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Modo 2019 Essential Training

via LinkedIn Learning

Overview

Learn the essentials of MODO, a unique and powerful 3D modeling, animation, rendering, and texturing tool with a fast and intuitive workflow.

MODO offers artists a powerful 3D platform for modeling, rendering, texturing, and animating. MODO is popular amongst pre-visualization artists and in feature film art departments due to its efficient and intuitive modeling and rendering features. This essential training brings you up to speed with the basics of using MODO providing a solid foundation for further study, including such topics as modeling, texture mapping, shading, rigging, and more. Join instructor Richard Yot as he introduces concepts that make MODO different from other 3D tools as well as workflows for modeling, lighting, and rendering beautiful 3D objects.

Syllabus

Introduction
  • Modo 2019 essentials
1. Modo Introduction
  • Overview of the Modo interface
  • The Modo layout
  • Using tools in Modo
  • Items vs. components
2. 3D Workflow Quick Start
  • Creating a speaker 1: Building the enclosure
  • Creating a speaker 2: Modeling the holes
  • Creating a speaker 3: Modeling the mesh details, part 1
  • Creating a speaker 4: Modelling the mesh details, part 2
  • Creating a speaker 5: Assigning materials
  • Creating a speaker 6: Lighting and materials
  • Creating a speaker 7: Final render
3. Concepts: What Makes Modo Different?
  • The Work Plane
  • Action centers
  • Falloffs
  • Constraints
  • Sculpting and painting tools
4. Modeling Tools
  • Destructive vs. nondestructive
  • Edge flow
  • Adding edges and cutting
  • Extruding and beveling
  • Deformations
  • Curves
  • Backdrop items
  • Duplication
  • Selections
5. Procedural Modeling
  • The mesh operations stack
  • Merge Meshes
  • Curve Fill
  • Curve sweep
  • Creating a spring
  • MeshFusion
6. UV Mapping
  • Understanding UV mapping workflow
  • Unwrap and pack
  • Projections
  • Rectangle, cut, move, and sew
  • Cut Map
  • UV Relax tool
7. Shading and Texturing
  • The Shader Tree, applying materials, and polygon tags
  • Item masks and overrides
  • Selecting materials
  • PBR vs. Principled shader
  • Mapping basics: Diffuse and bump
  • Mapping walkthrough
  • Procedural textures
  • Displacement and normal maps
  • Duplicating and instancing
  • Preset Browser
8. Lighting and Rendering
  • Understanding lighting and rendering
  • CG lights
  • HDR lighting
  • Camera parameters
  • Preview renderer
  • Bucket rendering
  • Render passes
  • Advanced compositing techniques
9. Rigging
  • Overview of the rigging process
  • Locators
  • Hierarchies
  • Assigning commands
  • User channels and the Schematic view
  • Bones and deformers
10. Duplication
  • Instances
  • Replicators
  • Deferred meshes
11. Customizing the Interface
  • Slash and burn, collapsible panels, and color coding
  • Workbench
12. Project-Based Section
  • Setting up the project
  • Creating the side panel
  • Continuing the side panel
  • Finishing the side panel
  • Creating the control panel
  • UV unwrapping the control panel
  • Texturing the control panel
  • Creating the rear of the control panel
  • Creating the key bed
  • Modeling the keyboard template
  • Creating the black keys
  • Creating the white keys
  • Editing the white keys
  • Duplicating the white keys
  • Creating the dials
  • Duplicating the dials
  • Creating the switches
  • Modeling the LED
  • Assigning materials
  • Setting up the camera and lighting
  • Creating the wood texture
  • Texturing the dials
  • Texturing the LED
  • Final shading and rendering
Conclusion
  • Next steps

Taught by

Richard Yot

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