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Understanding subdivisions

From: MODO 501 Essential Training

Video: Understanding subdivisions

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.

Understanding subdivisions

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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This video is part of

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MODO 501 Essential Training

80 video lessons · 4669 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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