Building 3D Models with modo 701


Building 3D Models with modo 701
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Overview
Table of Contents
Author
Support
Sample Chapters
  • 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

Book Details

Language : English
Paperback : 240 pages [ 235mm x 191mm ]
Release Date : October 2013
ISBN : 1849692467
ISBN 13 : 9781849692465
Author(s) : Juan Jiménez García
Topics and Technologies : All Books, Game Development

Table of Contents

Preface
Chapter 1: Knowing the Interface
Chapter 2: Beginning with Modeling
Chapter 3: Texturing and Materials
Chapter 4: Illuminating a Scene
Chapter 5: Preparing a Shot
Chapter 6: Rendering your Scene
Chapter 7: The Post-production Phase
Index
  • 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

                Juan Jiménez García

                Juan Jiménez García started to doodle with 3D software back in 2004, with Lightwave 6. He then started to specialize in modeling, specially hard surface modeling, such as cars, furniture, all kinds of machines and engineering related stuff, and so on. He joined a small broadcasting company in his town, as a camera operator, and in charge of all CG imagery. He also started to explore CG for architectural works. In his spare time, he joined forces with some video game modding groups dedicated to driving simulations, modeling several racing cars for games such as Rfactor and Nascar Racing. Once he left that company during the middle of 2012, he started to try to make himself visible in the field of interior design, offering visualization services for interior designers. He then opened his own webpage www.factor3d.com, and brand named Factor3D, which he still develops in the market of CG visualization for several customers in his area, conducting live workshops, and giving private formation with the help of some old work companions, launching a formation center in his town to promote the use of modo.
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                Submit Errata

                Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.


                Errata

                - 1 submitted: last submission 07 Nov 2013

                Errata type: Graphics | Page number: 19

                You willbe using this tab most of the time. It equals—if not overcomes—the Edge tab in terms of usefulness:


                Sample chapters

                You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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                What you will learn from this book

                • Use the modeling tools to create your own objects
                • Mimic real-world materials in an easy way
                • Use images as textures to make more complex surfaces
                • Discover the pros and cons of the different lights used
                • Learn the use of the camera with real photographer tricks
                • Optimize your render settings
                • Enhance your image in Photoshop
                • Give your client a stunning looking image that sells itself

                In Detail

                Computer generated graphics (CGI) are part of the design market. CGI helps digital designers from many industries to have a clear representation of their products before they are produced. To name a few, interior designers, architectural studios, and furniture designers can implement CGI images into their workflow, saving them time and money.

                "Building 3D Models with modo 701" will introduce you to the world of next generation 3D content creation in a practical manner. This will not be a software manual, but a real-world guide that will skip the unnecessary details and focus on what's needed to complete a commission from a client. It will get you the best results in minimum time.

                In this book you will learn the entire process, from a preliminary design to the final art. All the stages are covered. You will be guided through modeling, creating materials, placing lights, optimizing your render, and showing it to your customer in an efficient way.

                You will learn how to quickly generate shapes and recreate real-world materials present in most of scenes: wood, metals, glass; along with working with textures and learning how to apply them convincingly. Create the mood of your scene by using lights, place the camera like a photographer would do to get that nice shot, and make a good quality realistic render and show it to your client with that extra punch of production that every pro should know.

                "Building 3D Models with modo 701" is not a user manual, but a step-by-step walkthrough of the real world of a 3D artist.

                Approach

                The book will focus on creating a sample application throughout the book, building gradually from chapter to chapter.

                Who this book is for

                If you are new to the 3D world, this is the key to getting started with a modern software in the modern visualization industry. Only minimal previous knowledge is needed.

                If you have some previous knowledge about 3D content creation, you will find useful tricks that will differentiate the learning experience from a typical user manual from this, a practical guide concerning the most common problems and situations and how to solve them.

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