Join Dan Ablan for an in-depth discussion in this video Creating a glass container with a pump, part of Creating Product Shots in MODO.
Although most of the models we created so far were relatively simple, we have used a lot of the key tools that you can use to build anything you want, from a Curve to Polygons, using Points and Edges, to Radial Sweeps and more. So, I want to build one more product that we can use and mix it all together to create our scene. What I am going to do is start with a simple Disk Primitive. So, that's right here in the Basic tab. I'm going to hold the Shift key, and I'll get that little Plus sign, and I'll click on that Cylinder, and it'll add its own layer, its own Mesh layer into the Items list. Now, I can start with this or start with a Flat Disk like I did earlier.
But what I want to do from here is make this kind of just a nice glass container, but I want to put a little pump on top. So the way I'm going to do that is just build from this existing Polygon. So, in Polygon's mode, I'll select that top polygon, press the B key for Bevel, click to activate the Bevel and then drag the right handle in just a little bit, about 90 mm or so, and I can see my size right here in the left-hand side. Then I want to bevel again, so I'm going to hold the Shift key and click to activate a new Bevel.
So, bevel is that selected polygon again. You'll see that Shift and Inset are zeroed out. And then I can drag up just my Shift a little bit, and so those create this nice little ledge for us. Shift-click again to bevel. I'm going to come back in, and what we're going to do now is make like a little cap. We're going to put glass on the bottom, but we're going to put a cap on top. So I need this to sit in just a little bit. So, what I'm going to do is come in a little bit farther than normal, Shift-click to reset the Bevel. I'm going to move it up just a little bit like that.
Shift-click again, and I'm going to extend it out. Then Shift-click again, for a new bevel, and I'll pull it up. So, what I did, it doesn't look like I did much, but if you come down here, notice that we have got a nice little lip inside there, and this top polygon will look like a separate cap, versus just attached right to it, kind of like it does here in the bottle. Little details like that are really easy to do in modo, especially with the Bevel tool, working with edges. It's also important when you're shading and rendering as it's going to catch a nice little shadow, and it's going to have just a good bit more realism.
So from here what I want to do is build up just a cap, and then we're going to put a little spout on it, a little pump. So, we'll pull this out just about like that, and I'm just eyeballing this, we are not measuring against any particular model. You can, if you have that back on image like I showed you, or you have measurements, you can punch here. But we'll Shift-click again to reset the Bevel. We're going to Inset this just a little bit again. And we're going to Shift-click again and then pull this up just shift that. So from here what I want to do is create one more little ledge.
So, Shift-click, reset that Bevel and pull that up above like that, and Shift-click again just to give this a little bit of a top. So, we'll turn off the Polygon Bevel, click in area to deselect, and now I have got this kind of tiered cake look, but what I want to do is right on the X axis, select these top two polygons right here, and you can see that I'm looking straight on the left and right axis there for that. What we're going to do with this is make kind of little spout that will be our pump.
And again, what we're going to do, we're going to bevel. Press the B key. Make sure Group Polygons is on. Click to activate the Bevel, and we're just going to pull these out like this, Shift-click, and we'll then Inset, Shift-click, and we'll shift those back and then Shift-click just to Inset a little bit more. Turn off the Polygon Bevel, click in the blank area to deselect. Now when I hit the Tab key to make everything nice and clean and smooth, look what happens, kind of looks like an old muffler or something. Not quite what we want, so we need to go in and tighten up these edges with some nice clean Edge Bevels.
It's going to do two things for us. It's going to give us a much smoother model when we hit the subdivision by hitting the Tab key. But it's also going to give us some nice highlights when we put our lights on. So, in Edge mode, let's double-click this top edge, and then we have got to manually do some work here, and we don't want to select any edge that intersects with other polygons, meaning it's not a corner. So, really what we're looking for is just some corners. We don't want any edges that encompass the middle of the model.
So, we are going to select these edges, I'm holding the Shift key and then just clicking on each of these. And you got to be a little bit careful with this because it's very easy to select-- oops, see there I just did it--very easy to select Polygons or Edges you don't want. So just take your time. It's nice and visible, easy move around holding the Alt/Option key, and there is a nice See Through mode that's automatically on, so I can actually see through these polygons just to see my selections.
And I'll select these here like this and like this. And I think we have it all, and let's go under here and do those, and then I'm going to also do down here, Shift+Double-click, and we can do the whole bottle with the same time, and again, I'm just holding the Shift Key and double-clicking. But remember, we have got a tight little guy inside here. So, let's get under there and do that one too.
It'll make a big difference, and in the bottom, Shift+Double-click. The bottom we might go back and do little something more with the polygons, but right now this will work for us. All right, I have got an extra one up here that I don't need, and the reason those became selected is when I Shift+Double-clicked another area, sometimes the connections, the way the vertices are all connected, they see each other, and it might have just kind of swam up there and connected itself. So now, we're going to press the B key for Bevel, and we're going to click and drag just a little bit with a Round Level of about 1, okay.
Now, one thing it's going to do, because of the way these polygons are shaped, it's going to create an extra edge or two right in here. And we can get rid of those, but for right now that we have beveled just that a little bit, look what happens? Looks like I missed one right inside there. It could be a nice shape if you want, but also notice that everything else is nice and tight, with a nice little angle. You can see it already kind of catching the light. So, I'm going to undo. One of the nice things about modo is we can undo. And let's go ahead and take a look at our selections of what I missed.
Ctrl-click that little corner right there. It looks like there is a little corner selected that we did not need. Now, let's bevel again, press the B key, and we'll click and drag, and there we go. Spacebar turns off the bevel, click the blank area to deselect, so one little tiny corner like that changed that whole bevel. Lastly, down here, we have got these extra bevels that our edge has created. And you can very easily move these just by selecting them and pressing your Backspace key.
And that will allow us to keep this a little bit smoother. We don't need these extra edges. Okay, so there is our model with our pump. One last thing, Ctrl+Space to our Front View, press the A key to Fit it to View, and for this you can go to a Wireframe view, and we'll go to Vertices mode to work with points. Click a blank area to deselect any points that are selected and then with your right mouse lasso around this top part here. Shift+A brings this to View.
Press the E button for Rotate, and I'm going to change our Action Center > Element, mine is already on. And we're going to click on this Side element here to get our rotation. Right from there, we're going to rotate this up. And then press the W Command for our Transform and then let's change just it to Local, and let's just move these a little bit like that just kind of even that out just make sure that top line is straight right there.
Spacebar turns off that, and we'll hit the blank space to deselect. Let's jump over to render real quick and move our mouse up with the G Key, and you can see that now we have got that pump come around at the top there. Okay, so just a neat way to manipulate some polygons, creating just a different look. Very simple, but you're going to see how cool these will look once we put some surfacing and shading on. So, we're going to save this, and we'll move on and build a scene with all of these items.
This course was created and produced by Dan Ablan. We are honored to host these tutorials in the lynda.com library.
- Who should use MODO?
- Adjusting the workflow settings
- Using backdrops images
- Creating models with curves
- Creating materials
- Setting up basic materials in the Shader Tree
- Replicating traditional lighting setups for 3D product shots
- Rendering a 3D product shot