Learning MODO with the included on-line documentation is really just a starting point. The Foundry has brought together a diverse collection of learning materials in video form that MODO users can work with individually or in a classroom setting. These videos are step-by-step screen capture movies of carefully designed projects to help you learn to use MODO for a specific industry or for specific result. Relevant content is included. It’s like having a MODO instructor helping you achieve the results you want.
Warner McGee has over 20 years of experience as a professional illustrator. Creating this stylized character will not only help you understand topics important to every character artist, but you will gain access to Warner's secret workflows and artistic insights.
Rendering in MODO: Animations is the third in a series of courses looking in detail at the high performance rendering capabilities found in MODO 801. This tutorial covers how to solve common technical problems encountered when rendering animated projects.
This intermediate-level project-based tutorial is great for users interested in an introduction to using animated deformers, and a more advanced run-through of particle setups.
This training covers basic package modeling using anything but basic techniques, offering a great introduction to MODO's powerful workflow for Product Visualization.
In this project-based training series you will be introduced to MODO's toolset and workflow while helping you understand how to think creatively while working in MODO, rather than just showing you.
Rendering in MODO: Studio Shots is the second in a series of courses looking in detail at the high performance rendering capabilities found in MODO 601.
The interior rendering tutorial takes a closer look at MODO's render engine. This tutorial will serve as a useful general foundation for rendering in MODO and help specialists who deal with architectural interiors.
In this tutorial we give you the opportunity to take a project from start to completion in MODO 601. In the process you'll get a flavor for the options available to you, and we'll explore many of the new features in our latest release, including numerous re-topology tools as well as rigging and hard and soft body simulation features.
The Texture Painting Tutorial shows you how to use the painting tools in MODO 601 to create photorealistic textures in MODO from scratch. The instructor, Richard Yot, helps you master the use of MODO’s painting engine by leading you through three detailed step-by-step projects. These three projects detail techniques for creating custom hand-painted textures that give photorealistic results.
Discover concepts and techniques essential to rigging models in MODO 501. Rich Hurrey takes you from interface and tool basics to the advanced skills necessary to deliver production ready assets. 26+ hours of keyword searchable videos with chapter markers, cross-referenced links, scene files and extensive FAQs are included. Not simply a rigging video tutorial, this is truly an entire master class course that is sure to give MODO users new insight into how MODO works.
We love spaceships! You could argue that CGI was invented to make spaceships, but whether you believe this or not there’s no denying that CG spacecraft have been the stars in many iconic productions, from battle sequences in Babylon5 to opening shots of Star Wars Episode 3 and more recently Avatar. For many CG artists, these epic scenes really get the blood racing. In this MODO modeling tutorial, Andy Brown pays tribute to the CG spaceship and has some fun while creating a very special vehicle.
Learn how to model hard surface models with multiple, interlocking parts. We start by exploring efficient ways of creating initial stand-in geometry, which will not only be an invaluable tool for testing the design of the object, but will also act as a starting point for the final model and other people in the production pipeline. We then explore the decision making processes involved in tool section and workflow as we construct part of a “mech” using Subdivision surfaces. We then use basic animation rigging in MODO to make sure the model has adequate clearances for someone else to animate.
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