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Headlines
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| Review : Modo 301 | ||||||||||||||||||||||||||||||||||||
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By John Johnson and Patrice Leymarie |
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Modeling For the modeler, Modo 301 contains some snazzy features that are sure to make the 3D artist's life easier. Selection Sets allow you to easily define selected regions for later recall. Heuristic selections let you define a selection sequence and have Modo 301 continue the selection process based on that pattern. Persistent selection stacks, custom activity points for transform tools, falloff regions, and vertex weight maps round off an impressive list of user-friendly modeling options. UV Mapping Modo 301 makes UV Mapping fun again! A powerful set of UV Mapping tools that include standard functions such as unfold and relax are bundled with newer tools such as UV Peeler, Sew, and Tear. You can create your UV Map and then continue to edit the geometry without breaking the map. UV Map iterations allow you to define the level of unwrapping that occurs to suit your needs. And the geometry editing tools such as inflate, pinch, etc. work with UV Maps as well. Finally, UV Mapping functions can be scripted to increase your workflow productivity. |
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CG Gallery
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Latest Features
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| UV Map Interface | ||||||||||||||||||||||||||||||||||||
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Sculpting “Sculpting” is a new method for building and refining 3D models. Every software company wants to implement it and it looks like a battle has started in CG Market in this new area. Modo has two methods for sculpting, mesh and image, and numerous sculpting specific tools. These tools work together with the various tools from the 3D paint system. This will help people who used to work with Modo201 quickly understand how these new tools work. Mesh sculpting To begin using mesh sculpting you need only to select a sculpt tool and get to work! Each of the specific tools will modify the “raw” vertices of the mesh according to their respective functions. The mesh method will affect the “cage” vertices and naturally the amount of detail is limited to the true vertex count of the mesh. To Increase the number of details of the model you need to subdivide it into larger polygon count. This operation will increase the complexity of your base mesh and impact the overall performance
With innovative vector displacement maps, Modo 301 breaks free from the normal and allows the artist to experience a true 3D sculpting experience. Unlike normal grayscale displacement maps that only allow you to create a displacement along the normal of the base polygon mesh, Modo 301 has implemented colored vector displacement maps to allow the artist to sculpt on any axis. |
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Latest Videos
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| Page 1 <-- Documentation/ Interface | Page 3 ---> Sculpting Tools | |||||||||||||||||||||||||||||||||||