Juan Jimenez Garcia - Building 3D Models with modo 701

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Juan Jimenez Garcia - Building 3D Models with modo 701

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

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

Summary

Chapter 2: Beginning with Modeling

What's under the modeling tab?

Layers – organizing your scene

Moving, scaling, and rotating

Action centers

Falloffs

Work planes

Basic modeling

Primitives

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

Booleans

Drills

Mesh Cleanup

Working with vertices

Centering

Setting position

Merging

Working with edges

Bevel

Bridge

Slide

Summary

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

Transparencies

Applying alpha mapping

Specular maps

Fresnel

Tweaking reflection/fresnel properties

Summary

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

Portals

Illuminating a scene

Working with previews

Preview modes

Quality

Full Resolution

The RayGL view

Cool and warm

Key lights

Fill lights

Contours

Summary

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

Summary

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

Antialiasing

Rendering with the preview window

Working with the render window

Input white level and tone mapping

Bloom and vignette

Render region

Summary

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

Levels

Curves

Brightness/contrast

Color correction

Saturation

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

Vignetting

Noise

A case study

Summary

Доп. информация: http://www.packtpub.com/building-3d-models-with-modo-701/book

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