Concept Car
Training Video
If you’re designing something, you need to be able to visualise it quickly and accurately. When designing with 3D software, an effective approach is to work quickly with sculpting tools to arrive at the basic form which you then refine with more accurate, technical tools. The key to success is an unimpeded workflow, so in this tutorial we look at how to create a concept car in modo with an emphasis on structuring the task in a way that will aid the design process.
This tutorial is an expanded version of a demonstration originally given at Escape Studios in London in May 2008. While focused on creating a concept car, the subjects and techniques presented are applicable for the creation of many hard surface objects. Sculpting tools are used to intuitively capture the idea and then polygon/SubD tools are used to refine the shape.
The videos are narrated in English and are most appropriate for people with some 3D modeling experience in modo. Wheels as shown are supplied as sample geometry but are not modeled in the videos.
This video tutorial was developed for modo 302. 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
Video Part 01 – Sculpting
When you are developing early shapes and forms you don’t want to get distracted by technical modeling, you want to be free to experiment. In this first video we look at how we can use modo’s sculpting tools to quickly rough out the shape of a car and then look at how we can refine that shape to experiment with more subtle design features.
Video Part 02 – Re-Topology
Once we have our sculpted shape we need to use it as a reference as we create the final model. In this video we look at techniques for redefining the form and topology of the car using an efficient number of polygons, resulting in a smooth and controllable surface that is easily editable.
Video Part 03 – Detailing
Once the correct form of the car is complete we can start detailing it. In this video we look at how to model some common bodywork features like bodywork seams, front and side air vents, logos and recessed lights. In the process of doing so, we cover a number of subdivision surface modeling techniques that can be applied to any model. This is a must see video for all modo modeling enthusiasts!
Video Part 04 – Rendering
When you’re creating a design it may be important to see it in a real location, so in this video we look at how to composite our model into a photograph. To do this we look at how to match the lighting in the photograph and how to develop materials that will allow the car to exist in this environment in a believable way including how to create an effective metallic paint shader. This video provides a nice example of using the modo Shader Tree.
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