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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.
One of the biggest strengths in modo is working with subdivision surfaces. Now we say subdivision surfaces when really we are talking about a sub-divisional model. It's often known as sub-Ds in 3D. What I have got here is a simple curve. This bottom curve we have got three points, and of course we get a nice curve across the top. When we take that same curve and we put points close together, that top becomes a little bit sharper. I am going to press the T key, which is my Element Move, and as I move one of these points, you can see how that curve changes.
And here of course we have no extra points, so it's really just that nice curve o top. Imagine a 3D model like this. How could we create this in 3D? I am going to create a new scene, and I am going to press Ctrl+Spacebar and jump to my Perspective view. I am going to hold the Shift key and select the cube, and change this back to OpenGl view. When I hit the Tab key, I turn my cube into those same type of curves that I just showed you, but again its applied as a 3D model, not just as a line.
So what's happening here? Every polygon that's in this model is being subdivided two times, and you can see that down here for the properties. Let me close this up here. Here is our cube, selected in this empty scene, and our Subdivision Level is set to 2. If I change this to 4 and hit Return, every polygon is subdivided four times. That is similar to our bottom curve here that's very smooth. Well, how can we make one of the edges sharper like this? Well, the way we would do that is by working with some of these edges.
So if I go to Edge mode and I double-click, then I will press Shift+A to fit that to view. Let's bevel, so I will press the B key, and what the bevel is going to do is add more geometry. The geometry then, in a sense, is like adding more points to that curve I showed you. And when I click and drag, that's what happens. And I have got a Round Level of 2. Turn off the Edge Bevel and click to deselect. And so now what I have taken is the cube. I will press the Tab key. Bevel those edges.
So the subdivision now is working on this big polygon, this big polygon, this one as well, but in addition, these polygons. And it's subdividing each of those, and in turn making a sharper end. So here you have got the smooth end where we have our original simple two polygons on that side, where we have this end with our new edges that have been beveled into additional polygons. And now the advantage of this is that I can create a lot more detail with a lot less polygons, and create some unique shapes.
So if we take a look at this, this is now like a gumdrop, or the top of a bullet, or it could be a hat for somebody--simply by hitting the Tab key and subdividing those surfaces. But again, consider when you are doing this, these curves, and then I am going to go to Wireframe, so you can see the points. The more points you have--or in our 3D case, the more polygons you have--the sharper that subdivision will be; the less you have, the smoother it will be. And really, it's as simple as that.
Now we are going to create all kinds of models with subdivisions. In the past, working in 3D was either subdivisional or hard-surface modeling. And what I found in modo is that a lot of it is kind of mixed, because it handles the subdivision so well. Subdivisions in modo can really help you create a lot more detail with a lot less geometry, and you should use them on your models as often as you can.
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