Graphics Reference
In-Depth Information
Modeling Hard-Surface Objects
Even though the majority of your modeling will be done with subdivision surfaces, often models can be cre-
ated with simple polygon modeling. In this case, the scene will need lighting and photographic equipment.
These objects will be used to cast light and create reflections on the surfaces of the models in the scene.
Because these objects will not be the primary focus of your finished render, they do not need as much detail.
Additionally, if these objects are created with simple polygon modeling tools, they will help to make the
scene lighter and more easily maneuverable. For this part of the project, you will need scenes, lights, bounce
cards, and a camera stand-in object.
Naming Mesh Layers
When you are creating several objects in their own mesh layers, it is beneficial to rename the layers as
you work to keep everything organized. Right-click a mesh layer and choose Rename to enter an appro-
priate name for the layer.
Light Objects
Several types of lights could be commonly used for a scene such as this. You will create a large soft box, a
spotlight, and an umbrella light. You will begin with the simplest of these lights, the soft box.
The soft box is a large overhead light that behaves similarly to an Area Light in 3D. If you use an Area
Light in this situation, similar effects can be achieved, but the lack of an appropriate reflection would de-
crease the overall realism. Also, with the optimizations of global illumination in the current release of modo,
geometric lighting will resolve much more quickly and at a higher quality.
To create a softbox, follow these steps:
1. Create a simple cube over the top of the scene. An initial setting of 5 m in the x dimension by 3 m in
the z should suffice. As for the y dimension, some depth is needed, but the amount is not important to
the scene (I used a setting of 160 mm).
2. When you have this box created, move to Polygons mode and select the polygon on the bottom of
the cube.
3. Bevel this polygon in and then upward to create the frame.
4. Next, bevel downward and in (Shift of 70 mm and Inset of 500 mm).
5. Bevel once more with Shift and Inset settings of 10 mm and 600 mm, respectively. These last two
bevels create the rough shape of a rounded surface.
6. Now you can use the Edge Bevel tool to round out the shape. In Edge mode, double-click the edge
that runs around the middle of the rounded section.
7. Press the B key to enable the Bevel tool (Edge Bevel in this case), set the Round level to 4, and then
click and drag until the outer edges of the bevel (highlighted in orange) approach the existing edges of
the mesh (about 500 mm).
8. Return to Polygons mode and select the center polygon on the bottom of the light.
9. Hold the Shift key and press the up-arrow key until the entire rounded section is selected. Press the
M key and enter a name for a new material that will be assigned to this selection.
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