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.
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.
This new series of video tutorials by master MODO modeler Adam O’Hern is ideal for designers or anyone interested in hard-surface modeling techniques in MODO 501. It starts at the very beginning, covering everything from the overall MODO user interface to the most commonly-used tools and techniques for hard-surface modeling and rendering in MODO. A rapid prototype of the glasses are produced as part of the tutorial.
Modeling “soft goods” is a key skill for product design visualization. Industrial Designer Adam O’Hern shows you how to create a complex model of a backpack, including all the interesting details, like cords and stitching in our newest MODO Training Video. The methods demonstrated by Adam are applicable to a wide range of textile-oriented designs, including handbags, gloves, flexible athletic gear and soft recreation equipment.
In this MODO video tutorial, The Foundry’s own Andy Brown demonstrates how to use MODO to model a human eye and the surrounding facial structures. This area of the human face is complex, being the confluence of many curved surfaces flowing into each other, and re-creating it is an opportunity to learn new MODO skills. Andy demonstrates key aspects of using MODO, from polygon modeling, UV’ing and hair to sculpting, painting and rendering.
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.
Learn the power of the Shader Tree in MODO in this three part video tutorial series. Working with supplied models and images, this Video Tutorial will guide you step-by-step through the thought processes and mechanics of increasing the visual sophistication of three different renderings that make extensive use of the Shader Tree. By watching and listening to an expert, you will get the most out of the Shader Tree – each of the three supplied videos will deepen your knowledge of this critical part of MODO.
Our Architectural Interior Lighting video explains detailed techniques for creating compelling day and night shots of a contemporary interior living space using MODO. The goal is for you to gain enhanced understanding and control over how interior surfaces appear, how to light them effectively, and how to create final high-resolution images suitable for presentation to a client.
In our Architectural Modeling video tutorial, we look at techniques for creating an architectural model in MODO from a given set of dimensions. Our subject for the modelling exercise is a classic building; part of the Eames house situated in Los Angeles. It’s the perfect subject for this tutorial as it allows us to tackle many different aspects of architectural visualisation modelling, from creating a building’s skeleton right on through to interior and exterior detailing.
In this Cartoon Character Modeling and Rendering Tutorial we explore techniques relevant to the creation of any kind of bipedal character. The tutorial covers many organic subdivision surface modelling and sculpting techniques. We show how to apply UV coordinates and texture the model in order to produce finished still images of the character posed in different action positions.
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