Join Dan Ablan for an in-depth discussion in this video Deforming and shaping objects, part of MODO 501 Essential Training.
The great thing about working with subdivisions in modo, aside from adding detail, is that we can also deform our objects and have some really cool and interesting shapes. So what I am going to do here is use the column1 from the previous video. And before I do anything else, I am going to save this as column2, and that way I won't override what I have already done. These new changes, how we deform this, will actually be in a separate model. So what I am going to do now is come in here and I am going to go up to the top. First thing I want to do is taper in these inlets, and the way I am going to do that is make sure I am in Edge mode and I am going to double-click each of these loops.
I'm going to hold the Shift key to add to my selection, and I'm going to hold the Alt and Option key to rotate around and hold the Shift key again, and just make sure each one of these loops is selected. If you accidentally get some edges that you don't want selected, just hold the Ctrl key and click right on them. Then if I press the Scale command, you would think that might do what you want, but not quite. It seems to deform it a little bit, and these sides are still just as thick. They are just pulled in. That's now what I want.
I want them to taper in. Well, instead of doing that one at a time, I can very simply come to my Action Center and choose Local, and what that allows me to do is scale them in and they will work independently. And so now I have just flattened out that end, and if I turn my Action Center off, just by clicking on Local again to uncheck it, and I scale this whole group in, now I get the look that I want, which is a tapered bevel all the way in. I will turn off my Scale tool, and I will click a blank area to deselect, and notice that it looks really good.
We have only subdivided this into a level of 2 down here in the Item Properties. So I am going to actually change that to 4, and you can see how much cleaner and smoother this is. And remember, in the previous video we actually weighted these edges with the Pixar subdivisions, and so now we get a nice and very clean, molded shape. So it looks good! Let's do this one more time, and then I press the A key to fit this to view. And here is a little trick. I can actually move my mouse down to the bottom and press the G key to center that area, and then I can press the period key on my keyboard to zoom in.
Then I can hold the Alt, Option key to rotate around, move my mouse, and hit the G key to center where my mouse is, just bring that to view. Back to Edge mode. We will double-click an edge, hold the Shift key, and I can add to my selection. So very quickly, I can just come around and select all these bottom edges. Press the R key for Scale, Change the Action Center to Local, the action of my mouse. I'll flatten out those edges, turn off Local, and then scale these in.
Turn off the Scale tool and click to deselect. Command+S to save, or Ctrl+S, and now we have got that exact same look at the bottom. It looks very nice. Now feel free to go in on your own and maybe even select this edge here. You can weight that, or you can bevel it if you want, just to sharpen that out and create some unique shapes. So the choice is yours, but we have a very, very nice geometric shape to work with. It's not overly built. There are enough edges and enough polygons that create some really fine details.
So work with that and play around with them, have some fun with it. But for now let's create the rest of our column for our banister. We have got a shape we want. I am going to save this one more time before I deform it again, and I will do a Save As, column3. These files are very, very small, so it's a really good idea just to keep in the habit of saving different versions. Under the Deform tab, you can see all the different types of Deform tools we have. For this one, I am going to choose Twist. Now when I activate this, you might think, ahh, there are a lot of tools there.
A lot of people I know kind of get freaked out with all these commands and all these handles, but it's really very simple once you take a look at it. I am going to open up the Properties and pull those up, just like that. Well, we want the Action Axis to be on the Y. We want to actually twist this. So we are changing that to Y. We are not going to use any snapping at this point, so we will close that. Then you will see this handle here at the bottom and at the top. And if you look closely--and I will zoom in--the top is very narrow, and the bottom is very thick. And what that means is this tool, the Twist tool, will have more influence where that tool is thick and less influence where it's not.
So let me just click and drag this. You can actually see the degrees in there. Or, very simply, you can come into the Angle itself and type in exactly what you want, 180 degrees. But if I wanted to use these handles, I can do two things. I can hit Reverse, which twists more at the top and less at the bottom. It doesn't make much difference for this model--very similar to how we used the Bend tool earlier. And then I can actually move this handle and it would not affect beneath it at all.
It would only be twisting from that one point, which really adds a lot of cool details to your shape. So, for this one though, we do want to twist the whole thing, so I am going to bring this all the way back down. And then we will turn off the Twist tool, and we have our column. I am going to zoom in, so you can see how much detail we have created. So just by creating a very basic cylinder, beveling the edges, weighting, using the scale on the edges and the Local Action Center, we have created a very detailed, very nice column that we can work with.
Now in order to get more detail, we can actually go ahead and bevel the top. So we will do one more detail. I am going to take this top polygon, and I want to bevel this, but I don't want to do a simple bevel. We can do something little more complex. And I am also going to come back here very quickly and change my Subdivision back down to level 2. The reason I am doing that is because I can sense that my computer is starting to slow down just a little bit as we are adding more detail and twisting.
And what the Subdivision is doing, remember, it's subdividing every polygon in here by this amount. So the less amount I have-- you can even change this to 0-- You will see a very chunky model. And that's also the advantage of Subdivisions is that you can work on a very, very simple model and when you are ready to go, up that for your render. So in this case, we will just keep it at 2 so we can see what we are doing. And with the Bevel, before I pull this up, we are going to come all the way up, and look what's down here. There is something called Profiles, and you can pop this up if you want and look at the different options for Door_ Edges, for panels, RouterBits, and so on.
There is quite a few in there. But if I choose a Profile, what that will allow me to do--and I will just choose one of these-- when I click to Bevel, watch what happens when I pull the shift: it actually bevels based on this shape. I am going to undo a couple of times and choose another one. Click to activate the bevel. It creates all these different profiles for that bevel, and those ship with modo, so those are installed when you install the program.
So by starting with a simple cylinder, weighting the edges, beveling, using some selection sets, tapering the ends with the Local Action Center, and then applying a deform of Twist, we have actually created a very nice unique object that we can then build into a larger mesh.
- Understanding surfaces and symmetry
- Editing polygons
- Shaping, deforming, and cloning objects
- Working with text
- Instancing objects
- Applying procedural and image-mapped textures
- Adding bump maps
- Creating reflections
- Working with different light types
- Blending light sources
- Setting up and animating cameras
- Adding and controlling keyframes
- Creating hair textures
- Working with the painting and sculpting tools
- Setting up inverse kinematics
- Exporting a full scene