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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.
modo creates amazing-looking surfaces, from glass, to smooth textures, to bump maps and displacement maps, but you can also put hair on an object. So what I am going to do in this video is show you how that hair works. I am going to hold the Shift key, and we are going to click on the sphere, just so we have some geometry to work with. I just press the A key to fit that to view, and then we are going to jump over to Paint tab. And in the Paint tab you are going to see the Sculpt tool, the Paint tools, and then the Hair tools. And of course when you have geometry, you will see all of the tools available to you here.
I'm going to go ahead and zoom out just a little bit, so you can see this. Down at the bottom, there's actually a number of presets for sculpting, so we are not going to use those right now. There are also presets for painting and some brushes that we can use later. But for the Hair tools, all we really want to do is turn on the Hair guides. When that's on, just like any tool in modo, click and drag and you'll activate the tool. You can set the number of segments right here, so we have seven segments, but what does that mean? That means every strand actually is made up of seven different segments.
You might not need that much. If you are going to curl them, you might, but in most cases you can keep this about four, and the more you put on, the more memory it's going to take. You can play with other tools in here--and I am going to open some, so you can see it--the Max Number of Hair Guides, the length of each guide, the Blending mode, we want Gravity on or the View Directions so it's actually sticking straight out. You can change the Bend Amount and have it detect collisions, so, really easy to set that up. As I move down here, you can set the Guide Color > Tip Edit Mode, but really what you want to do with these is just kind of comb it and push it around, and it's fun to do that with some of these tools.
So let's call up here Push, and this works like a brush. And if you use your right mouse button, you can set the range of that brush, the size of it, and literally come in here and start painting, or brushing your hair. A very nice way to work. You can smooth out some of the hair like this, just so maybe it's flat on the top of this head. You can comb it. You know, we got to get rid of that cowlick up there. You can move it around just by clicking and dragging on these, and if you right-mouse to close this brush a little bit, it won't have as much influence, and as such you can be a little more precise in pulling hairs; rather than pulling the whole clump, you are pulling just the one, just so it looks more random, which is really nice.
You can curl and again, works like a brush, use the right-mouse button. And as you paint and I am just kind of painting like this, I am actually curling these hairs on here. If you turn around, you can see that's what we are doing to it. Separate a hair. You can just maybe make a part with this, like that. You can stretch these, and then you can puff them in the root, just so they have a little more strength at the base. You can use the other brushes from the Paint tools, which work very similar. And this one is more of a noise brush, and if we have a deeper dense hair mesh that we are working with, you can scatter things a little bit better.
We don't have a lot of hair we are working with here, so this soft tip works just fine. And that's essentially how these work. In an upcoming video, I am going to show you how to put surfaces on and render these out, but before we do that, let's see how this would look if we put hair on a human.
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