Juan Jimenez Garcia - Building 3D Models with modo 701

Juan Jimenez Garcia - Building 3D Models with modo 701
Juan Jimenez Garcia - Building 3D Models with modo 701
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Building 3D Models with modo 701
Learn the art of next generation 3D content creation with step-by-step instructions from a real-world pro
Год: October 2013
Автор: Juan Jiménez García
Жанр: CG 3D Graphics MODO
Издательство: PacktPub
ISBN: 978-184-969-246-5
Язык: Английский
Формат: PDF
Качество: Изначально компьютерное (eBook)
Интерактивное оглавление: Да
Количество страниц: 240
Описание: There are always a lot of people asking me very basic questions about my work in 3D art. Sadly, learning how to use 3D software can be tedious and difficult, especially if you base your advances in self learning, which can imply double the effort. This book will focus on those kind of people who want to grow their skills in Luxology modo, but find the information about this software sometimes too hard to find or too technical for a beginner. As that was the case when I started developing my skills in 3D art, I want to help others to understand the basics of this great piece of software, as I wanted to have in my early days. So, what you will find here is less technical information, and more practical definitions and examples, straight to the point and without unnecessary and confusing terminology. I hope you all enjoy this book the same way as I enjoyed, writing it for you.
Make a 3D model using your imagination
Use tricks of the light to express the mood of your scene
Learn how to get photo-real images out of your 3D software
Get the most of your final image by enhancing it with Photoshop
Make your workflow smooth, fast, and efficient
Примеры страниц
Chapter 1: Knowing the Interface
Using viewports
Controlling the viewports
Customizing the viewport quad
Working with tabs
Working with the Model Quad tab
Working with the Render tab
Understanding the Tools panel
Using the Basic tab
Using the Vertex/Edge/Polygon tabs
The Vertex tab
The Edge tab
The Polygon tab
Using the Duplicate tab
Using the Mesh Edit tab
Understanding the Info panel
Using the Item List panel
Using the Shading panel
Using the Properties panel
Working with selection methods
The polygon/vertex/edge modes
Making quick selections
Using the Lasso selection tool
Hiding and unhiding
Chapter 2: Beginning with Modeling
What's under the modeling tab?
Layers – organizing your scene
Moving, scaling, and rotating
Action centers
Work planes
Basic modeling
Free form shapes
The Subdivide tool
The Bevel tool
The Extrude tool
The Bridge tool
The Slice tool
The Thicken tool
Modifying your mesh
The Element move tool
The Flex tool
The Sculpt tool
Making copies
The Mirror tool
The Clone tool
Making arrays
Editing the mesh
Curve Slice and Loop Slice
Mesh Cleanup
Working with vertices
Setting position
Working with edges
Chapter 3: Texturing and Materials
What is a material?
What is a texture?
Using materials
Creating a material
Types of materials
Using diffuse materials
Using glossy materials
Using specular materials
Using emitter materials
Understanding the base shader and base material properties
The base shader properties
The base material properties
Using the preset library
Manual creation of a material
Using textures
Types of projection
Planar projection
Cubic projection
Spherical projection
UV mapping
How to apply textures
Special effects
Bump mapping
Applying bump mapping
Applying alpha mapping
Specular maps
Tweaking reflection/fresnel properties
Chapter 4: Illuminating a Scene
Working with lights
Adding a light
Setting the type of a light
Placing lights
Enabling/disabling lights
Types of light
Spot Light
Point light
Area light
Cylinder light
Illuminating a scene
Working with previews
Preview modes
Full Resolution
The RayGL view
Cool and warm
Key lights
Fill lights
Chapter 5: Preparing a Shot
Placing a camera
Working with the Rule of Thirds
Understanding the field of view
Tilting the shot
Fixing the verticals
Adding depth using DOF
When to use it
When to avoid it
How to create it
Choosing the correct image size
Size and image depth (dpi)
Rendering for printing
Rendering for digital media
Chapter 6: Rendering your Scene
Understanding indirect illumination
Montecarlo versus irradiance caching
Using the montecarlo method
The irradiance caching method
Using HDRI illumination
Using the physical sky simulation
Adding sunlight
Setting up the render
Indirect rays
Irradiance rays
Rendering with the preview window
Working with the render window
Input white level and tone mapping
Bloom and vignette
Render region
Chapter 7: The Post-production Phase
What are render outputs
Isolating materials with the surface ID output
The depth output
The ambient occlusion output
Working the render into Photoshop
Blend modes
Basic corrections
Color correction
Working with adjustment layers
Selective enhancing
A quick look at the blend modes
Adding special effects
Bloom (general and selective)
The bleach bypass
Depth of field
A case study
Доп. информация: http://www.packtpub.com/building-3d-models-with-modo-701/book