Wrist Watch Modeling and Rendering
Training Video
Watches have evolved from utilitarian accessories to wearable art, and the combination of their inner precision, jeweled faces and beautifully beveled cases make watches the object of endless fascination by collectors and anyone who appreciates great design. This tutorial series has been created for the beginning modo user who wants a project-based approach to learning modo that will provide a foundation for further learning. Through the construction of a watch, strap and buckle you will utilize expert-recommended techniques that will serve you well as you develop your skills as a 3D designer or artist.
This series of downloadable video tutorials has been especially designed for the beginning modo user who is serious about learning modo, and the series is far more than a “tour” of modo. The tutorial starts with modeling the watch using Subdivision surfaces and using techniques including Symmetry, Falloffs and Action Centers. Attention is paid to the important concepts of scaling and organizing the items you create. By the time the watch, strap and buckle are done; you will have a basic grounding in regular polygon, and SubD modeling techniques. The tutorial does not stop at modeling though. The following videos show you how to pose the watch and set up a scene by introducing environments and lighting. You will then be introduced to creating UV maps and painting textures inside of modo. Next is the fun task of developing materials so you can produce a final render. It’s a complete project that includes everything you need, including texture maps, geometry and even the completed 3D watch model itself.
This video tutorial was developed for modo 203. Basic knowledge of 3D is helpful but not necessary. modo 401 users will find the tutorial useful, but will have to adapt some instructions to new techniques found in modo 401. Narrated in English.
Detailed Descriptions of Videos in Album
Pre-built modo model files are provided for the tutorials.
Video Part 01 – Modeling the Watch Body
In this first video we use a variety of commonly used subdivision surface modelling techniques to define the shape of the watch. We construct the basic watch using Primitives and tools including Axis Slice, Bevel, Set Position, Bridge, Loop Slice. The modelling process includes use of Falloffs and Symmetry as well as a variety of every day geometry selection techniques.
Video Part 02 – Modeling the Watch Face and Hands
In this video we begin to detail the watch created in the first video by creating the watch face. We use both subdivision surface and regular polygon modelling techniques to define the hands and numbers, and in the process we make use of tools like Bevel, Edge Extend and Radial Array.
Video Part 03 – The Watch Dial, Back Plate and Strap
In this video we complete the main section of the watch by modeling the dial and back plate. In the process we use some different Action Centers and also employ Edge Bevel and Booleans to create the watch dial. We then go on to scale the model, create one side of the strap using more subdivision surface modelling techniques and finally we name and organise the model.
Video Part 04 – The Watch Strap and Buckle
In this video we model the other side of the strap and revisit and expand upon many of the subdivision surface modelling techniques we have already used by creating the buckle using the Polygon Pen tool’s “Make Quads” feature, Edge Slice, Element Move, Thicken and Curve Extrude. We then organise the model into a hierarchy that is ready for the next phase. The watch model geometry is completed at this point.
Video Part 05 – Posing and Lighting the Watch
Once you’ve created the model, you need to put it into a natural position to create a believable scene. In this video we look at the Bend Tool and how to use pivot points and Item mode to rig the watch so that placing it in a scene is easy. We then look at recreating an environment for the watch to occupy and we begin some texturing.
Video Part 06 – UV Creation and Texture Painting
In this video we texture the watch strap. Before we can do this we need to UV it using UVUnwrap. We then we use these UV’s to apply and paint the image maps that will create an attractive snake skin texture.
Video Part 07 – Texturing and Rendering for Presentation
In this final video we complete the texturing creating a variety of materials such as glass, chrome and brushed metal. We then set up our camera looking at a variety of settings; we apply DOF, and then produce a final render. The project is complete! This video is accompanied by the final watch geometry.
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