English
Please note: This video does not cover how to model the entire “mech” model,
but rather focuses on the detailed modeling of one portion. The entire mech
model is included as content however.
The videos are narrated in English and are an ideal introduction to hard surface
subdivision modeling in modo.
Hard Surface Subdivision Surface Modeling
Includes:
Video Parts 01 - 02
Total Running Time: 1 hour 46 minutes
Experience Level:
Intermediate modo user. If you need to become familiar with basic Shadertree
functionality view this free video on Luxology TV before
embarking on these tutorials.
Software Required:
modo 401 sp2 or later with all sample content installed.
The Video Tutorial was developed using modo 401.
Note: Your Training Videos are delivered online in 1280 x 720 QuickTime (H.264)
format and will be available for download through your Registered Training page
upon purchase. The Training Video is licensed to each individual and is not a
studio-wide license.
Detailed Descriptions of Videos in Album
Video Part 01 – Hard Surface Subdivision modeling in modo 401
Sample clip from Video 01
QuickTime 4 MB
During this project we assume that you’re a modeler in a studio that’s just been
passed a series of drawings of an asset that needs to be built. Focusing on just
one element of the design we look at ways of quickly but accurately mapping it
out in three dimensions so the design can be tested. During this process we make
use of mesh presets for quick access to appropriate geometry and also modo’s
rigging tools to ensure that the integrity of the geometry can be maintained in
extremes of movement.
Video Part 02 – Hard Surface Subdivision modeling in modo 401
Sample clip from Video 02
QuickTime 2.7 MB
In this video we investigate some fundamental techniques for turning the
stand-in object into a subdivision surface. We start by looking at a number of
techniques for joining geometry to create a clean Subdivision surface and
elaborate on the design to suggest how an object might have been manufactured
and constructed. Finally we detail the object based on how the object works
mechanically. During this process we look at how to utilize mesh presets, how to
control a Subdivision surface, how to judge mesh density and flow, and how to
effectively make holes in a Subdivision surface so that surface continuity is
maintained.
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