here underneath.
07:09 And this will become a great asset when it's time to sculpt the model, because we
07:13 can sculpt at a low level, and then add detail at finer levels.
07:19 But only have to add those as we need to, and then you can always back down
07:22 your current level to a lower level so that you can see your objects.
07:27 More quickly and refresh more quickly with your graphics card as you continue
07:31 to work on other parts of your scene. So, in short, PSubs versus SubDs, often
07:36 times you'll want to use the newer PSubs, the Catmull-Clark subdivisions that are
07:41 achieved by pressing Shift and then tab. Versus the regular SubDs.
07:47 Regular SubDs are going to be a bit more useful when it comes to doing renders
07:51 that require you to use your adaptive subdivision, but other than that, I would
07:55 say you typically always want to go with PSubs.
08:00 When in doubt use PSubs. If you need to be using adaptive
08:04 subdivision think about doing regular SubDs, you're going to get a little bit
08:07 easier time with your finished render.
08:09
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Creating creases with support edges
00:00 In this entire video, I'm going to be using P Subs, so not regular Sub Ds, but
00:04 most of these things will also apply to regular Sub D models.
00:10 So, I'm going to grab this cube here, press Shift + Tab to put it into P Subs,
00:14 and now let's look at some of the ways we can achieve some more sharp creases on this.
00:20 Now, if I wanted to create something like a cylinder, I would want to create two
00:23 sets of extra edges. And that is because, when you're dealing
00:28 with subdivision surfaces, every edge from your unsubdivided model.
00:33 So we'll say this edge here. If you want to achieve a sharp edge or a
00:37 sharper edge, usually you're not going for completely razor sharp edges.
00:41 And because that little bit of rounding will add subtle realty to your models.
00:47 But when you're dealing with these edges and you want to sharpen them you need to
00:50 consider three different edges. Their needs to be the existing edge or
00:54 the edge that you're trying to achieve, and incoming edge so the polygons coming
00:59 into it and an outgoing edge the polygons out of it.
01:04 So, those two sets of edges are what will give you sharped crease.
01:07 So let's go back into P Subs here, and I'm going to start just by adding a loop slice.
01:13 Let's set my count back to one and my mode to free, and I'm just going to drag
01:16 this all the way up to the top. And now, I'm going to grab this polygon
01:20 on the top, press B for my bevel tool and then just pull that in a little bit.
01:25 So, maybe about ten millimeters. Now what you can always do here is
01:29 unsubdivide, and then you can kind of eyeball and see.
01:33 (audio playing) Oops, looks like I added in an extra bevel there.
01:38 Now, you can eyeball and see how close these are to each-other.
01:41 Now, if wanted to really line this up well, we'd probably want to take this
01:45 edge and just pull it down vertically a little bit, so that the distance here
01:49 through the side is similar very close to the distance here on the top.
01:55 Now, it feels exactly right or not it going to be very, very small distance, so
01:58 often not worth worrying about getting it exact, but just so you know, the closer
02:01 those are, the more even the curve is going to be incoming and outgoing.
02:07 Now, let's go ahead back in, push Shift + Tab.
02:09 And you can see that I've got a nice round here.
02:12 Now, my actual subdivision level is set relatively low at this point, so I'm
02:14 going to increase my subdivision level under Campbell Clark Subdivision.
02:18 Two, let's go to a level 4, and even with this very low polygon page, a level 4
02:22 subdivision is going to give you a nice, clean edge.
02:26 Okay, so here you can see, here is the existing edge, the edge that we're trying
02:30 to achieve. And here is the incoming edge, and here
02:34 is the outgoing edge. And obviously, if you want to argue, you
02:38 could always say that the polygons are going this way and then this is the
02:41 incoming edge. And that's the outgoing edge.
02:45 But you know, that depends on how you want to look at it.
02:47 Either way, you need both of those edges in order to achieve a good crisp surface.
02:52 So if, for example, I take out this edge, you can see there's really no way I'm
02:56 going to retain any kind of sharpness. And likewise, if I take out this bottom
03:01 edge, again no kind of real sharpness. Because now, all I have is my existing
03:06 edge with one secondary edge. So, those supporting edges are going to
03:10 be what adds rigidity to your models. So, if I were to for example, let's go
03:15 here and add in an edge over here. You can see now this edge is nice and
03:20 sharp, and that's the one that has incoming and outgoing.
03:25 But this one over here not so sharp, and that's because I don't have anything to
03:29 support it here. If I were to add in another edge over
03:32 here, now you can see that I've got a corner because this entire corner is
03:35 supported by incoming and outgoing edges. And in order to get a corner like this,
03:41 with three sides going into the corner, actually needs supporting edges in three
03:45 directions and it's both incoming and outgoing on the X, Y, and Z.
03:49 So, this can be a little bit confusing at first, I know, but if you take the
03:53 example of a cube, you can usually tell how these subs are working.
03:58 I'm going to complete the cube by adding a few extra support edges so, I'll just
04:01 put one over there. And I'm going to put one over there.
04:06 And one down there. And that should just about do it.
04:10 Now, the dead giveaway always if you're missing one of these.
04:21 So for example, if I take one of these off, you can see that I'm going to get
04:23 that weird rounding here, and it's not going to look quite right.
04:26 Now, sometimes you're going to want that little bit of rounding, and you want that
04:29 rounding on one area to be looser than another area.
04:32 So, it's important to remember that this is sometimes what you want.
04:36 Be careful though, make sure that you've got it when you need it and now when you don't.
04:39 The rule of thumb is if it looks kind of funny and you see a pinched edge like
04:43 this, where a vertex is shooting way off, you're probably one loop Slice short.
04:49 So, adding in that one loop slice will typically clean up your entire model,
04:53 will clean up all of those pinching vertices.
04:57 And give you a nice, clean surface to work on.
04:59 So, adding support edges to crease your subdivision surface models, typically has
05:03 to do with finding the edge that you want to achieve, adding an incoming edge, and
05:08 then adding an outgoing edge to get a good crisp corner.
05:14 And if you're looking for curve in one direction, leave out either the incoming
05:18 or outgoing edges and that will give you something nice that's still contains an
05:23 overall sharp form, something like this, but will give you that little bit of
05:28 smoothness on your sub D model.
05:33
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Creating creases with edge weighting
00:02 In this video, we'll look at adding edge weights in order to get sharp creases in
00:05 your subdivision surface models. So, in order to get edge weights to work
00:10 correctly, typically we'll want to work in p-subs.
00:15 However, there is something else to consider when we're looking at p-subs,
00:18 and that is the actual subdivision weight.
00:20 So if I look at this mesh, you can see that it is a subdivision level of 2.
00:25 I'm going to increase that to a subdivision level of 4 so that I get a
00:28 nice rounded surface. And I'm going to select just a single
00:31 edge, and press Shift+W, and that will put me onto the Vertex Map Weight tool.
00:36 Now, if you click and nothing happens in your Viewport, you might not have your
00:40 Vertex Map selected. So go to List, Weight Maps and select Subdivision.
00:47 Now, if you have other Weight Maps going on, and this is where you could get off,
00:49 and you might not be affecting your subdivision weight by doing this.
00:53 So you can see, as I pull on this, that I get a sharp crease with anything above 40%.
01:00 And that's because you can take the actual subdivision level, in this case 4,
01:04 multiply it by 10, and that's going to be the percentage you need in order to get a
01:08 completely crisp sharp edge. So if I decrease that, now when you get
01:13 to something very close to the subdivision level, say like 38%, you'll
01:16 start to notice some weird faceting around the edge.
01:21 And if I deselect this edge, you see, it still looks creased, even though it's
01:24 trying to be rounded. Now, and that's because there's not
01:29 enough supporting geometry to give us that slightly beveled corner there.
01:33 So if I take this, and let's go ahead to my layer here and duplicate it.
01:38 Let's hide the first one. And if I were to take this and go up to
01:43 Geometry and Freeze, you'll see that the geometry is still evenly spread.
01:49 So, even though I'm adding weight here in order to sharpen this, it can't pull my
01:53 geometry towards that edge in order to give me more rounding.
01:58 Now, if I were to take something a little bit less extreme here, so let's go back,
02:03 select that edge again, Shift+W. And let's go down to something say about
02:09 half of our subdivision weight, so maybe 20%.
02:12 Now you'll notice that this is working relatively well, and that's because my
02:15 shading angle isn't having as much of a hard time shading around that.
02:20 However, if, let's duplicate this again, if I were to take this and once again
02:25 freeze it, you'll see that I still have the same underlying polygonal construction.
02:34 Here is my cube that has the 50%, or 20%, but half of the full weight.
02:40 And then here is my cube that has about a 95% weight.
02:44 You can see that I really don't get much benefit from that reduced weight.
02:50 Now, if I wanted to get something that was softer than a sharp edge, but more
02:54 than, than this 50% weight, let's go back here and hide these, I would need to add
02:59 some supporting edges of some kind. And in this case, I'm going to select the
03:06 polygons and press D. Now you'll notice that I lose my actual
03:11 weight here. And if I go to my Vertex Map tool, you
03:14 can see that I actually lose that when I use that SDS Subdivide.
03:18 So let's undo that here. You can see there's my weight.
03:22 I'm going to press Shift+D, and make sure that I have (UNKNOWN) selected and do
03:25 that again. You notice, whenever I make that change,
03:28 I'm going to lose this weight. So, you don't want to be doing a whole
03:30 bunch of weighting before you get the proper subdivision level, or else you'll
03:33 have to go back and reweight it. So, now I'm going to press Shift+W, and
03:38 let's go in here, and now I'm going to go with that same 20% that I was using.
03:43 But now you'll see, I'm getting a much better surface here.
03:47 It's much sharper. And that's because now it has some
03:50 supporting geometry to help give me more polygonal division here.
03:55 Now, if I take this, and let's duplicate again, and let's hide that one, and let's
03:58 freeze this one again, you'll see the reason why I get so much better
04:02 subdivision is because I have a lot more polygons.
04:06 So here is my lower level one. Let's unhide that.
04:11 And you can see that I have a relatively low polygon count.
04:17 It looks like we're looking at about 3,000 polygons.
04:19 But if I go back to this one, it's looking much better, and it's giving me
04:22 more crease around here, it's still rounding it.
04:25 But I'm looking now at over 12,000 polygons, so its quadruple the size.
04:30 So, you need to be careful as you create weights with your geometry like this.
04:35 In order to achieve subtle rounding, it takes a lot of geometry.
04:38 So you have to be careful that you don't subdivide so much that you end up with
04:42 way too much detail in the end. So the key to creating good, sharp
04:47 cresaes with your Edge Weight tool and p-subs is to make sure that you have
04:50 enough supporting geometry, and then you consider the amount of sharpening that
04:54 you want to do. If you want to create less than half of a
04:59 completely sharp edge, so, again, let's have a look at that here, let me go and
05:03 remove some of these extra edges here. We'll go back to the base where we had it.
05:09 So if I wanted to create a completely sharp edge, then you're fine with a low
05:14 amount of geometry. And if I need to have a subdivision less
05:19 than half of the original, then you're also okay.
05:23 And then the other way is to increase you subdivision level.
05:26 You can do that either by adding subdivisions, or by going up to the
05:30 subdivision level and increasing it. I can go up to a subdivision level of 6,
05:34 and now you can see, I get a relatively nice crease here at 40%.
05:39 And I can probably increase a little bit, even to 50% at this higher level, and
05:43 still get a nice amount of curving. But that's because, one more time, if we
05:48 look at it, our frozen geometry is very, very dense.
05:52
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Modeling the soda can
00:02 In this video, we're going to have a look at how to set up the model for a simple
00:05 soda can that we'll later complete and add some details to.
00:10 And the first thing we need to do is get in a reference image, so we can have
00:13 something to base our model off of. And if you go into your scene files,
00:18 you'll find reference images and there is a can profile image.
00:24 Now, this is actually a 3D rendered image, and there's something important to
00:27 notice about this. And before I talk about it, I'm just
00:30 going to take it and drag and drop it right into my front view, in Moto, and I
00:34 have my can in there. And you can set up these images however
00:38 you'd like. I'm going to show you a few of the
00:40 settings that I use that seem to make it easier for me to be able to model these
00:43 base software reference. I'm going to turn on blend, which is
00:47 going to slightly anti alias the image makes a little bit cleaner and easier to
00:49 read, and depending on the image sometimes I will invert these.
00:53 Sometimes it gets easier to read. You can pick that based off of your own
00:57 perspective here, see how you like it. And one thing I'm also going to do is
01:01 turn up the transparency to oh, about 60%.
01:04 And that way I can see my wire frames through it a lot easier.
01:07 Now, as I was saying, there's something important about the way that this image
01:11 is set up. And if you'll notice, this is not
01:14 rendered as an orthographic view. And by that I mean there is some
01:18 perspective to it. And that's important because if you're
01:22 going to use a reference image of a real can, no matter how far back you step and
01:26 how far you zoom in, you're always going to have some perspective on that.
01:32 And this is something that if you go to, go in search engine and look up soda can
01:36 profile images, you're going to have this kind of a perspective that's going to appear.
01:43 Even in very good shots its going to have this subtle perspective, and I want to
01:46 show you how to get around that as you model.
01:49 So that you can compensate for that and get a good, nice quality representation
01:53 in your orthographic views. That then will look correct when they are rendered.
01:59 All right, so, with that said, I'm going to take my background image here and you can
02:03 either leave it or rename it. I'm going to rename it, because I'm
02:07 going to end up with more than one reference image here at the end, so can
02:10 profile, I'm going to call that image. And then I'm going to go over to my mesh
02:15 item, and select the cylinder, and in my top view, I'm just going to center up, my tool.
02:21 And I click and drag out, and see I didn't quite get that centered, so I'm
02:25 going to zero out my Z position. And what I'm looking for is aligning this
02:31 to the width of the can. And I'm going to align it exactly to it.
02:36 Now even though I know that eventually when I sub D this it is going to slightly
02:40 undershoot what I have with my polygons. I'm still going to model it out there,
02:45 and I can show you how to compensate for that once you've converted to sub D's.
02:48 And then I'm going to take my top view here.
02:52 And I'm going to even this out so I have the same dimensions in both my X and my Z.
03:00 In this case, 1.68 meters. This is actually a very, very large soda
03:06 can just because the way background image imported.
03:09 And personally, I never worry about this kind of a thing until the model is
03:13 completed, and then I'll go back and properly scale my can to a good size.
03:18 I think that's just something that is better left worried about once you have
03:22 the model completed. So there are a number of ways you can set
03:26 up this initial geometry. Some people like to give you, give
03:29 themselves the full height. I personally like to go and model with my
03:34 initial cylinder taking up the space of just the whitest part of, you know,
03:38 something like a can or a bottle whatever the case may be.
03:43 And then from there I'm going to bevel off of the top and the bottom in order to
03:48 continue this shape. You can if you want, pull this up all the
03:52 way and down all the way. I find that that leaves you doing more
03:56 operations and I would rather do things more quickly, since you end up with the
04:00 same geometry in the end anyway. So, I'm going to take this here, and I'm
04:05 going to leave just my default 24 sides and I set my segments to one, because I
04:09 don't want to have any additional segments right now.
04:14 I'm going to add those in later once I have my base shape done.
04:19 Okay, and a lot of this early on modeling I'm going to be doing in raw polygons.
04:23 So lets go ahead up here to the top, and I'm going to bevel, and we're just going
04:29 to pull up a little bit, and in. And I'm going to use two intermediate
04:35 bevels to create this shape, and at this point I'm just going to very roughly
04:40 eyeball them. I'm not looking for an exact match as to
04:45 what we've got here. I just want this to be something close.
04:50 Okay, so we'll go to there. And now I'm going to be looking, when I
04:53 get to this part, this is where that prospective comes into play.
04:56 And you can see that the lip here on my background, my reference images arching
05:00 way up. Here, but I don't want to match that.
05:04 I want to match my profile, because my profile is where I can actually read the
05:08 shape of the can. So in that case I'm just going to go up
05:11 to the top of the lip, like that, and just to make this read a little bit
05:15 easier, I'm also going to bevel inwards. Just a little bit.
05:21 That way when I do sub D this I'm not going to get this big rounding off on the
05:24 top here that you see on the bottom. So I'm going to unsub D again, and let's
05:29 go down to the bottom side and we're going to do pretty much the same thing
05:32 here so. I need to bevel this, and I need to do
05:35 the same thing with kind of two intermediary bevels here.
05:40 So I'm going to bevel in, and down, and in farther.
05:44 And there's a different type of curve on the bottom of this, so I want to make
05:49 sure that I'm following that. And you can see that I am opening this
05:55 slightly with the polygon. That's because once I get into the sub D
05:58 shape, I know that it's going to pull inwards a little bit and I'm trying to
06:01 kind of keep it even as it goes along the can.
06:04 I'm going to do the same thing here and I'm just going to pull in just a little
06:07 bit more, and there we go. So now I can back this out, and press
06:11 Shift tab to get into sub D's. You can see that I'm getting a lot of
06:16 rounding right here, so before I finish up this basic shape, I'm going to put in
06:20 a couple of loop slices. I'll put the count to two.
06:24 And I'm going to pull these up. Something like that.
06:29 We'll call that a deal, there. Okay, and now, I need to make some
06:34 adjustments, now that the sub D is turned on, to my general profile here.
06:40 So, let's start by pulling this part out, I don't have a lip yet, so I just want to
06:44 kind of aim for the inside of that. And occasionally its good to hop in and
06:49 out of sub D's because you want to see what you have.
06:53 Since I have this part straight, when I sub D you see it looks like it pulls in,
06:56 but I'm actually going to leave that pulling in a bit for right now.
07:01 Because when I go in to add more details to that lip, it's going to flatten that
07:04 out a bit. So, that's looking about right.
07:08 And let's see. We can just make some general kind of
07:11 scaling adjustments here. And I'm looking at my front view here on
07:16 the bottom left. And I'm using my perspective view to
07:19 adjust because I can zoom in and out as much as I want in the perspective view.
07:25 That's going to give me more control, over the tool, but then at the same time,
07:28 I can see it more closely over here. So I'll just make that.
07:32 And as you make these adjustments, remember to use your left and right arrow keys.
07:37 It will allow you to move between the different edge loops without having to
07:41 drop and reselect your scale tool, your move tool, whatever you might be using at
07:45 that time. So, let's just go down to the bottom now.
07:53 And let's got to that one. Scale that one in just a bit.
08:02 And now I'm going to unsubdivide just to see.
08:05 Okay, I've got a pretty flat angle here, so I'm going to leave this last little
08:09 bit because I know when I go to finish off this shape, I'm going to be creating
08:13 an indent on the inside and that's going to add some extra rigidity to this
08:18 inner edge down there. So there you go.
08:24 There's the rough shape of the soda can completed.
08:26 And using your reference image, you've gotten a good profile.
08:32 You're following the lines properly. And you're compensating for that
08:36 perspective, by looking at the edges and ignoring the middle.
08:39 And that's going to be a common thread throughout doing this kind of modeling,
08:42 is finding the best fit for your references, because references are never
08:45 going to be perfect. You want to model to make it it perfect
08:49 based off of imperfect references.
08:51
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Finishing the soda can
00:02 In this video, we're going to take the basic can shape and add in the details of
00:05 the lip on the top, the indents, also on the top of the can, and the indent on the bottom.
00:11 And we'll look at how adding these details is going to affect and pull on
00:14 the existing surface of your mesh. And how to make sure you make good
00:18 compensations that will keep your shape true to the original form.
00:22 So, if you'd like to follow along, you can open up the basic can one LXO file,
00:26 and you can follow along from here. So, let's start up here at the top with
00:31 the lip on the can. So, I'm going to zoom in here on the
00:35 side, and I'm going to select this entire row of edges here.
00:38 So select 2 polygons and press L, and I'm going to bevel these outward slightly.
00:44 This is going to be pretty slight and then I'm going to bevel again and I'm
00:47 going to scale these ones in relatively far.
00:51 And the adjustment that I'm making with this secondary bevel is the overall
00:55 rounded shape here. And you can see, I've gotten a little bit
00:58 off on my scale. So, you need to look past to the
01:01 reference, and see how that rounding is looking.
01:06 So, that's pretty close. And the last thing I'm going to do here
01:10 with the lip is to take this edge here and move it upwards.
01:14 Now, if I un-subdivide, you can see that this edge here is actually all the way up
01:19 and it's flush with that lip but if I take this and move it up.
01:26 Let's go ahead and go back to set these. If I move this up I can create a nice,
01:32 subtle bit of a, a little bit of a wrap here.
01:41 So that we get the feeling that this is tucked underneath just a little bit and
01:44 that will kind of help the overall profile of this field a little bit more
01:47 like it's been actually crafted out of a real material.
01:51 Now, once I've made that change, you'll notice that my lip itself is not quite as even.
01:56 So what I'm going to do is select this loop.
01:58 Again go to my move tool and just pull it up very slightly.
02:01 And that's going to even out the round on the top and the bottom of the lip to keep
02:05 it nice and even. All right, so in order to just get a nice
02:09 basic shape here what I'm going to do is I'm going to unsubdivide and I'm going to
02:14 select the polygon that's on the top, this n-gon.
02:19 And since I've added in this bevel now I have an extra edge here and I may end up
02:22 removing this edge when I add in more detail but for now we'll just leave it.
02:27 And I'm going to bevel straight down, and I'm going to go about half the distance
02:32 of the actual lip. So I'm going to center it up right in the
02:37 middle of the what's there and then I'm going to go inwards just a little bit.
02:44 And then up and in just a little bit. And then in order to keep this nice and
02:49 continuous and not have the starring artifacts on the subDs I'm going to go in
02:53 one more and pull that in to about there. So now, when I subdivide this, I get that
02:59 nice rounding here as we get that little bit of a lip and I'm going to go over
03:02 here to my model view, and I've got my model view, my model single view that is
03:06 setup in a very particular way that helps with kind of eyeballing how your overall
03:09 surface is looking. For this view, I have it set to reflection.
03:16 Now my shade options, I have my wireframe set to none.
03:21 And I also, if you go in here, in the Visibility, I have all of my work plane,
03:24 grid, backdrop, all of those things are hidden so that I just get a good clean
03:28 view of my object. I can zoom in on small details and really
03:32 get a good idea as to what's going on. Now one thing I do see here though is I'm working.
03:38 I'm actually going to go and increase my subdivision level to 3.
03:43 So that I get a little bit better read on these surfaces, and that's going to give
03:47 me a nice, clean look. And since I'm doing that, I'm also going
03:50 to increase my Render level, just so that I don't forget, when I go to render out
03:53 images of the can. So, now let's look down here, at the
03:56 bottom, and we'll do the same thing, or the same kind of thing in order to get
03:59 this bottom part finished. So, let's go down to the bottom here, and
04:04 since we don't have a good reference on this, I'm just going to bevel in and I'm
04:08 going to keep this even. And let's go in, and I'm going to go for
04:14 a diagonal, kind of an angle here, and then I'm going to pull this in, and.
04:21 This last bevel is going to set the pitch, the how much this rounds on the
04:25 inside here. So the more I pull this the softer this
04:30 inner angle becomes. So depending on the kind of can some cans
04:34 have a vary, kind of angled part right here.
04:37 Some cans really round off a bit. I'm just going to do mine about like that.
04:41 And again, let's go over to our Model view.
04:43 Now one thing to note is that in Modo 6.01, your perspective will be consistent
04:47 between your Model Quad view and your Model Single view.
04:51 So you can very easily be working on a part of a model, click over here and you
04:55 can see what it's looking like. In your non-wireframe reflective mode you
05:00 can see the continuity of the surfaces, then you can click right back to where
05:03 you're working without losing your place. So, now let's go in here and look again.
05:09 And you can see that, this didn't pull this edge out quite as much as I'd thought.
05:13 So I'm going to select this middle inside polygon, Shift, Up arrow till I get all
05:17 the way to there. And then I'm going to scale this outward
05:21 using the planer handle. I'm going to scale that to there.
05:25 And then I'm going to shift down arrow and I'm going to scale this part in just
05:28 a little bit to help that rounding, and I'm going to do the same thing on this
05:32 very last one. Right there, just to keep that nice and even.
05:40 And then I'll make one quick last look around at my overall can shape.
05:48 Looks like I'm actually a little bit on the wide side.
05:51 I'm going to go to the skill tool from the top view.
05:53 I'm just going to pull this in very, very slightly kind of about 99%, 98%.
06:01 Now there you go, this is lining up pretty well.
06:03 I'll take it back. Let's go to 99.
06:10 There we go, and there we go. That's lining up really nicely with the
06:13 edge of the can and the profile here. Looks good.
06:17 And there we go. So now we have a more detailed version of
06:19 the can, and if you are just using this for a product shot where you're just
06:22 showing one side of the can, and you're not going to be showing a high angle or
06:26 anything like that, you can consider this model completely done.
06:31 Now, if you want to add any kind of animation that would deform the shape of
06:34 this model, I would seriously consider adding in a couple of extra loop slices
06:38 down the middle. So just I'm going to set the count to
06:42 two, click Uniform, and I'm just going to drop in some extra loop slices.
06:46 And that will make it so that if I'm going to do something like bend this can,
06:50 so let's go here and try to bend, and if I wanted to do something like bend the
06:55 can, I'd want to have a few extra loop slices in there so that I can bend it
06:59 without it really causing some crazy deformations on here, making it look
07:03 really bad. So a couple of extra loop slices will
07:10 help, depending on what you need. So, again, if you are modelling this just
07:14 for side views, you're all done. And you are ready to take this off and
07:19 move on with your model.
07:22
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Dealing with difficult shapes
00:02 In this video we'll look at some of the more difficult and intricate shapes that
00:04 you might encounter when you're creating your models.
00:07 Now many times the models that we'll see for product visualization are going to be
00:11 clean smooth models. A lot of them are even going to be
00:14 relatively simple, and going to be simply things that carry graphics for
00:17 illustrations for packaging and for labeling and things like that.
00:22 However, there are going to be times when you have things that are going to be
00:24 significantly complex to model. kind of like the top of this can.
00:28 So let's look at the top of this can and the pull tab as an example of some of the
00:31 more difficult things that you might see when creating models like this.
00:35 I'm going to step over to the Model tab here.
00:38 And (audio playing) in your folder, the Reference images, along with the can profile, you
00:42 also have a can lid. And this is, again, based off of a
00:46 photographic reference. And this one is just traced so that you
00:49 have a more simple view to look at. And I'll let you focus in on the
00:53 necessary details. You can obviously use your own
00:56 photographic reference. You can take your own or you can find one
00:59 online pretty easily for something like this or for whatever the particular case
01:02 might be that you're modelling for your project.
01:06 So I'm going to take that and drop that into my top view.
01:08 And you'll see it appear as the background object.
01:10 And I'm going to make some similar changes to this one as I did to the first
01:14 background object. I'm going to turn on Blend.
01:18 (audio playing) I'm going to set my Transparency to about
01:21 70% and going to check and see if Inverting it helps on this one.
01:28 I think I am going to Invert that and then leave it like that.
01:31 Now, I do want to Scale this so that it properly matches the top of the can.
01:35 So what I'm going to do is go over to the top side here, Shift+Up Arrow until I've
01:39 got the entire lip selected. Shift+H to hide everything else.
01:44 And now I'm going to align my background image so that it fits with this model.
01:49 So, put it there. And I'm going to move it down just a
01:55 little bit. (audio playing)
01:57 And that's looking relatively close. Now you might notice that there is a
02:00 little bit asymmetry here. And we're going to do our best to model
02:03 around that asymmetry as we go. So let's go a head and unhide (audio playing) all
02:08 the rest of the geometry. (audio playing)
02:11 Go over to that mesh layer, view the unhide.
02:14 And what I'm going to do is, create a model.
02:18 That is based half off of this simple circle here that is on the top of the can
02:22 and use that as the basis to create the shape for the inset and then also the
02:26 shape for the inner ring. And then we'll make a secondary model
02:32 that would be the tab itself. And we're going to keep in mind that we
02:36 might want to animate this or create a model of this with the can open later.
02:40 So we'll keep this done so that we can do that.
02:43 So let's go ahead and cut (audio playing) out the top piece here.
02:49 And then paste it back in. And then I'm going to select the top part
02:54 of the can. As well as that top polygon, Shift+H to
02:58 hide everything else, just so that I get something a little bit easier to work
03:01 with and I don't see all of my background polygons in the way there.
03:06 So now that I have this top polygon all by itself, I'm going to go ahead and
03:10 scale it down just a bit so that it meets up with the bottom edge of the lip here
03:15 where this is going to be inset. And I'm going to get it close to the top,
03:21 but I'm going to leave it centered, so it's a little bit of, kind of a balance
03:25 that will go right there. So, it's slightly overlapping on the
03:30 bottom and slightly under lapping there on the top.
03:32 So, now that, that's ready, I will need to create the shape for the rest of this
03:38 inset here. Now, you might be able to do this with
03:42 fall offs relatively easily, but with a shape that's as complex as this, and I
03:46 want a good, nice clean line, I'm just going to do it with symmetry, and then my
03:50 Scale tools. So, I'm going to go ahead and select the
03:56 vertices all the way around that need to be moved in (audio playing) including the one's
04:01 top and bottom. And just use the Move tool.
04:05 And since I have symmetry on, this is going to keep everything nice and aligned.
04:08 I'll deselect the next row. (audio playing) And again.
04:16 (audio playing) So, each time I deselect a vertex I'm
04:21 looking to align in the next vertex in order.
04:27 And sometimes the top and the bottom will align at the same time, sometimes I'll
04:30 have to do one at a time. (audio playing) And after just a minute, and
04:35 notice here's that asymmetry. So what I'm doing is, no matter where my
04:40 handles lie, I'm looking at the left-hand side.
04:43 (audio playing) And I'm aligning it with the left-hand side.
04:49 Now, remember, this is going to pull in slightly when I convert it to sub-D's, so
04:52 we want to make sure that we keep a little bit of space for breathing room
04:55 around there. And actually, as a side note, this piece
04:59 is a sub-Dd object right now. But since it's not attached to anything
05:03 else, we're not seeing the sub-D to show up.
05:05 So if I take this shape now. Double-click on that edge.
05:09 Double-click on the inner edge for the lip of the can.
05:14 And then we'll just go up here to bridge (audio playing) and click on the View Port and
05:17 there we go. So at first, this isn't going to look any
05:20 thing like the actual shape. And not to worry.
05:24 We will unsubdivide that. And as soon as we start adding some
05:27 additional bevels here, this will make more sense.
05:31 So let's bevel this in just a little bit, and in like that.
05:35 (audio playing) And then I'm just going to bevel in a
05:39 little, tiny bit so that I can separate off this engon /g.
05:45 (audio playing) Now if I go ahead and sub-D that, you can
05:47 see that we have this shape starting to appear.
05:50 Now, there are a couple of different ways that these kind of shapes will appear on
05:52 this kind of an object. So sometimes it will have kind of sharp
05:56 creases at the top and the bottom, sometimes they'll have just one and not
06:00 the other, so it might have a bit of a soft edge there.
06:04 so, either way, you can model that, you can create that here.
06:08 I'm going to keep a relatively solid crease, here.
06:11 I'm actually going to get rid of that edge so it's not quite as dramatic.
06:16 There we go. So, now, the next thing to do would be to
06:19 create the inset cylinder that is going to be the inner part of the pull tab.
06:25 (audio playing) So let's go ahead and create another
06:27 cylinder that will be that piece and then we'll bridge the 2 together.
06:31 So I'm going to start with my cylinder tool here, and I'm just going to drag out
06:36 the right size. Let's move that up.
06:40 And again I'm looking at my left hand side of this just to keep my fact that
06:44 I'm asymmetrical, I'm going to keep that in check.
06:48 Basically, the idea here is that you kind of want to pick a lane and stay in it.
06:51 So if I'm looking at the left-hand side for one part of the model, I'm going to
06:53 keep looking at the left-hand side as I work on completing the model.
06:57 If you're looking at the right-hand side, then by all means, keep looking at the
07:00 right-hand side. So, now I'm going to select this, press
07:03 Shift+Tab to put it into Psubs. And now I need to align it with that top part.
07:09 Now, I could use snapping but really the quickest way to do this is to turn on
07:13 your Scale tool, set your your action sensor to element, click on the open
07:17 polygon that's up on the top. (audio playing)
07:22 Make sure that, negative scale is off, and then just grab that top handle.
07:26 (audio playing) Scale that flat, and you're good to go.
07:28 So now I can take this top polygon, (audio playing) get rid of that.
07:32 And now we're in the same place that we were with that inner piece.
07:36 Now we can do the same thing to get this lip in here.
07:38 So double-click here, (audio playing) double-click there.
07:41 (audio playing) Go to the Bridge tool (audio playing) and click
07:43 in the View port, and there you go. Now once again, this isn't going to look
07:47 like the actual shape until we add some bevels.
07:50 And you can do this either in or out of sub-D's.
07:52 I personally like to get out of sub-D's while I do this.
07:56 So leave sub-D's, go in, and select this polygon.
08:01 And I'm going to bevel this inwards just a bit here.
08:07 Something like that. (audio playing)
08:09 And then I'm going to go in just a bit more, and this is going to be what I use
08:13 to get rid of starring artifacts when this is subdivided.
08:17 So, there we go. Go ahead and subdivide that again, and
08:20 we're ready, we're ready to go. Now, there is one thing that I also want
08:24 to add in here, and that is the rim that would be where the tab is going to
08:28 separate if this is open. So what I need to do is actually add in
08:34 one additional section here. So I'm going to select this one, actually
08:37 let's get out of sub-D's one more time here.
08:40 I'm going to take this entire, Bring here (audio playing) and scale it out.
08:46 So you turn my symmetry off and let me just set my action center back to auto
08:51 and scale this out just a little bit and that should do it.
08:59 So now let's go back and subdivide. And I can select this entire loop and bevel.
09:04 And you can see that's going to snap to this shape, but this is going to leave me
09:07 to have a little bit of a problem here. So what I need here is an additional edge
09:11 so that I don't get this pulling away here.
09:14 So I'm going to go to a loop slice. Count of one.
09:17 Set it to free. And I'm just going to pull a loop in
09:20 relatively close. Maybe about there.
09:25 Okay. Now if I want, I could select this entire
09:27 ring, and just bevel it down, bevel it in, bevel it back up, and bevel it in.
09:32 And that's going to give me that real slight inset.
09:35 But I want to do this so that I have an open space over here that I can keep
09:38 connected if I want to separate this out and create the look of an actually open can.
09:44 So let's go ahead and select most of the way around here.
09:49 And let's see, let's deselect that one. I'm going to leave an off-centered couple
09:55 of polygons here and those are going to be what's going to hold the tab on there,
09:58 if this is open. So, I'm going to go ahead and bevel.
10:02 You'll notice that things are going to look a little bit funny here as we start,
10:05 but that's all right. And you initially want to make sure that
10:07 you've beveled in a little bit here and this is actually quite crucial.
10:11 If you just bevel straight down, you're going to be left with some strange
10:14 artifacts when you try to sharpen this. So let's bevel in just a little bit and
10:18 then I'm going to go straight down. Maybe, let's go down 2, and then I'll go
10:24 down 4, and I'm going to come in just a little bit.
10:29 Maybe 2 millimeters. And we go up.
10:32 (audio playing) Something like that, So I'm getting
10:37 almost up to the original surface. Now I could just bevel inwards to create
10:44 a more flattened top, but what I'm going to do instead of that is use loop slices,
10:48 so they slice through all of this, and will keep us from getting this rounded
10:53 edge right here. So let's set the count to 2, mode to symmetry.
11:00 And we'll just drag those out for about 10%, and 90% /g.
11:05 (audio playing) And there we go.
11:06 We click over to our model view. We can see that this has come out really
11:11 nice and clean. Let's go over to our reflection view port
11:15 and change our wire frame to none. (audio playing)
11:19 There we go. So you can look and see that we're still
11:21 getting a really nice solid top. All this area through here is coming
11:24 across really solid in spite of this indent here.
11:27 And this is going to read very, very subtlety.
11:30 You could also do this with a bump map. So just a side note there.
11:33 If you wanted to use a bump map you could.
11:36 However, that's going to not give you the option to animate or open the can the way
11:39 that you may want to, or have a morph so that they can is open.
11:43 So I would recommend, if you don't know how you're going to do it, it's a good
11:46 idea to go ahead and model it out. It's going to give you more flexibility
11:50 in the future. (audio playing)
11:52 So, last thing I need to do with this, is I'm just going to bevel this part down
11:55 and in just a little bit so that we get a little bit more offset here, and a little
11:59 bit more contour. (audio playing)
12:03 And the last part here, I'm just going to scale in that last bevel, so I don't get
12:07 my points here overlapping. There you go.
12:10 And that gives a little bit more depth to that part that's going to be knocked down
12:14 by the pole tab. (audio playing) So there you go modeling a can lid.
12:25 Getting the inset, getting the two pieces to align, and making it so that you can
12:29 have all that extra detail in case you want to do a higher angle shot.
12:34 And that will also help you when you're doing other things where you have two
12:37 different shapes that we have one inscribed inside of the other.
12:41 That kind of shape is really common in getting a good clean polygonal flow in
12:45 spite of this change in geometric shaping is going to be very crucial to creating a
12:49 good, clean product visualization image. And it'll keep your finished renders
12:55 looking nice and crisp.
12:57
Collapse this transcript
Creating holes in SubD models
00:02 In this video, we'll have a look at creating the pull tab for the can, and
00:04 the reason that we'll look at this specifically on its own is because it
00:07 covers some very interesting things about creating holes in your geometry, and so
00:11 that you have things that have continuous flow, but have areas in them that are missing.
00:17 So if you'd like to follow along, you can open up basic can three, from the content
00:21 folder, and, you'll be ready to go. So, I'm going to start by pressing N, to
00:25 get the new mesh layer, and I'm going to go ahead and just hide the can for now.
00:29 And then we're going to start with a simple circle, or a cylinder actually.
00:34 And one thing that you may notice is that the pull tab is even more off centered
00:39 than the rest of it. Again this was going off a photographic
00:43 reference, so the actual shape is off-centered, as the tab was slightly off
00:47 centered in that photograph. So again, we're just going to kind of get
00:52 this aligned as best we can, and once we do that we'll just again pick a lane and
00:56 go with that. So, let's move this over so we get this
01:02 kind of centered up on my cylinder. And that's looking pretty close.
01:12 All right, so I'm just going to scale this in, scaling the geometry a little
01:18 bit here. All right so, now that we have this open
01:22 part of the bottom done we'll take this and we'll move it up into place in order
01:26 to get the rest of the can here. Now unlike how we did the actual.
01:32 Inside of the can. For this part of the geometry, we're just
01:36 going to take the top section and move it up.
01:38 And that's going to leave us this big open edge on either side.
01:42 And that's going to be useful when we create the various pieces that need to be
01:46 missing and then reconstructed through the middle of the geometry.
01:50 So I'm going to pull that up to about the middle of there, use my Scale tool, and
01:53 I'm going to start with just the planar handle.
01:56 And we'll pull that out. And then I'll extend that out this way a
02:01 bit more, to the overall shape. And maybe just, maybe a little bit bigger.
02:09 And I'm going to be using the left-hand side as my guide here.
02:13 I think the right-hand side tends to pull away a little bit too much.
02:16 So I'm going to use the left hand side. As it seems to be a better fit for the
02:20 overall shape. So let's pull down to there.
02:23 And we'll go with something like that. Now last thing that I'm going to do here
02:29 is grab these two and pull those down just a little bit more.
02:33 And scale them out just a little bit. And scale out also these just a little bit.
02:43 Now, I could also do that with symmetry on and the Move tool.
02:46 But this is something that you'll see pretty often is making a generalized
02:50 scale or use a falloff in a Move tool in order to get the majority of the pieces
02:53 in place. The majority of the vertices of the edges.
02:57 Then go back and touch up the little ones to finish that.
03:00 So now that I'm going to select this, get my Bevel tool, and I'm going to bevel in
03:05 to get the top part of this inset cover. So lets go in to about right there.
03:12 And once more I'm going to take just these two vertices here, and scale them
03:17 in slightly, so that I get that shape a little bit better.
03:24 And now the last thing that I'll do here before actually cutting out the first hole.
03:27 Is take these bottom parts, make sure I get all these vertices at the bottom, and
03:32 I'm just going to move these straight up so that they start kind of align with the
03:36 bottom of the little horseshoe shape that's down here.
03:42 So we'll go for something about like oh, maybe like that.
03:47 Then I'm going to move a few vertices, and scale that a little bit more flat.
03:55 And move it up, now something like that. All right, now with that done, I can go
04:01 in and select this middle polygon, and just cut it out, so Cmd+X, and.
04:06 Let's see before I continue on here, I am going to go to my x symmetry, I'm
04:10 going to select this vertex here, and I'm going to right-click, and choose Slide.
04:16 And then I'm just going to slide it up, and the reason that I'm doing this is so
04:20 that I get less distortion on this big empty polygon here.
04:25 It's not going to really matter how this part comes down through the bottom,
04:28 because it's going to be rounded. So I'm just going to make a couple of
04:32 slight adjustments here that will let this rounding happen.
04:36 But then will give us a nice full even polygon.
04:39 And we don't have the big distortion that polygon there.
04:41 All right. So now with that done, I can take these
04:44 two edges and bridge them together. So we'll just go over here.
04:51 To the Bridge tool, and click. Make sure you turn off symmetry, because
04:55 if you have symmetry on, the bridge tool will not work.
04:58 And what I want to see is I want to be able to close off this geometry.
05:01 So, you can see here I have one, two, three, four, five, six edges on each
05:05 side, well I want to have. The same six on the top side.
05:11 So, that way I can bridge this to this, this to this, this to this, and that to that.
05:19 So, and the same will actually work up top, except I don't need to close the
05:21 hole on the top, I only need to close it on the bottom.
05:24 So with that done, I'll go ahead and drop my tool.
05:26 And then we'll go up here. We use a falloff with these vertices.
05:33 So, we'll go Falloff, set that to Cylinder, the Move tool and pull this down.
05:41 You can see that this is not quite giving us enough, so what I might need to do is
05:45 take the actual cylinder and extend it out a little bit wider, to get something
05:48 a little bit closer to start here. And then I'll go ahead and grab this
05:57 vertex on either side, move it back up, and then I'll do kind of the same thing
06:02 with the next vertex. So once again, we're just kind of
06:08 balancing out the vertices so that we get a little bit nicer flow through the polygons.
06:15 So there you can see if we go to the top view, here, that we have this part open,
06:18 so if I subdivide that, we get a nice round opening.
06:23 And at the bottom, we're initially going to just close this off again, and then
06:26 we'll delete some other polygons in order to fill this out.
06:30 So, lets go ahead, and I can double-click to select the entire loop, deselect the
06:35 edges on the sides, and then, then we'll go to Bridge, click, and I want to drag
06:40 that down to a nice, single roll of polygons and now we'll double-click on
06:45 the edges on the side, and press P. And press P over there, so now we have
06:53 some nice geometry. Now, once again, I'm going to go back to
06:57 my regular polygons, because it's going to be easier to create this
07:01 geometry as we go here. So what I need is, I need to create a
07:05 hole that will follow this contour right here, and then we'll extend the edges up
07:10 to get rid of the big empty space in the middle here.
07:15 So I'm going to start here with a loop slice.
07:20 And we just set our Count to one, and our Mode to Free.
07:25 And I just need to place a loop around the top of this.
07:31 Okay and now we select this edge. And I'm going to turn on a falloff.
07:41 Go with a Linear Falloff and turn on x symmetry.
07:45 Right-click and choose Slide and choose a Linear Falloff, and drag the falloff out
07:50 so that it gets zero influence in the middle and a 100% influence on the edge.
07:56 And then we'll just click and drag down, and we don't want to go too far, because
08:01 we don't want to have intersecting vertices here, but that should be pretty
08:05 close to start. And now, we'll just grab these vertices,
08:12 slide them back up. And these ones.
08:16 And in the middle here it's not going to matter as much if these actual vertices
08:22 slide or if they just move, because these parts are not going to be contiguous with
08:28 other openings, so they just need to be moved into the right place.
08:37 All right so, there we go. Here is our opening, I'm going to go
08:43 ahead and cut those polygons out. Now you could have not filled in those
08:48 polygons at the bottom, but it tends to help to have some helper geometry in
08:51 order to get good, clean edge slices. Sometimes it will work fine without them,
08:56 I usually make them just because I find it is a much cleaner workflow to have
08:59 some kind of helper edges to start with. So, let's see.
09:04 Now we're just going to take this part here and move it up.
09:06 As much as we can to fit. And let's turn symmetry off, scale that
09:12 down flat, scale it out so it lines up with the bottom.
09:17 And now we'll use the Edge Extend tool, which is Z, to extend up.
09:21 Shift click, extend up. And note that I do have the Scale Handles
09:25 turned on for the Edge Extend. because that allows me to move my edges
09:29 and scale them as I go. I don't have to drop the tool and go on
09:33 to a different tool just to scale up. And we'll go to right there about, and
09:41 that should do it. So, I'm going to turn my Cylinder falloff
09:48 on again, and just pull these back up. There we go.
09:52 So you can see if we turn on sub-d's, we've got a pretty good approximation.
09:59 You can spend a little bit of time going in and kind of massaging these vertices
10:02 into exactly the right position. I'm not going to take the time to do that
10:05 right now, but you get the general idea of how to create this geometry, so now
10:09 it's pretty simple. We take this, we go up to our basic tab
10:15 and thicken. Turn the Falloff off, and we pull this
10:20 up, proper amount for the thicken. And on a pull tab you would usually have
10:25 this part here is significantly more flattened.
10:28 So what I'm going to do is select all of these polygons right through here.
10:32 And I'm just going to move those down. There's also going to be kind of a lip
10:37 here as this part indents. So, we'll keep that in.
10:42 Let's pull that down to be nice and flat. And then I'll write a few extra loop
10:47 slices here just to add a little bit more rigidity to this so that it's not too
10:51 roundy feeling. One there, one around here, and then up
10:57 in here. And there you have it.
11:01 So, this way you can pretty quickly fill in geometry like this.
11:07 I'm going to bring my can back, and we'll just move this up into place.
11:15 want to move it so it's sitting right above the base mesh, and there you go.
11:21 So now we have our pull tab, and our main piece of our can.
11:26 All together and ready to go. Now with a little bit of extra work you
11:30 can easily go in, and massage the points to get something a bit more complex out
11:34 of this. So if you look here at this one you can
11:37 see that I've pinched this down a little bit more, and I've added the little
11:40 button part of the tab that is actually holding it onto the can.
11:44 And then here on the back side, I've even taken the polygons and I've made them
11:48 slide up just a little bit to give that area where your finger would go
11:51 underneath the tab to pull the tab. So again, that is just simple movement of
11:57 vertices at that point. Once you have the general shape and the
12:01 polygon flow down, then it's really pretty easy to go from a simple cylinder
12:04 or a circle and get nice, complex geometry, just knowing where to bridge,
12:07 where to attach your edges, where to use Edge Extend and things like that.
12:13 And remember, when you're doing something that has a relatively flat shape but just
12:17 is extruded into three dimensions, or in this case is thickened into three
12:20 dimensions, and it's a good idea to get all of your topology done first then thicken.
12:27 You'll save yourself a lotta time in extra work, you won't end up duplicating them.
12:30 So there you go, that's applicable to a lot of different areas where you might
12:33 see some kind of geometry that has a continuous flow, but has kind of vacant
12:36 areas in the middle. So that's kind of applicable to any place
12:41 that you would see somewhere where you have geometry, that has a continuous
12:44 flow, has a good, smooth flow of polygons, but then also has open areas
12:47 that add vacant sections within the model.
12:52
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Extra SubD techniques
00:02 In this video we'll have a look at some other options and other possibilities
00:04 that you have for creating hard surface models for product visualization and
00:07 other types of visualization. And we'll also look at a few pointers
00:12 that can help you in your hard surface modeling workflow.
00:16 So, I'm going to hop over to the Layout tab.
00:18 Inside the Meshes folder in the Layout tab, you'll find a folder called Modos.
00:23 And this contains a set of bricks, like a certain kind of relatively famous
00:28 building toy, that were contributed to the Modo stock library by yours truly,
00:32 and these actually demonstrate a lot of very good hard surface modeling techniques.
00:41 So we're going to have a look at a few of these.
00:43 And then some other ideas that will help as you continue to work on hard surface models.
00:47 So, I double-click on this to add it into the scene, and you might notice that it
00:51 is really, really tiny, that's because these are models to accurate physical
00:55 scale, and with all the proper small bevels and edges and everything else, so.
01:02 Let's go ahead and have a look at a few of these.
01:04 And what I'm going to do as we add a few of these extra ones here is I'm going to
01:07 go to my Inactive Meshes, under my Shade Options, and change it to Invisible.
01:12 And that way, when we add on more things, they won't just overlap on top of each
01:15 other, and you'll be able to see everything as we add things in.
01:19 So this one is a relatively simple piece. It's just extra edge loops all around
01:24 that add the rigidity. And if you unsubdivide and have a look,
01:29 the actual rounded corners is just single triangle on each side.
01:34 So this is actually achieved by having a loop that went through here, initially,
01:39 that would've been something like this, I'll just pull it out roughly.
01:45 So if your subdivided that. Let's see that one is completely sharp,
01:50 while sharp with slightly rounded edges. But just taking this extra loop here and
01:55 deleting it, and then remember that's going to be your main edge, that's not
01:58 going to be the, any of the sporting edges, the incoming or the outgoing that
02:01 is your main edge. Deleting that main edge on a side is
02:06 going to give you a nicely rounded model, so if I go and take my subdivision level
02:10 up, go to level three. Now you can see that, that gets nicely rounded.
02:16 So you get a nice amount of rounding, without having to go in and model a lot
02:19 of extra work to get that rounded shape. So moving on, a slight bit in complexity
02:25 here, you can see the use of bridging a couple of different model shapes to each
02:30 other in order to get a more complex shapes.
02:35 So, this is a simple cube, essentially, that's just been sharpened up and then
02:39 has the rounded section on top. But this cube has been extended off, and
02:45 it's been attached to the side of a cylinder that's facing lengthwise, so.
02:51 Adding in that simple bit of a bridge. If we go ahead and turn off our Wire
02:56 Frames, you'll be able to see that those two pieces intersect nicely, and then you
03:01 get nice, real soft filleting and rounding in between the edges.
03:08 So nice easy thing to look at there, and it's relatively simple when it comes to
03:12 bridging individual pieces together. Moving on, there is a piece down here
03:19 that illustrates some nice falloff between edges.
03:25 So, if you look here you'll see that we have this continuous flow of geometry
03:28 down through here. Same thing down through here, and this is
03:32 really just strips of polygons. And where this one actually comes into
03:36 play in getting a little bit more complex.
03:39 We're going to you see the wire frame is the way that the action centers and the
03:42 falloffs were used in order to create the difference in this bit of a lip, that's
03:46 down here that is almost nonexistent. And actually, flattens out completely.
03:53 And up to here, where it looks relatively pronounced, and peaked, and gives you
03:57 that nice, clean edge. We'll look at how to create something
04:01 like this in just a moment. So, I'm just looking at a few more pieces.
04:04 Can see that taking various pieces of geometry and bridging them together is
04:08 going to be a very strong part of your workflow for creating good hard-surfaced
04:11 models for your visualization. Let's go down to the reflection mode.
04:15 You can see this here, the way that we have this piece of geometry that is an
04:19 individual model it's attached on to this cylinder.
04:23 And the way that they link together is by being very smart about counting your
04:27 edges, counting your polygons before you create an object, and then creating it
04:31 with a basic smooth polygon flow. Then you can bridge those pieces together
04:37 to create something more complex and get a good clean model.
04:41 So, looking at another one here, you can see this is various cylinders of
04:44 different sizes, matched together. And the key to something like this, is
04:49 going to be using your Background Constraints, so making the circle that
04:52 would go around, this way, match up with the circle that's going this way, and
04:56 just using a Background Constraint to make this part attach to there.
05:02 And deleting some intersecting geometry and rebridging them back together.
05:06 So, this stuff all is relatively simple once you break it down into its
05:09 individual constituent components. But when you do that, you can get as
05:14 complex as something like this. On the topside, doesn't look like such a
05:18 big deal, but in order to make this piece actually accurate, there is a lot of
05:22 intersecting geometry, and if you look at this it's going to look like kind of a,
05:27 mess of wires, but in order to get all the edges properly sharpened up, this
05:31 kind of a flow is actually important. So, when you create something like this,
05:39 if you need to get this complex, just remember to break it down into the
05:42 simplest pieces, count where you have edges where you're going to need to attach.
05:47 And then only create edges where you need them.
05:49 So if you can do with a circle that has less edges, and then more easily attach
05:53 it to your existing geometric flow, do that.
05:57 If you need to add more edges to a particular piece in order to get it to
06:00 attach cleanly, do that. But only at the edges where you need them.
06:05 And when you do that. You end up with a really nice, clean
06:08 model, even though the topology is relatively complex.
06:13 Adding in those extra loops when you need them and where you need is really the key
06:16 to making this work well. And so the last thing that I'd like to
06:20 look at in this video before we continue, is the use of falloffs and action centers.
06:26 And this is one of those tips that I think really makes or breaks a modelling workflow.
06:32 So I'm going to start here, let's go ahead and just delete all of these extra models.
06:39 Actually, let's just make an entirely new scene.
06:42 There we go. So let's make a new scene here.
06:45 And I'm going to start just with a square that's subdivided a bit, so, let's see.
06:51 We'll change this to 12, three segments on the x, 12 segments on the z, 0 on the
06:56 y, because you're not going to go with any thickness; and let's just make this a
07:00 little bit longer. And then I'm just going to center it up.
07:07 There we go. So, now you can see that we've got
07:14 something like this, and if I wanted to create something like that rounded piece
07:17 that has the angle in the middle, let's have a quick look at how that top would work.
07:22 So, I'm going to start just by going to my falloffs, using a linear falloff, and
07:25 the Move tool, and this falloff is set to ease out which should actually be the
07:29 right one. Yeah, there you go.
07:33 So I move this down. See that we get that nice ease out, and
07:36 you can control the pitch of this by changing this further out.
07:40 If you change it further in, it's just going to make your curve flatten out.
07:44 But if I pull this farther out, I can soften the overall curve, and then I can
07:48 just pull down more in order to get the height of the curve correct.
07:54 So, that kind of thing works there. Now, the next thing that we'll look at,
07:59 then, would be to use an action center and a custom action center, actually, in
08:03 order to get a better shape out of the middle here.
08:07 We're going to add in a couple of loop slices, so select those two polygons, set
08:12 my count to two in symmetry, and I'm just going to pull this out a bit like that,
08:17 and I'm going to do two things here. First, I'll use a falloff in order to
08:24 make this edge running up here taper inwards.
08:28 So that this edge gets thicker in the back and tapers down to be thinner in the
08:32 front, and then we'll use a custom action center in order to give the actual inset
08:35 as that goes. So I'm going to set my symmetry to the x,
08:40 turn my falloff off for now. And then we'll go back to a Linear Falloff.
08:47 Turn on my Move tool, and I want to make sure that the falloff is actually leaning
08:51 upward, so that I get more effect up towards the top of it, so that's backwards.
08:56 Simply go in and reverse it. Pull this in.
09:01 Bit like that. Okay.
09:03 Q and press Escape twice to clear out my falloff and my selection.
09:07 Then we'll select this part here. Press L to get the entire loop of polygons.
09:12 Run the Scale tool. But then I'm going to go up to my Action
09:15 Center, change it to Element. We'll click on this bottom edge here.
09:19 And then go back up and change my Axis to Auto.
09:24 That's going to mean that this action center is spaced in the area of this
09:27 bottom edge, but it's aligned with the world, so up, down, left, right are still
09:32 corresponding to y, x, and z, respectively.
09:36 So now, if I scale this down, you can see that it's all scaling towards this bottom edge.
09:44 I'm not having any impact on how this works at the bottom.
09:48 But at the top, I'm getting a thicker and thicker peak here, so and scale that down
09:52 as much as we want. And then when we subdivide this, the
09:57 addition of loop slices is just going to really cement the look here.
10:02 So let's go ahead and add loop slices there and there, and then down the middle.
10:08 And there you go. So we hop over and we look at that
10:10 without any wire frames. There you go.
10:13 You can see that you get a really clean flow of the model, with a simple amount
10:17 of polygons. You can always go back in and take extra
10:20 edges that aren't needed for your sharpening and get rid of them.
10:24 And there you go. Very simply you can create complex curves
10:28 by minding how you use your action centers In your fall offs as you do your
10:31 hard surface models for product visualization
10:36
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4. Sculpting Concepts and Retopology
Sculpting base polygons
00:02 In this video we'll have a look at how the sculpting tools can be used to form a
00:05 quick concept design. I've started by loading the man body 01
00:10 mesh from the human meshes in the layout tab.
00:15 And we're going to use the sculpting tools in order to start the basic design
00:19 of a bicycle helmet for this character. So, in order to start, I'm going to go to
00:25 a new mesh layer, and place a sphere. Now, I'm going to make this a quad ball
00:30 sphere, with a subdivision level of seven, that's going to give me enough
00:33 polygons to work with to get this basic shape in place.
00:38 And then we'll use the sculpting tools to create the general form for the helmet.
00:44 I want to make this large enough to fit over his head and provide a little bit of protection.
00:49 So, now that I've got that in place, going to go up and select the polygons
00:53 just below the middle, then double-click on the bottom and delete those.
00:58 And now we have just a basic shape here, so, let's just kind of refine it a little
01:03 bit and give it a little bit of rotation, just kind of put it in place right over
01:07 the top of his head. Now, with this, we're ready to start sculpting.
01:14 So I'm going to go over to the Paint tab, go to the Sculpting tools, I'm going to
01:17 use the Move tool. So the Move tool basically acts just like
01:21 the Move tool that you use to translate vertices, polygons and edges in 3D space,
01:26 except this one uses a brush shape with a fall-off so that you can more easily
01:30 create a naturalistic, a more organic flow to the movement that you're creating.
01:39 Now, as I do this initial shape, I want to do it symmetrically on both sides
01:42 and I want to kind of create a nice contour along of the top of the head.
01:47 So once I have that brush selected, I'm going to move it over to the model quad
01:50 tab again so that I can see this side view, and I'm going to turn my symmetry
01:54 on on the x. And then here in the side view, which
02:00 I'll maximize, I'm going to get my brush size by right-clicking and dragging to
02:04 change the size of the brush. And I'm going to start by pulling it down
02:10 a bit in the back, and then down a bit in the front as well, and just kind of spend
02:14 a moment getting this general contour of the bottom part of the helmet in place.
02:22 And the reason why I am doing this first is because I want to actually get this
02:26 part in the right place and then I can lock down that border so that it won't
02:30 move while I sculpt on the rest of the helmet.
02:35 So, let's see, let's get this coming in a little closer to the back of the head and
02:39 just kind of smooth that out like that. All right, and I think that works pretty well.
02:47 So now, we'll hop back over to the paint tab and now with this done I'm going to
02:50 go here to my options underneath my Move tool down here at the bottom we see this
02:54 option called Lock Borders. Once I lock borders, that's going to lock
03:01 down this bottom edge with a open edge, which is the border edge of this selection.
03:07 So now, I can continue to sculpt, and no matter what I do, you can see it's not
03:10 moving that bottom edge. So let's start by pulling out the back
03:15 end here, we're going to make this kind of an aerodynamic racing helmet.
03:20 And so I'm just going to click and drag out this general shape.
03:25 Now, the beauty of sculpting is that we can go back and use topology tools in
03:29 order to get a clean polygon flow, and so I can just worry about the general form
03:34 here and I don't have to worry about what happens to the polygons that are lying underneath.
03:44 As a matter of fact, if you want, you can completely go up here, go to Shade
03:48 Options, and turn the Polygon Cage off. And that way you can feel more free to
03:54 kind of sculpt without regards to what's going on with the actual polygons.
04:00 So I'm going to get a little bit of a kind of a crest up here in the top, in
04:03 the middle. It's going to be kind of an air intake.
04:07 So we'll let air flow in and then out the back of it.
04:12 And let's keep pulling that there. If you hold the Shift key while sculpting
04:18 that will turn the Sculpt tool, whatever tool you have, Move tool, push carve,
04:22 flatten it. It will all turn it into the smooth brush.
04:26 So that's always there as an option. You can just hold down the Shift key and
04:30 then smooth out your sculpt. One thing to note is that I'm doing this
04:34 with a mouse but this is also pressure sensitive and there's going to be some
04:38 ways that doing it with a mouse is going to be a little bit easier.
04:43 But when you're getting in a really good fine touch and you want to get really
04:47 soft details without having to spend time going over and over adjusting your brush
04:51 strength, then using a tablet can be really helpful to speed up your work flow.
04:57 But I want to show that this is very possible to do with just a mouse, also.
05:02 So, let's see, I just want to get the general shape here.
05:09 Kind of flatten it out in the front, just a little bit, and pull it forward.
05:15 Just to get a nice flow here. Now, the nice thing about modelling this
05:19 way, is that you can very quickly work through ideas, decide whether or not
05:23 they're, they're going to be a valid solution.
05:28 And if they don't work, you can just smooth it back out and try again.
05:33 So for example here on the side, I'm not liking the way that this is working.
05:37 So I'm just going to smooth this back out and then I'm going to try again.
05:41 I actually want to get another kind of an air intake here.
05:44 And I want it to come a bit little farther forward, so I'll do that.
05:48 And then as I pull this forward down the line, it's coming out a little bit lumpy,
05:51 so again, I can just get my smooth brush and kind of smooth that all back out.
05:56 All right. And I kind of want to flatten this out on
05:59 the top so we get just a little bit so we get a little bit more angular look to it.
06:07 Obviously you can sculpt this anyway that you want, but this is kind of the vision
06:12 that I have for it. It's a little less pronounced in the back
06:17 here, and there we go. All right, so there you go.
06:22 You can see how you can very quickly use these tools to form a concept, and you
06:26 can continue to refine this as much as you want here with the general polygons.
06:32 And then, once you have this ready, you can go on to get more details into the sculpt.
06:37 But this can be a much quicker way to add a simple flow to your objects when you're
06:42 working through the idea phase. And the concept phase, than simply going
06:47 in and taking strips of polygons and moving them around, or taking a sphere
06:51 and deforming it with fall offs, and individual Move and Rotate and Scale tools.
06:58 This will allow you to work through ideas much more quickly, and make you more
07:04 productive as you create your concept designs.
07:09
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Multiresolution sculpting
00:02 In this video, we'll look at how to further refine a concept design using
00:05 multi-resolution sculpting on a 3D mesh. Now, if you'd like to follow along with
00:11 the work done from the previous video, you could open up the Helmet 1 LXO file
00:15 from this chapter. Now, with this shape, we've gone as far
00:21 as we can go in sculpting the basic polygons.
00:25 Now, in order to get the more precise look that we're going for, we need to
00:29 sculpt at a closer, more detailed level. And in order to do that, we have to use
00:35 multi resolution sculpting. And what multi-resolution sculpting
00:40 allows you to do, is not just sculpt the existing polygons, vertices, and edges.
00:46 But actually sculpt the implied polygons that are created when a mesh is
00:50 subdivided using Catmal, Clark, or P Sub subdivision.
00:55 So in order to sculpt on these, we need to check the box multi-resolution.
01:01 Can see that the current level is set to 2 and the maximum level is set to 2.
01:05 When you don't have multi-resolution checked, this current level will not be available.
01:09 And this will allow you to step forward and back on a subdivided mesh, so that
01:13 even if you've sculpted a lot of detail, you can simplify it while you're working
01:17 with the model and keep it from taxing your view port too much.
01:22 So, there are a lot of tools that you can use to continue to refine this mesh.
01:30 You can grab the Flatten tool, turn off Lock Borders, as this is going to cause
01:34 some problems with these multi-resolution sculpts, and start to sculpt in different areas.
01:43 Let's say I want this to be flatter through here.
01:46 Oops. Maybe not quite so flat.
01:48 A flat through there. Flat through there.
01:51 maybe back that off a little bit. Now if you do have a pressure sensitive
01:55 tablet this can be very useful. If not, or if you just want to get even
01:59 distribution of your brushstrokes, then you can just change this offset amount,
02:04 increasing or decreasing it, in order to get the desired pressure.
02:11 Now, along with just the basic shapes, there are also brush.
02:18 Presets that can be used to help you further refine your model.
02:23 So as you can see, there is a lot here from basic barks and brick, things like
02:28 that that are a bit noisy, but if you keep scrolling down, there is also a
02:33 selection of more Refine sculpt, so you can see here's a flatten, a flatten-smooth.
02:44 So, let's have a look at the flatten-smooth here.
02:47 And we'll see the effect that that has. This is a variation on the flatten tool.
02:52 And I can use that to. Helped sculpt my shape.
02:59 Now you may want to turn on and off your log borders.
03:04 You'll notice if I turn log borders on and I get up close to this vertex here
03:07 where three vertices are meeting. It's actually going to cause some problems.
03:13 And you can see that's starting to pinch there.
03:18 But with lock borders on, I can also sculpt freely or around the bottom edge
03:22 without disturbing the polygonal flow that I've already set up as kind of my
03:26 basic shape here. So it's something that you want to keep
03:31 an eye on as you sculpt. Now with multi resolution sculpting as
03:36 you begin to get more detail you'll notice that you can see faceting in your subdivision.
03:43 And when that becomes to heavy you can increase your maximum level to get more
03:47 polygons for use in sculpting. So there you can now see I've got a
03:54 cleaner sculpt. Now I'm going to flatten out what is
03:59 going to become this air vent here, and we do the same thing here on this side.
04:06 Flatten this down a bit, and forward. Okay, and now I'm going to use the Push
04:14 tool to build up a little bit, going to pull this out, and then Hold shift to
04:21 smooth it. Now one thing to note if your using these
04:33 sculped presets you may start to get some things backing up in your tool pipe and
04:36 that might. Apply to what you're working on.
04:41 So you may need to reset your tool by pressing q and then the escape key twice.
04:48 And that will get everything out of your tool pipe and allow you to go back to
04:51 just your basic sculpting tools. So I'm going to pull this part out a
04:55 little bit more here. Then I'm going to smooth that out a bit.
05:02 Smooth this out, turn off locked borders for a moment, and then I'm going to
05:07 smooth out that little problem area there.
05:12 And then I'm going to turn locked borders back on, because I'm going to be working
05:15 close to that edge. And I'm going to turn on my flat and
05:18 smooth once again. And I'll go in here and flatten out what
05:22 will be this side air vent, and then I'm also going to flatten a kind of a strip
05:27 around the side here. And continue to flatten this all the way
05:38 along the back and create a nice contour there.
05:41 I'm going to do the same thing along the bottom, here.
05:43 Let's flatten this. I'm going to wrap that flattening up
05:48 around the whole bottom edge here. And as increase my brush size, you'll
05:55 notice that the flattening becomes a lot more pronounced, and that's because.
06:00 Your offset here is based off of the size of the brush.
06:05 So if I want to use a larger brush, I'm going to have to decrease my offset or,
06:08 again, use a tablet and use a lighter touch when I'm doing that kind of a thing.
06:13 So if I want to sculpt in, flatten in large areas, remember that you'll want to
06:19 decrease that offset amount in order to offset the larger brush size.
06:27 Once again, I'm going to turn on my locked borders, and let's just flatten
06:31 out through here, little too much. Now, just like when you're detailing the
06:38 initial concept, you can also. Feel free to add in as many passes as you
06:45 need to in order to really clean this up and make it exactly how you want.
06:58 Flatten up along the top You can spend as much time as you want, obviously, working
07:05 on this, but once you get the overall shape where you want it Will be ready to
07:11 continue and work in more detail on this mesh.
07:20 So spend some time getting your overall concept exactly where you want it, and
07:25 then you'll be ready to move on. Now this again can be very useful as you
07:32 start to get more details in your work. You can also go into Further Get and add
07:42 extra detail beyond the basic surface of the mesh.
07:47 And there you go. So that helps to kind of add a little
07:57 extra contour to this general mesh flow that I couldn't get by just editing the polygons.
08:03 You can see here a lot of this bulging on the side wouldn't have been possible,
08:07 because the actual polygons have.. Only so much detail that they're holding.
08:16 So using these tools, using the presets and using multiple passes in order to
08:21 refine your idea. You can use the sculpting tools to make a
08:27 more in depth concept from your basic sculpt that just involved polygons and
08:31 subdivision surfaces.
08:35
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Sculpting to add fine details
00:02 In this video we'll look at how to use the sculpting tools to add further
00:05 details, and help visualize the overall finished form of a concept design.
00:13 In order to do this we'll increase the depth of our subdivision surface model by
00:17 adding more multi-resolution levels, and then use Image Ink and some other tools
00:22 to add in fine detail that would be very difficult to sculpt otherwise.
00:28 So to start, I'm going to create some little vents in the side here.
00:33 But if I get something like my Carve tool and a nice, small brush, you can see that
00:38 I'm really not getting enough detail yet. So I need to increase my maximum level.
00:45 Now, one note is you should be careful and watch your GL count, this is the
00:48 number of triangles being drawn on screen as you do this.
00:52 Right now we're at 300,000, so I have quite a bit of headroom to increase this.
00:56 Every time you increase your maximum level, this number is going to quadruple.
01:00 So, I'm going to set it up one more, to number four, and actually, let's hide our
01:04 background mesh so you can see that we're really only dealing with 98,000.
01:09 Here for the helmet, and that was including the skin, so let's increase
01:13 that again to level five, and now I've got nearly 400,000 just for the helmet.
01:19 So now I can go in, and I can start to get little bit better vents here.
01:24 So actually I'm going to go increase this one more, and it may take a second as you
01:28 increase some of these levels. Now I'm at about a million and a half polygons.
01:33 And this is going to allow me to get relatively good detail here.
01:37 So I'm just going to add in a little vent there.
01:40 And I'm going to go back here, and increase my offset amount just a little
01:46 bit so I get a nice deep cut here. And I'm also going to change my contour.
01:52 So you can see right here it has this peaked contour.
01:55 I'm going to click down here, you can see that my shape preset is Linear.
02:00 I'm going to change this to Sharp. So you can see now that it creases in
02:03 like that. And this is going to help me get a little
02:06 bit more of a tight form. Remember, these aren't going to be exact
02:10 shapes, these are going to be the things that you'll use as you visualize your
02:15 continued work for your finished model. So I'm just going to rough in a few vents
02:22 there on the side. You can see I've got my symmetry on, so
02:25 that continues to work there. And then I'm also going to do something
02:30 similar here on the back. I'm going to create a few more of these.
02:38 Once again, using a pressure sensitive tablet might make this.
02:45 Little bit cleaner, but for now these will do.
02:49 And I'm going to go back here, and just, kind of, really lightly smooth these out,
02:54 and maybe give them a second pass here. Here we go.
02:59 Now, with this here, it's looking a little bit on the mushy side, so I'm
03:03 going to go back and use the Tangent Pinch tool, and that's actually the same
03:07 thing that I used. To kind of flatten out some of the
03:12 creases here that were giving us the hardened contours.
03:16 So with, this tool, I'm going to go back and change my preset to Smooth, so that I
03:22 get a little bit more even falloff. And I'm just going to pinch this all back in.
03:31 And what the Tangent Pinch tool does, is it takes everything inside the brush radius.
03:36 And it pulls it in towards the center of the brush.
03:39 And I'm going to just, kind of, go through here and really roughly tighten
03:43 these up to give myself a little bit better contour.
03:47 That's a little bit more of what I'm looking for.
03:50 Now once again you don't have to get to exact on these unless you really plan on
03:54 just taking the sculpted mesh and making that.
03:58 Your target of your finished renders, but we're going to go a step beyond that and
04:02 add some topology tools to clean and up and create a nice smooth polygonal mesh.
04:10 For this area up in here, I want to get something that's more dense than these
04:14 slashes, so I don't want to just use a single brush.
04:18 What I want to do is use Image Ink in order to imprint a more tight and
04:23 detailed image with my sculpting into that area.
04:29 So, let's get Image Ink, let me get my brush, and down here you can see Image
04:32 Ink right here by default it's selected my bricks texture.
04:37 I'm going to use this great PNG that is out of your nature ink folder here.
04:44 So, let's go ahead and click to put that image in, and I can move that off to the side.
04:49 Now the right hand box will change the scale of this.
04:53 The middle circle will change the position.
04:56 Note this does tile evenly across the screen by default.
04:59 You can turn that off by turning off Repeat.
05:02 And then the top circle will rotate this shape.
05:05 But I don't need to do that right now. So, I'm going to move in here closely and
05:10 if I hold nothing and just go straight across here, you can see that it's
05:15 pulling that shape out. It's actually the opposite of what I'm
05:20 looking for, so I'm going to undo that, and I'm going to hold Ctrl while I crick,
05:24 click and that's going to inset that shape.
05:28 And overall that's working, but it's pretty heavy.
05:35 So I'm actually going to undo it, and go one more time here.
05:40 But I'm going to decrease my offset amount down to about 5 or 6%.
05:46 And again, hold Ctrl, and add this in here.
05:50 Now, I don't have a ton of resolution for showing this off, but for the sake of
05:53 visualizing it, I think this is working relatively well.
05:57 And what you can do always is increase your subdivision surface level so that
06:03 you can get a cleaner subdivision there. So, let's go ahead and try that here.
06:12 So I increase my max level now to seven, and that's going to pull my polygon count
06:16 all the way up to a little over 6 million.
06:19 So this is going to take just a moment. for it to work.
06:23 There we go so now we're at 6.3 million, and I'm going to drop my tools here by
06:27 pressing Q and the Escape key twice. And now I'm going to hold the Shift key.
06:32 And smooth this out a little bit. A little bit bigger brush, and smooth out
06:39 some of those details just a little bit. Make it a little bit more even.
06:46 And there we go. Using that same sculpting process, in
06:49 kind of an iterative workflow going over and over, adding details, checking,
06:53 seeing if they work, going back, adding other details on top, moving and pushing
06:56 and pulling. Here's another version of the helmet that
07:01 I created. This one pulls down around the ears to
07:03 give a little bit more. Protection and also has some extra areas
07:07 for the housing here. Now notice that even though this one
07:10 carries a lot more detail than the previous one, a little bit more time was
07:12 spent on it. But it is still relatively lumpy in the
07:16 open areas, and that's because the end goal here is not to create a perfectly
07:20 finished model. The end goal here is to flush out your
07:24 ideas and your concepts. And allow you to get the form down.
07:28 Now, once the form is completed, as much cleanup as you need to do can be done
07:32 with the actual polygons that were built on top using retopology.
07:37 So, using your sculpting tools at various levels, you can create good, solid concepts.
07:43 In relatively small amounts of time, and then create multiple concepts in order to
07:49 flush out ideas more completely.
07:53
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Retopology basics
00:02 In this video, we'll look at some of the basic retopology tools that you can use
00:06 to turn a rough and very densely subdivided mesh, like this one that's
00:10 been sculpted, into a clean and smooth and very editable and adaptable
00:15 subdivision surface mesh. And if you'd like to follow along, you
00:21 can open up the retopostart.lxo file. And with that, we're going to hop right
00:26 over into the Topology tab. Now you can see, inside the Topology tab,
00:30 we get some interesting things happening to the redraw of the geometry.
00:34 And the blue colored wire frames that you see are actually what you will be using
00:38 to make your new topology. So you want those polygons to be visible
00:42 in your foreground layer, and right now you can see that my foreground layer is
00:46 actually the sculpted helmet. And my background layer, which is what
00:51 the typology will constrain to, or what it will stick to, essentially, is right
00:54 now the character. And so, we don't want to see him at all,
00:58 so let's go ahead and hide him. And then I'm going to press N to make a
01:02 new mesh layer. And now you can see that our helmet
01:04 becomes nice and solid again. And in our empty layer now, we can
01:09 create some good topology on top of this. Now, as I mentioned previously, this
01:16 helmet is very rough in a lot of the open, smooth spaces.
01:20 You get some lumpiness just because this is intended to be a quick sculpt to get
01:24 the idea of the form down. Now, with that said, we can take our
01:29 topology tools, starting with the Topology Pen here.
01:32 And we can create nice, smooth, even polygons along the top, that will then be
01:36 turned into a subdivision surface mesh, so that we can get all of the smoothness
01:40 of the high resolution without any of the lumpiness of the quick and relatively
01:44 inaccurate sculpt. I've got my symmetry turned on, on the x.
01:51 And if you're working on anything symmetrical like this, it's usually a
01:53 good idea. You can also alternately just model on
01:55 one side, or create the typology on one side, and then mirror across.
02:00 But I find that with that symmetry on, you can get a little bit more control
02:03 over what's happening around the middle of the object.
02:07 So I'm going to start just by getting my Topology Pen tool, and I'm going to start
02:10 with some of these kind of smooth even curves.
02:14 So here we see this one that's going to come up and around behind the ear and
02:17 behind this kind of vented section. So what I'm going to do is go to my
02:21 Topology Pen tool here, make sure that Make Quads is turned on.
02:26 And then I'm going to click out a couple of points to set the back end of the
02:30 quad, and then start to move out. You can see here, as I pan around my
02:35 camera view, that this is indeed sticking to the surface of our model.
02:40 And now as I click out further here, it will just drop down successive points.
02:47 And I can start by just relatively roughly placing these.
02:51 Going back and doing a little bit of cleanup, just as I get going.
02:55 But for the most part, I'm not going to spend a lot of time on this yet.
02:58 I'm just going to go in and add in the pieces here, so that I have just geometry
03:03 in place, where I need it. Let's go along here, and just as I round
03:09 this corner, I'm just going to be pulling the outside edge a little further out,
03:14 just to keep the flow nice and smooth. So let's do that, and I'll come down
03:21 here, and I'm actually going to taper this out a bit here, as it should with
03:26 this form. And let's see.
03:31 Checking this out, I think I'll just take this polygon here, and pull it right down
03:36 relatively flush. Notice, I'm not worrying about the open edge.
03:40 I'm just kind of laying this around, and as I create more geometry, I'm going to
03:44 create a nice even edge. And the fact that it, this edge got
03:48 sculpted away a little bit with my lock borders turned off as I got some of the
03:51 details in, won't really matter, because we're just going to create something
03:54 clean that goes on top of that. The next thing that I'm going to do is go
04:01 in and create some secondary pieces that I can then attach and put together.
04:05 So, let's look here at this section as a nice place to start.
04:08 So I'm going to hold Shift and click, to start laying down some topology here.
04:13 And then I'm going to just click and move along here.
04:17 And notice, I'm just kind of straddling this little bit of a dashed line that I
04:21 created, because that might be a part that I want to leave open, and I can
04:25 always just bridge this together. Now actually, I should back up here for
04:32 just a second. And note that, as you create you topology
04:35 here, it's a good idea to keep your number of edges consistent between
04:38 different sections of the model. So here I've got an edge there and an
04:43 edge there, an edge here and an edge here, so I'm just going to kind of keep
04:46 that real similar flow, as I move around here.
04:51 To there, to there, to there, and here I have this kind of rounded piece that
04:57 comes down here, so I'm going to pull this down a little bit.
05:04 And then I'm going to put this piece right here.
05:09 Again, leaving a little bit of a gap there, so that I can attach those and
05:13 stick those together later, or I can leave that open in a nice place to put
05:16 some other geometry. There's that section there.
05:22 Let's look here at something that we can do on the middle of the helmet here.
05:25 And hold the Shift key and click, to start a new Pen tool.
05:30 You don't want to go with too many vertices, because we want to keep this
05:36 relatively clean. And I'm going to leave these not quite
05:43 touching each other. Because, once I have my initial points
05:47 laid down, I can then go back with my Topology Pen tool, and start cleaning up
05:51 the geometry that I have. So with the Topology pen tool, it will
05:56 let you perform a lot of transformations on your existing vertices and polygons
06:00 and edges, without messing up any of the constraining issues with these sticking
06:05 to the background. So for example, if I want to grab these
06:10 two vertices, the one on each side of the mirror, and stick them together, all I
06:13 have to do is pull them towards each other and they stick, and they're staying
06:16 constrained to the background geometry. So this is a very quick way to go in and
06:22 clean up some of your edges. Moving along in this manner, you can
06:27 actually plan out the majority of your topology, and this will allow you to
06:30 create some good polygonal flow where you have details that you want to keep.
06:35 So for example, here I've got another kind of flat area here, so I'm going to
06:41 go through here. And kind of quickly, just pull out a nice
06:47 flat strip. And we'll just kind of clean this up,
06:57 through there. And then I'll make one more.
07:01 And I draw up like this, and then I'll end up actually attaching those two
07:07 pieces together, once I've got all my topology done.
07:14 Now, with the Pen tool active, you can always go back and move around the
07:16 individual vertices that you've created without hurting that constraining.
07:21 So these are always going to stick to the background.
07:23 So here, let's go ahead and drop that tool now, move back over to the model
07:27 quad view, and for now I'm going to hide my actual background mesh.
07:33 And then I'm going to press Shift+Tab to subdivide this, and you can see I've got
07:38 really nice, clean-flowing pieces of geometry, that fill out a lot of the details.
07:45 Now, if I continue to do this across the entire surface, we'll end up with large
07:50 chunks of area that will be good, smooth, clean, and very accurate to my initial
07:54 sculpt, but will retain a nice, really easy to edit topology, because we're
07:59 creating these with clean, simple subdivision surface polygons.
08:07
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Advanced retopology tools
00:02 In this video, we'll look at some additional topology tools that will allow
00:06 you to take basic strips of geometry, as the ones that have been created here, and
00:10 create a complete, fully closed model of your sculpted geometry or whatever
00:14 high-resolution geometry you might be using in your retopology efforts.
00:21 So, back in the Topo tab, I'm going to show my mesh again, that has my sculpted geometry.
00:28 You can see that I've created these strips that follow along most of the main
00:31 sections of the, the helmet, that give kind of the general idea of the contours
00:35 and the flow of the design. One thing that you may wish to do is
00:41 actually create a model that has individual chunks separated from the rest
00:45 of the geometry. And if that is something that you want to
00:49 do, in case you might want more open area for air flow, and things like that, I
00:53 find usually a good idea after this step has been created, to go ahead and
00:56 duplicate that layer. And then hide it, and that way you have
01:02 the open geometry still left over in the background, and you can go and close this
01:06 up and still have something to work with that is left in the individual islands here.
01:13 So, it makes a good area to work from if you need to get a slightly different take
01:17 on your object. So, with this done the majority of the
01:21 rest of our work is going to be done with the Topology Pen tool.
01:25 The Topology Pen tool is a very powerful tool that has a lot of options.
01:28 It can be used to do a lot of things in your retopology.
01:33 So, by simply clicking and dragging on a vertex, or an edge, or an entire polygon,
01:37 you can move it around and keep it constrained to the background geometry.
01:44 Using the right mouse button, you can click to drag an entire loop.
01:48 So, you can see, I've got this entire loop of edges, I can move it around.
01:52 Or, same thing goes with attached polygons, I can grab larger selections.
01:58 And with vertices, since they don't move in loops, you can only drag and select
02:01 the individual ones, so the right mouse button doesn't make much of a difference.
02:07 Now holding down the Shift key and left-clicking, you can drag out
02:11 additional geometry. So, you can see that from this initial
02:15 piece here, this edge that was existing, I've created another edge and extended
02:19 polygon beyond that. Now if you continue to drag, it will
02:23 actually snap to the next adjacent geometry.
02:26 And you can do that either as you drag or after the geometry has been created.
02:35 Now one note is as you're working on something like this you may notice some
02:38 points when you lose symmetry. Now you notice that these two polygons
02:43 over here did not create symmetrically. So, while you're in this workflow even,
02:48 you can drop your tool and go up to Geometry > Symmetry tool, click and drag,
02:52 and that should clean up any errant geometry from one side of the object to
02:56 the other, and allow you to continue to work cleanly on your model.
03:03 So now with that done, let's go back to the Topology Pen tool and look at how we
03:06 can close up the rest of this geometry. So, there are a number of ways that you
03:10 can attach islands of polygons like this. You can either extend geometry to create
03:16 some additional polygons, or you can simply drag and weld polygons together
03:22 and vertices. So, if I grab this vertex, and these
03:26 outer edge vertex, I can snap these together.
03:29 Now I think this is going to leave too large a gap in this section so what I'm
03:35 going to do is back up, going to drag this edge, with the right mouse button backwards.
03:45 Pull these in a little bit, and then I'm going to hold the Shift key and drag out
03:49 that extra section of geometry. And then I'm going to start to attach
03:54 these other sections here as well. So, I'm going to drag one here, and then
03:58 a second piece of geometry, so I have two extra polygons down the middle.
04:04 And then I'm going to do the same thing here, and attach it, notice I'm leaving a
04:08 gap here and this is going to make it a little bit quicker to attach pieces like that.
04:14 So if you notice what I did is, since I have two polygons on either side here, I
04:17 left a hole in the middle, and then I can hold Shift and right mouse button in
04:20 order to snap closed an entire section of geometry.
04:25 And that way you can do that a little bit more quickly.
04:28 Let's go back up to the Pen tool and continue working here.
04:31 I am going to attach this piece here. And this here, it's a good idea to check
04:35 the number of sides that you have. Here I have one, two, three, four, five,
04:40 six sides. So, this is going to be pretty tight
04:43 trying to fit extra polygons inside here. What I could do is drag that through
04:48 there, but then it's going to leave me with triangles on either side.
04:52 If I drag this out a little bit, and then attach it, I will have quads on either side.
05:00 But it starts to become a little bit messy in the polygonal flow here.
05:03 And since the idea is to clean this up, that's not quite what I'm looking for.
05:07 So I'm going to back up a little bit more.
05:08 And what I'm going to do is actually take this edge, and drag it until it snaps there.
05:12 And then I'm going to close up the geometry that way.
05:15 Now I will need to take note that there is a six sided point here.
05:19 So a vertex that is attached to six edges and that's called a high valence point,
05:23 and it's a point where edges converge and you can get some kind of puckering and
05:27 starring on your geometry. So I'll need to keep an eye on that as I
05:32 continue to work, but for the most part leaving that an area where there is a
05:35 transition I should be fine. So we'll just keep an eye on that as we
05:40 continue to work and let's see now. Let's continue down here so I'm going to
05:45 drag this vertex out here a little bit. There was kind of lining up the geometry
05:52 that I have, and I'm going to attach that to there.
05:56 That to there, and that to there. Now, take note as you drag larger
06:02 sections with the Right Mouse Button, sometimes it will select polygons that
06:05 have to do with the selection that's been created.
06:08 So you may want to press Q to drop your tool, deselect the polygons, and then go
06:11 back to the Pen tool. Otherwise, the view can get a little bit confusing.
06:16 So let's kind of continue down here and, well I'm going to relatively quickly
06:20 block together this back section here, so let's just drag all these together.
06:26 I'm going to do these one at a time, just so that it's a little bit quicker.
06:29 I don't have to select and deselect anything.
06:32 So, now let's go here, and we've attached those in the middle.
06:37 Attach those in the middle, attach those in the middle, and now you can see I'm
06:42 left with a bunch of these kind of two-sided sections.
06:47 Now, you have to be a little bit careful working in the Symmetry mode with some of
06:50 these sections, so what I'm going to do is turn off Symmetry for now.
06:55 And now I can close these up more easily without getting any overlapping geometry.
07:02 And up here at the top, you'll notice that I have kind of a four sided polygon.
07:06 And I have a couple of options here. I can either drag it closed like that, or
07:09 if I want an extra polygon in there to create a continuous loop that will go
07:12 around, I can hold Shift and click and drag on the vertex itself.
07:17 And that's going to duplicate that vertex and any attached edges, so I created a quad.
07:22 So again, Shift and then click and drag on the vertex and snap it to the
07:26 surrounding geometry. So there you can see I closed off the
07:29 entire back section of this helmet. And just as quickly, I can go along here
07:36 and close up the front section here. Now, it's important to take note of what
07:41 you have geometrically and flow wise in the background.
07:46 In this case I can see that I have something already existing here, kind of
07:49 a ridge, that I need to fix, and let's, let's back up and turn Symmetry back on.
07:55 So, I'm going to go in here and kind of clean this up a little bit, just to get a
08:02 nice flow along that face there. And then, I'm going to have a look at how
08:11 many vertices I have around the edge here.
08:15 So you can see I have one, two, three, four kind of on this front section, which
08:19 will line up with one, two, three, four back here.
08:23 But then in this back section, I start to have more polygons, and so I think this
08:26 is actually going to work relatively well.
08:29 What I'm going to do is, Shift and click drag out this part here.
08:38 And then grab a second level there. And I'm going to do the same thing that I
08:43 had done previously where I'm going to skip over one polygon, at least, as I
08:48 work along here. And I'm going to attach and leave these
08:53 open holes. Now I could leave those open for
08:55 something like airflow. I'm not going to do that in this case.
08:58 I'm actually going to close it all up. But I'm going to leave them open as I
09:02 work here, so that I can more easily see what's going on with the geometry.
09:07 So now that I've worked my way around the back, you can see that I have a four
09:10 sided opening back here, so I can close that up with a single quad.
09:15 Then I have these holes here that will be two quads, and all I need to do before I
09:18 close these up here is, I'm just going to clean up the actual vertices, just a
09:21 little bit, to make the placement a little bit more clean.
09:26 Okay. And then Shift and right-click on each of
09:31 these openings and drag them closed, and there we go.
09:37 The entire front side of the helmet is now completed and closed.
09:42 So, this same procedure can be used to block out the entire rest of the helmet.
09:47 Then you'll end up with a nice, closed, solid piece of geometry that has good topology.
09:54 This geometry can then be used to create a good, clean subdivision surface mesh
09:58 that has all of the characteristics of the original sculpt, but a much cleaner,
10:03 more adaptable polygon flow, so that when we look at it, we can see that it loses
10:07 some of that lumpiness. And actually it's retained a little bit
10:14 of it around some of these areas, but it's going to be much easier to clean up
10:17 and make look just right when we get into the finish stages of adjusting this model.
10:23 So, using the retopology tools, and in specific, the Topology Pen tool, you can
10:28 create a lot of very clean and very detailed geometry in just a small amount
10:34 of time. Make sure you're counting your edges, and
10:39 keeping things even as you move across your surface, and before you know it,
10:42 you'll have a nice, clean model to work from.
10:46
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Cleaning up retopologized geometry
00:02 In this video, we'll have a look at how to take a completely retopologized object
00:05 and clean up the geometry additionally. And add details on top of what we've
00:10 created with our Subdivision Surface Model.
00:13 So, let's have a quick look at some of the minor polygonal flaws that there are
00:18 in this retopo work. The first thing that stands out to me is
00:23 this four sided quad right here. It's kind of flowing funny, and it
00:27 doesn't really go with the overall flow. So for example, if I select a loop here
00:32 you can see that I've got a loop that runs through here, and then another loop
00:35 that runs around it this way. Not exactly what I want, but often times
00:40 things like this can be fixed by just rotating an edge.
00:44 So if we look here, at this section, you can see that there are these two polygons
00:49 here where this edge could go a different direction.
00:53 So, simply selecting that edge and pressing the V key will rotate it.
00:57 And it will continue to rotate around as far as you need to, but usually one or
01:00 two taps to the V key will clean up that topology.
01:05 So, let's get that one matched up on the other side, and there you go.
01:08 You can see that that is working relatively well.
01:10 Now the next thing, I'm going to hop over to my Model View where I have my wire
01:13 frames turned off. And you can see that there's a bit of a
01:16 crease running down the middle here. And this isn't really at all what I want
01:19 either, I want this to be relatively smooth.
01:22 So I'm going to select all the Geometry right along the top here.
01:26 Then go to my Deform tab, grab the Smooth tool, and then just click and you can
01:29 drag as much as you need to, in order to kind of soften that geometry.
01:35 So with just a little bit of smoothing there, that one is working much better now.
01:41 Now another method for cleaning up this kind of geometry is to actually add some
01:45 sharpness to the subdivision surfaces. So a little bit of creasing.
01:50 For example, if I take this edge here, and add a crease to it, I can get some
01:54 nice additional definition. One thing that I want to do though before
01:59 doing that is to increase my subdivision levels, so under Catmull-Clark
02:02 Subdivision here, I'm going to increase this to a level four.
02:06 And also the render level to level four. So now, I have more headroom for adding
02:10 in these details. So, for this part, I'm going to set it up
02:13 to 20%, which is going to be a half-creased or a semi-creased edge.
02:18 And now I can continue to move around the object and find areas where I need more definition.
02:24 And then just add those by using the exact same vertex weight.
02:28 So, I can press Shift+W to bring up the vertex weight map, and it will
02:31 auto-populate with my previous weight, which was 20% in this case, and then a
02:34 single click will add in that amount of weight to the selected area.
02:39 So I can do this to move around the object, and end up with some nice
02:43 semi-creased lines in the areas where I want more contrast in the shape of the geometry.
02:54 So, another method that you can use for adding more detail in these areas is to
02:59 select and disassemble some of the sections of the model.
03:05 So, for example, if I wanted to have this ring here separated out and acting as
03:09 kind of its own individual piece, I can simply, cut it out, then paste it back
03:13 in, and this will leave me with a little bit of clean up work here to do, but it's
03:17 nothing, very serious. So, I'm going to double-click on this
03:22 edge, and this edge. So, I select both the existing edges that
03:26 were adjacent and actually were the same edge.
03:30 And now, to use the Z key which is the Edge Extend to kind of pull this down.
03:35 Now, I can go in here, select this edge, Shift+W to add in a crease.
03:43 And I can do the same thing around here, and select the entire loop.
03:50 Convert that to boundary by holding Ctrl and clicking on edges.
03:55 Shift+W to add in the weight, and then adding in some extra weight here will
03:59 crease these edges and pull them back towards the existing geometry.
04:05 And then I also have this part that is now a separate chunk.
04:10 So, if I want, I can take this section, pull the boundary down a little bit, use
04:15 the Right arrow to select the next edge up, Shift+W to add in a little bit of weight.
04:22 And then I'm going to double-click on that and hide it, and do the same thing
04:27 here with the inner edge, so Z for Edge Extend, pull this down, and I'll select
04:32 this edge here. I'm actually going to unhide my existing
04:37 geometry to see, and actually, that works pretty well.
04:40 I'm not even going to crease that edge. So it leave a little bit more of a lip there.
04:45 Beyond removing individual chunks here, you can also take and create bevels that
04:49 will have a similar effect. And allow you to get a little bit more
04:53 depth onto some areas that need to be separated out from the existing geometry.
04:59 So, for example, if I select this section here, I'm going to bevel, bevel it inward
05:03 just slightly, and bevel it back, and then back forward.
05:08 Now while I have this selected, it's probably a good idea, if I'm going to
05:11 have an alternate material, it's probably a good idea to add that now.
05:16 So that I don't have to go back and reselect all of this.
05:19 So I'm going to press Q to drop my bevel tool, Shift and the Up arrow to select
05:22 the rim of polygons that runs around there.
05:25 Press M, and I'll apply a new material and this is going to be one of the vents.
05:29 So I'll call this one vent, and just so that I know I set it, I'm going to darken
05:32 it up a bit. And there you go now I have the vent set.
05:39 So using these simple techniques you can go through and very quickly add in
05:43 additional detail to your model. Here in this version I've also gone in
05:48 and created some extra bevels to give some extra detail in areas where I've got
05:52 a secondary material. I could go in and create as many of these
05:57 extra kind of details as I need to, simply by going in and selecting
06:01 polygons, either beveling them, which I'll probably do in this case, a simple
06:05 bevel down. And back up.
06:11 And in this case, I think I'm going to bevel inward, just a little bit to kind
06:14 of soften that edge. Shift and the Up arrow once, and I'm
06:18 going to press M, and apply also my vent material there, so have a vent running
06:21 there, I have another vent in the front, I have some vents running down the back
06:24 and you can see that's a separate piece. And here this piece is actually just a
06:29 bevel again just like on the other model. And then pretty quickly I've got another
06:34 version of my helmet done with more detail added in and some additional style.
06:39 So, you can go through and do this also as many times as you want.
06:42 I recommend saving a version of the file before you start cleaning and detailing
06:46 the retopo, and you can end up with just as many options after your retopologized
06:50 geometry is created. You can go in and add creases, additional
06:55 bevels, additional sections. Extract sections and pace them back in.
07:00 Or extract sections and remove them entirely in order to have more openings
07:05 in your geometry. I could then if I wanted to go over and
07:08 bridge some of these areas together. And create an entirely different look.
07:16 Let's like both of those, select here and here, there on the bridge tool.
07:24 Woops. See I selected the wrong geometry on this side.
07:30 Here we go. Select that and that.
07:32 And the bridge tool. And there you can see I've started to
07:35 create a version of the helmet with more open spacing.
07:39 So I can do that a couple of additional times through here.
07:41 And end up with completely alternate look without having to do a whole lot of extra work.
07:47 So again we're in the Bridge tool. And there you go.
07:52 You can do as much or as little of this kind of work as you want, to create some
07:57 really nice interesting flows of geometry on top of what was already there.
08:05 You could also go back to the disassembled version, that was the
08:10 original topology version. And I also still have in the background,
08:19 a version of my geometry where I had not bridged everything together yet.
08:25 So, I could take this and use this as kind of some secondary geometry, I can
08:29 also do things like, take all of this and thicken it.
08:37 (audio playing) And then start bridging the individual chunks together to have a much
08:40 more kind of hollow feeling on my model. So, no matter how you divide this up,
08:44 there are a lot of options that you have for creating a good finished model based
08:49 off of the original sculpt, and then some topology work.
08:55 And when you're all completed, you can have several fully fledged out, finished
08:58 prototypes ready to go. And this will allow you to create good
09:01 geometry that is also adaptable, and will give you a lot of finished options for
09:05 creating a concept and a fully fleshed-out model, from that concept, in
09:09 very little time. This will allow you to turn around your
09:14 projects much more quickly and give more options to your clients, if it's their
09:17 project that you're working on.
09:21
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5. Setting the Scene
Modeling scene geometry
00:02 In this video, we'll have a look at how to use our modeling functions efficiently
00:06 in order to create props and environment models.
00:10 So, let's start by looking at some of the things that are going to be commonly used
00:14 items on a scene for your product shoots. Now, the first and most simple thing that
00:19 you might use would be a simple rolled background.
00:22 It's going to have a floor, and then a gradual curve into a wall.
00:25 This way you can light the scene so that the environment itself pretty much
00:30 disappears and gives you an empty space for just showing off your model by itself.
00:36 So, the key here is to just use modeling options efficiently in order to create
00:40 the desired set space. So, in this case I'm going to create a
00:45 simple square. I'll make it, five meters, by zero meters
00:48 in the y, cause I just want a flat square.
00:52 By five meters in the z. Then I'll click Apply, and we get a nice
00:55 square in the environment. So, in order to create a backdrop for
01:00 this, I can simply grab the back edge, press Z for the Edge Extend tool.
01:05 Pull that up, maybe about as high as this is deep, so I'll go up five meters.
01:10 Now I'll select this corner. Press B for the Bevel tool, increase my
01:16 round level to about five or six, and drag out.
01:19 Now, you may need to do more round level or less, depending on how big you need to
01:24 make this curve. If you want your objects to sit rather
01:28 large in this scene, you'll probably want to make this a relatively pronounced curve.
01:33 If the object is going to be relatively small, then you can get away with making
01:36 this smaller. Just remember that the number of edges
01:39 you use here is not going to be edited. Using this kind of a model with
01:43 subdivision surfaces is going to cause us to have a not entirely flat ground plane.
01:47 And that can cause some real problems when setting a scene, positioning lights
01:51 for your proper shadows, and things like that.
01:54 So, if in doubt, add a couple of extra edges in this case.
01:58 They're only going to add a couple of extra polygons on the finished overall
02:00 scene, so it's worth making it nice and round.
02:03 So, if I go up to 10, that's really only going to increase my geometry level for
02:07 the scene a little bit. You can see that I'm only at 44 triangles
02:11 for the entire scene. So that would make a good, simple background.
02:15 If I go over to the Render tab, and bring my camera around, you can see that I have
02:19 a lot of options here where I can set up my camera and I won't see any of the
02:23 background appearing. We can move in close and come around far.
02:30 I can do high angles. And I'm still only going to see the
02:35 environment, not the background. Now if I do happen to get a little bit of
02:40 the background showing up at the edges of the environment, those things can always
02:44 be cropped out in Photoshop after the fact.
02:48 But you can also very simply take this, use your Scale tool, scale it out on the width.
02:54 And that way you have an even broader canvas to work with.
02:59 Now, to get a good preview of this, I'm going to select the background material,
03:04 set my Diffuse Amount to 100%, set my Diffuse Roughness to 100% and turn my
03:08 Specular off. Now if I move the camera around, you see
03:13 I'm not getting as much sheen on the background.
03:17 It's just basically kind of disappearing. We get a little bit of a gradient, but
03:20 nothing is going to make it difficult for us to see the object in the scene.
03:25 Now, you could do the same kind of a thing with two sides.
03:28 Let's make a new mesh item, again with a square, and I'm just going to apply that.
03:34 Let's hide our background mesh. I can do the same thing just by selecting
03:39 two edges, like in using Edge Extend. And then again, beveling this time all
03:45 three corners, so the back corners and the vertical corner.
03:51 Bevel, pull that up, and there we go. Now we have that as a more of a corner seam.
03:58 So depending on how you want to position the camera, you may need a little bit
04:02 more angle of view than you would get based off of a simple, straight background.
04:07 So, this kind of a thing can be really useful.
04:09 And you could very easily add in a third wall over on the right-hand side as well
04:12 to make this more of a completely enclosed area.
04:16 Just be careful that, you are going to have to place lights in here, so you want
04:19 to make this area large enough that you can easily accommodate lights and other
04:22 environmental pieces. In other cases, you might want to model
04:28 things that are more like a physically constructed set, instead of just a, kind
04:33 of, transparent background that's just going to disappear and not draw attention
04:37 to itself. So, in the case of that, I would say that
04:42 you're always good to remember to model from your details that you need outward.
04:47 So if, for example, I wanted to create a window for a background scene or a room,
04:52 I could drag out a box to create the scene.
04:57 Now press F to flip the polygon so that we have the interior of the box.
05:03 And this is going to give us a very simple bit of geometry to act as a framework.
05:08 Now, if I wanted to add something like a window, I could very easily drag out the
05:12 proper size. And let's move our camera around here,
05:17 drag this up where I want it, add some height to the window.
05:24 And in this case, I want this to be a window divided into four pieces, so I'm
05:28 just going to drag up into the right in order to get two extra subdivisions.
05:35 And now I'm going to select all of these polygons.
05:39 Bevel. And make sure that in this case I have
05:44 group polygons off. Inset.
05:49 And you can get as complex as you want on the actual windowsill here.
05:52 I'm not going to go all that far. I'm just going to make a very simple
05:58 overall shape until I get my window pieces close together, my window panes.
06:05 And in this case, I'm going to just go ahead and copy those pieces, and then I'm
06:11 going to bridge them. Now your Bridge tool may or may not work
06:17 well when you're dealing with four pieces like that.
06:23 In this case it did not work well. So you may have to do this manually on
06:29 each one. So, select those, bridge, click., Select
06:34 those, bridge, click. Select these, bridge and click, and then
06:40 select those, bridge and click. So now I am left with a simple window shape.
06:47 And you'll notice I still have the wall in the background.
06:51 This is what I mean about modeling around the geometry that you need to have.
06:55 So I'm going to simply bevel this inwards until I get it somewhere in the ball park.
07:02 Now use my Scale tool to get it just about the right height and the right width.
07:08 Position it so that it's just lining up with my actual window.
07:15 Or rather with the frame. And once that is done, I can just go
07:19 ahead and delete that piece. And now I can go ahead, paste in my
07:23 window pieces, and I could simply if I want to make these actual physical pieces
07:28 of glass, I could select the two pieces, Ctrl+click on edges to get the boundary,
07:32 and then bridge those edges together. And you want to make sure that Remove
07:39 Polygons is turned off, and that way you have now just a thickened piece.
07:43 Alternately, you could take and delete your polygons on one side, select the
07:49 front polygons, and thicken to get the same effect.
07:55 So either way you want to do that is fine.
08:03 And then you would just select all of these and assign a glass material.
08:11 So, this demonstrates how quickly you can lay out the basic geometry for a scene.
08:16 You can very easily go in and add more detail, like edge bevels and things.
08:20 To get a more complex shape, you could also add in things like molding and chair
08:25 rails, if you're working on like a built up set.
08:29 An actual environment. Just using some of your basic modeling tools.
08:33 But the main idea here is to keep this simple.
08:36 It's just acting as a background. And you just want to properly set the
08:39 scene to show off the objects. So spending a small amount of time on
08:42 this kind of modeling will allow you to spend more time with your hero models.
08:47 The ones that are key to your scene, the ones that you're showing off, and just to
08:51 have them placed in a proper scene in order to cast good shadows, reflections,
08:55 and receive good lighting from them. So, if you can make good and quick models
09:01 for your environments, it will help you to have a more effective finished scene
09:04 to show off in your finished renders.
09:08
Collapse this transcript
Modeling environments and props
00:02 In this video, we'll have a look at how to use some of the preset content, and
00:06 also some of the presets on your tools, in order to quickly make environment
00:10 geometry for your product visualization scenes.
00:15 So let's start by creating something like a simple podium, like a pillar, that we
00:20 could be setting our object on. So I'm going to start with just a simple
00:24 cylinder here, and I'm going to make sure it is centered up in the middle of the scene.
00:29 And let's make it a nice even size, we'll go for 500 millimeters.
00:34 I'm going to pull this up to get a little bit of height.
00:38 And this is going to be the base of our podium, but I don't want to have quite so
00:42 many vertical segments. So I'm going to turn this down.
00:46 And I'm going to use my Loop Slice tool. Let's set that back to 1, and Free, and I
00:51 can set this slice right where I would want to get some kind of a flourish here
00:55 on top of the podium. So, maybe right about there.
01:00 Now, if you wanted, you could also make this symmetrical, and put one on the top
01:03 and the bottom. As as a matter of fact, let's go ahead
01:05 and do that, change it to Symmetry, and 2, and get it about the right size.
01:10 Now, if I Loop Select the top and the bottom, I can use the Bevel tool and then
01:13 turn on a profile. So, let's start here by actually beveling outwards.
01:16 Make sure that you have Group Polygons turned on, so that you're getting a nice
01:17 solid bevel outwards. And now if you go, you can turn on
01:21 Profiles and get a real-time preview of how the profile is working.
01:34 Now, some of these are going to work better than others, depending on the
01:37 scale of your scene and the scale of your beveled area.
01:41 And some of these might require some editing.
01:43 I'll show you how to do that here in a moment.
01:47 You can also always go back and edit the finished look of these.
01:51 I think that one's getting close, it's just a little too deep.
01:54 So let's back it up, so that we get no overlapping on the middle here.
02:01 All right, so something like that's going to work relatively well.
02:04 But as I mentioned, the problem with this is that it's symmetrical on the top
02:07 and bottom of the bevel, and we don't want that.
02:10 So I'm going to simply Loop Select here, or do a Loop Slice, set the count to 1,
02:14 and make sure that you then turn off your Profiles.
02:19 You can click on the browser bar and just click the Back arrow, and that will turn
02:23 your Profiles off. And then you don't have any Profiles on.
02:26 If they get stuck on, which they often do, you turn them on and they are sticky,
02:30 so they'll remain on after the fact. So now I can simply select this loop and
02:35 cut it, select the upper section and cut it, and now I can select this, press P to
02:39 create a polygon. And just so that I don't have problems
02:44 with n-gons here, I'm going to create a nice little bevel inwards to fix that.
02:49 I can do the same thing on the bottom here.
02:53 So, let's just Loop Slice that, Loop Select that, and cut it, select that and
02:57 cut it, select this bottom edge, press P and then bevel inwards.
03:03 And now you can see, I've created a relatively complex shape very, very quickly.
03:09 Now if this is the wrong size overall, I can very easily scale the entire thing
03:13 vertically in order to get these the right overall proportion, and I'm not
03:16 even going to worry about the middle section here.
03:21 I'm just going to scale this out until I get the right proportion within my more
03:24 complex beveled section. And then I'm going to move the entire
03:29 thing up to where its sitting pretty much on the ground.
03:31 Go to my Vertices, select the top, and now I can move this down to where it's
03:35 the height that I want. So you can see, making these quick edits
03:40 is going to allow you to do a lot more with this kind of geometry.
03:44 So, I can also go in and add more detail here on the actual column itself, just by
03:48 turning on a profile. And that one's not a real good one, it's
03:53 going the wrong direction. Maybe something like that or that.
03:57 You can see, this is now giving me a little bit more inner detail on this shape.
04:05 And I don't want to overdo it. As a matter of fact, I think I'm going to
04:08 turn it off. But you do have that option there, of
04:11 going and adding more detail onto this. So, let's back up there.
04:15 All right, so now that I have my podium finished, you might also check and see
04:18 how this is going to work with subdivision surfaces.
04:22 If you have a lot of complex angles here, this might be something that would work
04:26 really well with subdivision surfaces, and then the addition of a few sharpened edges.
04:32 So if I select the loops, Shift+W. And remember as you do this, this is just
04:36 review, but remember that your Mesh settings, you're going to want to check
04:40 your Subdivision Level. I'm going to to up to a level 3 on this.
04:46 And then, I want these to be relatively sharp.
04:50 We'll go up to 20%, and you can see, I've got a nice semi-creased edge, and I could
04:54 do the same thing here on the bottom, as well.
04:57 So select those, Loop, Shift+W, and then just click because I already have my
05:01 scale set. Now let's hop over to the Model view, and
05:04 you can see, there we go. I've very quickly created a simple
05:07 profile that's given me a lot more depth and complexity to this object.
05:12 It makes it a much better prop for my environment.
05:14 You could use this same technique to create chair rails, crown molding, any
05:18 kind of molding materials that you would want around door frames, and things like that.
05:24 And you're not going to waste a lot of time modeling these things that are
05:26 likely going to be in the background, and sometimes are even going to be blurred,
05:29 because they're going to be out of focus. So the big thing to remember, just like
05:34 when you're setting up your overall environment, model quickly and
05:37 efficiently on these prop models, because often times, the detail is going to be secondary.
05:42 So just making them detailed enough yo give you what you need, without spending
05:46 a lot of time modeling, is the name of the game here.
05:49 It will save you time and allow you to spend more time working on the crucial
05:53 important details of your finished product scene.
05:57
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Modeling light sources
00:02 In this video, we'll have a look at how to use Modeling tools to create some
00:05 Basic Light Models. In other words, models that will be used
00:09 to cast light onto the scene. So, these will be used with Global
00:14 Illumination, and with Luminous Materials.
00:16 When modeling with this kind of lighting, it's important to remember the three
00:19 basic kinds of lights that you'll be using in your scenes.
00:23 Direct lights, so lights where the luminous source is pointed directly at
00:26 your scene and illuminating it directly. Diffuse source, or sources that are
00:31 passing through other materials. So, for example you were to have a light
00:35 behind a piece of tissue paper or coming through curtains or something like that,
00:39 so the light is passing through something.
00:42 And then light that is bounced, so light that is being reflected off of an object
00:46 and then back into the scene. So all of these will have a couple of
00:50 commonalities and some things that you'll want to look for.
00:54 So the first thing to think about when you're creating this kind of lighting is
00:57 the actual nature of the light that you want to create.
00:59 Now lighting doesn't come from infinitesimally small points in space.
01:05 And that's going to be the issue with a lot of the traditional CG lighting that
01:08 we have, it is that it's going to be cast from a point in space.
01:12 And there are ways around that, and there are ways to improve on that.
01:15 But really the benefit of modeling your lighting and creating objects that will
01:19 give you your lighting. Is that you can create light that comes
01:23 from an area or a volume, beyond just the simple idea of an area light which is
01:27 coming from a space just larger than that one point, but it's coming from something
01:31 like a simple plane. So, as you take that into account, it's
01:36 important to think of a couple of things that can help you to achieve good lighting.
01:42 Now first is going to be the shape of your lights, so if you want to start with
01:45 something as simple as a sphere. You can take that sphere, and I'm going
01:51 to use this to just create really simple light.
01:54 And I'm going to start by unsubdividing it, because that's sphere preset shape.
01:57 When you click on it will give you a subD'd object and we just want to have
02:00 the polygons now. I'm going to Loop select all of this.
02:05 And then hold Shift and the close bracket key to select everything that closes off
02:10 that selection, in other words everything inside of that ring.
02:16 And now I'm going to use the Bevel tool, and just bevel this in a bit.
02:21 And I actually have a few segments turned on here, those are not absolutely
02:24 necessary here. What they can allow you to do is get a
02:27 little bit more detail inside here, without having to go back and add it
02:29 later, so I'm going to leave those on. And then what I can do is simply go
02:34 inside here, select this loop and move it up.
02:39 (audio playing) We'll just pull it up vertically,
02:41 something like that, this'll give you a little bit more of a shape.
02:47 Now, if I wanted to, I could already go ahead and assign materials.
02:52 I could select this Inner material here and assign that a luminous material or
02:57 light material. And then select the Invert with the open
03:01 bracket key and assign it something more like a reflective color or a map color.
03:07 Depending on the, the kind of housing that you would have on your object.
03:10 And that's going to be another benefit of modeling your lighting, is that if you do
03:14 happen to see these objects show up, in your lit scene.
03:18 Then you actually get something properly reflected.
03:21 So, lets call this Housing, and I don't want it to be red, I think I'll make that
03:25 kind of a cool, dark grey. Then I'm going to, again, Invert that,
03:30 and we'll call that Lighting, and we'll click OK.
03:35 I'm not going to bother putting any of the settings changed there, because I'm
03:38 going to change those in the shader tree when I actually get to shading this.
03:42 And I can get a quick idea just by going to Material, Trans and setting my
03:48 Luminous Intensity to 1, just to start with.
03:54 Now, if I take this object and move it up away from the scene a little bit or away
03:59 from my subject and it, rotate it. Now I'm going to actually set my action
04:05 center to the origin. And then you can get an idea of how that
04:10 lighting is going to work in you finished scene.
04:16 So just to get a, quick extra look at this, I'm going to take it and move it.
04:20 And I'm going to set my Action Center back to Selection, and I'm just going to
04:23 pull the light up out of the scene, so it's not, visible directly there.
04:28 And then I'm going to select my Can material.
04:31 And just go ahead and add in a little bit of reflections, so we can get an idea of
04:33 how that works as well. So, let's go 25 and then 100 on the
04:37 (UNKNOWN) I'll turn on Match specular.
04:41 And now if we go in here, we can see that we have a reflection coming from that light.
04:46 It's looking just like that light there, and if we start to add some more light
04:49 into the scene, a little bit more ambiance, we'll also see that light housing.
04:55 Or if we make a more complex shader for that lining so that it perhaps falls off
04:58 a little bit, we'll see that reflected here.
05:01 And it becomes much more powerful than just a real simple specular reflection
05:04 that we would see with a traditional CG light.
05:09 So looking at on diffused lighting, I'm going to go ahead and take this and move
05:13 it a little bit farther out. The big thing to think of is just the
05:18 overall shape of the material that is being diffused.
05:22 Now with a, both a diffused or a light that's passing through some other object
05:26 and a bounce light. You can actually use a combination of
05:31 Luminous polygons and traditional CG lights, depending on the actual look that
05:35 you're going for. You might save some render time,
05:39 actually, by using something like a spotlight and shining it at a sheet that
05:42 you created. And that will allow you to very quickly
05:46 get your lighting done without having to spend a lot of extra time.
05:51 Without having to wait for higher quality rendering in order to get the light
05:56 coming from the luminous polygons. So one big thing to remember is just
06:01 simple shape. If you're going to set this up in, say, a
06:04 photo studio. You wouldn't spend a lot of time getting
06:08 a very detailed shape on a piece of tissue paper that you're going to hang in
06:11 front of a light. It's just going to be something
06:14 relatively simple. So a lot of times, I like to just use
06:18 existing geometry to and gleam something that I might use to create another object.
06:26 So I'm going to go over here to my background, I Copy this, make a new Mesh
06:31 Layer, which I will call, Sheet. Then I'm just going to Paste those
06:38 polygons in and go ahead and center them. So, under the Basic tab, Center selected,
06:44 just center on the Z axis so it's right there.
06:47 And now all I have to do is take that object, and I can move it around, I can
06:55 rotate it, so if for example I move it back this way, and then rotate it, down
07:03 like this. And then move it back up to where it's
07:11 kind of meeting the ground. So we're getting the idea of this kind of
07:14 being something that was taped to the ground.
07:16 And now I'm going to rotate it again. But I'm going to set my Action Center to
07:19 the Origin. I'll just pull this around here, back there.
07:26 I just want to pull this away so its not overlapping the Background Geometry much
07:31 or at all and there we go. So that's the basic idea, so I'll apply a
07:35 simple call this Tissue Material and I'm not going to worry about any of the
07:39 Default settings. Again we're just looking at a real quick
07:42 preview here. I'm just going to take Subsurface amount
07:44 and turn it up to a 100%. And then I'm going to go to my Global
07:48 Illumination, set my Subsurface Scattering to Both.
07:52 And I'm going to set my Indirect Bounces, if they're not already at two, I'm
07:55 going to set them to two. And that will allow the light to pass
07:58 into this and then go through it. So let's go over to the Render view.
08:01 And you can see it's relatively dark, but if I take my Lighting Material, and
08:06 increase the intensity. And you'll start to see more light coming
08:12 through here, and you can see the reflections are much more soft and subtle.
08:19 Now, like I said, you can save some time doing direct lighting here in this case.
08:24 So this isn't a good time to set up and really take into account all of the
08:29 lighting attributes of this. But just so that you have an idea, you
08:34 don't need to particularly always have something like a polygonal light behind
08:38 something like this. You can if you want to control the shape
08:42 of it, but remember that this is going to be slowly kind of diffused through here.
08:46 It's going to get blurred out a bit by the Subsurface Scattering.
08:49 And you're just going to be left with a more softened end result.
08:54 So its a good idea to consider both styles.
08:57 Consider polygonal lighting and then also try something like a simple spotlight in
09:01 order to get the look that you're going after.
09:04 And the last thing to consider is going to be bounce lighting.
09:10 So, I'm going to go in here and hide, the two lights that I've already created.
09:14 So let's hide the Sphere and the Sheet. And then I'm just going to create a
09:18 really simple Plane. So, let's go and make a new Mesh Layer,
09:22 and Zoom out so that I can see my scene here.
09:25 And we're just going to create a nice square, and place it up above the scene here.
09:35 And now I'm going to go ahead and flip that so it's facing down.
09:39 And I could get pretty complex on this, I'm just going to do something really
09:42 simple here. I had already had my plane subdivided, so
09:46 I'm going to use that, and I'm just going to Bevel these areas down a little bit.
09:51 Let's turn my Segments back down to zero. And then I'm going to Bevel again, and
09:57 then I'm going to select the front faces along here.
10:04 And Bevel these in as well. And that's going to give me a bit of an overhang.
10:10 And this overhang can even move that up a little bit.
10:14 So I Action Center back to Automatic. Could pull these up a little bit.
10:18 This overhang will allow me to do a few things.
10:20 I can either take these polygons in here and apply a luminous material to them or
10:24 I could do something like place a cylinder light on the inside of each of these.
10:30 And all that we're looking for on this kind of a light is for the area in here
10:34 to be bright and luminous. It's going to bounce onto the ceiling,
10:39 And then that ceiling is what's going to light our scene.
10:43 So it's going to give a more broad, diffused look to it, it's going to soften
10:46 our reflection, it's going to soften the lighting and the shadows in general.
10:50 And it'll give you kind of a softbox style of a lighting solution.
10:54 Now you could also take just a large polygon up here and apply a material to
10:57 it that will give you a kind of a softbox.
11:01 But this bounce lighting is going to give you just a little bit different feel.
11:05 And depending on the finished look that you're going for that could be something
11:08 really of benefit. So really the modeling techniques here
11:11 are very simple. You can use primitives with slight
11:15 modifications, you can use existing elements in your scene, and you can just
11:19 use simple geometry. Just remember that you're building models
11:24 that are going to cast, reflect or pass light through them.
11:29 And that's really their purpose, they're just kind of things to catch your light
11:33 and to propel it into your scene. To give you more subtle, advanced and
11:39 nuanced lighting in your finished 3D Renders.
11:42
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Using replicators
00:02 In this video we'll be having a look at how we can use Replicators to add some
00:05 extra interest and some extra kind of detail to this scene that we're working on.
00:10 We can use Replicators in a couple of ways to get a nice result.
00:15 Now the first way that we'll look at is using Replicators in order to place a
00:18 bunch of duplicates of our key model here, of our product.
00:23 That we'll be working on here around the scene.
00:25 And then, you can save out the scene, and very easily bring in a new asset that's
00:29 going to be your different product that you're working on for another project
00:33 later on, you can replace it. And all of your replicas will update, and
00:39 that way you can have a really nice way of building up a small group of scenes
00:43 that can work for multiple different products.
00:47 So, let's start here with our cylinder, which let's go ahead and rename.
00:52 If you'd like to follow along, this is the replicator start file.
00:55 We'll call this can, or I will call it product, so that we know what it is.
01:01 going to select the background here. And we're going to zoom out a little bit,
01:06 so we can see this. And then under Duplicate, we'll go down
01:09 to Mesh Paint and hold down and click. And you'll see that there's Mesh Paint
01:13 Instance and then Mesh Paint Replica. And Replica's going to be the most
01:16 productive way of doing this. It's going to cost the least, as far as
01:20 computer overhead. Render the most quickly, and just overall
01:24 work really well. Okay, so let's look here at the options
01:27 that we have. By default, this is going to come in as
01:30 the paint mode of Slide, and the scaling, by default, is usually Adaptive.
01:35 For doing this with an actual product, we want to keep it all pretty much the same size.
01:39 We'll set that to Uniform. And now, if I click and drag you can see
01:45 that I get this bounding box replica of the individual model coming along.
01:55 And at the default setting the source is going to say All Background Measures,
01:59 which right now the only Background Measures we have are the Light and the
02:02 can itself. So, let's back up there, because we don't
02:06 want the light to be replicated across here, so we're going to go to Specific
02:10 Item, and change that from Backdrop, to Product.
02:14 And now, it doesn't matter what I do, as I click this in, these are always going
02:17 to be the actual product itself. Now sometimes, however, you'll want a
02:22 little bit more randomness than you're going to get out of simply painting
02:26 individual replicas here under the scene. And also you might want a lot more replicas.
02:32 So let's go ahead and back up, get rid of those.
02:36 And we're going to set our Paint Mode to Strokes.
02:40 And I'm going to keep the brush density relatively low, because I don't want too
02:43 to many of these. And I'm still going to leave this at Uniform.
02:47 And everything else is pretty much going to stay the same here.
02:51 I'm going to maximize this top view, so I can see it a little bit better.
02:54 And now, if I click and draw, you can see that it's placing vertices here at first,
02:58 and these vertices are actually going to be the replicas themselves.
03:03 And you can see, that's a little bit on the dim side, so let's undo that.
03:07 Take our Brush Density down a little bit more, and then we can drag this around,
03:11 and that's going to be something a little bit better, a little bit random still,
03:14 but not quite so heavy. All right, there we go, now we have a
03:19 bunch of them. And I probably want to be a little bit
03:22 more careful, and not place any of them up along the, the ramp, here, of the roll
03:25 off, so that we don't have tilting funny, but that's alright for now.
03:29 So, now, if I click over here, and I go to my Render view, let's kind of pull the
03:33 camera around. So that we can get our main object in
03:38 view here. And I have some depth of field turned on
03:42 here, just to kind of highlight the, the benefits of using all these replicas.
03:47 You can use this to very nicely pull some nice depth out of your scene.
03:51 And get a nice render of your main object while still having a bunch of other ones
03:54 in the same. All right, so then, let's look at some
03:58 other things that we can do. I'm going to scroll down here.
04:01 I'm going to take the point clouds and the replicators that are in here.
04:04 These are just some existing ones from what we've already worked on here, and
04:07 I'm going to delete those. So let's get rid of those.
04:11 So now we just have our single can back. And if you look here, there's also a
04:16 dropped folder, and this just has the water drops that come in the stock content.
04:22 So if we look at one of these, let's see, let's unhide all of those and zoom in,
04:26 and for just a second, I'm going to hide my product itself.
04:31 There you can see, these are just basically little water drops.
04:35 Pretty simple, nothing super complex. And then I'm also going to go in here and
04:40 hide my light, so that I have nothing in the scene except now for the drops and
04:44 the background. So if I go back to my Mesh Paint replica
04:49 and I keep this on Strokes, I'm going to actually set this time the size to, you
04:52 can either use Adaptive or Random or Random and Adaptive.
04:58 I'm just going to do Random, so that it gives it a little bit more variation.
05:01 And I'm going to set my source instead of Specific Item to All Background Meshes.
05:06 And so now that's going to give me replicas for all of those drops, and let
05:10 me undo that, I'm going to increase my brush density a bit now.
05:15 So that I get a few more drops coming through here.
05:19 And these ones I may want to paint up on the background a little bit.
05:24 And you can see now I've got a bunch of those drops in the scene.
05:28 So I could use that to kind of add any kind of other duplicated items that I
05:32 would want. Now I'm going to bring my product back.
05:36 And let's go back over to the Render tab. And it might help to turn our light back
05:41 on, as well. Let's go up here and turn the light back
05:44 on, so we can see the scene. And these are rendering relatively
05:48 lightly, because they're transparent. But you get the idea here, we have now
05:53 these water drops all placed along there. I probably ought to put a lot more of
05:56 them, if it's the case with water drops. But you can see that I can very easily
05:59 add this kind of extra detail to my scene, to flesh it out, make it more interesting.
06:04 And I can use different colors. I could use different objects if it's
06:08 something a little more natural. Maybe I'd use rocks or some outdoor
06:12 things, and paint around replicas to better frame the object that I am rendering.
06:17 So using replicas, you can set up nice scenes or you can very easily swap in and
06:20 out new product models, without having to rebuild a new scene every time you're
06:24 going to create a render of a new object.
06:28
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Modeling with recoil
00:02 In this video, we're going to look at how to use the cloth simulation tools in
00:05 recoil, in order to create some nice, soft flowing environmental pieces, like
00:10 drop clothes. This can also be used for curtains and
00:14 anything else that you would use, where some kind of soft fabric simulation or
00:17 something could be really useful. This can save you a lot of time where you
00:22 don't have to sculpt or otherwise deform your geometry, in order to get that nice
00:26 organic feel that you would from cloth. So, if you'd like to follow along you can
00:32 open up the Cloth Start file, and what you'll see here first is a square kind of
00:36 pedestal that just has a base extended off of the bottom.
00:42 It's just a hollow object. And then a subdivided square.
00:47 And I'm going to actually press shift tab to un-subdivided this, just so we have
00:51 raw polygons to work with here initially. And that will speed up the process of
00:56 working on the cloth simulation. So, if I want this to work as a cloth simulation.
01:01 I need 2 things, I need something that is cloth, and something for that cloth to
01:05 collide with. So I'm going to select this, square
01:09 cloth, layer. And I'm going to go over to my recoil.
01:13 Options in my Animate tab. This also exists in the Set-up tab.
01:17 But I get more screen real estate with the Animate tab, so I'm going to use that one.
01:22 I'm going to go to Recoil and select Make Soft Body.
01:26 You can see once I do that, underneath the square cloth, I get this soft body influence.
01:31 And that's a new influence that's been attached to it and it will allow this to
01:35 act like a piece of cloth. Now, by default I'm, I've got a bunch of
01:38 settings here, and I'm not going to touch those at the moment, we'll get back to
01:41 those settings here after we run an initial simulation.
01:45 So, now I'm going to select the collision object and I'm going to select > make
01:50 passive-rigid body. Now, a passive-rigid body is one that
01:54 will collide with things But it's not acted upon by physics.
01:58 So, in other words, this is just something that's going to sit there.
02:01 I could actually move and keyframe it, if I wanted to, but I'm just going to use
02:04 it as a basic object. Something that's there in a scene for my
02:08 cloth to collide with. So I'm going to go ahead and hit that,
02:11 and now you'll see a dynamic. Property appear underneath that square
02:16 collision object. So, if I go ahead and press play, you'll
02:20 see that this is going to fall down. But we'll notice that there's something
02:25 happening here, and you can see that my cloth doesn't want to collapse at the edges.
02:31 And the reason for this, is that by default, the simulation is just going to
02:36 take the overall shape of this, object, and it's going to create one big, kind
02:42 of, over arching piece. So, it's going to take the corners, here,
02:48 and it's going to connect them, and we're just getting, kind of, this big rough
02:51 shape guide, if you want to visualize it. It would be something like this, and see,
02:57 because it's just connecting those corners.
03:00 It doesn't have any convexity involved in it.
03:03 So I'm going to drag this back, and actually, as I continue going here, I'm
03:05 going to reduce my number of frames just so that my simulation doesn't have to run
03:08 as far. I'm going to cut that down to 45 frames
03:11 over here on the bottom right, and that's just going to stop my simulation without
03:14 having to run it for so long. Usually for these cloth simulations 45 to
03:19 60 frames will be plenty. So let's go back here, and I'm going to
03:23 select my dynamic options. And we can see here that our collision
03:27 shape is whole. And we have use cage turned on.
03:31 I'm going to uncheck use cage, and I'm going to change this from whole to mesh,
03:35 which is just going to actually use the existing polygons, vertices and edges in
03:39 order to run my physics simulation. Now, if you have a really complex mesh,
03:45 you may want to re-think doing this, because this now has a cache many, many
03:49 more points in order to make the simulation run.
03:54 So, that said, for this kind of a geometry, it's pretty necessary.
03:58 How I could get around that, however, would be to do something like Make this
04:02 cube one piece. Make the floor a separate piece.
04:05 And then those could both use that really basic collision because it's just a plane
04:09 and a cube. So, just something to think about.
04:12 Now if I go ahead and hit Play now, you'll notice that everything kind of
04:15 collapses more evenly around, the cloth hits the floor, and we have a few things happening.
04:21 A 1 is that, we're not getting a very flat top here, and 2, it's really
04:26 rounding off at the corners. Now, even if I subdivide this, you can
04:32 see, that it's still pretty rough. So, the initial thought, usually, is to
04:37 go and increase my level of detail on this, so really ramp up the The number of polygons.
04:44 And that will help in many instances. However, there's something that's
04:48 going to help you even more in this case, and that is to create a vertex map.
04:52 And I already have one on here for us. So if I select this cloth, and go to
04:56 lists, and you can see I have this pen square vertex map.
05:00 And what that's going to do is allow this object to have areas where it will not
05:04 deform based off of physics. Or you can do it partially.
05:09 Right now I have. The center area is set to one hundred
05:11 percent on my pin map. So, where it's pinned it's going to stay
05:14 still - think of pinning it to the wall. And where it's at 0%, which is all this
05:18 kind of grey or green area. That will actually obey physics.
05:23 So, if I go back over to my Advanced Open GL, so I can see this, and I go to my
05:27 Properties, select my Soft Body Influence, and I set my pin map to pin square.
05:34 Now, that area in the middle, which is actually exactly lined up with the
05:38 underlying cube, will not be affected by physics.
05:41 So if I hit Play It's going to take more time to calculate, the pin map does take
05:45 it's toll on calculation speed. However, if you look at the top of the
05:50 cloth, you're going to get a much nicer simulation.
05:54 Now, you can see this is still really kind of bouncy and springy, and really
05:58 kind of isn't looking much like cloth. It's looking a bit more like a rubber
06:03 sheet at this point. So let's go ahead and abort this.
06:07 Now one note, if you press escape it will abort, but, if you just tap it, it's not
06:11 going to abort for you. Even if you go crazy and hit the escape
06:16 key a bunch of times, it's not going to do it.
06:18 What you need to do to actually get the simulation to stop, is hold the escape key.
06:23 Until it clicks over to the next frame. So if you have a really
06:26 processor-intensive simulation and it's taking a long time for the simulation to
06:29 bake out, hold down the Escape key until it clicks over to the next frame, and
06:32 then it will actually abort the simulation, and it will let you go.
06:37 Now, that said, it did cache everything up to frame 26, so I can get a good idea.
06:42 By scrubbing through this of how this is looking.
06:44 And you know, it is pretty bouncy. So I'm going to go back here, and let's
06:48 look at some of the options that are making this as bouncy it is.
06:52 Now, moving down in our options here, in the properties for our soft body, you'll
06:56 see that we have a set of springs. We have structural springs, sheer springs
07:01 and bend springs. Now, each of these options is going to
07:05 control one of the ways that the object deforms.
07:08 Now, the structure is going to have to do with the actual compression of the
07:11 individual polygons and how they deform on a polygon by polygon basis.
07:17 So, by turning this down, my polygons are going to be allowed to kind of scrunch
07:21 and move around a little bit more and not keep that square shape, by decreasing that.
07:27 Now if I take my sheer stiffness, that is how much those polygons are allowed to stretch.
07:34 So, beyond just the deformation of that square shape, you know, how much they're
07:38 going to be allowed to stretch. And then the bend stiffness has to do
07:42 more to do with a polygon to polygon basis, how much they are allowed to bend.
07:48 So just right off here, I'm going to take my Bend Stiffness and set it down like 1%.
07:53 I still want it to have a little bit of stiffness, but not too much.
07:56 So let's turn that down to 1 and go ahead and play this back again.
07:59 And really, we only need to let it play through maybe 15 or 20 frames, in order
08:03 to really see how this is going to work. And as this is playing back, I should
08:08 mention that it's usually best to start your cloth simulations with less
08:12 polygons, and then as you start to get more what you want, increase the number
08:15 of polygons because you are going to see a big increase in the calculation time as well.
08:22 Let me go ahead and abort this here. (UNKNOWN) In 23.
08:25 You can see we're already getting something a lot nicer.
08:28 It's still kind of bouncing a bit. But I think that 1% is going to be much
08:32 better for our bend stiffness. So, the other thing is, how much the
08:37 actual squares can deform. So, I'm going to take my structure
08:41 stiffness, and drop this way down, as well, I'm going to go to, maybe about, 4%
08:45 on that. And again, I'm just going to go back, and
08:49 hit Play, and let that go. So, as this happens, remember, that
08:53 structure stiffness is how much those squares have to retain that square shape.
08:58 Previously set to a hundred percent, all of those individual polygons had to
09:02 retain that square shape. So, now they can actually kind of flex a
09:06 little bit more, and you can see that already again we're getting more of a
09:10 bend across here, the drooping of the cloth is happening a lot more, and
09:13 overall it's working pretty well. Now, what we do see still is this.
09:20 These diagonal corners are definitely still kind of retaining some of that kind
09:25 of rigidity, and that's going to be our last setting, which is the sheer.
09:31 So let's go ahead and back up. I'm going to select that and I'm going to
09:35 go down to my sheer stiffness and I'm going to decrease it not to much though
09:38 because this is also going to do the overall stretchiness.
09:42 So I'm going to take this one down to maybe 15%, and then I'm going to go ahead
09:46 and hit play. Now, since I am only dealing with about a
09:51 20 by 20 grid here, this is calculating relatively quickly.
09:55 We'll see more how a dense mesh can give you much more detail but it's going to
09:58 take a lot longer to calculate. Okay, now we'll go ahead and drop that.
10:04 So now, once again, you can see that we are getting more of an improvement here.
10:07 So the lower that I drive all those values- The more cloth like that is going
10:10 to get however you should remember that that sheer is going to also effect that
10:14 stretchiness so if I get that too low we're definitely going to be able to
10:17 can't some problems like if I just drop that sheer stiffness down to like 1%.
10:23 It's going to get really stretchy and it's going to look like some kind of
10:27 very, either very heavy fabric that pulls on its own fibers, or something that is
10:30 really not cloth at all and just has a lot of stretchiness to it.
10:36 So that's a quick look at how to use cloth simulations in order to more
10:39 quickly model Your environment props and get some easy more fluid geometry inside
10:44 your scene without having to model or sculpt all of that detail and its going
10:48 to allow you to focus more entirely on the objects you're presenting.
10:55 And not the environment that you are presenting them in, without sacrificing
10:59 quality and retaining a good high quality look for your product is seems.
11:03
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Advanced recoil
00:02 In this video, we're going to look at some more advanced cloth options that
00:05 will allow you to build more complex cloth simulations that can fit your scene
00:09 if you have something beyond just very simple geometry to collide with.
00:15 If you'd like you can open up the Cloth Start Two scene file and follow along here.
00:20 And what you'll see is a square cloth and then underneath it is kind of a rounded pedestal.
00:26 So, we're going to start right off by jumping into the soft body influence for that.
00:31 And it's going to have all the options set up for some basic soft cloth, and
00:35 it's going to have this pin map turned on.
00:38 And now the problem with using a pin map here is that this pin map has a square shape.
00:43 So if we go up here and look at my vertex map it has a square shape, but my
00:47 underlying geometry is a cylinder. So, right away, I'm going to have to turn
00:53 that off in order to make this conform to the object, and if we check here, we can
00:58 see that this object, which is the layer called cylinder collision has a mesh collision.
01:07 So it's going to collide with the actual vertices and polygons that are in the scene.
01:13 And other than that, it's just basic settings.
01:16 So, let's go back to our advanced Open GL, and I'm going to zoom in here a bit,
01:20 and go to my recoil tab, and hit play. So right now, you can see that, yes, it's
01:26 simulating pretty quickly, but it's having a really hard time constraining to
01:30 my geometry. Now, we get this lumpiness in here that
01:36 is not really what we want. So we have a few options on how to fix this.
01:41 One is to come in here to this cloth. I'm going to press Shift+D to subdivide
01:47 it and I'm just going to go one extra level here for now.
01:50 You could go several levels, but it will take longer to simulate if I do that.
01:56 So I'm just going to go up one extra level.
01:58 And you can see that this is getting closer, but we're still getting kind of
02:02 this weirdness going on, and as it gets closer and closer here, you can see that
02:06 because the shapes are so different, they start to pass through one another.
02:14 And the problem that we're seeing here is that the recoil simulation is not able to
02:18 calculate the distance in between because the default setting for recoil is not
02:22 super sensitive. So, the way to turn that up is to go to
02:27 our Recoil item. And then the steps.
02:31 Now, by default, actually, the steps are set to 10, which I'd increased this
02:35 amount for, for this file, and if I hit Play, you'll actually see that it's
02:38 going to tear through even quicker. So you can see that the effect is just
02:44 compounding here with that set higher. Now, I can go and increase it even more,
02:49 so let's set our steps up to 50, and this is how many times in between each frame
02:53 recoil can calculate the collision. So if I let that go, you can see that at
02:59 50 we might not have the issue, but as this starts to bend more around the edges.
03:06 That will be the real tell tale moment. So let's let it go for a second here.
03:09 We can see that it's started to collide with the floor and work alright.
03:17 But overall, it's still looking a little bit roundy here at these edges.
03:21 Now, if this works for you and this kind of a look is okay.
03:25 Then you're alright, obviously, to go along with this.
03:27 Since this is much more simple geometry, it's just a square.
03:31 It has nothing really to do with the underlying geometry, if you can get this
03:34 to work, if this kind of simulation is going to work for your scene, then by all
03:38 means use it. If you want this to really look like it's
03:42 draped cleanly over the surface there is an extra step that you need to take in
03:45 the modeling process. So I'm going to back this up and I'm
03:49 going to hide my square cloth and I'm going to bring in another layer that is
03:53 called cylinder cloth and I actually already have the cloth simulation set up
03:57 on this one. And if I go ahead and hit Play, you'll
04:03 see that we have some cloth going on here.
04:07 And I'm going to back this up, because some settings need to be adjusted here.
04:13 So let's go to our Soft Body influence. We want to go down and make sure that we
04:19 have Bend Stiffness set all the way down to 1%, Sheer Stiffness to maybe about 10%.
04:27 And now let's go ahead and play this again.
04:41 You can see that this is really having some problems.
04:43 It's kind of struggling with the simulation but it does also have.
04:48 We look here at our vertex maps, we go to list, we've got pin to, and that's giving
04:52 us a nice pin map that lines up directly with the underlying geometry.
04:58 And so, if you look at this, really what we're doing is just taking a regular kind
05:01 of square shape and then we're merging it in to a cylinder.
05:06 So that is easily done just by selecting the top edge of the cylinder, creating a
05:09 ring of polygons and then bridging that into kind of a cut out hole inside the
05:13 middle of a square. It will allow you to work much more
05:18 precisely with your geometry. So I'm going to turn off self collisions
05:22 for now. Go to pin two and then hit play and
05:25 you'll see that because of that pin map the center is staying still and that's
05:30 really helping this simulation work much better.
05:35 And you can see that this is still kind of struggling just a bit because of the
05:39 density of the mesh. It's very, very low.
05:42 But if you go and increase the mesh density, you can get something that is
05:46 much, much better. So let's go ahead and have a look at, the
05:50 scene here. And this has the cloth set up to a much
05:56 higher density level. And essentially the same mesh.
06:04 And then if I hit Play, you can see that the cloth drops around very nicely and
06:08 will conform to the surface really, really well.
06:12 Now, one problem that you might have with this is that you create this and you want
06:16 it to be set a particular way, but the recoil solver is actually incapable of
06:20 taking and baking out the point values for everything on a cloth simulation.
06:28 So, what you'll have to do in order to actually get this to look exactly how you
06:32 want it, is to freeze it so, and you can open up the cloth frozen scene if you'd
06:35 like to see how this would work frozen. One important thing to note is that if
06:41 you're going to freeze this, it's a good idea to typically un-subdivide it.
06:45 And then go up to geometry and freeze, and freeze it and then resubdivide it
06:49 after the fact, so that you don't get just a massive amount of polygons here
06:52 because it takes the sub division surfaces and essentially is going to take
06:56 all of these quads. And it's going to subdivide those into four.
07:01 And if you're at level two it's going to subdivide each of those into four.
07:04 So it's going to multiply your poly count by 16.
07:09 Which is more than you need. And then if you need to subdivide it to
07:11 smooth some things out, again, you're going to be multiplying it by 16 once again.
07:17 So that would be remember to unsubdivide your geometry, freeze it, and that will
07:21 freeze it on whatever frame you have, see, so now if I scrub my timeline, this
07:26 one does not move, and it makes a really nice tablecloth draped over this, and it
07:30 will allow me to place my products in a nicely decorated scene.
07:38 So, this can also be used for curtains. It can be used for just about anything
07:42 that you would use a cloth for, you could use it as a draped background, behind
07:45 something, on just anything that needs that organic touch.
07:49 So that you don't have to model it, and you don't have to sculpt it, and it saves
07:52 you alot of time, gets you working on the project that you need to.
07:56 Without sacrificing quality, it gives you great looking results fast.
08:03
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6. Particles
Building geometry for particle generation
00:02 In this video, we'll look at how to set up some basic geometry that can be used
00:05 to hold on to particles, if we want to add some particle effects to our scene,
00:09 for something like splashing or anything that you might use particles for.
00:15 So let's start here. If you'd like to follow along, you can
00:18 open up the Particles Start scene for the Projects folder, and you'll find that we
00:23 have our three cans inside a simple scene with a rolled backdrop with a corner.
00:30 And a light overhead, and there's a simple environment that goes with it that
00:33 gives the whole thing a little bit of something to see when you go to render.
00:38 So, if you want to go in and have a look at how this is going to be rendered,
00:40 you've got something set up there. So, let's go back to the Model Quad tab,
00:44 and we'll start setting this up. going to make a new layer, so we'll press
00:49 the N key to make a new mesh layer. And inside this new mesh layer we're
00:53 going to put something that will hold on to our geometry.
00:56 And in this case, we're going to create something, that would be kind of like a puddle.
01:00 And then you could imagine these cans being kind of slammed down onto the
01:02 ground you would see this puddle splash up around them.
01:06 And so, we'll create some initial geometry that will give us the overall,
01:08 kind of, shape of the puddle. We can use that as part of our splash.
01:13 Or we can just use particles, or we could just use the splash that we create here,
01:17 by itself. So, you have a number of options for
01:21 things that you can do once this is created.
01:23 So, in this new mesh layer I'm going to start here with a simple circle.
01:30 Center that up, so I'm just going to make my position zero zero.
01:36 I'm actually going to start with this being relatively small and in the middle
01:41 of the scene, and actually in between the cans, and then we'll go from here outwards.
01:47 So I'm going to set my background objects, my inactive meshes, to wire
01:50 frame for now, so that I can see what I'm working on a little bit more easily.
01:55 And let's just move this back about there.
01:58 And I'm going to scale it down so this initial circle is just inside all of
02:02 these cans, so it's not overlapping them at all.
02:08 And I'll make it a nice even 23 millimeters all the way around.
02:10 All right, so now that I have that done, I'm just going to select borders.
02:15 So I'll go to Edges and I'll select that. Then I'm going to press the Z key, which
02:20 will bring up Edge Extend. And I want to make sure that for handles
02:24 I have Move and Scale on. And that's going to give you the ability
02:28 to not just move your extended edges, but also scale them out from the existing edge.
02:35 Now, the downside of doing this this way is that you don't have the ability to use
02:39 something like a planar scale. So, you'll have to kind of manually scale
02:43 things out. But that's typically okay for what we're
02:46 working on here. So I'm going to pull this out so that I
02:48 have a fair amount of room to have my splash.
02:51 But you can see that this is just a single edge extending outward.
02:54 And to make this work a little bit better, and get more of kind of a
02:56 pond-ripple effect, I'm going to increase the number of segments.
02:59 So let's turn that up until we get a nice amount of edges to work with.
03:04 And let's pull this out just a little bit more horizontally and vertically.
03:08 Actually, I'm going to weight the whole thing forward a little bit by using the
03:12 move handle. That's going to pull everything forward.
03:15 It's going to retain where all of the edges are.
03:16 But it's just going to move the overall geometry forward.
03:19 And what I'm looking for in this case is to get a little bit of these edges,
03:22 kind of running right between these back cans and this front can, so I think
03:26 something like that will work pretty well.
03:30 And that's going to be our initial geometry.
03:31 Okay. So, now we're going to use some basic
03:34 sculpting tools, just on the top of the mesh here, in order to get this working
03:37 the way that we want it. So I'm going to change this over to my
03:41 Gooch tone shader. It's going to be a little bit easier to
03:44 work with. And I'm also going to turn on my symmetry.
03:49 So let's turn on x symmetry. And then I'll just give a quick double
03:53 check and make sure. Yep.
03:54 Sure enough. We're, we're symmetrical in that axis.
03:57 So I'm going to go ahead and just draw up this part of the splash.
04:05 And I'm just going to so this a little bit here.
04:08 And I can use other sculpting tools to make this work better.
04:12 So, let's just go ahead and kind of get some initial space.
04:15 Remember we want the edges to splash up higher, because they're going to take the
04:19 bulk of the splash here. And I'm also going to sculpt up this
04:23 middle section. And with this turned on symmetry this is
04:26 going to be relatively easy to control. Okay, so, now I'm going to go back and
04:32 grab my Move tool, and I'm just going to start here at this front edge where I've
04:36 got this one here. I want to move this up.
04:41 A bit like that. And in the same kind of thing in the back
04:44 I want to pull up the back end just to kind of smooth out the splash, and then
04:48 hold the Shift key and kind of go back and smooth over the whole thing just a
04:52 little bit here. Now, this is not necessarily going to be
04:57 something that we will see, so it's all right if it gets a little bit lumpy
05:00 looking, because we're not going to use this directly, or likely not use this directly.
05:07 You can use it if you, if you really want to have geometric splashes.
05:12 But you will likely just use this as something to hold onto your particles.
05:17 So, I'm also going to take these areas where it has splashed up higher, and I'm
05:21 going to pull these out, so I kind of extend the splash through here.
05:27 There we go, so something like that. And you could also turn off your
05:33 symmetry, at some point, here. And make this more asymmetrical on,
05:38 obviously that's going to be depending on your own tastes.
05:41 It's probably, at some point you'll end up with some asymmetrical bit here, but
05:45 as you place particles that's going to be more asymmetrical anyway, so it's not
05:49 100% necessary to mess with your symmetry.
05:53 Right now. So that's giving us a nice initial
05:56 splashing shape. And you can take as much time as you
06:00 want, going in and sculpting this, just to get the right overall kind of shape.
06:06 But in general, this is going to give us a good starting point for what we will
06:11 use for our particles. One last thing I can do, once I'm done
06:17 with my sculpting tools, is if you do need to work on some specific areas that
06:21 you want perhaps part of this to extend more forward, you can also use your Edge
06:25 Extend tool again. So, let's go to Z for Edge Extend, this
06:30 time I'm going to turn the segments back down.
06:33 And I'm just going to set my action center to my selection, here we go, and
06:38 I'm just going to pull this up and out. Oops, I accidentally have an extra edge
06:47 in there. If you do happen to get extra edges in
06:50 certain places, it's not going to be a big deal.
06:53 But it's a good idea to keep an eye on them just so that you know where you're going.
06:59 Let's pull this out a bit. And now I'm going to go in here to this
07:03 extra edge, it's the middle, and just delete that.
07:07 And I could here even go in and just take these couple of edges there and just
07:10 delete those. That's going to give me kind of a little
07:13 bit more of a lump forward on my. On my sculpted piece here, so I can move
07:18 this around. And can move and adjust this as much as
07:21 you want. This will make a nice bit of geometry
07:25 that will hold onto particles, and also can be used to give us a little extra
07:28 backbone for some water or any other kind of liquid that you might use.
07:34 For splashing when you're working with your particles.
07:36
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Particle generation tools
00:02 In this video, we'll look at how to add particles onto our existing geometry.
00:06 Now, there are a number of ways of doing this, and there are some that are going
00:08 to give us more even, randomize particles and then some other ones who will give us
00:11 more control over the actual particle placement.
00:15 So let's start with a simple item. Let's go up to the Items here We'll add
00:19 item, go down to Particles, choose Surface Particle Generator.
00:24 So once I add a surface particle generator in here, you can go into the
00:28 properties, go to the source surface and then choose the item you want to attach
00:32 this to. So let's choose splash and by default
00:37 it's going to space them an average of 100 mm a part which in our scene is
00:42 pretty far apart. So what I'm going to do is drag this
00:46 number down. And as I drag this down, you'll start to
00:52 see particles appear. So let's pull this down even more and
00:58 you'll see these particles start to appear, and then they, they'll start to
01:02 get a bit more dense as this number goes down even farther.
01:06 Now you can also take the Density Multiplier and increase that, and it's
01:09 going to multiply based off of the distance that you have, but they're
01:12 really just two ways of doing the same thing.
01:15 Now you can also, if you like the number of particles but you're not real happy
01:19 with the placement You can very easily go in and change the seed, and it's going to
01:22 keep a similar amount of particles, similar randomized spacing, but then it's
01:25 just going to kind of roll the dice once again, and put the particles back out there.
01:32 One thing you might notice as you really decrease this average spacing, the
01:36 particles start to get really close together.
01:40 But when you hit a certain point, you'll start to get big holes in where the
01:44 particles exist on your geometry, like that.
01:48 So you can see, I've got particles pretty much everywhere.
01:51 But they're really only sticking to some parts.
01:54 So let's decrease this a little, so it's not quite so pronounced, there you go.
01:57 Now you can see probably a little more than half the area has particles on it.
02:01 And and there's these large chunks of space where there are no particles.
02:05 Now, the reason for that is, by default, there is a particle limit of 10,000
02:09 particles within each individual particle surface generator.
02:14 And the nice thing is that is very simple to adjust.
02:17 Down at the bottom, Particle Ceiling, you can see that here it's set to 10,000, and
02:21 so in this case, even if I increase this to 15,000 you'll see that those areas
02:25 fill in. And then we were left without the gaps.
02:29 Since particles are going to show up on screen no matter how far out you zoom,
02:33 it's oftentimes a lot easier to zoom out for a second to get an idea of your
02:37 particle placement. Especially if you're worried about
02:41 setting the particle ceiling. So if, for example, I take this down to
02:45 something like 11,000. See, I still have these holes.
02:50 And I can more easily see those holes if I zoom out.
02:54 So this can allow you to do a better approximation.
02:58 Let's go to 12,000 and that actually fills out everything.
03:01 So in this case, all I need is 12,000 particles in this case.
03:04 And that will cover the entire area. Now, one issue that you might get with
03:08 doing particles like this for something like a splash, is that it's going to give
03:11 kind of this even slightly randomized blanketing of the particles all over the place.
03:16 So really this might not be the best thing for doing splashing water.
03:21 Now, if you have a lot of them all together, you might get some nice
03:23 rippling in there and that could work pretty well as far as using your water,
03:27 but oftentimes this kind of particle placement with the Surface Particle
03:30 Generator Is more geared towards doing things kind of like droplets on a can itself.
03:36 So, if I go in here to my Surface Particle Generator and I change my source
03:40 surface to can, which is that lead can, you see that it puts all these particles
03:45 all over the can. And now this could be something like,
03:50 kind of the water droplets that you might find on a can.
03:54 And you could do a couple of different ones of these as a side note.
03:57 You might want to have one where the average spacing is higher, and those will
04:00 be your larger drops. And then you could have a duplicate
04:05 surface generator that's looking at the same mesh but a much decreased average spacing.
04:12 And this one will give you something more of those kind of fine, misty
04:16 droplets that you might find on the cam. So, that will give you good randomized particles.
04:22 So, let's look then at other ways that we have of generating particles and the main
04:26 way is going to be painting particles. So, let's go over to the Paint Tab.
04:30 And underneath all of the sculpting and painting and hair, you'll notice that
04:34 there is a Particle tab. And this will give you some options for
04:38 working with your particles, but at the very bottom, you'll see Particle Paint.
04:43 And that will allow you to actually go in and paint particles all across the surface.
04:49 So I'm going to turn on 3D brush and create particle mesh, and click and drag.
04:56 And now as I do that if I look underneath splash here, you'll see that I have
05:01 particle mesh. And that's going to be where I actually
05:06 see my individual particles. Now, if those particles don't show up you
05:09 might need to come in and make sure that you have show vertices enabled.
05:14 And then there you can see there are my particles.
05:16 You can see since I did a stroke of particles in this empty layer here, they
05:20 didn't have anything to stick to, so let's just back up one level, select the
05:23 actual splash layer here, and then if I paint on this, it'll see that the
05:27 particles are actually sticking to the background mesh, except there I had some
05:31 Still remaining from that previous paint stroke.
05:37 So, this is going to be a good way of getting more spatially aware particles,
05:41 because you are going to generate their actual position.
05:45 So, let's go back up here to the splash and you can see as I paint on these
05:48 particles, I can put them just in the areas where I want them.
05:54 So, sometimes it's a good idea to use something like the surface particle
05:56 generator to get some of your particles in place.
05:59 But then you can go back and get more of them by adding in kind of these more
06:03 specific ones in areas where you need them.
06:08 As you can see this is lifting up nicely here off the surface and just giving me a
06:11 general good placement. Of particles, and I can even take this
06:18 particle mesh outside of the parenting here and just put it up in there.
06:28 And move the splash up while we're at it. And now I can hide this splash, and you
06:32 can see that this particle mesh is still there.
06:35 So, I still have these randomly placed particles that are random based off the
06:39 brush area, but have allowed me to paint them in and get them concentrated where I
06:44 want them. Now, in this case there are a bunch that
06:47 are underneath the ground. So, I'm actually going to do one thing
06:50 here to clean this up a little bit, because I may want some more of these
06:53 particles to kind of land on the ground. So, I'm going to go over to Vertices, and
06:57 I'm just going to right-click and drag underneath here just to get all the
07:01 particles that are under the ground, and I'm going to use my Scale tool, just the
07:05 action center to the origin, and make sure that Negative Scale is off.
07:11 And I'm just going to pull these in, and kind of flatten them out and actually I'm
07:15 going to move them up just a little bit too to make sure there kind of above the
07:19 ground plane of my existing environment and now that's going to give me my
07:23 particles kind of puddling up on the floor.
07:29 So, here again lets go and make sure that I have show vertices turned on for this
07:32 layer and there you go. So, now I have my particles If I looked
07:35 at this from kind of a front view, you can see that we're already getting the
07:38 idea of these kind of splashing up to either side, and then a little bit in the
07:41 front where these cans have hit the ground, and also you can see the
07:43 particles in the background on the can that we've used in the surface particle generator.
07:50 So, using those couple of tools you can pretty quickly add in particles to your
07:53 scene to simulate splashes or blobs or any kind of liquids or things that might
07:57 be Flowing in more dynamic in your product visualization shot.
08:03
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Sculpting particles
00:02 In this video, we're going to look at how we can use sculpting tools on individual
00:06 particles or individual vertices in space in order to make a good flow of these
00:10 particles for use in simulating fluids, in still images, and anything else that
00:14 you might use for kind of splashy kind of objects.
00:21 So lets have a look here. We have the scene particle sculpt start
00:23 if you'd like to open it up and follow along.
00:26 We're going to jump over to the paint tab and in the paint tab down at the bottom
00:30 in the same place we found particle paint you'll find a bunch of sculpting tools
00:33 that are designed to work specifically on particles.
00:38 So, let's go ahead and just make this scene a little bit easier to see.
00:43 So, I'm going to get rid of everything but the particles, actually, let's bring
00:47 those cans back. And that ought to work like that.
00:51 And I'm going to hide my extra particles that were on the surface of the can,
00:54 because I'm just looking at the particles that are going to be splashing up between
00:56 the cans here. So, if you look over here you have a lot
01:00 of options. Smooth, smudge, move, move is a nice,
01:03 useful one. Just like you can move objects, you can
01:07 move your particles with some soft falloff, and this will allow you to kind
01:11 of extend the splashiness of your splashes.
01:16 So, if I take these I can drag these out here.
01:19 You can see I'm now really, kind of extending the way that this splash is working.
01:24 So it's kind of arcing up and forward a little bit more.
01:27 I can also make that a much smaller brush, and then I can go in and kind of
01:31 work the fine details of the direction that these splashes are going.
01:37 And it's going to give me something much more interesting, and give me much more
01:40 control over where my particles are. Now, two other ones to really, really
01:44 look at are the pinch and tangent pinch. Now, the pinch one is going to just bring
01:49 everything in towards the center. Okay, so this is very helpful if you need
01:54 to have a stream of particles. So in this case, this isn't going to be
01:59 what I want here, because this is going to look something like kind of an arc of
02:02 a spout or something. Now if you want something pouring out,
02:07 that might be a better option there. However, just like with the regular
02:10 sculpting tools, if I hold the Control key, it will blow them outward.
02:14 So this is just another way that you can kind of spread your particles out and
02:18 then kind of recombine them in different and interesting ways.
02:23 So I can hold Control to kind of push them out and then I can release Control
02:27 and kind of pull things back together. And you can see, if you're not too
02:31 careful, you can get things really kind of flattening in on a plane.
02:36 So you see, this isn't what I want here. So let's pull that back out and you want
02:40 to make sure that you're doing this in such a way that you don't have a lot of
02:43 overlap as far as depth goes. Because, if I paint across a whole bunch
02:48 of vertices like this, it's going to pull them all together and it's going to
02:51 flatten them in towards the center, which is not what we want.
02:56 So if I go more over to the overhead view, I can do this and you can see it's
03:00 pulling things in, flattening them out. And then I could go back with my Smooth
03:05 tool or I could just use the Shift key and I could soften those back out.
03:11 And then it's going to give me a little bit, a little bit more even flow on this.
03:16 So between all these tools here you can get a very nice flow.
03:22 If I use the tangent pinch it's going to flatten in but along, more along a single
03:26 kind of a stroke axis. So you can see here this is perpendicular
03:31 to my view port in this case. So it's not going to flatten things along
03:36 a single line, but more just compared to where I'm viewing things.
03:41 Again, if you have a lot of particles, this can be good to create sort of
03:45 streams and some, all kind of splashes that would look more like spouts.
03:50 And let's move down here, and we can look and see that the Spin tool is going to be
03:54 very useful for taking and making kind of more arcs in your splashes, so, there we go.
04:02 And we can also, go ahead and flatten these, and this is just going to kind of
04:06 pull them all sort of down and kind of flatten things out, see now I'm getting
04:10 these individual arms. Okay?
04:15 So, using these tools, you can pretty easily get some good control over how
04:20 your particles are placed in space especially using move and the smudge tools.
04:26 You can really get some fine tuned control over where these particles are
04:30 going to create exactly the look that you're going for when creating your own
04:35 splashed particle designs. So this can be very, very useful as often
04:41 times you'll be placing your splashes and your water and other liquids around
04:45 particular objects. This will give you the control to put
04:49 them exactly where you want them and sculpt them away from the areas where you
04:52 don't need them.
04:54
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Using blobs
00:02 In this video, we'll have a look at how blobs can be used from a geometric standpoint.
00:06 Now, blobs really cover a lot of a wide spectrum as far as creating geometry and
00:10 then also have some very important texture attributes.
00:15 And for the sake of this video, we'll just be looking at the geometric
00:18 properties, and how they can be used to help simulate liquid and other kind of materials.
00:24 That would be key to rendering product visualization shots when you want to add
00:28 splashes or other kind of excitement to frame your objects, and make your
00:31 products look more appealing. So, if you open the Blob Start file,
00:36 you'll see that you have our three cans in a scene with some particles splashing around.
00:42 And there is also a Particle Generator, a Surface Particle Generator down here,
00:46 which is pointed to the Splash layer that should have a bunch of particles on it.
00:52 So, let's go ahead and start by hiding the Splash layer, and we'll look at
00:56 adding some blobs to this surface right here.
01:01 So, I'm going to go ahead, and under my Add Items menu, go down to Volumes, and Blob.
01:08 And at first you're just going to get one large blob.
01:10 And if we go down to the Render Preview, sure enough, it's just one big large blob
01:13 in the middle of the scene, really not what we're looking for.
01:17 So, if we go down to the blog here, and we can see the geometry is set to
01:20 Particle Source None, which means that it's just going to create that blob, it's
01:23 going to have a given size here that we can control.
01:27 But other than that its just going to sit there like blob.
01:32 So, I'm going to drive this down, because I know I'm going to be using a bunch of
01:35 these here. And I can see in the view port that I've
01:38 got a relative size there. So, I can drive this down to maybe around
01:42 10 millimeters. And then for my Particle source I'm
01:45 going to go down here and select this Particle Mesh, which has all of those
01:49 individual little vertices in it that were painted and sculpted to create the
01:53 splash shapes. Now you can see that as this begins to
01:58 resolve here, the particles get kind of driven together as they get close to each
02:02 other, and we can rotate this view around to see this a little bit better.
02:10 And there you can see that the particles kind of stick together as they get closer together.
02:14 Now another thing that you may notice is the fact the particles get bigger here in
02:17 the middle and smaller out to the sides. And that's because these particles in the
02:22 Sculpting menu were edited to have some scale attributes.
02:27 So, you can see here that this size attribute is available here, so if I go
02:31 down to my particle mesh, and I just want to scale these up.
02:37 You're not going to see this effect in real time, but we will see it when we get
02:41 into render. So, let's go here, and I'm going to take
02:44 these areas where I've got kind of thick splashes and I'm going to scale those up
02:47 a bit. Now if I go back over to my Render tab,
02:51 you'll see that these have been scaled up just a little bit.
02:55 Now I didn't have my settings up very high, but these are definitely larger
02:58 than they had been. These remember were very small little
03:01 specs, and if I want I can continue to kind of paint on these here in my Preview
03:05 Render, so that I can see the effects in real time.
03:10 So, I think we'll paint over them, and you can see that they are increasing in size.
03:15 Now, again if you're using a tablet for something like this, this will work very well.
03:19 Because you can really get some fine tuned control over where you want to
03:22 increase the size and then how much based off of that pen pressure.
03:27 So, for here, I'm just going to scale these up a little bit more, so that they
03:29 start to be a bit more cohesive. I can also go down here in my Blob Item,
03:34 and I can increase the random size, which is just going to add another layer of
03:38 randomness to the scale of these. And then I can also increase my
03:44 generalized radius, and everything is going to behave as a multiplier based off
03:48 of this radius. So, if I drive this up really high, you
03:52 can see that the particles are still going to get significantly larger.
03:56 But they're going to get larger based off of the area of influence where I had
04:00 sculpted the're scale previously in the painting view, in the sculpting view.
04:05 Now you can see with my scale driven up to 34 millimeters, these are definitely
04:09 getting thicker and more blobby, and you get the general idea of these being much
04:13 bigger blotches of splash. So, I think that's a bit much, I can just
04:18 drive this down, and remember this again will act as a multiplier.
04:22 So, that where I had sculpted these to be bigger, I can make them larger, but then
04:25 I'll still have the smaller particles here mixed in throughout.
04:30 Now, just like with other sculpting tools, I can go back and hold the Ctrl
04:33 key and have the Inverse Effect and actually scale these particles down.
04:38 So, that way I can add these blobs to give geometric volume to the individual
04:43 particles that I had created, and then sculpted in my previous part of my workflow.
04:51 So, another way that I can add these blobs on is by attaching them to a much
04:55 more dense mesh. I'm going to go down here, I'm going to
04:59 bring this splash back, and I'm going to hide my Particle Mesh for right now.
05:04 And with the splash, you'll notice here if I turn this on, that, let's hide my
05:08 blob for right now. You'll see that, I don't see anything,
05:12 that's because the actual material for this just has, if you look in the shader
05:16 here, transparent, it has a constant set to stencil and the value is set to 100%.
05:23 So, this is just, essentially a completely transparent object.
05:26 In that way I can render and get all of my particles, and I can still see this in
05:30 real time. But I don't have to worry about having
05:33 the actual polygons show up at render time.
05:36 So, let's close that back up, and I'm going to to go back to my blob now, and
05:39 I'm going to change this source from Particle Mesh to the Surface Particle Generator.
05:45 And now, we're going to get these particles all over the top of this splash.
05:53 There we go, and you can see that they are much more dense and they're much larger.
06:00 One thing to note is to be careful on doing this kind of thing, because the
06:03 number of polygons that are being derived from this can really, really jump when
06:08 you're using a really dense particle source.
06:12 You can see it gives you the nice wavy kind of lumpy appearance of, of something
06:17 splashy, of something liquid. But this is going to really increase my
06:21 render time, so I can take this and I can drive down my radius a bit and drive up
06:25 my random scale. And these are still gong to maintain the
06:30 kind of blobbiness where they will stick together as they get closer to each other.
06:34 And give you the effect of a liquid material.
06:38 Now, when you render that out, you'll get something like this, where you can see
06:41 all of the different particles kind of splashing and sticking together.
06:45 This can be really nice for a kind of a basic bed for the particles, so that you
06:49 have something like a kind of large, continuous body of particles, you can
06:53 make them a lot smaller also, so that they're a little bit finer.
06:59 And then also use a secondary set of splashes with another blob applied to
07:03 something like those sculpted particles, so that you get more stylized arcs and
07:07 splashes in your designs. So, using these blobs in conjunction with
07:12 particle sources that you create, you can very quickly and effectively get the
07:16 appearance of these liquid surfaces, and actually get the geometric appearance of them.
07:22 You can apply different shaders and materials to these, just as you would any
07:25 other geometry in the scene. And that will allow you to splashes of
07:29 water and any other kind of liquid that you might want to.
07:33 And it will help add extra detail to your scene, help you accentuate your models,
07:37 and add more interest to your product visualization scenes.
07:42
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