hello in this video in this modal video
we'll be learning how to do a public
sculpture art something like this or
something like I have some here like
this it's pretty much similar technique
and you could put a photo on the
background if you want I think I have
another example here those two so it's
very similar shape as you can tell and
hold this one this one has a harder edge
but it's pretty much very similar and
we'll be using some environment lighting
here we don't have to but model ship
with some and the one that model ship
with they're actually pretty cool I
think you can buy more from them I know
it's them who makes it else makes them
smart IPL IPL means image based lighting
it's the same as HDR high dynamic range
so I haven't been to their site in edges
but there's a lot of thing here and
excuse me
the one from Moodle came from them so
this is a page on the community model I
think I just type smart IPL motto so
that's the one that ship with motto they
are pretty cool but I think you can get
more and here there's some trick
they said this I learned this I didn't
know that one they said to improve you
need to turn on environment importance
sampling and here it's kind of nice they
show you how to control it
and so this is an HDR that light but
also give a background and a drop
shadows so this we do it in a few click
there's no Photoshop here I was just
goofing around and here it's kind of
nice because you see the one that comes
with Moodle so as you can tell that's
the one I use this is just the other
side it's inside the underneath the
bridge and anyway so I want you to be
aware of this and I Google smart IBL
model and here I just googled smile
I be on and the website is HDR lab stop
come let's get started so for something
like this if you want to trace an image
within modo what you could do it's maybe
use the phone view go add item a
backdrop and give it your image you
click here add load and where is mine I
think I put it here yes it doesn't
matter I'm not gonna really trace it
I'll just show you a little bit you
could open and the images here you can
go full view here often when you trace
if you go back to your backdrop if
you're using a tub view you switch it
here but often it's nice to have a
little bit of transparency so you can
see what you're doing underneath and now
we can start so we need an empty layer
if you don't have one you press N and
then we can use the polygon tool the
polygon tool is very useful for many
many things so we click here and we can
start tracing so me I would start from
the outside so I would go like this and
whenever you have a spike you need three
point to create a triangle or the
smallest polygon whenever you have a
curve do it like this because when we
smooth this will become a curve so three
point will give you a curve there's no
reason to put one here maybe afterward
for final detail but you see here I
would just put one here and one there
it's really nice to start low resolution
in theory I could stop here and then
extrude this but we could also keep
going so here we have to think it's
actually stops here it's also good if
you have a point to maybe put one in
front of it so you could connect them
easier
I think it's good you can click on a
point to tweak it a little bit I some
time life to give things a bit of a
curve and I think we're good
cube so what we have now is just a
polygon look if we hide the backdrop we
can see the polygon so I can go 3 to be
in polygon click bb2 bevel to make a new
one to extrude it in a way and now I can
unhide the backdrop so I can I can keep
on clicking on the red or go Q and I can
just scale it here it doesn't really
matter Q because I'm gonna have to move
them one by one so to move things you
can select point and drag them but
there's a very cool and fast tool called
I think it's on the deform element move
it's the T think of t like tagging this
is really neat you press T and whatever
you you don't have to leave your finger
on it whatever you click you see a
polygon an edge a point you can just
move it and then you click on the next
one and I'm not touching the keyboard
right now so this is an excellent tool
and you can be off a little bit it's
fine we'll go back to do a final
tweaking I'm on a tiny 30-inch netbook
so it's sometimes hard to see things
here there's a bump you see a kink well
cute to drop it and at this level I
could actually hide the backdrop yeah
turn of this or you press five to go
back to object mode non component and
now actually three to be polygons I need
to delete this so press did it and right
away now I would give you can go shifted
to center of things well and I would go
thicken click and drag like this cue to
drop so this is pretty cool every point
is connected so I can go tab and as you
can tell it's really smooth a bit too
smooth so the way tab work the more
lines you have the more you would retain
that edge so this few where you can do
this you could go polygons select to
press L do a bevel scale it and if now
look I was to tab this you see it's
pretty flat here and here that's rounded
so that's one way of doing it nothing
wrong with that way you could also be in
edge add loop both side click on an edge
and you'll do a perpendicular loop it's
pretty much the same thing this one
might be a hair faster so I'll make it
quite close so it remained that edge and
if you want to do another one like
inside you hold shift to redo that tool
you see shift again and you just eyeball
it you don't have to be perfect turn
shift
and I think I missed that one cue ad
loop Q so let's I have some inside here
on the top so I'm good so if I go tab
you see it's much more solid now the
issue that we have it's a bit too flat
so I can go in polygon here go out to
the same thing here shift click L and
now our for scaling and use the blue you
see to puff it out I'll Chester hair we
could do the same here L and I could go
R and so here I want to do two axes so I
select the blue and puff it out we can
do the same one here L and yeah so
obviously there's a lot more you could
do look you could grab this and move it
a little bit to make it less organic
more organic not less same with this one
you could do this on both side if you're
gonna see a both side we could move
point and we could use the the Tia
to move things around we could add lines
where we need I try to stay as low res
as I can so it's easy to tweak things
but here's another very cool tool we
haven't learned paint and scaled yet but
I'll show you one tool in paint and
Scott was really nice if you go f3 the
move tool this one and the way it works
it follow your geometry if your right
click you can share and drag you can
change the brush size and look what you
can do now so now if you click left
click you see it moves with a fall-off
here it's not doing huge because we we
don't have enough line but if you have
to add line you would be able to really
scale this an organic in an organic way
so you can go go here and make this a
little bit more rounded do you see
so this is a really great tool shifter
to select this I'll shift them to bring
shift is the one selected if at one
point you you decide to add more lines
maybe finish the the footing first so
many way you can do the footing one way
of doing the footing is just to select
this actually maybe no maybe it'll be to
create a new one and here you could
scale them so it goes back sharp and you
can go up and scale in Y so they are
flat you see and here if you put zero
they'll be totally flat then for sure
we'll need an edge here to remember the
shape so I'd loop and you we could do
buffs like that and maybe another one
here so we'd remember the shape on the
bottom I forgot there's two of them here
so we can just go B and not move that
added bunch of mine and we could do
another line here too so it doesn't run
let's try it tab that's not too bad if
you want more rounding you go on the
surface or you use the plus and minus on
the numpad I don't have a minim pad here
and we can go for and make sure the
render level is 4 so when you go preview
but if I want to add more lines if I'm
you know pretty much happy with this and
I just want to do minor tweak there's
one thing I don't like here this is
really thin so I'll go move and look
right click and just do this actually
maybe a bit big
you could also turn symmetry on here so
it does it on both side it's more
rounded it's not as flat so what we can
also do now we could flatten the the
edge here so we could go select those
two polygons l2 loop now I don't really
need to go down so I could control to
deselect control click my nib this one
and then we can do be to add a bevel and
we could scale this more oh if I undo
control that I could also just scale it
to the edge and I could almost do a
little lip like this so either way
there's multiple affect you can do here
actually I like that one I've got a bit
of a bump here for the bottom it sounds
like it to stand out a little bit more
so I could select those two
I was just shift apparel to grow but I
think here we can just do this no
actually just those two and we could
just scale and make it flat by skinning
just here and go 0 and then we could
push it out with W so that looks more
like a base exact same thing here are
for scale so what's the red here we put
0
cue to drop W to move and push it out a
little bit more now another thing I can
do
it's select those two actually two like
this go L to like that he'll and now I
could scale in the width to make it more
poultry so it looks more so little even
though here mo and here I'm gonna drop
that and on this one we could also try a
B don't know if I like that
okay I think for now it will be good
enough now because we've done this we
can also use this for texturing so to
apply a global texture I'll go M change
the name so I could call this metal show
then I'll go in polygons and I'll select
my stripe L deselect what I don't need
voila we could almost grab the inside I
could have flattened the inside all
around it more it's in between the both
let's grab it so L and now we can walk
oops done this before
well now we can go em and call that
stripe so for the actual base we could
do also another one like this L and we
could go shift a payroll to grow it and
call that base voila
so now we can go in the preset mode so
what I was saying is that you can also
do this and go ah maybe go the other way
to make it more round push it in there's
a lot of effect you could do here and
now we can go f6 for the presets I'll go
so f8 for the preview make sure this can
set here so it match this one keep this
pretty small so your run of time will be
faster and now we can go in our shade
and we have each mask that we created
materials and we could start with medal
medal and I'll go browse and maybe
architectural burnished doesn't really
matter so I'll drag and drop it here
wrong one stripe let's put it here here
at least you'll be very precise voila
don't get weird surprised annum innum
and forgot which one I use if it was
tarnished don't know if I've been a big
fan
you can see everything made it it looks
like later we'll tweak this small in a
few second let's try that one
well like what keep that one and the
base there's some very nice on the
painted there's some quite good even
here a preset
let's try this one for metallic and the
true me this one and the base well now
the main thing we're gonna have to do
its bring one of those environment
lighting so we can do this with going in
the f6 and here we can go environment
smart IPL and that's the one I was using
so double click and those one are very
powerful because they bring the lighting
but they'll bring also a shadow caster
you see and a background image so it's
prettier think about it it's pretty
powerful so they are all here so it's
one map is for the reflection so you see
it's reflecting very high - we could
tune that down to 1.8 fine-tune this a
bit the background is this one but we
could also separate in Photoshop so that
one and for the lighting it's this one
was pretty strong too
so what you could do it's change their
camera but you could also you could
scale your objects with much better but
you could also here rotate this on Y and
that's the entire environment so the
background will move with the main thing
is that the lighting moves you see the
shadow and now it's lighting from the
side so that could be an interesting
trick to do so that's what I was doing
in the via in the final render I think
I'm okay with this one is very bright
but so we could try to find a
interesting angle it is also floating
here so we couldn't move it down a bit
yeah let's do something like this and
now we can play more with the so if you
click here it will tell you which so
here I can see that it's a very
reflective brushed aluminium so maybe I
could chin it down to adat just to
remove a bit and it's very rough so
think of this as brush metal so if you
go 40 it'll be even more brush middle a
bit like a MacBook Pro but if you go to
2 or 3 he'll be very polished almost
like a mirror surfaces so keep this in
mind maybe 15 year I want a little bit
too much if I click here I'll get the
brows so same thing the brows is quite
reflective and it's polished a little
bit so if we want more we can go 5 and
I'll be like almost like Chrome
it's good ten sometime here you could
add a bit of ink I don't know if here
the ink will be a good flow but I'll
show it to you
add custom cell edge and you could do it
per material instead of doing it
everywhere and you see it's gonna slow
down but it's gonna trace a line around
and sometime you can help make the
things pop up a bit
this is how wide here I think two walks
but I usually go often one or one five
this is the so here I'll go one six this
is the quality here of the ink ten and
you can play bit with angle edges so if
you go down to ad fifty twenty it would
remove some of the front line and
sometime in architecture you get too
many too much of this so it could be a
cool effect I just don't know if it's
that useful what else can I show for
your final if you go under the final you
can go ten percent of thumb map that
removes a little bit of the saturation
and you can use bloom that would make it
glow but the bloom you'll only see it on
the final render and maybe a bit of
vignette so zero vignette mean the this
is very bright and eighty percent will
darken a little bit the edges let's try
without the cell yeah I think he
actually it's better without if you
really want to smooth your object you
can select the object go on the surface
and yeah you can see it's subdivided for
time and run down so you could even go
five if you want that should be pretty
smooth
what else for the final render settings
you could even push this to 16 if you
want but the most important will be
point two here instead of point five the
reflection sample it's the quality here
the noise
256 or 512 sometimes I even go a
thousand two thousand and the
environment here is important because
it's the the images so we could even go
five twelve the HDR and this is the
noise in the shadows or something 256 or
512 and one thing I learned reading the
IPL documentation is that this should be
on this will help a lot photo rendering
fora and we think for this video I cover
most of it and now we can go render
render and I will take a while voila and
here you can see the bloom you see with
it without so here there so obviously is
too strong
so to get less you need to go higher so
200 and you see even more can go four or
five hundred the vignette is here and
don't map is you and then save TIFF JPEG
PNG what up
