Modo Walkthrough: Primitives 3 – Tube, Solid Sketch and Text


The tube primitive is a tool that creates a spline with a cylindrical primitive round it. The variables for the tube tool mostly control the cylinder.

The tube is placed by clicking in the viewport and then clicking a second time to determine the end point of the tube. Further points can be added by clicking to add more nodes to the spline.

Using the tube tool
Using the tube tool

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Modo Walkthrough: Primitives 2: Ellipsoid, cylinder, capsule, arc, and cone.

Ellipsoid Variables:
The ellipsoid is similar in character to the sphere, but allows for a flatter top surface which can be controlled by the two unique attributes for this primitive: Bulge top and Side

Bulge makes the top and the bottom of the sphere more squared off.

Bulge comparision
Bulge comparision

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Modo Walkthrough: Primitives 1 – Cube and Sphere

It has been a long time since I last wrote on this site. Having spent the last few years concentrating on my full time job, I am now in a position where I have enough time to return to working with 3D and incorporate it into my job.

As a result, I will be working my way through and documenting my chosen software, Modo, to get a deeper understanding of the program, and giving myself a full refresher on 3D in general. Throughout this process, it is inevitable that I will use other resources on the web, for example, youtube, the modo manual etc. Where applicable I will post the resources at the end of the post. While this process is largely for myself and my own learning, I hope that presenting it here will help at least someone else at the same time.

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UV Mapping – Tutorial.

This is a short tutorial on UV mapping a model. The model selected was created by Sean Hall as part of a project we are working on together.

I do not claim to be an expert in UV mapping, but over the past few years I have learned a little bit about the process of it and have developed a method which I am happy with using. It is through this tutorial that I aim to pass on this knowledge.

Lets take a look at the model that is going to be unwrapped.

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Texturing Tutorial – My Method – Part 3

Part 1, Part 2

In the final part of this series, I will look at ways to tweak the texture map that was created in the last part further to add an extra level of depth to the textures. Firstly, lets recap on the model as it was at the end of the last part.

It looks okay, but there are still areas which can be improved enormously. For one, the rock texture is a little bit boring to look at, and there are a lot of cracks in the rock texture which could do with some additional texturing.

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Texturing Tutorial – My Method – Part 2

This is the second part of the guide, If you have not looked at the first part, check it out first, or if you are looking for the final part, go here.

So now we have all of the texture maps that we need to make a good looking map for the rock face we are going to be working on, we now need to think about how each of the materials is going to be distributed. Obviously, all of the maps cannot be shown in full at the same time, so they must be made only visible in certain sections. While this is entirely possible to do in the function editor of your program, for example Lightwave, or even Vue, I prefer to use Photoshop, for a number of reasons. Firstly the control in Photoshop is much easier in my opinion, and you also have the option of drawing directly onto the model, which is fantastic.

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Texturing Tutorial – My Method – Part 1

This tutorial is based on a request by Christian Key to demonstrate how I would go about texturing a model of a rock face (which he has kindly provided). This tutorial will be split over a couple of days due to current time constraints.

Part 2, part 3

While I understand that there are infinite different ways in which this could be done, this is the method that I would use.

I will not be focusing on the basic principles of how to apply textures here, as this is covered in a wide number of other places, and will probably just add confusion to the subject. If you are having problems with any part of this tutorial, please feel free to send me a message and ill help you the best I can.

Software that will be used is the following:

  • Photoshop CS5.1 Extended
  • Lightwave 10.1
  • Vue 9 Infinite

So first step, lets take a look at the model.

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Animated Shoreline – Tutorial

As requested, here is a short tutorial of how to create an animated shoreline with foam coming in to the shore, and going back out again.

Firstly, I looked at a few videos on youtube to get an idea of how the waves break on a shoreline, and how the foam looks at the different stages of the wave break.

This tutorial uses vue 9 infinite, but most other versions after 7 (when the water editor was introduced) should work just as well.

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Exporting from Lightwave 9.6 to Vue – A guide.

At the request of Mike Ballard, a guide to exporting from Lightwave 9.6 to Vue has been written. This process involves UV mapping and good methods of exporting objects plus a number of problems that may arise during the process and some solutions that I have come accross.

This is NOT a definitive guide how to UV map, but maybe some of the ideas and methods I demonstrate will help.

I will be using a model created by Mike Ballard of a rather nice glass house.

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Rough Guide to the Atmopshere Editor – Part 6 – Clouds Tab

This part of the guide refers to the clouds tab of the Atmosphere editor. It is also related to three other pages of reference material which show what each of the cloud types looks like when rendered in each of the three models they are available in.

See the Guides page for these reference guides

You will notice that the cloud tab with the spectral mode has a few more options than the standard and volumetric models, as such the spectral model will be covered later in the guide in part 7.

The cloud animation area will be largely ignored for this guide.

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