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Book Description

Get a head start with 3D modeling thanks to this brilliant guide which takes you step by step through the whole process. No experience needed – the tutorial works by teaching you MODO 701 on your own computer.

  • Make a 3D model using your imagination
  • Use tricks of the light to express the mood of your scene
  • Learn how to get photo-real images out of your 3D software
  • Get the most of your final image by enhancing it with Photoshop
  • Make your workflow smooth, fast, and efficient

In Detail

Computer generated graphics (CGI) are part of the design market. CGI helps digital designers from many industries to have a clear representation of their products before they are produced. To name a few, interior designers, architectural studios, and furniture designers can implement CGI images into their workflow, saving them time and money.

"Building 3D Models with modo 701" will introduce you to the world of next generation 3D content creation in a practical manner. This will not be a software manual, but a real-world guide that will skip the unnecessary details and focus on what's needed to complete a commission from a client. It will get you the best results in minimum time.

In this book you will learn the entire process, from a preliminary design to the final art. All the stages are covered. You will be guided through modeling, creating materials, placing lights, optimizing your render, and showing it to your customer in an efficient way.

You will learn how to quickly generate shapes and recreate real-world materials present in most of scenes: wood, metals, glass; along with working with textures and learning how to apply them convincingly. Create the mood of your scene by using lights, place the camera like a photographer would do to get that nice shot, and make a good quality realistic render and show it to your client with that extra punch of production that every pro should know.

"Building 3D Models with modo 701" is not a user manual, but a step-by-step walkthrough of the real world of a 3D artist.

Table of Contents

  1. Building 3D Models with modo 701
    1. Table of Contents
    2. Building 3D Models with modo 701
    3. Credits
    4. Foreword
    5. About the Author
    6. About the Reviewers
    7. www.PacktPub.com
      1. Support files, eBooks, discount offers and more
      2. Why Subscribe?
      3. Free Access for Packt account holders
    8. Preface
      1. What this book covers
      2. What you need for this book
      3. Who this book is for
      4. Conventions
      5. Reader feedback
      6. Customer support
        1. Downloading the images of this book
        2. Errata
        3. Piracy
        4. Questions
    9. 1. Knowing the Interface
      1. Using viewports
        1. Controlling the viewports
        2. Customizing the viewport quad
      2. Working with tabs
        1. Working with the Model Quad tab
        2. Working with the Render tab
      3. Understanding the Tools panel
        1. Using the Basic tab
        2. Using the Vertex/Edge/Polygon tabs
          1. The Vertex tab
          2. The Edge tab
          3. The Polygon tab
        3. Using the Duplicate tab
        4. Using the Mesh Edit tab
      4. Understanding the Info panel
        1. Using the Item List panel
        2. Using the Shading panel
        3. Using the Properties panel
      5. Working with selection methods
        1. The polygon/vertex/edge modes
        2. Making quick selections
        3. Using the Lasso selection tool
        4. Hiding and unhiding
      6. Summary
    10. 2. Beginning with Modeling
      1. What's under the modeling tab?
        1. Layers – organizing your scene
        2. Moving, scaling, and rotating
        3. Action centers
        4. Falloffs
        5. Work planes
      2. Basic modeling
        1. Primitives
        2. Free form shapes
        3. The Subdivide tool
        4. The Bevel tool
        5. The Extrude tool
        6. The Bridge tool
        7. The Slice tool
        8. The Thicken tool
      3. Modifying your mesh
        1. The Element move tool
        2. The Flex tool
        3. The Sculpt tool
      4. Making copies
        1. The Mirror tool
        2. The Clone tool
        3. Making arrays
      5. Editing the mesh
        1. Curve Slice and Loop Slice
        2. Booleans
        3. Drills
        4. Mesh Cleanup
      6. Working with vertices
        1. Centering
        2. Setting position
        3. Merging
      7. Working with edges
        1. Bevel
        2. Bridge
        3. Slide
        4. Summary
    11. 3. Texturing and Materials
      1. What is a material?
      2. What is a texture?
      3. Using materials
        1. Creating a material
      4. Types of materials
        1. Using diffuse materials
        2. Using glossy materials
        3. Using specular materials
        4. Using emitter materials
        5. Understanding the base shader and base material properties
          1. The base shader properties
          2. The base material properties
      5. Using the preset library
        1. Manual creation of a material
      6. Using textures
        1. Types of projection
          1. Planar projection
          2. Cubic projection
          3. Spherical projection
        2. UV mapping
        3. How to apply textures
      7. Special effects
        1. Bump mapping
          1. Applying bump mapping
        2. Transparencies
          1. Applying alpha mapping
        3. Specular maps
        4. Fresnel
          1. Tweaking reflection/fresnel properties
      8. Summary
    12. 4. Illuminating a Scene
      1. Working with lights
        1. Adding a light
        2. Setting the type of a light
        3. Placing lights
        4. Enabling/disabling lights
      2. Types of light
        1. Spot Light
        2. Point light
        3. Area light
        4. Cylinder light
        5. Portals
      3. Illuminating a scene
        1. Working with previews
        2. Preview modes
        3. Quality
        4. Full Resolution
          1. The RayGL view
        5. Cool and warm
        6. Key lights
        7. Fill lights
        8. Contours
      4. Summary
    13. 5. Preparing a Shot
      1. Placing a camera
        1. Working with the Rule of Thirds
        2. Understanding the field of view
        3. Tilting the shot
        4. Fixing the verticals
      2. Adding depth using DOF
        1. When to use it
        2. When to avoid it
        3. How to create it
      3. Choosing the correct image size
        1. Size and image depth (dpi)
        2. Rendering for printing
        3. Rendering for digital media
      4. Summary
    14. 6. Rendering your Scene
      1. Understanding indirect illumination
      2. Montecarlo versus irradiance caching
        1. Using the montecarlo method
        2. The irradiance caching method
      3. Using HDRI illumination
      4. Using the physical sky simulation
        1. Adding sunlight
      5. Setting up the render
        1. Indirect rays
        2. Irradiance rays
        3. Antialiasing
      6. Rendering with the preview window
      7. Working with the render window
        1. Input white level and tone mapping
        2. Bloom and vignette
        3. Render region
      8. Summary
    15. 7. The Post-production Phase
      1. What are render outputs
        1. Isolating materials with the surface ID output
        2. The depth output
        3. The ambient occlusion output
      2. Working the render into Photoshop
        1. Blend modes
      3. Basic corrections
        1. Levels
        2. Curves
        3. Brightness/contrast
        4. Color correction
        5. Saturation
      4. Working with adjustment layers
        1. Selective enhancing
      5. A quick look at the blend modes
      6. Adding special effects
        1. Bloom (general and selective)
        2. The bleach bypass
        3. Depth of field
        4. Vignetting
        5. Noise
      7. A case study
      8. Summary
    16. Index
18.117.182.179