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Working with text

From: MODO 501 Essential Training

Video: Working with text

In all the years that I've been using modo, a lot of people that I've worked with never think of it as something you can create 3D text with, but you can. And if you look up in the Basic tab, there is a Text button. And when you click that, it allows you to create 3D text in modo. So what we're going to do, I'm going to show you a little bit of a pitfall in creating 3D text. And this is any program, but a lot of people kind of have hit this roadblock when they are working, and I'm going to show you how to fix what I'm talking about. I am going to type in 3D, and we're going to use more of a scripty font, like Times New Roman. And when you click this button, any of the fonts on your system will appear.

Working with text

In all the years that I've been using modo, a lot of people that I've worked with never think of it as something you can create 3D text with, but you can. And if you look up in the Basic tab, there is a Text button. And when you click that, it allows you to create 3D text in modo. So what we're going to do, I'm going to show you a little bit of a pitfall in creating 3D text. And this is any program, but a lot of people kind of have hit this roadblock when they are working, and I'm going to show you how to fix what I'm talking about. I am going to type in 3D, and we're going to use more of a scripty font, like Times New Roman. And when you click this button, any of the fonts on your system will appear.

So I'm just choosing very simple, Times Roman. You can change the Size, and when you click right in the interface after you've laid down that text, you'll see it right in your interface. And let me just rotate around here. And I'm in a wireframe view, so I'm going to change to Advanced OpenGL. And on a side note, if you do not see Advanced OpenGL, if that is ghosted, it's only because your video card might be a little bit older and modo can't work with that. And if that's the case, you just choose Shaded Texture; it's very, very similar.

So with some of these tools, the Location of the text will be Bottom, Middle, Top, and so on, and what that means is the orientation, like here the top is the top zero axis. We're going to do Bottom, more standard, Left Justified. If you went Right, it would be opposite of that zero axis. And Split by Line, Word, or Character, this is really important. If you're building more of a string of text and you want to edit it or work with it, you have to determine when you build this text, do I want to be able work with it entirely as one line of text, or work with the individual words, or work with the individual characters? So in this case I'm going to work with the individual characters, and I'll show you why.

The axis is down to Z. You can see the Z axis back there. And Flip, which we don't need to do--the polygons actually look like they are doing okay. And with that, I will click on the Text tool to turn that off, and we have our 3D text. Now the reason I chose this to be built with the Character preference is that when I go to Polygon mode, I'm be able to select right on that one polygon. If I had chosen Word or Line, what would happen is when I click and select, it would select both of these, and I wouldn't be able to edit them individually. And the reason I want it as a character is that I can select that D, press the W key for my Move tool, grab the red handle for the X axis, and just move that over.

When you're doing 3D text, really pay attention to the kerning, the space in between all of these letters. For instance, an A and an N will have a very big space in between them, as well this 3. And the reason is, computers-- whether it's 3D or whether it's a Word program--have a bounding box. The computer sees just an invisible box around each of these letters, and as such, it just puts them together. So an A, of course, tilts in, and an N tilts in the other way, or V, and that's why you often see that large space in between those letters.

Spend a little bit of time and make that look nice. So I'll move that in. The next thing with these is when we want to extrude them and bevel them, and this is why I chose this font. So what we're going to do is we're going to select these two flat letters. Then we're going to go to our Duplicate tools, and what we can do is extrude them, and then we'll click to activate the tool. So Shift+X is our Extrude. And then we'll grab the blue handle, and we'll just pull these out.

And then I'll hit spacebar to turn off Extrude and then click a blank area to deselect. So now you have 3D text front and back. So far so good. Well, part of doing 3D Text is also creating a really nice bevel, because, well, it is not 1985 anymore, and our computers can go a little bit further then doing just blocky text. So what I want to do is select just the face of these objects. Hit the B key for bevel--it's up here in the Basic tab. And I'm going to click to activate my tool and very carefully, I'm going to pull these out, and then I'm going to inset them.

Now I can leave it like that, but I want to show you a little bit of a problem that can happen on thin fonts like this. I'm going to move my mouse over this bottom corner here and press the G key to center my mouse and then zoom in using the wheel on my mouse. And if I drag my mouse to the left or right, watch what happens. They start acting a little odd. Let's say I want a nice big bevel. Well, that's what happens. The size of the bevel looks good, but now I've got an issue.

So I'm going to hit spacebar to turn off the bevel, click to deselect, and when I pull out, it's kind of messy. All right, and the reason is is that tight little space, that bevel, crossed over itself. It just turned it inside out. So I'm going to show you how to fix that. Let's jump to wireframe mode, hold the Alt key, and then I'm going to go to Vertices mode, and I'm going to select these two points here.

And then I'll go down to the Vertex tab and hit Join. And I can choose Average, which means it's going to join them on an average space in between. If I don't select Average, it will join to the last selected. And it says, two points, "2 vertices joined." And then we'll come down to the other side, and we'll just work our way up. And also you're seeing all that extra geometry, because when I extruded, I had some sides selected.

You don't need to put all those sides on. So we'll select these two points, hit Join, click OK. And some of these here that have crossed over, select those, press your W for Transform, and just move them down. I'll do one more here. And then we will zoom out, and let's see if we got them all. Now I didn't do the 3 yet, but let's jump back to OpenGL. And that looks like there is some right here, so put your mouse down towards the bottom, press the G key, zoom in, and then let's jump to a wireframe, so we can see what's happening.

And it looks like we've got a little bit of a crossover right here, so we'll select these points and let's move them over. And I'm going to just turn on the Advanced OpenGL. And you can see that's exactly what's happening with these. And right inside there, it looks like there is a little bit of an extra polygon. So we'll go to Polygon mode, select this one and hit the Backspace key to remove, and it suddenly fills up that hole.

This last hole right here, if you look, it's not that it's flipped, because there is not a polygon on the inside. So all we need to do is back to Vertices, I am selecting these three points, and then pressing the P key to make a polygon, and we filled that hole. And now our object is not flipped inside out. So, that's all it is. It's not a lot of work to create 3D text and it's not a lot of work to fix them either, but one thing you're going to see is that this odd kind of smoothing going on.

The reason you see that is because the object is too smooth. Now we haven't talk much about smoothing yet, and we'll do that when we get to our Shader Tree. But on a simple level, if I select the base material and I go down to Smoothing and I bring that back down, you'll see the object fix itself. And what's happening is, you need the sides to be smooth, but the front is not. It should be flat. So the computer is doing its best job to actually smooth that out. And in a sense it's actually folding it, and it doesn't want to fold it, so it's giving you those odd creases.

So it's something to really be careful with. But now we have a very nice-looking 3D text with a very nice bevel. And then of course, we can surface that, render it out, and fly your camera up through it, and do some really great-looking animations right in modo. So 3D text in modo works just as well as creating any other kind of object in modo; you just have to watch out for a few of the pitfalls when you're working with designer fonts.

Show transcript

This video is part of

Image for MODO 501 Essential Training
MODO 501 Essential Training

80 video lessons · 4577 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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