Real-world modo in the trenches with modo
modo is one of the most exciting 3D applications to come out in ages. With its revolutionary toolset, inspiring 3D rendering engine, and advanced ergonomics it promises to offer tremendous advantages to almost any segment within the CGI and graphics industry.This book teaches artists how to use mod...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Amsterdam ; Boston :
Elsevier/Focal Press
2010.
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Edición: | 1st edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627856806719 |
Tabla de Contenidos:
- Cover; Real-World modo; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Basic Training; Working as a 3D Artist; Experience; Disciplines; Education: It's up to You; Resource Library: The Life Blood of a 3D Artist; Technical Information; Assets; Software: It's Only a Tool; Learning to See: Switching off Auto Mode; Emotional Content; Flipping the Switch; Summary; Chapter 2: Becoming a Modonaut; Way of the modo: User Interface and Customization; Form and Input Editors; Statistics and Information; Display; Preferences; The Work Plane
- Action Centers, Snapping, and FalloffsAction Centers; Snapping; Falloffs; The Tool Pipe; The Shader Tree; Item List and Groups; Item List; Groups; Preset Browser; Modeling and Animation Toolsets; Animation Tools; Modeling Tools; Painting and Sculpting Toolsets; Painting Tools; Sculpting Tools; Vertex Maps; Weight Maps; Rendering; Scripting and Commands; Modo for Maya Users; Differences; Commonalities; The Modo Community; Summary; Chapter 3: Modeling; Modeling Methods; Subdivision Modeling; Patch Modeling; Modeling Reference; Backdrop Item; Making Selections; Loop Selections
- Using the Arrow KeysSelect Connected; Selection Sets; Detailing the Mesh; Adding Detail; Shaping the Mesh; Topology; Creating a Clean Geometry; Polygon Flow; Edge Loops; Replicators; Groups; Vertex Maps; Surface Generators; Working with Hair; Creating Hair; Styling Hair; Summary; Chapter 4: UV Mapping; Understanding UV Space; UV Coordinates; Maximizing Detail; UV Aspect Ratio; Mapping Out a Strategy; Single UV Map; Multiple UV Maps; Surveying the Model; UV Tiles; UV Unwrap; Unwrap Tool; UV Relax; Understanding UV Seams; Unwrapping a Hand; Summary; Chapter 5: Texturing; Collecting Reference
- Using Texture MapsSetting Material Properties; Map Types; The Shader Tree; Groups; Group Masks; Texturing Hair; Fur Material; Using the Strip Type; Using Gradients; Summary; Chapter 6: Animation; Morph Maps; Working with Morph Maps; Adding Morph Deformers; Creating a Controller; Creating the User Channels; Creating a Link to the Morph Deformers; Direct Link; Configuring the Morph Controller; Adding an Assembly Command; Inverse Kinematics; Setting Up IK; Rigging the Robot Arm; Summary; Chapter 7: The Camera: Bringing It into Focus; The Camera; Focal Length; Film Back
- The Resolution Gate and Film Aspect RatioDepth of Field; Lens Artifacts; Motion Blur; Matching Real-World Cameras; Aspect Ratio; Matching the Camera; Summary; Chapter 8: Lighting and Rendering; Characteristics of Light and Shadow; Light; Shadow; Photometric Lights; Deep Shadows; Global Illumination; Irradiance Caching; Monte Carlo; Environment; Image-Based Lighting; Using sIBL in 401; Lighting Phenomena: Volumetrics and Caustics; Volumetrics; Caustics; Light Linking; Studio Lighting: Reflectors; Render Settings; Antialiasing; Geometry; Ray Tracing; Rendering for Print; Summary
- Chapter 9: Advanced Lighting and Rendering: Working in Linear Space