Seahorse Modeling and Rendering
Training Video
The seahorse has some of the most unusual characteristics of any fish in the sea. Its ribbed and often semi-translucent body is a perfect example of what we at Luxology called a “structured organic” shape. Learning how to model one in modo is not only a great introduction to sculpting, it is also provides guidance on when to use traditional modeling and painting techniques that complement sculpting. The techniques used in this tutorial can be used to model objects like backpacks, upholstered furniture, car interiors and any variety of natural subjects like plants, reptiles, or fantasy creatures.
This series of downloadable video tutorials lets you build up a seahorse (built to scale) from a series of reference images. Traditional modeling tools are used for some tasks (such as creating the base mesh and building the dorsal fin) and modo’s new sculpting tools are used extensively. 3D painting tools (including image ink) are also used as part of the texturing process. UV editing and morph targets are also employed. Development of materials in the Shader Tree is addressed as well as the process of rendering the seahorse in a small colony of coral.
This video tutorial was developed for modo 301. Basic knowledge of modo 301 is assumed in this tutorial and the series is targeted at the “intermediate” modo user. Narrated in English.
modo 401 users will find the tutorial useful, but will have to adapt some instructions to new techniques found in modo 401.
Detailed Descriptions of Videos in Album
Many sample files are included including both geometry and image reference files. The videos total 1 hour 48 minutes and are narrated in English. Basic knowledge of modo is assumed in this tutorial and it is roughly targeted at the “intermediate” user.
Video Part 01 – Modeling and Medium Resolution Sculpting
In this first video we create the foundation for our game model by first creating a low polygon version of a supplied high poly count dumpster by using modeling techniques that help us define the object’s shape with a minimum number of polygons. We then create an efficient UV map for that model so that any image maps we apply later will be utilized fully.
Video Part 02 – High Resolution Sculpting and Colour Map Painting
In this video we focus on object-to-object baking to create a normal map that will capture all of the fine detail from the original model. We also bake out an ambient occlusion map to recreate the way grime and shadows accumulate in tight areas of geometry. In the course of the video we demonstrate a number of techniques for getting the most out of your normal maps and ultimately create a 700 polygon normal mapped model that is virtually indistinguishable from the 39,000 polygon original.
Video Part 03 – Modeling, Sculpting and Painting an Underwater Environment
In this final video of the first album, we complete the dumpster model by creating a bump, color and specular maps. We select the appropriate brushes and inks from the Paint layout in modo and then paint text and grunge on the object’s surface to age our model and give it a sense of place. We utilize the imageSynth (Photoshop plug-in) to create tiling textures and then explore how to use layer masks to paint details in specific areas of the model. Throughout the process we make full use of baking to combine painted layers and ultimately to bring everything together into a final color map that ready for use in a game engine or any renderer downstream from modo.
Video Part 04 – Texturing and Rendering
In this final video of the first album, we complete the dumpster model by creating a bump, color and specular maps. We select the appropriate brushes and inks from the Paint layout in modo and then paint text and grunge on the object’s surface to age our model and give it a sense of place. We utilize the imageSynth (Photoshop plug-in) to create tiling textures and then explore how to use layer masks to paint details in specific areas of the model. Throughout the process we make full use of baking to combine painted layers and ultimately to bring everything together into a final color map that ready for use in a game engine or any renderer downstream from modo.
Share this page on Social Networks