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	<title>Modo Tutorials Downloads Videos &#38; Education - Modo Cookie &#187; Materials</title>
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		<title>Faking Depth Information with Normal Map</title>
		<link>http://modo.cgcookie.com/2010/05/03/faking-depth-information-with-normal-map/</link>
		<comments>http://modo.cgcookie.com/2010/05/03/faking-depth-information-with-normal-map/#comments</comments>
		<pubDate>Mon, 03 May 2010 13:23:32 +0000</pubDate>
		<dc:creator>Subhamoy Sengupta</dc:creator>
				<category><![CDATA[Beginner]]></category>
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		<category><![CDATA[modo]]></category>
		<category><![CDATA[Normal Map]]></category>
		<category><![CDATA[projection]]></category>
		<category><![CDATA[Texturing]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://modo.cgcookie.com/?p=387</guid>
		<description><![CDATA[
			
				
			
		
Here we have an extremely high poly mesh that is, in fact, a bed of small
pebbles. I have sculpted it in Mudbox.

If we double click on the mesh in polygon mode (3),
we will see it has 102400 polys.

Switch to top view (Numpad 1) and with the cube
primitive tool selected, draw out a poly plane that [...]]]></description>
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<p>Here we have an extremely high poly mesh that is, in fact, a bed of small<br />
pebbles. I have sculpted it in Mudbox.</p>
<p><img class="alignnone size-full wp-image-392" title="normalMapTip01" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip011.jpg" alt="normalMapTip01" width="600" height="271" /></p>
<p>If we double click on the mesh in polygon mode (<span class="style2"><strong>3</strong></span>),<br />
we will see it has 102400 polys.</p>
<p><img class="alignnone size-full wp-image-395" title="normalMapTip03" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip031.jpg" alt="normalMapTip03" width="600" height="395" /></p>
<p>Switch to top view (<span class="style2">Numpad 1</span>) and with the cube<br />
primitive tool selected, draw out a poly plane that just covers the bed.</p>
<p><img class="alignnone size-full wp-image-396" title="normalMapTip05" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip05.jpg" alt="normalMapTip05" width="600" height="221" /></p>
<p>Make sure the plane is completely under the high poly bed and there are no<br />
intersecting vertices.</p>
<p><img class="alignnone size-full wp-image-397" title="normalMapTip06" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip06.jpg" alt="normalMapTip06" width="503" height="294" /></p>
<p>Give the low poly plane a material and add an image map to the material<br />
group.</p>
<p><img class="alignnone size-full wp-image-398" title="normalMapTip07" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip07.jpg" alt="normalMapTip07" width="578" height="419" /></p>
<p>Select <span class="style3">&#8216;New Map&#8217;</span> and choose a location, name and<br />
file format. I chose PNG because it is lossless. We do not need alpha channel,<br />
so choose RGB. Doing so will assign a colour to the map, but we need not be<br />
bothered about that. It will be overwritten shortly.</p>
<p><img class="alignnone size-full wp-image-399" title="normalMapTip08" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip08.jpg" alt="normalMapTip08" width="577" height="321" /></p>
<p>Change the effect to <span class="style3">Normal</span>.</p>
<p><img class="alignnone size-full wp-image-400" title="normalMapTip09" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip09.jpg" alt="normalMapTip09" width="600" height="537" /></p>
<p>From a side view, measure the height difference between the high poly and the<br />
low poly geometry with the<span class="style3"> Dimension Tool</span>.</p>
<p><img class="alignnone size-full wp-image-401" title="normalMapTip10" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip10.jpg" alt="normalMapTip10" width="573" height="367" /></p>
<p>Right click on the image name and choose <span class="style3">&#8216;Bake from<br />
Object to Texture&#8217;</span>.</p>
<p><img class="alignnone size-full wp-image-402" title="normalMapTip11" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip11.jpg" alt="normalMapTip11" width="600" height="413" /></p>
<p>Choose a distance that is safely larger than what we measured.</p>
<p><img class="alignnone size-full wp-image-403" title="normalMapTip12" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip12.jpg" alt="normalMapTip12" width="600" height="561" /></p>
<p>Modo will bake the normal map on that texture.</p>
<p><img class="alignnone size-full wp-image-404" title="normalMapTip13" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip13.jpg" alt="normalMapTip13" width="600" height="491" /></p>
<p>Now, hide the high poly bed and just look at the low poly plane with normal<br />
map in Advanced OpenGL view! The result looks just like the high-poly mesh!</p>
<p>After adding the diffuse texture:</p>
<p><img class="alignnone size-full wp-image-405" title="normalMapTip14" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip14.jpg" alt="normalMapTip14" width="600" height="381" /></p>
<p>This is how it looks without the normal map.</p>
<p><img class="alignnone size-full wp-image-406" title="normalMapTip15" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip15.jpg" alt="normalMapTip15" width="600" height="385" /></p>
<p>And this is how it looks with the normal map.</p>
<p><img class="alignnone size-full wp-image-407" title="normalMapTip16" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip16.jpg" alt="normalMapTip16" width="600" height="383" /></p>
<p>And this is the high poly mesh.</p>
<p>Evidently, though the low poly plane with diffuse texture only is totally<br />
unusable, we can easily get away with the normal mapped version if the object is<br />
not too close and viewing angle is steep.</p>
<p><img class="alignnone size-full wp-image-408" title="normalMapTip17" src="http://modo.cgcookie.com/wp-content/uploads/2010/04/normalMapTip17.jpg" alt="normalMapTip17" width="241" height="667" /></p>
<p><span class="style3">IMPORTANT:</span> Though Modo baked the normals on your<br />
chosen map, the bake information is only stored in primary memory. To store it<br />
actually into the image file, go to <span class="style3">FILE &gt; SAVE ALL</span>.</p>
<p>That concludes the tip. I hope it was informative. For questions and/or<br />
comments, please write me to shushens@gmail.com</p>
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		<title>Tip: Subsurface Scattering for a Skin Shader</title>
		<link>http://modo.cgcookie.com/2010/04/29/tip-subsurface-scattering-for-a-skin-shader/</link>
		<comments>http://modo.cgcookie.com/2010/04/29/tip-subsurface-scattering-for-a-skin-shader/#comments</comments>
		<pubDate>Fri, 30 Apr 2010 04:07:05 +0000</pubDate>
		<dc:creator>a.cangelosi</dc:creator>
				<category><![CDATA[Alessandro Cangelosi]]></category>
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		<category><![CDATA[scattering]]></category>
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		<category><![CDATA[subsurface]]></category>

		<guid isPermaLink="false">http://modo.cgcookie.com/?p=384</guid>
		<description><![CDATA[
			
				
			
		

In this new tip tutorial coming from CG Cookie for Modo Cookie, we&#8217;ll take a look at Sub surface Scattering inside Modo. We&#8217;ll see how to create a simple skin shader for a goblin creature, using diffuse color, custom procedural map to control skin roughness and bump effect. We&#8217;ll see how to create a simple [...]]]></description>
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<p><!-- Tutorial description --></p>
<p>In this new tip tutorial coming from CG Cookie for Modo Cookie, we&#8217;ll take a look at Sub surface Scattering inside Modo. We&#8217;ll see how to create a simple skin shader for a goblin creature, using diffuse color, custom procedural map to control skin roughness and bump effect. We&#8217;ll see how to create a simple but efficient lighting setup using two point lights and one area light source, to render it using global illumination too. We&#8217;ll see how to use all the sub surface scattering parameters to understand how it can be used to obtain a fast skin shader.</p>
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		<title>Creating an Underwater Scene Environment Part 1</title>
		<link>http://modo.cgcookie.com/2010/04/01/creating-an-underwater-scene-environment-part-1/</link>
		<comments>http://modo.cgcookie.com/2010/04/01/creating-an-underwater-scene-environment-part-1/#comments</comments>
		<pubDate>Thu, 01 Apr 2010 13:36:43 +0000</pubDate>
		<dc:creator>a.cangelosi</dc:creator>
				<category><![CDATA[Alessandro Cangelosi]]></category>
		<category><![CDATA[Beginner]]></category>
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		<category><![CDATA[underwater]]></category>
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		<guid isPermaLink="false">http://modo.cgcookie.com/?p=284</guid>
		<description><![CDATA[
			
				
			
		
In this Modo video tutorial we&#8217;ll see how we can create an underwater environment just using simple basic Modo features. In the 1st part
we&#8217;ll model sea level, basic ground and a procedural rock, then we&#8217;ll move on to light and shade it to obtain 1st final render.


Support the site &#8211; Download includes:

High resolution video
Modo File








]]></description>
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<p>In this Modo video tutorial we&#8217;ll see how we can create an underwater environment just using simple basic Modo features. In the 1st part<br />
we&#8217;ll model sea level, basic ground and a procedural rock, then we&#8217;ll move on to light and shade it to obtain 1st final render.<br />
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		<title>Creating a Natural Environment</title>
		<link>http://modo.cgcookie.com/2010/03/26/creating-a-natural-environment/</link>
		<comments>http://modo.cgcookie.com/2010/03/26/creating-a-natural-environment/#comments</comments>
		<pubDate>Sat, 27 Mar 2010 02:46:55 +0000</pubDate>
		<dc:creator>a.cangelosi</dc:creator>
				<category><![CDATA[Alessandro Cangelosi]]></category>
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		<guid isPermaLink="false">http://modo.cgcookie.com/?p=276</guid>
		<description><![CDATA[
			
				
			
		
In this Modo Video tutorial we&#8217;ll see how to create a complete natural environment in Modo. We&#8217;ll see how to model it using some basic modeling features, then we&#8217;ll prepare the basic elevation model using Modo Sculpting features. 
We&#8217;ll add a simple river mesh and then we&#8217;ll use procedural shaders and complex Modo shader layering [...]]]></description>
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<p>In this Modo Video tutorial we&#8217;ll see how to create a complete natural environment in Modo. We&#8217;ll see how to model it using some basic modeling features, then we&#8217;ll prepare the basic elevation model using Modo Sculpting features. </p>
<p>We&#8217;ll add a simple river mesh and then we&#8217;ll use procedural shaders and complex Modo shader layering system to create a procedural rock shader and a basic water material. We&#8217;ll use adaptive microtriangle displacement and bump mapping to achieve final rock look. Lighting will be based on internal daylight/skylight system to use global illumination to achieve a more natural result.<br />
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		<title>Creating an Iceberg / Shader</title>
		<link>http://modo.cgcookie.com/2010/03/04/creating-an-iceberg-shader/</link>
		<comments>http://modo.cgcookie.com/2010/03/04/creating-an-iceberg-shader/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 13:26:22 +0000</pubDate>
		<dc:creator>a.cangelosi</dc:creator>
				<category><![CDATA[Alessandro Cangelosi]]></category>
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		<category><![CDATA[water]]></category>

		<guid isPermaLink="false">http://modo.cgcookie.com/?p=214</guid>
		<description><![CDATA[
			
				
			
		
In this new Modo Video tutorial we&#8217;ll take a look on how we have to proceed to create a simple ice shader, and then how we can modelin a very fast way a basic iceberg 3d mesh, and the apply the ice shader and put it inside the old sea scene we created  in [...]]]></description>
			<content:encoded><![CDATA[<div class="tweetmeme_button" style="float: right; margin: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fmodo.cgcookie.com%2F2010%2F03%2F04%2Fcreating-an-iceberg-shader%2F"><br />
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			</a>
		</div>
<p>In this new Modo Video tutorial we&#8217;ll take a look on how we have to proceed to create a simple ice shader, and then how we can modelin a very fast way a basic iceberg 3d mesh, and the apply the ice shader and put it inside the old sea scene we created  in a previous tutorial.</p>
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		<title>Tip: Creating Glass Shaders</title>
		<link>http://modo.cgcookie.com/2010/02/10/tip-creating-glass-shaders/</link>
		<comments>http://modo.cgcookie.com/2010/02/10/tip-creating-glass-shaders/#comments</comments>
		<pubDate>Wed, 10 Feb 2010 18:01:00 +0000</pubDate>
		<dc:creator>Justin Mitrache</dc:creator>
				<category><![CDATA[Beginner]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Justin Mitrache]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[Tips]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[colored]]></category>
		<category><![CDATA[frosted]]></category>
		<category><![CDATA[glass]]></category>
		<category><![CDATA[modo]]></category>
		<category><![CDATA[shaders]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://modo.cgcookie.com/?p=169</guid>
		<description><![CDATA[
			
				
			
		

In this Modo video tutorial we will play around with some glass shader settings. Covering colored and frosted glass shaders. 



]]></description>
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			</a>
		</div>
<p><!-- Tutorial description --></p>
<p>In this Modo video tutorial we will play around with some glass shader settings. Covering colored and frosted glass shaders. </p>
<p><!-- End of tutorial description --></p>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Creating a Realistic Sea Environment</title>
		<link>http://modo.cgcookie.com/2010/02/05/creating-a-realistic-sea-environment/</link>
		<comments>http://modo.cgcookie.com/2010/02/05/creating-a-realistic-sea-environment/#comments</comments>
		<pubDate>Fri, 05 Feb 2010 13:52:01 +0000</pubDate>
		<dc:creator>a.cangelosi</dc:creator>
				<category><![CDATA[Alessandro Cangelosi]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Intermediate]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[Rendering / Lighting]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[environment]]></category>
		<category><![CDATA[modo]]></category>
		<category><![CDATA[realistic]]></category>
		<category><![CDATA[sea]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://modo.cgcookie.com/?p=137</guid>
		<description><![CDATA[
			
				
			
		
In this Modo video tutorial we&#8217;ll take a look on how we can proceed to create a photo-realistic sea environment.
We&#8217;ll start modeling a very simple plane and than we&#8217;ll use the Shader Tree to create a complete water shader using procedural maps, displacement and advanced raytracing features. We&#8217;ll take a very fast tour around the [...]]]></description>
			<content:encoded><![CDATA[<div class="tweetmeme_button" style="float: right; margin: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fmodo.cgcookie.com%2F2010%2F02%2F05%2Fcreating-a-realistic-sea-environment%2F"><br />
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			</a>
		</div>
<p>In this Modo video tutorial we&#8217;ll take a look on how we can proceed to create a photo-realistic sea environment.</p>
<p>We&#8217;ll start modeling a very simple plane and than we&#8217;ll use the Shader Tree to create a complete water shader using procedural maps, displacement and advanced raytracing features. We&#8217;ll take a very fast tour around the daylight lighting and environment rendering system.</p>
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		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>Tip: Creating 3 Shaders: Plastic, Chrome and Metal</title>
		<link>http://modo.cgcookie.com/2010/02/01/tip-creating-3-shaders-plastic-chrome-and-metal/</link>
		<comments>http://modo.cgcookie.com/2010/02/01/tip-creating-3-shaders-plastic-chrome-and-metal/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 14:38:06 +0000</pubDate>
		<dc:creator>a.cangelosi</dc:creator>
				<category><![CDATA[Alessandro Cangelosi]]></category>
		<category><![CDATA[Beginner]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Alessandro]]></category>
		<category><![CDATA[chrome]]></category>
		<category><![CDATA[metal]]></category>
		<category><![CDATA[plastic]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://modo.cgcookie.com/?p=53</guid>
		<description><![CDATA[
			
				
			
		

This is our 1st modo video tip tutorial and we&#8217;ll try to start checking basic features step by step discovering how to use it in the simplest way. This time we&#8217;ll take a look at the blurred reflection and we see some simple material editor features to create 3 simple shaders : plastic, chrome metal [...]]]></description>
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<p><!-- Tutorial description --></p>
<p>This is our 1st modo video tip tutorial and we&#8217;ll try to start checking basic features step by step discovering how to use it in the simplest way. This time we&#8217;ll take a look at the blurred reflection and we see some simple material editor features to create 3 simple shaders : plastic, chrome metal and a blurred chrome metal.</p>
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		<slash:comments>3</slash:comments>
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