Graphics Reference
In-Depth Information
6. Select and scale this top section so it slightly overlaps the underlying pedestal.
7. Select the outer edge of the top section as well as the open edge from the existing cloth and run the
Bridge tool. Setting several subdivisions on the Bridge tool will enable you to further manipulate the
transition between the snaps geometry and the pasted geometry.
8. After spending a few moments adjusting the edges, your model should look something like the one
shown in Figure 5-20 . At this point, you will move on to sculpting, to create the finished look of the
cloth.
Figure 5-20: The cloth, after initial modeling functions, is ready for sculpting in details
Understanding Sculpting
Before venturing into the specific job of sculpting the cloth in the scene, let's have a more generalized look
at sculpting in modo. Although modo does not offer all of the options and flexibility of a dedicated sculpting
application, the implementation of PSubs and multiresolution meshes, along with improved sculpting tools,
will allow you to do a great deal of sculpting directly in the application. For most common sculpting activ-
ities, modo can handle the task easily.
To start, create a Quadball sphere with a subdivision level of 6. By default, the sphere will be created in
regular subdivision surfaces, so press Tab to exit SubDs and then press Shift+Tab to put the mesh into PSub
mode. Now you will be able to sculpt the model in multiple resolutions. Click the Multiresolution check box
 
 
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