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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 modelling experience in modo. Wheels as shown are supplied as sample geometry but are not modelled in the videos.
Software Required: modo 302
Total Running Time: 93 minutes of instruction.
Notes: These tutorials are delivered online in 1280 x 720 Quicktime (H.264) format and are available for download through your Registered Products page after purchase.
Topics Covered:
- Use of reference geometry to provide context and constraints for your design
- Using sculpting tools for initial, freeform design
- Redefining topology to derive key shape and component parts
- Using symmetry
- Creating arbitrary holes and filling gaps in your model
- Maintaining smooth polygon “flow” in your model
- Adding thickness, seams and recesses to your model
- Compositing your design into an existing photograph
- Using the modo Shader Tree (including metallic paint shader creation)
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