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In this course, author Dan Ablan walks through the process of understanding the MODO workflow while learning to create 3D models and animations. The course teaches fundamental tasks, such as modeling polygons and applying materials with the Shader Tree, while exploring scene building in depth through advanced lighting, camera, and animation techniques. The course also covers MODO's schematic tools and shows how to render animations for various playback media.
You've seen how working with existing models is relatively easy in modo, how you can select and deselect polygons and edges. But let's take a step back and talk about the basic fundamentals of a model, which are vertices, edges, and polygons. I'm going to rotate around here until my axis is on the Y, and you can see right there on my icon in the bottom-left screen that means my workplane is on the Y axis. And just hold the Alt key and click and drag around, Option key if you're on a PC. And what I'm going to do is just come up to my basic tools-- I'm in the Model tab--and draw out a simple flat box.
It doesn't look like much, but it actually has a few elements that we can talk about. Before I turn this off, create a few more segments just by clicking the right arrow on the X and the Z, and that gives me nine panels within that cube. We're not going to do any thing on the Y; we're just going to keep it flat. And when you model you can also come up here to Center Selected and choose All, and that just centers it out and where does is center it? On the 0, X, Y, Z axis, right at that center there.
I will press the A key to fit, and what I'm also going to do is press W, which is my Transform tool, and I'm just going to move this up a little bit, so we can make it clear, because what you're seeing in the background there is the grid that represents our world measurement. And that world measurement is down here, 10 mm. What that means is every one of these squares is 10 mm in size, so a lot of people that I've trained over the years ask, "Well, some of these values, where do they come from? So when we were building this box we had these millimeters in here.
It's based off of this measurement down here, this world grid, so it's just something to keep in mind. As far as percentages, when we look at the scale of an object, that's relative to the object's shape. Don't get too hung up on the numbers. So getting back here. We have nine polygons within this large mesh. What that means is I can select any one of these if I'm in the Polygon Component mode. But how is this mesh made up? It's made up of points, so we start there. There is a point here and here and here, and so on.
The edges between those points, it's almost like Connect the Dots. And once those are connected, they make a polygon. And with that, depending on our model, you can change how you want to edit. It all really depends on what you are trying to do. So in this case I want to round the corners, so I need to work with the points. So I'm just going to select each of these four corners, and all I have to do is hold the Shift key and click on them. And then I'm going to go to Bevel, so I press the B key. Vertex Bevel comes right up, and I'm going to click and drag.
Then notice that they're straight, and I want to round those out. Well, if I look at the properties for the bevel, I can add a few segments to it, and I can round out those corners. But let's say I want to do something with these edges here. So I'll come to Edge mode, and I want this one and this one and this one, and I want to actually pull this up to make a wave. Well, that's where working with that edge is going to help. If I went and pulled the polygon and press the W key again, it pulls this whole section up. Instead, I am going to Edge mode, press W, and now I can pull up just this one point. Turn that off.
As we move through the course, we're going to be using all of these tools. At certain times we'll we use our text, at certain times we use edges, and at certain times we use polygons. modo has a lot of great tools for each one of those, as you just saw with the Vertex Bevel. There is Edge Bevels, and there is Edge Wading to create different types of scale and sharpness on the edge of an object. So we're going to use each of those. Don't worry about getting too hung up on which mode to be working in. It all is going to depend on the model you are creating and what you need to do with it.
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