Real World modo: The Authorized Guide. In the Trenches with by Wes McDermott

By Wes McDermott

Explore essentially the most fascinating 3D instruments out there, modo, with Real-World modo - the  Luxology licensed, proposal and precept- pushed advisor.  Learn to use the progressive, artist-friendly modo toolset with its robust 3D rendering engine on your venture workflows.  In a transparent, motivating, and pleasing variety, Luxology insider, Wes McDermott, offers beautiful 3D imagery, genuine international observations, and necessary counsel and tips multi function position - a useful source for any electronic artist.

Explore 3D innovations and rules with chapters on modelling, UV mapping, texturing, animation, lighting fixtures and rendering. discover ways to leverage the technical components of the modo rendering engine together with Antialaising, Shading expense and Irradiance Caching from an artist's perspective.  combine modo with different 3D functions equivalent to Maya and Mudbox and learn how to safely setup a linear rendering workflow inside modo.  For sensible, hands-on innovations, you could stopover at www.wesmcdermott.com for video walk-throughs that extra improve the insurance within the book.

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Extra resources for Real World modo: The Authorized Guide. In the Trenches with modo

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41 Switching the viewport display to Vertex Map allows you to visualize the vertex map as you edit it. under the Vertex Map drop down, you can see the various tools and options for working with vertex maps. 41. Earlier we discussed morphs and how they were created as a vertex map. 42, you can see an object that has several morphs or Blendshapes applied through the vertex map list. UV maps are probably the main type of vertex map you’ll use in modo and we’ll be discussing them in Chapter 4. Weight Maps A weight map is a specific type of vertex map.

Sometimes it can be hard to define a shape using the box or point method, and this is where the Patch method comes in handy. 63 Real-World modo® Building the Cage To begin, you’ll need to define a cage made of curves. 8. 9. 8 The first step is to create a curve. 9 The curve is duplicated to start the building of a cage. 10. This is because to create a valid Patch, you’ll need to select either three or four curves. To close the curves, I select two vertices and use the Make Closed Curves command found on the Curves Palette.

Now, let’s look at the two methods that I use when creating models in modo. 3 In this image, you can see that the mesh is subdivided at a level of 4, which equates to 96,576 polys in the GL viewport. Box Method With subdivision modeling, you start with a base object and increase the subdivision level as detail is added. With the box method, you start with a simple box mesh, add detail, and translate the polygons of the box to “bring out” the shape of the object you are trying to create. The point is that you start with a simple shape with and make it more complex as you refine the base object.

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