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Luxology Modo 401 Tutorials

Modeling 2 / Subdivision Modeling pt. 2




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OK. Let's move on and talk about Subdivision Modeling as far as working on something like a little fish. So I'm going to grab a cube and what we're going to do on the Basic Tab is click on our cube and I want to show you something right away. You always want to add more geometry, especially if you know things are going to bend. Now, a fish's body, let me go to the Side View here, is going to start down here and then go up and then down into the tail. And we cannot do that with just this shape. Let's go to Polygons Mode and click on the very first polygon here and hit the Y key and grab this yellow move-me handle and push it in. Now we're going to click on Bevel, click and then move that out. Shift click, move that out, Shift click again, move that out and Shift click and move that out. And the reason we have all these little segments here is so that we can continue to build the shape. So let's go ahead and hit the R key on the keyboard and with this guy still selected, let's go ahead and squash that in like so, right from the center. Hit the Spacebar, click to deselect and let's go over here and do the same thing. Click on this guy, hit R and click on that little center ring. Let's also go over here on this red one and push that in like so. And as you can see, when you're starting a model, whether it's going to be organic or not, you always want to start to shape things at the very basic level. So what I'm going to do is hit the Tab key now and as you can see, we have the beginnings of our little fish. I'm going to go to Polygons Mode and click on this top one and I'll hit Y on the keyboard and I'm going to move this up a little bit to get the little hunch in the back. I'll move it forward a little bit with this little guy, deselect and click away from the shape. Click on this one and do the same thing; Y key, move it up. Spacebar to deselect, click away to deselect. Let's go down here. I'm going to hold down the Shift key to grab both of these. Y key and grab the blue handle and now we have a nice little, fat little piranha. Now, the problem is we don't have enough resolution so if we want to pull out a tail, it'll be kind of difficult because we don't have enough geometry but we can try. So what I'm going to do is click on this guy here and then click on Bevel, click on that polygon and move it up. So we have the beginning of a tail; not great. Let's grab this little box here and move it in just a little bit to flatten that out. Let's do the same thing on the bottom, click on this, Bevel, click and let's grab the blue handle and we're going to grab the red box and scale it in. So as you can see, we have the making of a little fish like those little cookies, those little crackers that are so good. I got to call my wife on the phone and ask her to bring some home now. I made myself hungry. Now, what I'm going to do is press Shift D, make sure I'm on SDS Subdivide at the bottom of this list and click OK. Now we have enough resolution and by the way, that's called resolution or geometry when you're adding more to your model, to start to sculpt it a little bit more. So I'm going to grab these polygons by dragging my mouse. I just have those four right there. I'm going to hit the Y key and push them in. Alright, that's not bad. It's not the best thing in the world but I think you guys are getting the point now. What you do is you click on things and you manipulate them and you just do that over and over again. Let's go ahead and add some more resolution again. Shift D, OK and let's give this guy a little bit of a mouth. So click and drag to get these polygons and when you click on Bevel, what I'd like you guys to do is look at your options down here. All the tools have properties. Make sure you have Group Polygons checked because if we don't do it and we click, we get these; individual little holes. We don't want that. Let me Undo a couple times. So make sure Group Polygons is on and then click and you get one hole and now you have a mouth and you can Shift click in there again if you want to and move it even further. I'm going to Undo that. Now, as you can see, you're getting the idea. Go ahead and click the Spacebar and click away and if you want to give this guy a smile or a snarl or anything, just grab a polygon, hit the Y key or the W key or whatever key you want. Let's go ahead and change the Action Center to Selection and then simply mov it up and down. Now you can make him smile or whatever you want to do. Alright, so I think you get the point by now. It's a very basic model but you can take it from there I think and continue to add fins if you want to and if you want to give him an eye, let me just give you a quick little tip here. Just click on a polygon, let me go ahead and deselect that and you can do the same thing; Bevel, click and just push that in and then continue to scale it. Press the R key and you can change the shape. Then you can put another shape in there. So you can go to Mesh if you want to and put a sphere right on in there; give him an eyeball. So you can just go ahead and grab this guy by going to Items and then pressing W you can put it into position. So there you guys go. That is a simple little technique there for creating a model. I'll go ahead and hit the Shift key so you can see that I have that in position. Not the greatest thing but that's enough to get you started on creating your own organic shapes. Just practice and make things like an apple. Try making a very simple banana, a fish, balloon, just to get used to SubD Modeling. Also don't forget; you can always hit the Tab key at any time to come back to the Polygon Mode and continue to tweak the vertices if you want to or the edges or anything.

Tutorial Information

Course: Luxology Modo 401
Author: Dwayne Ferguson
SKU: 34052
ISBN: 1-935320-79-3
Release Date: 2009-11-04
Duration: 7.5 hrs / 119 lessons
Work Files: Yes
Captions: Available on CD and Online University
Compatibility: Vista/XP/2000, OS X, Linux
QuickTime 7, Flash 8

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