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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
Skill Level Intermediate
In the previous video I showed you how using a curve and a Backdrop Item can be used to build a very detailed object very simply. But sometimes you might not want to go that method, sometimes you might want to free form, and for the product shot we are going to set up, we are going to be some makeup and some simple props like that. And very simply we can use our geometric primitives up in the top left of the Basic tab. So I am going to select the Disk tool and hold the Alt/Option key to rotate around and get my work plane on my Y axis. Now I am going to click and drag, and you could see that as I am doing this I can free form this.
And like most programs if you hold the Ctrl key and do this you get a constrained object. Well, I don't really want it to be all axes. I actually want it to be flat, the constraint, how can I do that? Well, there is a little trick, if you click, let go over the mouse, then hold the Ctrl key and click not on it but near it and drag, you will actually constraint just to those two axes off of the work plane. Okay, so let me do that one more time. Disk tool, click once, let go, don't drag, just click and let go, then hold the Ctrl key and then near it just click and drag, and you will constrain to two axes.
So we are going to build like a little makeup tube, and very simply this is more about edge control and not so much of the shape. We saw some edge control little bit with the curve around the soda bottle, but this one is going to be based on some basic primitives. So with this tool on, we are just going to take our green handle and drag that up. And notice that I am getting some segments in here. Well, you have to decide if you're modeling, do you really want that many segments? This is the time to do it, how many sides, how many segments, as you are building this out, because once you turn off this tool, sure you can go back and slice things up, and you cannot turn the tool back on and reedit those initial edges and points.
So this height is actually pretty good. If you have specific references from a product, you can measure it and just enter those in those values right here. We are working with System International, which is basically a metric system, but you can in Preferences change this to feet and inches if you like. So how many segments do I need on this? Well, I need to create some edges in the center here for a cap. So, I'm just going to leave this at 1, and we are going to manually place our edges another way.
If I wanted to add some, though, I can just click on these arrows like this, or I can click and hold on the arrow and drag and very easily get those edges. But that's it for now. We are going to click that to turn it off. Now in Polygon mode, I am going to select just two polygons, because we are going to use a tool called Loop Slice, and what Loop Slice does, it slices a loop, meaning all the way around. So we will go to Mesh Edit, hit Loop Slice, and click. Now the reason I selected two polygons in order is because that told modo which way to send that loop, which way to send that slice, all the way around.
By default it counts at 1, 1 slice. I can add 2 if I wanted, and this little handle that comes up here, I can actually put these in place where I need them. So this is why I didn't add segments when I built the initial model, because more specifically now I can go in and place them where I need, and this is where my cap is going to be just like that. And then I could turn off the Loop Slice, then click this blank area here to deselect. So this is where it can be kind of fun in modo. One of the things I found that's great with modo is working with edges.
And this is the cap, this is the base, but what's this guy here? Well, this is actually where I want this cap to intersect, so it looks like two pieces. Now this might be a little too spaced out, and if it is I can go to Edge mode, then just double-click to select the edge I want, press my Transform command, which is the W key, and slide that down. In Polygon mode, I can select just two polygons and press the L key, L for Loop, and that will select the entire loop.
And then to fit that to view just to see it all, I could press Shift+A on my keyboard. And even my wheel mouse to zoom in specifically. Now what I am going to do with this? Well, I want to pull it in, so you would think maybe go back to basic, choose your scale command to pull it in, but what happens is well, you get a nice shape like that, and could be good for martini glasses, or vases or things like that. But I need to leave some geometry behind, so this is where the Bevel command is going to come in, and that's right here, under the Basic tab. So select Bevel, click to activate it, two handles come up, one is Shift and the other one-- I will undo this--is Inset.
Okay, so Inset will push those down, see that? It multiplies, it actually pushes that down. And then Shift will pull them in. So I very easily create a nice little edge, but I am not going to do it that way. All we want to do with these is shift them in, I am just going to pull those in just like that, about 20 mm or so. Little bit of an edge and then also as I did this my Group Polygons was on.
That's really important, because if that's not you are going to get something like that, kind of a Hershey bar effect, individual bevels, we don't want that, so we want to make sure Group Polygons is on in those properties for the Bevel tool. When I turn off the Bevel tool the properties go away, then I'll click a little blank area to deselect. Let's save this, since we are working, Ctrl+S or Command+S, and we'll call this Lipstick. Now, if I hit the Tab key look what happens, the whole thing kind of turns into like a bullet.
Well, the Tab key gets us into subdivision surfaces, so very much like the curve I used where it was nice and smooth and I added more points for more control, the tab key changing us to subdivision surfaces is the same kind of thing, but doing it on an entire 3D object. So if I want more detail, I actually need more geometry. So what I need to do is go to Edge mode, and I am going to do this all at once. First I will do one simply just to show you, and then I am going to do it all once just to keep it moving smoothly.
I am going to select this top edge just by double-clicking on it. And again, the Bevel tool which is just the B key. So any mode you are in, Vertices, Edges, Polygons, press the B key, you will get the Bevel. I am going to click and drag, and you notice that I'm beveling this edge. But it's kind of flat, well, there is a round level I can set. And usually like two or three will work pretty well, so I just click on the arrow a couple of times, so you can see my Round Level is set to 2. And that's all I need to do is just round that out. You can make it very fat rounded bevel or you can make it very sharp one.
So for this top, we are going to do this, well, probably like that, about 80 mm, Edge Bevel, click to deselect, and we hit the Tab key, look what happens, it stays in place, but smoothes out much cleaner. But we have some issues down here. Well, these we are going to do together, because we don't need a 70 mm bevel, we need something just smaller, so I am going to double-click, hold the Shift key, double-click, and these four edges, and this is the Alt/Option key to rotate, then hold the Shift key and double-click that inner edge, hold the Shift key and double-click there.
So I have those four edges, although they are round selected. And I can bevel all of these by pressing the B key and just click and drag a little bit, these I only want to bevel just may be 5 mm, and maybe not even that much. Just a little bit, and the reason I am doing that is because you never want a very sharp object. These days with so much control and so much horsepower in computers, you could do much better than that kind of chunky looking object. So with beveling that edge, when I hit the Tab key, look what happens.
It keeps that shape of cap, but I have a nice smooth edge up and close. If I hit the Tab key, you can see we have polygon edges and not a lot of detail, Tab key again, and I use my subdivisions to curve and smooth all this out. And if I press the A key to fit, all we have to do is worry about the bottom. So we will do it one more time, Tab key, turn that off, double-click this, and Bevel, and this one is going to be a little different, probably around 40 mm, and that will be our base, turn off the Edge Bevel and then click a blank area to deselect, Tab key.
And now that we have geometry there, that doesn't collapse. And we have got a nice little tube to work with. Now this might be a little too open here, and that's okay, because we can edit that very easily, and you can take any of these edges and just move them up. Or what's great about modo is I can remove edges, so I can double-click, hold the Shift key, double-click and hit my Backspace key and those edges go away. And then I can just Shift+Double-click all of these edges, all the way around, make sure I don't miss any, and then press W, Command-click to activate it, and I can just pull these up like this.
Keep that nice and tight, and now we have got a very tight beveled edge for cap with a nice seal, even though it's still one solid object. And we are going to worry about putting our surface on in our next chapter, but this will just be one of our products, very, very simple, but you are going to see how lighting and rendering and surfacing is going to make this look pretty nice. So let's save this lipstick, we can use that, and let's rename this too. Right-click on the Mesh and hit Rename, and we will call this Lipstick. We are going to put all these together in a final scene.
So working with curves or working with simple geometric shapes and then editing the edges with bevel, and playing with the shape and size and position, very simply can get you a very detailed object.
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