Once you understand how subdivisions work, modo offers two versions. You have your standard subdivisions, and then you have your Pixar-based subdivisions, which essentially is a different math function. It's a different algorithm, and it handles creases and edges very well. Let me show you that. I can hold the Shift key and add another cube. And in the previous video I showed you how hitting the Tab key subdivided this model. Then we went to Edges and we double-clicked an edge and we beveled it to add a little more detail to help sharpen out that subdivision on the one end, creating kind of a unique shape.
We increased our Subdivision Level to 4, which subdivided each of those polygons four times. But there's another way to handle this model, by using Pixar-based subdivisions. So what I am going to do is hit the Tab key to turn the standard subdivisions off, and then I am going to hold the Shift key and hit Tab for the Pixar based. Now, initially this doesn't look much different. And we can see here our Subdivision Level is still at 2, but what I can do with this edge now, rather than beveling it, go to Vertex Map and choose the Edge Weight tool. And when I click and drag, I actually weigh that curve.
So similar to adding more edges with bevel, we are now actually changing the weight of this curve. Ad to see what's happening, you can change your view to Vertex Map view, and the red signifies that the curve is tighter, whereas going to the left dragging, it's cooler. It will be smoother. But it doesn't really help you much. So let me show you now, if I deselect this edge and I hit Shift+Tab again then hit the Tab key, notice that the Edge Weight doesn't do much on the Standard Subdivision; Shift+Tab, that Edge Weight has a lot more control without adding more geometry.
So what's the benefit of all this? Well, if I add a little more subdivision here, so now it's subdivided four times, now I can create even more detailed objects without adding any extra geometry. And all I am doing is weighting that edge and using the Pixar-based subdivisions. That's just the start of using Pixar based; the other advantage is that you can have creases and edges blend smoothly with other objects. in that let's say you have a circle that is connecting with a box; that can blend smoothly. In our upcoming project in this chapter, we are going to build a staircase and a banister, and you are going to see how nicely those edges can blend together using Pixar-based subdivisions.
So Pixar-based subdivisions and standard subdivisions can really help create a lot of extra detail in your models, without creating too much extra geometry. We will use subdivisions throughout the course as needed. Sometimes you will use Pixar-based subdivisions and sometimes you use standard, and I'll show you the difference of when each is important.
- 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
Skill Level Beginner
1. Getting Started in MODO 501
2. Modeling with Polygons
3. Modeling with Subdivisions
4. Using Other Modeling Methods
5. Creating Surfaces
7. Working with 3D Cameras
8. Building an Animation
9. Creating Hair
10. Painting and Sculpting
11. Using Schematic Tools
12. Rendering Animations
Setting up a render project4m 51s
13. Finishing Up
Exporting an object1m 2s
Next steps2m 2s
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