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Review : Modo 301
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By John Johnson and Patrice Leymarie

The map sculpting feature uses a displacement texture to store the detail of the sculpt. The larger the resolution of the map is the more details you can store. With the map based method you can sculpt with very high frequency detail onto a mesh with very few polygons. The extra detail can be visualized in real-time in the Advanced GL mode via Modo’s combination displacement and bump shader. The amount of actual displacement geometry viewed in the 3D viewport can be changed by increasing or decreasing the subdivision level on the Mesh Item.

The Sculpting Tools

In addition to the common tools that can be found in other applications, move, inflate, smooth, push, Modo introduces some new ones.

The Carve tool: This works by pushing the surface inward creating a sort of “valley” useful for scoring or scratching a surface.

The Fold tool: Creates a “hill and valley” effect by pushing vertices at the center of the brush in and lifting vertices at the edge of the brush outward

The Spin tool: The Spin tool creates a vortex of vertices around the center of the brush using the Normal Mode to determine the axis around which the vortex will occur. This is useful for creating swirls in a surface or simply adding some organic perturbation

The Emboss tool: Emboss moves the surface of the mesh that is within the brush at the time of the click in or out along the local normals. The Emboss tool works most effectively when combined with more interesting brushes such as the image based Preset brush.

The Attenuate Tool (Image Map sculpting only): This tool works by diminishing the strength of the sculpted data stored in the current displacement or vector displacement image texture.

Additionally, there are some interesting shortcuts, like holding the shift key while using a tool will smooth the effect. Also, using the CTR key will invert the effect of the tool you are using.

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Sculpt and Paint Layout
Page 2 <-- Modeling / UV Map Page 4 ---> Conclusion