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		<title>Replicator to make some Grapes</title>
		<link>http://modo.cgcookie.com/2010/05/16/replicator-to-make-some-grapes/</link>
		<comments>http://modo.cgcookie.com/2010/05/16/replicator-to-make-some-grapes/#comments</comments>
		<pubDate>Mon, 17 May 2010 00:14:51 +0000</pubDate>
		<dc:creator>Subhamoy Sengupta</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Intermediate]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Rendering / Lighting]]></category>
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		<category><![CDATA[Grapes]]></category>
		<category><![CDATA[replicator]]></category>

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		<description><![CDATA[
			
				
			
		
Replicator Grapes
bySubhamoy Sengupta
Hello and welcome to this tutorial. The objective is to make realistic looking bunches of grapes using replicators in Modo.
Other than some basic knowledge of interface and navigation, no prior experience with Modo is required to follow this tutorial.
Tips are in Green. Shortcuts are inRed. Other important highlights are in
Blue.
I have written this [...]]]></description>
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<h2>Replicator Grapes</h2>
<p>by<a href="http://subhamoys.daportfolio.com/">Subhamoy Sengupta</a><br />
Hello and welcome to this tutorial. The objective is to make realistic looking bunches of grapes using replicators in Modo.</p>
<p>Other than some basic knowledge of interface and navigation, no prior experience with Modo is required to follow this tutorial.</p>
<p>Tips are in <span class="tip">Green</span>. Shortcuts are in<span class="shortcuts">Red</span>. Other important highlights are in<br />
<span class="IMP">Blue</span>.</p>
<p>I have written this tutorial in British English, which is what I am accustomed to. I hope it will pose to trouble to American readers.</p>
<p>So, let&#8217;s get started!</p>
<h2>Step 01</h2>
<p><img class="alignnone size-full wp-image-428" title="modoGrapes01b" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes01b.jpg" alt="modoGrapes01b" width="234" height="416" /></p>
<p><img class="alignnone size-full wp-image-429" title="modoGrapes01" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes01.jpg" alt="modoGrapes01" width="600" height="615" /></p>
<p>Draw out a stem using the <span class="IMP"><strong>Solid Sketch</strong></span> tool.  If you are not well acquainted with it, following are the rules.</p>
<ul>
<li>Just clicking on empty space once creates a new Solid Sketch point.</li>
<li>Clicking and dragging on empty space lets you scale the geometry around the new Solid Sketch point.</li>
<li>Clicking on an existing Solid Sketch point and dragging lets you move it.</li>
<li>RMB dragging on an existing Solid Sketch point lets you scale the geometry around.</li>
<li>After drawing stem to a length, if you wish to draw out some branches, just click on the desired intermediate Solid Sketch point and<br />
draw out and keep drawing.</li>
<li>When you are done with that branch, click on the last 	point on the main solid sketch line and you can continue drawing the main<br />
stem.</li>
</ul>
<p>When finished, hit <span class="shortcuts">SPACE</span> to deactivate the tool.</p>
<h2>Step 02</h2>
<p><img class="alignnone size-full wp-image-430" title="modoGrapes02" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes02.jpg" alt="modoGrapes02" width="600" height="323" /></p>
<p>Assign a new UVmap to it.</p>
<p><img class="alignnone size-full wp-image-431" title="modoGrapes03" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes03.jpg" alt="modoGrapes03" width="600" height="379" /></p>
<p>For every branch, select the whole base, a seam from base to tip, and 3 edges  around the last quad leaving out any one edge connected to the seam.</p>
<p><img class="alignnone size-full wp-image-432" title="modoGrapes04" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes04.jpg" alt="modoGrapes04" width="600" height="657" /></p>
<p>It&#8217;s best to pick seams that will not be easily seen in the final render.</p>
<h2>Step 03</h2>
<p><img class="alignnone size-full wp-image-433" title="modoGrapes05" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes05.jpg" alt="modoGrapes05" width="600" height="461" /></p>
<p>Switch to UV tab, choose <span class="IMP">Unwrap Tool</span>, choose a high iteration number and set  initial projection to <span class="IMP">Cylindrical</span>, of course. Then click on viewport to finish  unwrapping.</p>
<p><img class="alignnone size-full wp-image-434" title="modoGrapes06" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes06.jpg" alt="modoGrapes06" width="600" height="619" /></p>
<p>In polygon mode, double click on each polygon island and re-orient them. Then  pack the UVs with <span class="IMP">Orient</span> unchecked so that only the size gets normalized and optimized.</p>
<p><img class="alignnone size-full wp-image-435" title="modoGrapes08" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes08.jpg" alt="modoGrapes08" width="600" height="409" /><br />
<img class="alignnone size-full wp-image-436" title="modoGrapes07" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes07.jpg" alt="modoGrapes07" width="490" height="490" /></p>
<p><span class="Heading">Step 04</span></p>
<p>Create a few variations and pack all their UVs together.</p>
<p><img class="alignnone size-full wp-image-437" title="modoGrapes09" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes09.jpg" alt="modoGrapes09" width="600" height="603" /></p>
<p>In Photoshop, create a new 2K texture. Fill it up with greenish orange. Take  a new layer above it, fill it with white (<span class="shortcuts">Ctrl +  BACKSPACE</span> if white is background colour). Hit <span class="shortcuts">D</span> to set black and foreground and  white as background colour. Now go to <span class="IMP">FILTER &gt; RENDER &gt; CLOUD</span>. Colourize this  layer with Hue/Saturation adjustment and give it a darker highly saturated orange. Set the blending mode to <span class="IMP">Multiply</span> and turn the opacity down a notch.</p>
<p><img class="alignnone size-full wp-image-438" title="modoGrapes10" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes10.jpg" alt="modoGrapes10" width="600" height="584" /></p>
<p>Add a mask to the fibre layer and draw a <span class="IMP">reflected gradient</span> on the mask to hide the much of the middle portion. Select the fibre layer, hit <span class="shortcuts">Ctrl + T </span>for <span class="IMP">Free Transform</span>. Right click and choose <span class="IMP">Warp</span>. Warp it a little bit to break the monotony.</p>
<h2>Step 05</h2>
<p><img class="alignnone size-full wp-image-439" title="modoGrapes11" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes11.jpg" alt="modoGrapes11" width="600" height="291" /></p>
<p>Select the stem mesh item in Item mode (<span class="shortcuts">5</span>) and hit <span class="shortcuts">M</span> to assign a new material to it. Set <span class="IMP">Specular</span> to 5%, <span class="IMP">Fresnel </span>to 100%, <span class="IMP">Roughness</span> to 100% and <span class="IMP">Bump</span> to 400%. Drag the texture shown above to the material group and uncheck Antialiasing. Create an instance and change the effect to Bump. If you feel the texture is looking too washed out, make another instance as Diffuse Colour and change Blending Mode to <span class="IMP">Multiply</span>.</p>
<h2>Step 06</h2>
<p><img class="alignnone size-full wp-image-440" title="modoGrapes12" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes12.jpg" alt="modoGrapes12" width="600" height="425" /></p>
<p>Using SolidSketch, make some connectors that will connect the grapes to the main stem. Make a simpler few and a more complex few.</p>
<p><img class="alignnone size-full wp-image-442" title="modoGrapes13" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes13.jpg" alt="modoGrapes13" width="600" height="399" /><br />
Delete all bottom polygons, select the bottom edge loops, press <span class="shortcuts">Z</span> and click on viewport to<span class="IMP"> Edge Extend</span>. Change <span class="IMP">Action Center</span> to<span class="IMP"> Local </span>and press <span class="shortcuts">R</span> to switch<br />
to <span class="IMP">Scale Tool</span>. Now scale them all in.</p>
<p><img class="alignnone size-full wp-image-443" title="modoGrapes14" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes14.jpg" alt="modoGrapes14" width="600" height="336" /></p>
<p>Repeat this process and then right click on any of the  selected edges and choose<span class="IMP"> Collapse</span>. Now we have a vertex in the middle of each connector base. We will  snap the centre there.</p>
<h2>Step 07</h2>
<p><img class="alignnone size-full wp-image-444" title="modoGrapes15" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes15.jpg" alt="modoGrapes15" width="600" height="489" /><br />
But before we do that, we need to give each connector its separate mesh item. So we will cut (<span class="shortcuts">Ctrl + X</span>) and paste (<span class="shortcuts">Ctrl<br />
+ V</span>) them them into separate mesh items. You can also parent them to a group locator by pressing <span class="shortcuts">Ctrl+G</span> while they are all selected in item mode.</p>
<p><img class="alignnone size-full wp-image-445" title="modoGrapes16" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes16.jpg" alt="modoGrapes16" width="405" height="202" /></p>
<p>With one of the connectors selected, click and hold the Items button to reveal more options. Choose <span class="IMP">Centre</span>. Now the global position of the centre of that mesh item will be shown, which is at the origin.</p>
<p><img class="alignnone size-full wp-image-446" title="modoGrapes17" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes17.jpg" alt="modoGrapes17" width="600" height="246" /></p>
<p>Turn on <span class="IMP">SNAPPING &gt; GEOMETRY</span>. Choose <span class="IMP">Mode</span> to <span class="IMP">Vextex</span> and <span class="IMP">Layers</span> to<span class="IMP"> Active</span>, since the centre object and the geometry are all in the same mesh item. Now select the centre object and move it in place. Repeat this process for the other connector mesh items.</p>
<p><img class="alignnone size-full wp-image-447" title="modoGrapes18" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes18.jpg" alt="modoGrapes18" width="502" height="524" /></p>
<p class="tip">If dragging it all the way from the origin seems to be a tedious task, you can select the mesh item, set the centre to the bottom of its bounding box and then do the snapping.</p>
<p><img class="alignnone size-full wp-image-448" title="modoGrapes19" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes19.jpg" alt="modoGrapes19" width="600" height="474" /></p>
<p>With each item selected, <span class="IMP">zero</span> its transformations. Now if you accidentally move, scale or rotate any of them, simply doing a <span class="IMP">Reset All</span> will revert all the changes made. This is important, because we will use these mesh items as both replicator proxies and point sources. Any change of position may affect the final look of the result.</p>
<h2>Step 08</h2>
<p><img class="alignnone size-full wp-image-449" title="modoGrapes20" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes20.jpg" alt="modoGrapes20" width="600" height="591" /></p>
<p>The grape is nothing but a sphere whose top polygons have been bevelled in a few times.</p>
<p><img class="alignnone size-full wp-image-450" title="modoGrapes21" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes21.jpg" alt="modoGrapes21" width="600" height="652" /><br />
<img class="alignnone size-full wp-image-451" title="modoGrapes22" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes22.jpg" alt="modoGrapes22" width="461" height="462" /></p>
<p>Select the seams like shown above. Range selection can come in handy here.</p>
<p>For range selection, select the first edge of the seam, and then the last edge  while holding down <span class="shortcuts">Shift</span>, and finally press <span class="shortcuts">Shift + G</span> to select all edges in between.</p>
<p><span class="tip">Before range selection, make sure all whole loops are already selected. Selecting ranges first and loops later will also complete the whole  loop of the range selections, which we don&#8217;t want.</span></p>
<h2>Step 09</h2>
<p><img class="alignnone size-full wp-image-452" title="modoGrapes24b" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes24b.jpg" alt="modoGrapes24b" width="267" height="481" /></p>
<p><img class="alignnone size-full wp-image-453" title="modoGrapes24" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes24.jpg" alt="modoGrapes24" width="600" height="161" /></p>
<p>Create a few duplicates and sculpt on them with low <span class="IMP">offset</span>. Grapes should be fairly smooth, so keep brush size large and smooth often.</p>
<p><span class="tip">Brush size can be adjusted by RMB dragging.</span></p>
<p><span class="tip">Smooth brush can be temporarily activated by holding down </span><span class="shortcuts">Shift</span><span class="tip">.</span></p>
<h2>Step 10</h2>
<p><img class="alignnone size-full wp-image-454" title="modoGrapes25" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes25.jpg" alt="modoGrapes25" width="600" height="189" /></p>
<p>Rotate the grapes by 180 degrees, because the body of a grape is supposed to be away from the connector&#8217;s tip. Set the centres to bounding box bottom. Pull them up a bit.</p>
<p><img class="alignnone size-full wp-image-455" title="modoGrapes26" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes26.jpg" alt="modoGrapes26" width="600" height="443" /></p>
<p>Select the top polygons and keep pressing <span class="shortcuts">Shift + UP</span> until the whole outside skin is covered. Assign a material to it. Then press <span class="shortcuts">[</span> to invert selection and assign a different material to it. (the image shows inverted view)</p>
<h2>Step 11</h2>
<p><img class="alignnone size-full wp-image-456" title="modoGrapes27" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes27.jpg" alt="modoGrapes27" width="614" height="490" /></p>
<p>We want only one grape to attach to one tip of a connector. To ensure this, we have to take advantage of vertex maps. But the connector tips are single polygons. So select each of them and press <span class="shortcuts">D</span> to subdivide them once in faceted mode. Now every<br />
tip polygon will be split in 4 so there will be a vertex in the middle. Now we can make vertex maps on them.</p>
<h2>Step 12</h2>
<p><img class="alignnone size-full wp-image-457" title="modoGrapes28" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes28.jpg" alt="modoGrapes28" width="563" height="563" /></p>
<p>Lay out the connector UVs in same way as before. It is not essential though, because unless camera is in extreme close up, connector texture will hardly be visible. We will just assign a dark brown material to it with no or very little specular highlight.</p>
<p><span class="Heading">Step 13</span></p>
<p><img class="alignnone size-full wp-image-458" title="modoGrapes29" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes29.jpg" alt="modoGrapes29" width="600" height="405" /></p>
<p>Go to the group tab and use the <span class="shortcuts">Ctrl + 3</span> pie menu shortcut to open another temporary <span class="IMP">Item List</span> panel on the screen.</p>
<p><img class="alignnone size-full wp-image-459" title="modoGrapes30" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes30.jpg" alt="modoGrapes30" width="600" height="316" /></p>
<p>Make a new group and drag the grape meshes to that group. This group will serve as the instance source.</p>
<h2>Step 14</h2>
<p><img class="alignnone size-full wp-image-460" title="modoGrapes31" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes31.jpg" alt="modoGrapes31" width="492" height="372" /></p>
<p>Add a <span class="IMP">Surface Generator</span> to each of the connector materials.</p>
<p><img class="alignnone size-full wp-image-461" title="modoGrapes32" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes32.jpg" alt="modoGrapes32" width="600" height="309" /></p>
<p>With a connector mesh item selected, make a new <span class="IMP">weight map</span>. Switch to Vertex Map shading mode and select the tip vertices. Press <span class="shortcuts">Shift + W</span> and click on the viewport to activate the tool. Set the value to 100%.</p>
<p><img class="alignnone size-full wp-image-462" title="modoGrapes33" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes33.jpg" alt="modoGrapes33" width="532" height="263" /></p>
<p>Under the connector&#8217;s material group, add a <span class="IMP">Weight Map Texture</span>.</p>
<p><img class="alignnone size-full wp-image-463" title="modoGrapes34" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes34.jpg" alt="modoGrapes34" width="546" height="385" /></p>
<p>Give the vertex map an object specific name. In the Weight Map Texture&#8217;s properties, choose the right vertex map. Change the texture&#8217;s effect to Surface Particle Density. This means, replicators will spawn only on selected vertices, i.e., the tip vertices.</p>
<h2>Step 15</h2>
<p><img class="alignnone size-full wp-image-464" title="modoGrapes35" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes35.jpg" alt="modoGrapes35" width="546" height="433" /></p>
<p>Finally, take new <span class="IMP">Replicator</span> item. <span class="IMP">Prototype</span> is the instance source. Set that to the group of grapes we created earlier. <span class="IMP">Point Source</span> is the base mesh on which the replicators will spawn. Set that to the connector&#8217;s material&#8217;s surface generator. As soon as we do that, we get this:</p>
<p>Since surface generator is scale dependent, the result may not always look like this by default. The surface generator properties may have to be tweaked a bit in that case. For every object, <span class="IMP">Minimum</span> and <span class="IMP">Average Spacing</span> may have to be adjusted.</p>
<p><span class="tip">Another thing to keep in mind is, unlike some other popular softwares like Softimage, Modo smoothes the maps when we switch to SubD. So, before adjusting, make sure you are already in SubD, or you will have to do the adjusting later again.</span></p>
<p>Doing the same thing on the other connectors, this is what we get:</p>
<p><img class="alignnone size-full wp-image-465" title="modoGrapes37" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes37.jpg" alt="modoGrapes37" width="600" height="467" /></p>
<p><span class="tip">If you are not happy with the size of the grapes, do not try to scale up the actual grape mesh items. Use the</span><span class="IMP"> Scale Factor</span><span class="tip"> of the Surface Generators.</span></p>
<h2>Step 16</h2>
<p><img class="alignnone size-full wp-image-466" title="modoGrapes38" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes38.jpg" alt="modoGrapes38" width="301" height="326" /></p>
<p>Make every replicator a child of the corresponding connector, so that when we use the connectors as point source, the replicators under them are also replicated.</p>
<p><img class="alignnone size-full wp-image-467" title="modoGrapes39" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes39.jpg" alt="modoGrapes39" width="600" height="241" /></p>
<p>Assign a surface generator to the stem.</p>
<p><img class="alignnone size-full wp-image-468" title="modoGrapes40" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes40.jpg" alt="modoGrapes40" width="374" height="304" /></p>
<p>Just like before, create a group with the connector mesh items. Make sure the child replicators are not in this group.</p>
<p><img class="alignnone size-full wp-image-469" title="modoGrapes41" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes41.jpg" alt="modoGrapes41" width="378" height="707" /></p>
<p>Create a new replicator for the stem and make sure the <span class="IMP">Include Child Items</span> option is checked.</p>
<p><img class="alignnone size-full wp-image-470" title="modoGrapes42" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes42.jpg" alt="modoGrapes42" width="600" height="400" /></p>
<p>At this stage, it will look somewhat disorganized. Grapes have grown everywhere, even where we do not want them to. Moreover, they are all of the same size and colour. Looks very unnatural.</p>
<h2>Step 17</h2>
<p><img class="alignnone size-full wp-image-471" title="modoGrapes43" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes43.jpg" alt="modoGrapes43" width="600" height="294" /><br />
<img class="alignnone size-full wp-image-472" title="modoGrapes44" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes44.jpg" alt="modoGrapes44" width="413" height="150" /></p>
<p>Add a new colour texture to the stem material group. Set it to white. This will later be used to drive replication distribution. White all over means the result will be same as before. Now we need to paint with black where we do not want grapes.</p>
<p><img class="alignnone size-full wp-image-473" title="modoGrapes45" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes45.jpg" alt="modoGrapes45" width="600" height="259" /></p>
<p>Now grapes will not grow in those places.</p>
<p><img class="alignnone size-full wp-image-474" title="modoGrapes46" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes46.jpg" alt="modoGrapes46" width="600" height="370" /></p>
<p>And this is another map, drawn similarly in Modo. This map will drive the size of the connectors/grapes.</p>
<p><img class="alignnone size-full wp-image-475" title="modoGrapes47" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes47.jpg" alt="modoGrapes47" width="413" height="455" /></p>
<p>As you have noticed, I have not drawn the density map with pure black. If you feel it is not having the desired effect, you can create an instance and change the blending mode to multiply.</p>
<p><img class="alignnone size-full wp-image-476" title="modoGrapes48" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes48.jpg" alt="modoGrapes48" width="600" height="400" /></p>
<p>Here the distribution looks relatively natural. Let us pay a little bit of attention to shading. So far the grapes only had a basic green material without specular or anything else.</p>
<h2>Step 18</h2>
<p><img class="alignnone size-full wp-image-477" title="modoGrapes49" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes49.jpg" alt="modoGrapes49" width="416" height="389" /></p>
<p>With the grape&#8217;s outer skin material selected, add a <span class="IMP">Gradient</span>. Set <span class="IMP">Input Parameter</span> to <span class="IMP">Particle ID</span> and check &#8220;<span class="IMP">Edit Gradient</span>&#8220;. That will bring up the <span class="IMP">Gradient Editor</span>.</p>
<p><img class="alignnone size-full wp-image-478" title="modoGrapes50" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes50.jpg" alt="modoGrapes50" width="600" height="392" /></p>
<p>On the horizontal scale, the range 0 to 1 addresses all particles. As they are instanced, they get a number. If the lowest number is assumed 0, then then highest number is assumed 1 and every other particle number falls somewhere in between. Grapes do not have a definite order colourwise. Sometimes bigger grapes are reddish, sometimes smaller ones. So we will simply make the colour vary.</p>
<p><img class="alignnone size-full wp-image-479" title="modoGrapes51" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes51.jpg" alt="modoGrapes51" width="600" height="400" /></p>
<h2>Step 19</h2>
<p>Make an instance of this gradient and change the effect to Transparent Colour. However, it will not work until the material&#8217;s transparency attribute has a positive value. The value being big or small does not affect the gradient.</p>
<p><img class="alignnone size-full wp-image-480" title="modoGrapes52" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes52.jpg" alt="modoGrapes52" width="553" height="466" /></p>
<p>Delete the default directional light and set two low intensity directional lights to highlight the profile of the grapes. Put a relatively higher intensity directional light behind the grapes that points straight ahead.</p>
<p><img class="alignnone size-full wp-image-481" title="modoGrapes54" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes54.jpg" alt="modoGrapes54" width="418" height="792" /></p>
<p>Duplicate the diffuse colour gradient 3 times and change the effects to Transparent Colour, Subsurface Colour and Specular Colour. Set Subsurface Colour and Specular Colour opacities much lower than 100%.</p>
<p>A little bit of specular, 100% Fresnel and high roughness will highlight the profile and the grapes will not look flat or one dimensional.</p>
<p><img class="alignnone size-full wp-image-482" title="modoGrapes55" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes55.jpg" alt="modoGrapes55" width="420" height="437" /><br />
Setting the front weighting low will better pronounce back scattering, which we want. However, unless the camera is real close to the grapes, SSS is probably not even necessary in this case. Some blurry refraction will be necessary for a hint of the flesh inside. That blurry refraction will spoil the subtle contribution of SSS mostly anyway. The attribute that really should have done the job is translucency. In Modo, SSS with zero scattering distance is equivalent to translucency. However, that will only penetrate one level of polygons. In other words, it will work for objects like lanterns where the light source is inside the mesh and it has only one level of polygons to penetrate in any given direction. Since here the light source is quite a bit far behind the grapes, translucency, as Modo perceives it, will not work.</p>
<h2>Step 20</h2>
<p><img class="alignnone size-full wp-image-483" title="modoGrapes57" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes57.jpg" alt="modoGrapes57" width="417" height="455" /><br />
<img class="alignnone size-full wp-image-484" title="modoGrapes58" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes58.jpg" alt="modoGrapes58" width="416" height="356" /></p>
<p>There is no reflection going on in this scene. Refraction trace depth can also be set pretty low, since the effect is subtle and should not work if one grape is in front of another. Ambient intensity should be set to zero and environment contribution should also be set pretty low, since the major light contribution we want to come from the directional light behind. Keeping the environment at its default intensity will overpower the back scattering effect.</p>
<p><img class="alignnone size-full wp-image-485" title="modoGrapes56" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes56.jpg" alt="modoGrapes56" width="412" height="283" /><br />
<img class="alignnone size-full wp-image-486" title="modoGrapes59" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes59.jpg" alt="modoGrapes59" width="414" height="462" /></p>
<p>Change the Environment Type to Physically-based Daylight.</p>
<p>Hitting the render button (<span class="shortcuts">F9</span>) at this point will produce the<br />
following result.</p>
<p><img class="alignnone size-full wp-image-490" title="modoGrapes53" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes53.jpg" alt="modoGrapes53" width="600" height="486" /></p>
<h2>Additional Remarks</h2>
<p><img class="alignnone size-full wp-image-487" title="modoGrapes60" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes60.jpg" alt="modoGrapes60" width="553" height="325" /></p>
<p>To gain further control, we can add a render output under the grape skin material group and change the effect to transparent shading.</p>
<p><img class="alignnone size-full wp-image-488" title="modoGrapes61" src="http://modo.cgcookie.com/wp-content/uploads/2010/05/modoGrapes61.jpg" alt="modoGrapes61" width="600" height="487" /></p>
<p>This will isolate only grape transparency in this separate pass with its own alpha channel. This pass can later be used in Photoshop or any other compositing software to enhance back scattering effect, change transparency colour, add a subtle glow, and more.</p>
<p>Also, so add more natural look, you can duplicate every grape mesh item once or twice and pack all grape UVs and use a procedural noise or dirt bitmap texture on it as specular/transparency mask. Also, it can be used on top of diffuse colour gradient to show actual dirt or stain on grape skin. In such cases, we only want the dark areas to affect the calculations, but we do not want the bright areas of the map to make specular, diffuse or transparency go way high. So these maps will have to be used in multiply blending mode.</p>
<p>That concludes this tutorial. For any questions or comments, feel free to write to <a href="mailto:shushens@gmail.com">shushens@gmail.com</a></p>
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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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		<category><![CDATA[environment]]></category>
		<category><![CDATA[modo]]></category>
		<category><![CDATA[natural]]></category>
		<category><![CDATA[rock]]></category>
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		<category><![CDATA[water]]></category>

		<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>Create a Basic Interior Environment</title>
		<link>http://modo.cgcookie.com/2010/03/11/create-a-basic-interior-environment/</link>
		<comments>http://modo.cgcookie.com/2010/03/11/create-a-basic-interior-environment/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 22:01:12 +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=199</guid>
		<description><![CDATA[
			
				
			
		
With this new beginner video Modo tutorial we&#8217;ll start to take a loot at how we can create a very basic interior environment and render it trying to obtain a realistic result. In Part 1 we&#8217;ll create the basic room and we&#8217;ll prepare the daylight illumination setup with some basic shaders, then  we&#8217;ll continue [...]]]></description>
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<p>With this new beginner video Modo tutorial we&#8217;ll start to take a loot at how we can create a very basic interior environment and render it trying to obtain a realistic result. In Part 1 we&#8217;ll create the basic room and we&#8217;ll prepare the daylight illumination setup with some basic shaders, then  we&#8217;ll continue in Part 2 modeling the furniture and in Part 3 tweaking the  illumination and working on night/day different illumination setup.</p>
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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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		<guid isPermaLink="false">http://modo.cgcookie.com/?p=214</guid>
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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>
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<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>Hard Surface Modeling Tips and Tricks</title>
		<link>http://modo.cgcookie.com/2010/02/25/hard-surface-modeling-tips-and-tricks/</link>
		<comments>http://modo.cgcookie.com/2010/02/25/hard-surface-modeling-tips-and-tricks/#comments</comments>
		<pubDate>Thu, 25 Feb 2010 13:28:32 +0000</pubDate>
		<dc:creator>Subhamoy Sengupta</dc:creator>
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		<guid isPermaLink="false">http://modo.cgcookie.com/?p=220</guid>
		<description><![CDATA[
			
				
			
		
Author: Subhamoy Sengupta
Site: http://subhamoys.daportfolio.com
Hello and welcome to this tutorial on hard surface modeling in Modo! Even if you have learned how to handle and edit primitives well, modeling even some regular everyday objects sometimes present us with problems that take time and planning to solve. Today we will look at several such problems.
Problem 01: Filleted [...]]]></description>
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<p>Author: Subhamoy Sengupta</p>
<p>Site: <a href="http://subhamoys.daportfolio.com" target="_blank">http://subhamoys.daportfolio.com</a></p>
<p>Hello and welcome to this tutorial on hard surface modeling in Modo! Even if you have learned how to handle and edit primitives well, modeling even some regular everyday objects sometimes present us with problems that take time and planning to solve. Today we will look at several such problems.</p>
<h2>Problem 01: Filleted Intersections</h2>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_01.jpg" alt="" width="594" height="433" /></p>
<p>Here, the rings are smooth, but the transition between the rings and the connectors is hard. If those connections are welded, this is not how it should look like.</p>
<p>So we will pick only a piece of the pie. There are 6 connectors and 24 segments in each ring. We will keep only one connector and 4 segments from each ring. It will be make things easier if the connector intersects the same number of polygons on each ring.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_02.jpg" alt="" width="360" height="290" /><img src="/assets/tutorials/modo_hsm/Modo_HSM_03.jpg" alt="" width="342" height="288" /><img src="/assets/tutorials/modo_hsm/Modo_HSM_04.jpg" alt="" width="353" height="287" /></p>
<p>Select at least 2 poly&#8217;s of each poly ring you want to keep, and hit <span class="Tooltips">L</span>. Press <span class="Tooltips">[</span> to invert selection and hit <span class="Tooltips">DEL</span> to remove all selected polygons. Now switch to the other mesh item and delete all connectors except the one connecting these two pieces.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_05.jpg" alt="" width="419" height="368" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_06.jpg" alt="" width="227" height="367" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_07.jpg" alt="" width="253" height="367" /></p>
<p>With the rings mesh item above the connectors mesh item and rings mesh item selected, run <span class="Tooltips">GEOMETRY &gt; BOOLEAN &gt; SOLID DRILL</span> and choose <span class="Tooltips">SLICE</span> mode. Repeat it with connectors mesh item above rings mesh item while connectors mesh item is selected. What this will do is, it will cut edges along the intersection on both mesh items. Press <span class="Tooltips">C</span> for <span class="Tooltips">Edge Slice Tool</span><br />
and connect vertices on the newly created n-gons to keep everything quad. Finally, delete the polygons beyond the solid drill cut lines.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_08.jpg" alt="" width="336" height="396" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_09.jpg" alt="" width="315" height="398" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_10.jpg" alt="" width="576" height="400" /></p>
<p>Cut one of the mesh items and paste it into the other mesh item. Now that they are all one mesh, run <span class="Tooltips">VERTEX &gt; MERGE TOOL</span>.<br />
1mm worked for me. But depending on the size you chose, it may vary. Double click on the connecting edges to select them all. Press <span class="Tooltips">B</span> and click drag on view port to perform edge bevel. Keep the beveling low and keep <span class="Tooltips">Sharp Corner</span> checked. This will keep the definition tight when we change to SubD.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_11.jpg" alt="" width="599" height="318" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_12.jpg" alt="" width="440" height="319" /></p>
<p>Change action centre to Origin, and perform <span class="Tooltips">DUPLICATE &gt; RADIAL ARRAY</span>. Since we would have no further use for this piece, check <span class="Tooltips">Replace Source</span>. Also check  <span class="Tooltips">Merge Vertices</span>. Set <span class="Tooltips">Count</span> to the total number of pieces we want. In this case, it&#8217;s 6. Finally, hit <span class="Tooltips">TAB</span> to switch to SubD and now it all looks like one piece.</p>
<h2>Problem 02: Grooves on a Screw</h2>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_13.jpg" alt="" width="223" height="357" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_14.jpg" alt="" width="305" height="355" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_15.jpg" alt="" width="105" height="355" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_16.jpg" alt="" width="86" height="354" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_17.jpg" alt="" width="61" height="353" /></p>
<p>Let us create a cylinder primitive. The segment count may look insane right now, but soon it will make sense. Delete the top and bottom cap and press <span class="Tooltips">Shift +T</span> to triangulate the mesh item. See the new edges thus created flowing down in a spiral fashion? Choose such an edge spiral and select the first few vertices on it and press and hold <span class="Tooltips">UP ARROW</span> to make Modo perform a heuristic &#8216;<span class="Tooltips">Select More</span>&#8216; until the whole cylinder is traversed. Press  <span class="Tooltips">Shift + O</span> to convert this selection to a curve. Now we can delete all the polygons.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_18.jpg" alt="" width="125" height="388" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_19.jpg" alt="" width="304" height="386" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_20.jpg" alt="" width="118" height="386" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_21.jpg" alt="" width="114" height="386" /><br />
<img class="style1" src="/assets/tutorials/modo_hsm/Modo_HSM_22.jpg" alt="" width="120" height="385" /></p>
<p>Unfortunately, Modo does not have any curve simplification tool. So we will have to create polygonal geometry and simplify that. In Polygon selection mode, click on the spiral, press <span class="Tooltips">X </span>for <span class="Tooltips">Polygon Extrude Tool</span> and click on view port to activate the tool. Pull up until there is just no gap left. Run <span class="Tooltips">VERTEX &gt; MERGE TOOL</span>. If you are working in real world scale, then something very small like 10 um will do it. Right now, each edge ring has 168 edges. Comparing to a default cylinder primitive, that is 6<br />
times too many. So we will remove every six edges after one edge to keep the edge count manageable. For that, begin from any end and select every 7th edge a few times and then press and hold the UP ARROW till the whole cylinder is traversed. Hold down Shift and select a few edges on the spiral flow and hit L to select all of those. This will select what we want to keep. Now hit [ to invert the selection. Now press BACKSPACE to reject what we no longer need.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_23.jpg" alt="" width="90" height="413" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_24.jpg" alt="" width="91" height="415" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_25.jpg" alt="" width="588" height="415" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_26.jpg" alt="" width="229" height="327" /></p>
<p>Double click on any of the polygons to select them all. Do an edge slice (<span class="Tooltips">Alt+C</span>) with Count = 2 and Mode = Symmetry. About 20% will do. Loop select the larger polygons, press <span class="Tooltips">B</span> for  <span class="Tooltips">Polygon Bevel Tool</span>. Bevel them out with <span class="Tooltips">Group Polygons</span> checked. The blue direction handle will pull them out. The red scale handle will scale them down.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_27.jpg" alt="" width="412" height="345" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_28.jpg" alt="" width="345" height="344" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_29.jpg" alt="" width="498" height="343" /></p>
<p>Select the open edges of the spiral flow, press <span class="Tooltips">Z</span> and click on view port for <span class="Tooltips">Edge Extend Tool</span>. Move up above the grooves, press <span class="Tooltips">R</span> to switch to <span class="Tooltips">Scale Tool</span>, and input numeric value 0% in Y to level the edges.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_30.jpg" alt="" width="430" height="352" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_31.jpg" alt="" width="240" height="350" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_32.jpg" alt="" width="107" height="349" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_33.jpg" alt="" width="140" height="351" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_34.jpg" alt="" width="133" height="351" /></p>
<p>Make some cuts and push the few end edges of the groove in so that the end of the groove gradually blends in. Performs a vertex merge and repeat this for the bottom. Loop select the beveled polygons and slice them close to the outer edge of the groove. This approach leaves 2 pentagons on the mesh, which shall pose no trouble whatsoever. Switch to some orthographic view for convenience, draw out a <span class="Tooltips">linear falloff</span>. To do this, click at the bottom of the screw and pull up by the gizmo. Do not drag freely or it will not be perfectly vertical. The thick end of the handle signifies maximum effect. The other end is minimum. With the falloff still selected, press R for Scale Tool and use the side handle to adjust to your liking. It will be either X or Z handle. When you are done, just copy the numeric value of that axis to the other horizontal axis. Finally, just press <span class="Tooltips">TAB</span> to switch to SubD.</p>
<h2>Problem 03: Head of a Bolt</h2>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_35.jpg" alt="" width="290" height="318" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_36.jpg" alt="" width="404" height="318" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_37.jpg" alt="" width="542" height="318" /></p>
<p>Again, let&#8217;s take a cylinder primitive. This time with 6 sides and one height segment only. Delete the top cap. Select the top edge loop and do a loop slice (<span class="Tooltips">Alt  + C</span>) with <span class="Tooltips">Count</span> = 3 and<span class="Tooltips"> Mode</span> = Uniform. Select the top edges again and edge extend (<span class="Tooltips">Z</span>). Scale the edges in. Loop slice the new polygon ring with the previous settings.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_38.jpg" alt="" width="413" height="256" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_39.jpg" alt="" width="245" height="255" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_40.jpg" alt="" width="353" height="254" /></p>
<p>Keep just the upper cap with the hole and delete everything else. Switch to top view (<span class="Tooltips">Numpad 1</span>) and draw out a <span class="Tooltips">Radial Falloff </span>from the centre of the object. It&#8217;s easy to check from the numeric values if it is a perfect circle. Set the radius of the falloff such that it pans slightly more than the cylinder. Now switch back to perspective view (<span class="Tooltips">Numpad Period</span>) and move up with the <span class="Tooltips">Move Tool (W)</span> until it somewhat resembles the shape of a tent. Hit <span class="Tooltips">SPACE</span> to drop the move tool and then Press <span class="Tooltips">Esc</span> to remove the falloff.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_41.jpg" alt="" width="438" height="305" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_42.jpg" alt="" width="678" height="304" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_43.jpg" alt="" width="623" height="184" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_44.jpg" alt="" width="173" height="186" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_45.jpg" alt="" width="134" height="186" /></p>
<p>Switch to top view again and draw a much smaller radial falloff. There is no need to be extremely cautious about the size. We can always adjust it later. This time, move down until there is a decent bit of curvature. Drop the falloff and select the innermost edge loop. With scale tool, level them out as we have done many times previously. Take a sphere primitive within the same mesh item. Now our cap has 24 sides, and so does a default sphere. In top view, size the sphere up. Move it up so that its equator aligns perfectly with the leveled edges of our bolt head. Delete the upper hemisphere of the sphere and flip the<br />
polygons of the lower half (<span class="Tooltips">F</span>). Now choose <span class="Tooltips">VERTEX &gt; DRAG WELD</span> and drag bolt head vertices to merge with the sphere vertices.</p>
<p><span class="Tooltips">Important:</span> When you drop a sphere primitive, it is in SubD. Do not forget to select the sphere polygons only and press TAB to<br />
switch back to polys before welding.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_46.jpg" alt="" width="375" height="333" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_47.jpg" alt="" width="417" height="332" /></p>
<p>If we press TAB to switch to SubD, we shall see the transition is too soft and rounded. We want something harder, but we do not want to keep adding more and more loop slices. So we will select the transition edge loop and choose <span class="Tooltips">VERTEX MAP &gt; EDGE WEIGHT TOOL</span>. Click on view port and drag to about 70%. Going too high will make the edges look abnormally hard<br />
and also make artifacts appear.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_48.jpg" alt="" width="512" height="251" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_49.jpg" alt="" width="300" height="250" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_50.jpg" alt="" width="356" height="249" /></p>
<p>Select the lowermost edge loop, extend down (<span class="Tooltips">Z</span>) and level them out. Extend again and scale in. Use the edge weight tool again to define the corners of the bolt. But trying to harden the bottom edge will cause weird creases. So we can&#8217;t use edge weighing there.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_51.jpg" alt="" width="404" height="313" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_52.jpg" alt="" width="415" height="312" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_53.jpg" alt="" width="363" height="311" /></p>
<p>So we will cut an edge loop there to hold the shape better. Now, inside the half-sphere, if we choose a pair of facing polygons and  <span class="Tooltips">POLYGON &gt; BRIDGE</span> them, they will look too smoothed out in SubD. But using hard edge will cause creases there as well. Instead, we will try hard polygons.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_54.jpg" alt="" width="420" height="331" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_55.jpg" alt="" width="324" height="330" /></p>
<p>So, select the polygons on the bridge. Press <span class="Tooltips">Shift + W</span>, click on view port and drag. And that finishes the bolt head.</p>
<h2>Problem 04: Making Holes</h2>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_56.jpg" alt="" width="178" height="358" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_57.jpg" alt="" width="382" height="357" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_58.jpg" alt="" width="348" height="356" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_59.jpg" alt="" width="346" height="355" /></p>
<p>Hold down Ctrl and click on the cube primitive button. That will create a default sized cube. Subdivide it in faceted mode once. Press <span class="Tooltips">Shift + T</span> to triangulate the box. But the orientation of the new edges are wrong. So, take any one face of the cube and double click on all 4 diagonals to select all the new edges. Press <span class="Tooltips">V</span> to spin them. Now they are the way we need them.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_60.jpg" alt="" width="340" height="314" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_61.jpg" alt="" width="323" height="313" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_62.jpg" alt="" width="353" height="312" /></p>
<p>Select the centre vertex of every face and bevel them (<span class="Tooltips">B</span>). This will create 3 pairs of facing octagons. Select each pair at a time and bridge them. But we have a problem. The bridges are getting into each other&#8217;s way. So we can&#8217;t see through. Select all the cube face polygons and press H to hide them. Select the bridge polygons and press F to flip them.</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_63.jpg" alt="" width="593" height="426" /><br />
<img src="/assets/tutorials/modo_hsm/Modo_HSM_64.jpg" alt="" width="484" height="426" /></p>
<p>Select any one of the 3 bridges, cut it (<span class="Tooltips">Ctrl + X</span>), create a new mesh item and paste (<span class="Tooltips">Ctrl + V</span>). Now, with this new mesh item selected, run <span class="Tooltips">GEOMETRY &gt; BOOLEAN &gt; SOLID DRILL</span> in <span class="Tooltips">Slice </span>mode. Now cut and paste it back to the previous mesh item. Repeat this for the other two bridges, or delete those two bridges and duplicate/rotate this bridge twice to make up<br />
for them. Either way works fine.</p>
<p>Now that the bridges have drilled onto each other, we can delete the polygons that were getting in the way. When that is done, select all the visible polygons on screen and flip them back. Now press U to unhide the face polygons of the cube. Finally, run the <span class="Tooltips">VERTEX &gt; MERGE TOOL</span> and add some weight to the corner edges. Hit <span class="Tooltips">TAB</span> to get<br />
this interesting shape:</p>
<p><img src="/assets/tutorials/modo_hsm/Modo_HSM_65.jpg" alt="" width="599" height="584" /></p>
<p>And that concludes this tutorial. Thanks for reading through. For any questions or comments, feel free to write me at shushens@gmail.com</p>
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		<title>Creating a Book</title>
		<link>http://modo.cgcookie.com/2010/02/01/creating-a-book/</link>
		<comments>http://modo.cgcookie.com/2010/02/01/creating-a-book/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 03:29:19 +0000</pubDate>
		<dc:creator>Justin Mitrache</dc:creator>
				<category><![CDATA[Beginner]]></category>
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		<description><![CDATA[
			
				
			
		
In this Modo video tutorial we will be covering the modeling process of a book, setting up the UVs, assigning some basic textures and materials to different poly groups. In the end we will set up a studio shot for the book and create some more copies to fill the scene. In order to achieve [...]]]></description>
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<p>In this Modo video tutorial we will be covering the modeling process of a book, setting up the UVs, assigning some basic textures and materials to different poly groups. In the end we will set up a studio shot for the book and create some more copies to fill the scene. In order to achieve the final product shot we will use some of the outputs provided with Modo.</p>
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