Bonus Ch. 2 More Modeling Techniques
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Bonus Ch. 2 More Modeling Techniques When it comes to modeling in modo, the sky is the limit. This book is designed to show you all of the techniques available to you, through written word and visual examples on the DVD. This chapter will take you into another project, in which you’ll model a landscape. From there, you’ll texture it, and later you’ll add the environment. You’ll see how modo’s micro polygon displacement works and how powerful it is. From there, you’ll create a cool toy gun. The techniques used in this project will show you how to create small details that make the model come to life. Then, you’ll learn to texture the toy gun to look like real plastic. Building a Landscape Landscapes traditionally have been a chore for 3D artists. This is because to prop- erly create them, you need a lot of geometry. A lot of geometry means a lot of polygons, and a lot of polygons means a lot of render time. But the team at Luxology has introduced micro polygon displacement in modo 201/202, allow- ing you to create and work with simple objects, but render with millions of poly- gons. How is this possible? The micro polygon displacement feature generates additional polygons at render time. The goal is that finer details can be achieved without physically modeling them into the base object. You can then add to the details achieved through micro poly displacements with modo’s bump map capabilities and generate some terrific-looking models. But how are these two techniques different? What determines the micro poly dis- placement over a bump? 2 The Official Luxology modo Guide Suppose you build a landscape, such as the one shown in Figure B2.1. This is a basic model, which can be built from DEMs (demographic elevation maps) or just freeform with various modo tools. It’s simple in the 3D workspace, but the render shows a cleaner, subdivided model. In most cases, this will work well. The subdi- vision in this image comes from a procedural noise applied as a displacement in the Shader Tree. Figure B2.2, on the other hand, is the exact same model with the same procedural noise applied as a displacement. However, micro polygon displacement is activated within the Render Properties panel, in the Settings category. Notice the small, fine details in the image. These details are not bump maps, which are only a visual effect. Micro polygon displacements physically change the geometry. This allows you to create minute details that are almost impossible to achieve from modeling alone. Figure B2.1 A typical landscape model, simple in the viewport and then subdivided for the render. Creating landscapes can be an expression of your creativity or something more specific, built from real-world references and data maps. This next project will show you how to create landscapes. This is simple in its approach, but the tech- niques will demonstrate that the possibilities are endless. Bonus Chapter 2 ■ More Modeling Techniques 3 Figure B2.2 A typical landscape model, but with micro poly displacement turned on. Much finer details are achieved. 1. Clear out modo by selecting Reset from the File menu. 2. Add a 1 meter unit primitive plane to the workspace by holding the Shift key and clicking the Plane primitive in the Tool Bar tab. 3. Press the a key to fit the plane to view. Feel free to rename the Plane listing in the Item List to Landscape. 4. Press Shift+D to subdivide the polygons. Choose Faceted and click OK. Now repeat this three more times. Press the Tab key. You’ll have something like what you see in Figure B2.3. Note Pressing Shift+D calls up the Subdivide Polygons command, which offers you a Faceted subdivision method for flat objects, Smooth for round objects, and an SDS Subdivide. This method is very useful for subdivisional surface–based objects that you need to subdivide. The SDS Subdivide can also be directly chosen by simply pressing d in the viewport. 4 The Official Luxology modo Guide Figure B2.3 After a few subdivisions, a flat plane is on its way to becoming a landscape. Note When building a subdivided plane, you can also do this: Draw out the flat plane by using the Cube primitive, rather than holding the Shift key and clicking to create a 1 meter unit. Then, after you drag out the plane, drag with the right mouse button to create multiple segments. 5. Press the Tab key to turn on subdivisional surfaces for the model. Although it doesn’t look like much now, it will momentarily. 6. Now you can easily shape this model. You’ll use a combination of modeling tools for the general slopes, but then you’ll use displacements for the details. Select Sculpt from the Deform category in the Tool Bar tab. 7. In the Tool Properties, set the Distance to about 4 cm. Size should be set to 60, then Strength to 20%. From there, click and drag on the model. You should see bumps appear, as in Figure B2.4. 8. Hold the Ctrl key, and click and drag. You’ll set a negative distance. 9. To quickly change the Sculpt brush size, right-click and drag in the viewport. Then left-click to apply the tool. 10. Go ahead and shape a nice landscape. When you’re finished, save your work. Figure B2.5 shows an example. Bonus Chapter 2 ■ More Modeling Techniques 5 Figure B2.4 Using the Sculpt deform tool, which is a combination of Push and Airbrush falloff, you can easily deform geometry. Figure B2.5 Applying a positive and negative distance on the subdivide plane, a simple landscape is created. Note Another way to use and adjust the Sculpt tool, as well as other tools, is to work directly with the Auto-Haul display. Open the Preferences from the System menu at the top of modo. Under the Display heading, select Tool Handles. Change Auto-Haul Display to On. When a tool is selected, you’ll see a visible measurement appear in the viewport. You can click and drag on it to adjust a selected tool’s value. Note If you want to change the distance of your sculpts, you can adjust the setting in the Tool Properties panel. However, doing so will change all of the sculpt operations you’ve already applied. So, to reset the tool, just Shift-click in an empty portion of the user interface, then change the Distance value. The previous sculpt operations will remain as you set them. You can also use the mm button in the Tool Properties panel to interactively adjust the sculpt distance. With a combination of Shift-click and mm drag, you can quickly sculpt different distances without ever having to adjust the tool or turn it off and on. 6 The Official Luxology modo Guide Displacements Building a landscape such as this one is pretty easy to do, especially with subdivi- sional surfaces and modo’s Deform tools. But what will really make the details is the use of micro polygon displacement. This next section will show you how to apply this feature. 1. To begin, set up a good shot to see the model as it would be when rendered. Switch to the Render Tri tab at the top of the viewport so you have a three- window view. 2. The top-right viewport should be a Camera view. If it’s not, make it one by clicking the options in the upper-left corner of that particular viewport. 3. Use the viewport tool controls to frame up the shot so you can see the model up close, as in Figure B2.6. You can do this in the top-right of the viewport, or you can use the keyboard equivalents of Alt/Option for rotate, Alt/Shift for pan, and Alt/Ctrl for zoom. Figure B2.6 Position the camera to see the landscape, and fill the frame. 4. Over in the Shader Tree, under the Render Settings tab, expand the Environmental Material listing. Make sure the Environment Type is set to 4 Color Gradient. Make the ground color the same as the sky color. Change the nadir to a burnt orange or other sunset-like color. Figure B2.7 shows the change. 5. Save the scene at this point. 6. With Landscape selected in the Item List, press m for Polygon Set Material and give the landscape a name of Landscape or something similar. You’ll see the new material mask appear in the Shader Tree. 7. Select the Material listing for the Landscape. Take a look at the bottom of the Render properties for the material. There is a setting for Displacement Distance. This setting will affect the masks you add above it. 8. From the Add Layer drop-down, choose Noise. You’ll see a procedural noise pattern appear over the landscape, as shown in Figure B2.8. The default effect of this Noise layer is Diffuse Color. Bonus Chapter 2 ■ More Modeling Techniques 7 Figure B2.7 Changing the environment type to 4 Color Gradient and making the ground the same as the sky, you can create a soft background. Figure B2.8 Adding a Noise layer in the Shader Tree creates a pattern across the landscape. 9. Right-click on the effect and change the noise from Diffuse Color to Displacement. Figure B2.9 shows the update. Without much work, you’ve made snowy mountains.