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Understanding surfaces

From: MODO 501 Essential Training

Video: Understanding surfaces

Now along with building model, the next thing that would come natural is surfacing a model, and modo makes this very easy with the Shader Tree. But before we get in to the Shader Tree, let's just talk about surfaces a little bit. I'm going to jump over to the Layout tab and from the Mesh tab, go ahead and choose from the Miscellaneous category, the Toy Tractor. And you can just double-click to add that to your scene, press the A key to fit, and you'll see this nice little tractor model. And then let's jump over to the Render tab.

Understanding surfaces

Now along with building model, the next thing that would come natural is surfacing a model, and modo makes this very easy with the Shader Tree. But before we get in to the Shader Tree, let's just talk about surfaces a little bit. I'm going to jump over to the Layout tab and from the Mesh tab, go ahead and choose from the Miscellaneous category, the Toy Tractor. And you can just double-click to add that to your scene, press the A key to fit, and you'll see this nice little tractor model. And then let's jump over to the Render tab.

Now the render tab is a three-port view. It's got the Perspective view at the bottom, the Camera view on the top right, and then a Render view, a preview render. If you press F8 on your keyboard, you'll actually see this view pop up, a little preview window. That's the same window that's right here. So if you're working with the dual monitor, you could put that off to one side if you like. I'm going to press the A key to fit all of this to view. And let's just arrange this a little bit, so we can see more of these views up here.

Over on the left-hand side--now I'll just click and drag this open-- you see a set of preset surfaces and a Browser toolbar. Now the reason that comes up is because our screen is sort of squeezed in a bit. So let's just pull this out and once you get enough room here, you'll actually see that bar now appear. It's not always going to look like that depending on the size of your screen. Just keep that in mind: if you don't see it, click Browser toolbar to get it-- or better, just open up your screen a little bit and you'll see the controls right here. And what this allows you to do is cycle through existing materials, again, that come with modo.

I could take a look at Light, Glass, Fabric, Organic, and so on. I'll go to Plastic for this one. You can see these thumbnails. This little guy here will actually slide these folders open so we can read them better. And then we can look at High Gloss. Double-click to open, and here are some preset surfaces. So what can I do with these? On a simple level, I can just drag and drop them on, and now I've got a nice shiny plastic blue toy tractor. Very nice, but notice it went to the whole entire model. So I'm going to Command+Z to undo on my Mac, or Ctrl+Z on the PC, and let's take a look over here.

I'm going to shrink this down, just click and drag these panels to the Shader Tree. Now I'll open this up so you can see it. This tab is called Shader Tree. Now this is pretty complex, but at the same time you can very easily view simple surfaces without much effort. By default, we've got a Base Material, but before we get into that, let's just talk about the surfaces here. This existing model had a Toy Window, Toy Wheels, Lights, Buttons, Body. When I hit dragged the existing preset onto that, it just cover the whole thing, and that's because I was in Item mode.

If I jump to Polygon mode and I drag that on, it jumps at right on the wheels, because that's what I had selected and chose. And all we did was just replace that material with a preset. It's that simple. These materials are pretty easy to use and as I said in the very beginning, whenever you select any of the items, you'll see the properties for it below. So let's take a look at the tractor itself. What helps is if you close these up when you're not using them, just to keep organized.

I'm going to go down to the Body itself, and you could see that now I can easily see just that material. When I select the material the color values for it all appear in the properties. If I don't want to use perhaps one of the presets included with modo, I can come in and just change the color itself. So I'll click in here and say I want to make this green. Now let's talk about that Color panel for a minute. When I click this, this very nice new color panel pops up, a lot different than it was from previous versions of modo. And I can use a hexadecimal color for web-type colors for instance; HSV for hue, saturation, and value; Kelvin temperature if you want to match daylight for instance; and so on; or just do what I did, which is just click a color.

Once I move my mouse off, that panel goes away. It doesn't actually have a Close button--just move your mouse off of it. As I work my way down on materials, you can see that I can change Reflection, I can change Specular for shine, and so on. We can get to the Transmissive category later for transparency and things like that. On a simple level, the Shader Tree is where all of your surfaces will be applied to your model. So this model had some materials created already. How would you create your own? Let me show you how to do that. Let's go to File > Close All.

We don't need to save this. And I'm going to open up the Model tab. And the reason this is here is that while we have been using the Model tab itself over here to create models, in the Render tab, we actually have a Model tab right here. And if I click that, what you'll see is my modo Tools pop-up, allowing me to quickly just add a model. So in this case, if I click and hold on these, you can see I've got Tube and Solid Sketch. If I click and hold, I've got Capsule and Cylinder. Click and hold, I've got an ellipse and a sphere.

So it's just some other options here if I wanted. In this case, let's just choose a capsule, and then I'm going to click and drag in the view, grab the little blue plus and stress it out. I can make a little capsule. Close the Model tab and then I'll press the A key to fit that to view and then click and drag to rotate. So we've got a little pill, and perhaps we wanted to create a little surface for it. Now simply I could drag on any one of these materials and I'm pretty much set. The only thing with that is that it applied it to the base material, and if I have other objects in the scene, when I hit the Model tab--I'll hold the Shift key and click the Flat Plane-- well, now my flat plane has the same surface.

I've not told those objects that they have different surfaces. So all I need to do then is in Polygon mode jump to Item mode, and here is the first Mesh, and I can just double- click on that, and I'll press the M key for material. And I will give this a name and we'll call this Pill and click Return. Now that has its own unique surface. When I goes to the plane, the flat plane and press M--and we can call this ground let's say.

Just to give it a little color, we can just click and drag on here to add a little color to it and also click OK, and now you see I've got two items with two different surfaces. And if I jump back to the Shader Tree, now you can see I've got the pill and the ground materials. And then from there, I can open these up and inside I have got my material for the ground and my material for the pill, which means I can drag one on here and perhaps drag one on there for the ground. Pretty easy.

We can get much more complex with all kinds of included materials that come with modo, do layer masks, stenciling, things like that, but for now this really help you get started which just the defaults that come with modo. So try that out. Go ahead and make some models, play with the primitives, and put some surfaces on and see what you can come up with.

Show transcript

This video is part of

Image for MODO 501 Essential Training
MODO 501 Essential Training

80 video lessons · 4653 viewers

Dan Ablan
Author

 
Expand all | Collapse all
  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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