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Understanding Mesh Paint

From: MODO 501 Essential Training

Video: Understanding Mesh Paint

A good part of knowing how to create something in modo is also knowing some of the tools available to you. And when we are talking about the Duplicate tools, there is another tool that I really like called Mesh Paint. So let me show you how that works, just on a simple object level, and then we will go into something little more useful with it. So from the Basic tab, I am going to hold the Shift key and add a flat plane like this, and then I am going to press the D key just a couple of times to subdivide that. I will press the T key for Element Move, and we will just shift this up in just a little bit of various ways, and I will use my right mouse to create a little range of influence with this, and then we can just pull this down. And then I will press the spacebar to turn that off and when I hit the Tab key, I just get nice little space there that we can work with.

Understanding Mesh Paint

A good part of knowing how to create something in modo is also knowing some of the tools available to you. And when we are talking about the Duplicate tools, there is another tool that I really like called Mesh Paint. So let me show you how that works, just on a simple object level, and then we will go into something little more useful with it. So from the Basic tab, I am going to hold the Shift key and add a flat plane like this, and then I am going to press the D key just a couple of times to subdivide that. I will press the T key for Element Move, and we will just shift this up in just a little bit of various ways, and I will use my right mouse to create a little range of influence with this, and then we can just pull this down. And then I will press the spacebar to turn that off and when I hit the Tab key, I just get nice little space there that we can work with.

In the blank mesh layer in my Items list, I am going to then just add something like a little doughnut. And then we will press the R key for Scale, and we will scale it down. So one layer we've got a torus, and the other layer we've got a flat plane. What can we do with this? Well, selecting the flat plane layer and then going to the Duplicate tab, we can use Mesh Paint. And Mesh, as you know, is our object right here, so we are painting with objects. Using my right mouse to create a range of influence, I can click on here and start painting my mesh. And first I need to tell the system what source is my clone. What is my painting brush going to be? Well, it's going to be a specific mesh, and that mesh will be the torus.

That's from right here. Then I want the Size to be Adaptive and Random, and what that means is it's going to adapt to the size of the plane but randomize the shape just a little bit. And we can do the same with the Rotation. From there, the Paint Mode, we've got Slide, Stroke, and Drop. So if we choose Strokes and we start going like this, you can see these little dots pop up, and when I let go, I have got all these little doughnuts that are painted on there. But look at the Size. It's 100%.

If I click on here, I can change them, or very simply come back to Uniform and try it again. And now I've got little doughnuts all over this landscape. And the reason I had shaped the landscape was so that they actually fall with that. They are not just dumping them down. They are actually following the contours of that shape. You can simply then, of course, rotate them. You will see them all shaped a little differently. And we still have it set to Surface Align, but with the Rotation, you can see how they are all just rotate in there.

So imagine this on a further level where you take rocks on a beach, or you take little bushes across a landscape, things like that. So let's do this. Now that you've seen how this works, I am going to Close All and then from the Layout tab, I am going to select all the way down and we are going to go to Organic, and then we will select Trees, and I am going to add the Tree No Leaves, just by double-clicking, and then press the A key to fit it to View. And then we will go to the Leaves folder, and we will just pick any one of these leaves.

I will pick the Aspen 01. So we've got two meshes, the Aspen leaf--and I am just actually going to call this leaf, just so you know-- and of course this is the tree. I am just renaming these mesh layers. We will go to the Model tab, and one thing that's important to know is that this system here has 8 gigs of RAM. When you start doing certain functions, such as mesh painting like this on a really large object with a lot of polygons, your system may start to bog down a little bit, so just be patient with it. I am going to take a look at this in a Reflection mode, so it makes it a little bit brighter to see.

I've got my Tree layer selected, my Leaf is the background layer, and we're going to do that same thing I just showed you. We are going to come down and select Mesh Paint from the Duplicate tab. We are going to use Strokes. Uniform is fine. I will keep the Rotation I had set for the torus, and the specific mesh will be our leaf. The right mouse button sets the size of that brush, and when I start clicking, you can actually see the little dots appear. Those are where the leaves are going to appear and when I let go with the mouse, there is the leaves on my trees, with nice little rotations.

But they don't look like leaves; they actually look like little flat polygons-- and I will show you why in just a minute. So what's nice about this is that you can really come in here and put some sparse leaves on just to renew them. If I ever going to do a tree full of leaves, we would do this with a full model that is already in my Library and then just modify them. I don't think I would probably attempt to try and paint a full set of leaves across this whole tree, because some of these branches are pretty thin. Very easy to paint those on and then when I press F8, I get my Preview Render.

And let me come up here so you can see these. And so there is the leaves on there, and they are set to Flat Polygons, but you can see that they are aligning quite nicely. Now if you jump to the Shader tree, which we are going to talk about in an upcoming chapter, we can actually make that leaf texture--which is right here-- we can make the white area disappear. So we are going to pull this scene up again. I am going to save this, and we will put this right in our exercise files.

This will be in Chapter 04. And this will be leaves, and we'll call that up again, and I'll show you how to texture this when we get to our surfacing chapter next. So the Mesh Paint is a great way to create more unique models by taking one mesh and using it literally as a paintbrush and painting with that on top of another.

Show transcript

This video is part of

Image for MODO 501 Essential Training
MODO 501 Essential Training

80 video lessons · 4573 viewers

Dan Ablan
Author

 
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  1. 2m 21s
    1. Welcome
      55s
    2. Using the exercise files
      1m 26s
  2. 42m 37s
    1. Understanding the interface
      4m 30s
    2. Understanding the workplane
      5m 7s
    3. Understanding Action Centers
      4m 12s
    4. Working with the modeling tools
      5m 10s
    5. Understanding surfaces
      7m 12s
    6. Selecting elements
      7m 33s
    7. Understanding the elements of a 3D model
      4m 3s
    8. Understanding symmetry
      4m 50s
  3. 1h 2m
    1. Building a model
      8m 56s
    2. Editing geometry
      10m 39s
    3. Controlling geometry
      10m 31s
    4. Bending geometry
      6m 42s
    5. Adding detail with edges
      5m 37s
    6. Editing polygons
      10m 27s
    7. Extending polygons
      9m 34s
  4. 42m 53s
    1. Understanding subdivisions
      3m 49s
    2. Understanding Pixar-based subdivisions
      2m 48s
    3. Creating a basic model
      7m 51s
    4. Beveling with subdivisions
      6m 6s
    5. Adding detail to models
      8m 54s
    6. Deforming and shaping objects
      7m 48s
    7. Cloning
      5m 37s
  5. 49m 32s
    1. Creating with Radial Sweep
      4m 44s
    2. Working with text
      8m 40s
    3. Understanding replicators
      7m 22s
    4. Instancing objects
      7m 0s
    5. Working with Curve Clone
      4m 36s
    6. Working with Curve Extrude
      2m 25s
    7. Modeling with Array
      8m 50s
    8. Understanding Mesh Paint
      5m 55s
  6. 1h 4m
    1. Introducing the Shader Tree
      4m 32s
    2. Exploring layer-based shading
      4m 29s
    3. Creating surfaces for polygons
      7m 41s
    4. Editing surfaces
      7m 4s
    5. Applying procedural textures
      7m 38s
    6. Applying image-mapped textures
      6m 2s
    7. Working with transparent images
      5m 48s
    8. Adding bump maps for realism
      8m 49s
    9. Enhancing surfaces with specularity and glossiness maps
      3m 25s
    10. Creating a reflective surface
      3m 27s
    11. Working in glass
      5m 28s
  7. 39m 9s
    1. Building 3D scenes
      2m 49s
    2. Working with different light types
      8m 26s
    3. Lighting a 3D scene
      12m 51s
    4. Reflecting light
      5m 23s
    5. Lighting environments for realism
      4m 18s
    6. Blending light sources
      5m 22s
  8. 21m 1s
    1. Understanding the MODO 501 camera
      5m 39s
    2. Setting up a camera
      5m 42s
    3. Placing multiple cameras
      7m 11s
    4. Animating cameras
      2m 29s
  9. 29m 58s
    1. Understanding the timeline
      7m 16s
    2. Adding and controlling keyframes
      3m 22s
    3. Fine-tuning keyframes in the Graph Editor
      6m 17s
    4. Animating nontraditional elements
      4m 31s
    5. Animating colors
      4m 39s
    6. Animating displacement maps
      3m 53s
  10. 13m 57s
    1. Working with Hair Guides
      3m 18s
    2. Creating human hair
      4m 7s
    3. Creating the hair's surface
      1m 30s
    4. Generating animal hair
      1m 48s
    5. Building enhanced hair textures
      3m 14s
  11. 26m 21s
    1. Working with the painting tools
      6m 14s
    2. Painting on multiple layers
      9m 37s
    3. Sculpting models
      5m 45s
    4. Tweaking and finishing with the sculpting tools
      4m 45s
  12. 25m 56s
    1. Working with the Schematic interface
      1m 20s
    2. Understanding channels
      4m 9s
    3. Building a channel-based animation
      5m 51s
    4. Creating a schematic network
      6m 26s
    5. Setting up inverse kinematics
      4m 29s
    6. Adding the finishing touches on schematic rigs
      3m 41s
  13. 26m 47s
    1. Understanding resolutions and rendering
      12m 43s
    2. Setting up a render project
      4m 51s
    3. Rendering to movie files vs. image sequences
      9m 13s
  14. 3m 23s
    1. Exporting an object
      1m 2s
    2. Exporting a full scene for backup
      2m 21s
  15. 2m 2s
    1. Next steps
      2m 2s

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