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LinkedIn Learning

Modo 2019 Essential Training

via LinkedIn Learning

Overview

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Learn the essentials of MODO, a unique and powerful 3D modeling, animation, rendering, and texturing tool with a fast and intuitive workflow.

Syllabus

Introduction
  • Modo 2019 essentials
1. Modo Introduction
  • Overview of the Modo interface
  • The Modo layout
  • Using tools in Modo
  • Items vs. components
2. 3D Workflow Quick Start
  • Creating a speaker 1: Building the enclosure
  • Creating a speaker 2: Modeling the holes
  • Creating a speaker 3: Modeling the mesh details, part 1
  • Creating a speaker 4: Modelling the mesh details, part 2
  • Creating a speaker 5: Assigning materials
  • Creating a speaker 6: Lighting and materials
  • Creating a speaker 7: Final render
3. Concepts: What Makes Modo Different?
  • The Work Plane
  • Action centers
  • Falloffs
  • Constraints
  • Sculpting and painting tools
4. Modeling Tools
  • Destructive vs. nondestructive
  • Edge flow
  • Adding edges and cutting
  • Extruding and beveling
  • Deformations
  • Curves
  • Backdrop items
  • Duplication
  • Selections
5. Procedural Modeling
  • The mesh operations stack
  • Merge Meshes
  • Curve Fill
  • Curve sweep
  • Creating a spring
  • MeshFusion
6. UV Mapping
  • Understanding UV mapping workflow
  • Unwrap and pack
  • Projections
  • Rectangle, cut, move, and sew
  • Cut Map
  • UV Relax tool
7. Shading and Texturing
  • The Shader Tree, applying materials, and polygon tags
  • Item masks and overrides
  • Selecting materials
  • PBR vs. Principled shader
  • Mapping basics: Diffuse and bump
  • Mapping walkthrough
  • Procedural textures
  • Displacement and normal maps
  • Duplicating and instancing
  • Preset Browser
8. Lighting and Rendering
  • Understanding lighting and rendering
  • CG lights
  • HDR lighting
  • Camera parameters
  • Preview renderer
  • Bucket rendering
  • Render passes
  • Advanced compositing techniques
9. Rigging
  • Overview of the rigging process
  • Locators
  • Hierarchies
  • Assigning commands
  • User channels and the Schematic view
  • Bones and deformers
10. Duplication
  • Instances
  • Replicators
  • Deferred meshes
11. Customizing the Interface
  • Slash and burn, collapsible panels, and color coding
  • Workbench
12. Project-Based Section
  • Setting up the project
  • Creating the side panel
  • Continuing the side panel
  • Finishing the side panel
  • Creating the control panel
  • UV unwrapping the control panel
  • Texturing the control panel
  • Creating the rear of the control panel
  • Creating the key bed
  • Modeling the keyboard template
  • Creating the black keys
  • Creating the white keys
  • Editing the white keys
  • Duplicating the white keys
  • Creating the dials
  • Duplicating the dials
  • Creating the switches
  • Modeling the LED
  • Assigning materials
  • Setting up the camera and lighting
  • Creating the wood texture
  • Texturing the dials
  • Texturing the LED
  • Final shading and rendering
Conclusion
  • Next steps

Taught by

Richard Yot

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