O'Reilly logo

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Real World Modo: The Authorized Guide

Book Description

modo is one of the most exciting 3D applications to come out in ages. With its revolutionary toolset, inspiring 3D rendering engine, and advanced ergonomics it promises to offer tremendous advantages to almost any segment within the CGI and graphics industry.

This book teaches artists how to use modo to maximize benefits with the shortest learning curve. To not only identify and exploit the power of the modo toolset, but to also show the tremendous advantages of learning and implementing modo to any who could derive a benefit by doing so.

McKay Hawkes will illuminate modo with clear, motivating, entertaining and stylized pages. This book will inspire and intrigue readers with captivating imagery, strong emotional draw, pertinent industry information, real world observations, and valuable tips & tricks.

The companion web site (hosted on Luxology's web site) will include an online tutorial video relating to the creation of the inspiring cover art and all relating support files.

Table of Contents

  1. Cover
  2. Half Title
  3. Full Title
  4. Copyright
  5. Dedication
  6. Contents
  7. Acknowledgments
  8. Introduction
  9. Chapter 1: Basic Training
    1. Working as a 3D Artist
      1. Experience
      2. Disciplines
    2. Education: It's up to You
    3. Resource Library: The Life Blood of a 3D Artist
      1. Technical Information
      2. Assets
    4. Software: It's Only a Tool
    5. Learning to See: Switching off Auto Mode
      1. Emotional Content
      2. Flipping the Switch
    6. Summary
  10. Chapter 2: Becoming a Modonaut
    1. Way of the modo: User Interface and Customization
      1. Form and Input Editors
      2. Statistics and Information
      3. Display
      4. Preferences
    2. The Work Plane
    3. Action Centers, Snapping, and Falloffs
      1. Action Centers
      2. Snapping
      3. Falloffs
    4. The Tool Pipe
    5. The Shader Tree
    6. Item List and Groups
      1. Item List
      2. Groups
    7. Preset Browser
    8. Modeling and Animation Toolsets
      1. Animation Tools
      2. Modeling Tools
    9. Painting and Sculpting Toolsets
      1. Painting Tools
      2. Sculpting Tools
    10. Vertex Maps
      1. Weight Maps
    11. Rendering
    12. Scripting and Commands
    13. Modo for Maya Users
      1. Differences
      2. Commonalities
    14. The Modo Community
    15. Summary
  11. Chapter 3: Modeling
    1. Modeling Methods
      1. Subdivision Modeling
      2. Patch Modeling
    2. Modeling Reference
      1. Backdrop Item
    3. Making Selections
      1. Loop Selections
      2. Using the Arrow Keys
      3. Select Connected
      4. Selection Sets
    4. Detailing the Mesh
      1. Adding Detail
      2. Shaping the Mesh
    5. Topology
      1. Creating a Clean Geometry
      2. Creating a Clean Geometry
      3. Edge Loops
    6. Replicators
      1. Groups
      2. Vertex Maps
      3. Surface Generators
    7. Working with Hair
      1. Creating Hair
      2. Styling Hair
    8. Summary
  12. Chapter 4: UV Mapping
    1. Understanding UV Space
      1. UV Coordinates
      2. Maximizing Detail
      3. UV Aspect Ratio
    2. Mapping Out a Strategy
      1. Single UV Map
      2. Multiple UV Maps
      3. Surveying the Model
      4. UV Tiles
    3. UV Unwrap
      1. Unwrap Tool
      2. UV Relax
      3. Understanding UV Seams
      4. Unwrapping a Hand
    4. Summary
  13. Chapter 5: Texturing
    1. Collecting Reference
    2. Using Texture Maps
      1. Setting Material Properties
      2. Map Types
    3. The Shader Tree
      1. Groups
      2. Group Masks
    4. Texturing Hair
      1. Fur Material
      2. Using the Strip Type
      3. Using Gradients
    5. Summary
  14. Chapter 6: Animation
    1. Morph Maps
      1. Working with Morph Maps
      2. Adding Morph Deformers
      3. Creating a Controller
      4. Creating the User Channels
      5. Creating a Link to the Morph Deformers
      6. Direct Link
      7. Configuring the Morph Controller
      8. Adding an Assembly Command
    2. Inverse Kinematics
      1. Setting Up IK
      2. Rigging the Robot Arm
    3. Summary
  15. Chapter 7: The Camera: Bringing It into Focus
    1. The Camera
      1. Focal Length
      2. Film Back
      3. The Resolution Gate and Film Aspect Ratio
      4. Depth of Field
      5. Lens Artifacts
      6. Motion Blur
    2. Matching Real-World Cameras
      1. Aspect Ratio
      2. Matching the Camera
    3. Summary
  16. Chapter 8: Lighting and Rendering
    1. Characteristics of Light and Shadow
      1. Light
      2. Shadow
    2. Photometric Lights
    3. Deep Shadows
    4. Global Illumination
      1. Irradiance Caching
      2. Monte Carlo
      3. Environment
      4. Image-Based Lighting
    5. Using sIBL in 401
    6. Lighting Phenomena: Volumetrics and Caustics
      1. Volumetrics
      2. Caustics
    7. Light Linking
    8. Studio Lighting: Reflectors
    9. Render Settings
      1. Antialiasing
      2. Geometry
      3. Ray Tracing
    10. Rendering for Print
    11. Summary
  17. Chapter 9: Advanced Lighting and Rendering: Working in Linear Space
    1. Dynamic Range
    2. Floating Point
    3. Gamma
    4. Setting Up a Linear Workflow in Modo
      1. Rendering and Saving in Linear Space
      2. Gamma Correcting Renders
    5. Render Outputs
      1. Material Masks
      2. Material Masks
    6. Tone Mapping
    7. Summary
  18. Chapter 10: Using modo with Maya
    1. Why Use Maya?
      1. My Workflow
    2. FBX
      1. Working Units
    3. Animation
      1. Camera
      2. Adjusting Curves
      3. MDD
    4. Summary
  19. Chapter 11: Creating Real-time Assets
    1. Examples
      1. Tug Example
      2. Simple Building Example
    2. Summary
  20. Bonus Resources
  21. Index