Interface / Room Tour / Model
Subtitles of the Movie
In this movie we'll do a quick little tour through the Modeling Rooms, the basic Modeling Rooms, and by basic Modeling Rooms I mean the ones for the Spline Modeler and the ones for the Vertex Modeler. And the reason is that these other Modeling Rooms are very specific and we cover them in much more detail Ð the Metaball Room has its own unique features as does Engaging Formula Models, Text Models Ð they're all slightly different but again, there are those similarities. If you jump right up to the Modeling Room and click this, or engage the Modeling Room without having a model in your scene you'll simply be presented, like this, with a blank screen. There's nothing there. So you've got the option to insert something and if we go ahead and say, well, let's insert a Spline Object, well then nothing happens in the Modeling Room still. That's because you need to actually insert this so it becomes a workflow issue. Let's go back to the Assembly Room. This is highlighted right now and if I go back to the Modeling Room then all of a sudden we're presented with the Spline Modeling Room specifically and we can begin working on our object. So the correct workflow method is to insert a model while in the Assembly Room, then with the model selected choose the Model option and you'll pop into its unique room. In the Spline Modeling Room we've got a unique tool set to make things up here, but the tool set's on the left-hand side, how to manipulate objects and move around the scene, the camera controls allow you to look at your scene differently, are all consistent and all the same here. Again, also, the interface right across the top here is the same, and we didn't cover that in the Assembly Room but we can do a little bit here and a little bit there. We can divide our screen into different quadrants to go ahead and work. Additionally we can turn on and off different modeling grids. You will use this both in the Modeling Room and the Assembly Room. And we have interactive render settings here as well, and we'll cover this in more detail as we go along, including different ways to show the modeling. Since this is the Assembly Room our Properties Panel is still consistently placed, however, we're now presented with a whole new set of options that we haven't seen before. In the lower portion of the Properties Tray we have a Scene Preview since we're no longer in the Assembly Room. We can still access individual instances of objects. We can look at the objects themselves, and nothing's showing up in this one because we haven't created anything yet. Likewise, the Browser is the same at the bottom as is the Sequencer, or Timeline Controls. So, the Spline Modeling Room looks a little bit like this. We hop back over to the Assembly Room, I'll deselect Spline Modeling and we say Insert Vertex Object, we're taken into the Modeling Room again, we can tell, but this time instead of the Spline Modeling Room it's the Vertex Modeling Room, the little wrench is highlighted in the upper right-hand corner but our tool set Array across the top is very different and is unique to working on polygonal models or vertex models. We'll look at this in much more detail in the section on Vertex Modeling. However, again, all the Translation Controls are the same on the left-hand side, the Camera Controls. We do have the addition of some unique Selection Controls for working with polygonal models. Again, we've got different options in the Properties Tray but we still have our Scene Preview Instances and Objects. So, these types of consistencies are common between the Modeling Rooms. Some of the others that we can deal with Ð let me hop back to our Assembly Room Ð where we wind up with a slightly different interface. Just say the Metaball Modeler. Each one of these Modelers we spend a little special section on, going over each one because they all have the unique controls to make them do what they do best, but these items are consistent between all of them that have previews, interactive render settings. The two primary Modeling Rooms you'll be working with are the Spline Modeling Room and the Vertex or the Polygon Modeling Room.
Tutorial Information
| Course: | Carrara 7 Pro |
| Author: | Mark Bremmer |
| SKU: | 34029 |
| ISBN: | 1-935320-65-3 |
| Release Date: | 2009-09-03 |
| Duration: | 15 hrs / 159 lessons |
| Work Files: |
Yes |
| Captions: | Available on CD and Online University |
| Compatibility: |
Vista/XP/2000, OS X, Linux QuickTime 7, Flash 8 |
VTC Sign up & Benefits
- Unlimited Access
- 98,729 Video Tutorials (23,265 free)
- Video Available as Flash or QuickTime
- Over 1026 Courses
- $30 for One Month Access
- Multi-User Discounts Available
United States 