Introduction
Introduction
What is 3D and what are vertices, edges and polygons
Interface, where to find what
Interface overview
Application menu bar
Shortcuts
Modo layouts
Pie menu
Record and use macro. Add it to a pie menu
Custom pie menu
Examples
Example shortcuts
Example primitives
Example doghouse
Example ghost head
Example modo logo
Example viking helmet part1
Example viking helmet part2
Example glass
Example pillar
Example uvmap head
Example UVmap tubes
Project breath analyser
Introduction to the project
Bringing in the reference images
Cage and first polygons
Capping the top Part1
Capping the top Part2
Creating a curved surface
Giving it depth
Closing the bottom
Closing the bottom Part2
Refining the front Part2
Refining the front Part1
Sculpting the bottom
Changing topology for the lid Part1
Continuing the modeling
Capping holes
Fixing some problems
Closing the bottom and creating the first fusion object
Creating fusion objects
Creating the lid
Combining the parts
Prepairing for export
Navigation, selections and transforms
Overview navigation selection transform
Viewport navigation
Verticles Edges Polygons
Selections
Advanced selections
Transforms
How to fix rotation problems
Primitives
Overview primitives and patches
Primitives general
Cube primitive
Sphere primitive
Cylinder primitive
Capsule primitive
Arc primitive
Cone primitive
Torus primitive
Tube primitive
Solid sketch primitive
Pen tool part 1
Pen tool part 2
Curve tool
Beziere curve tool
B-spline tool
Sketch tool
Patch curves tool
Mesh tools and subdivision surface
Reset a tool
Slice tool
Curve Slice tool
Edge Slice tool
Pen Slice tool
Loop Slice tool
Axis Slice tool
Dicer tool
Julienne tool
Tack tool
Booleans
Subdivisions and smoothing
Action centers
Action center default and automatic
Action center selection
Action center selection border
Selection center screen
Selection center auto axis
Selection center origin
Action center parent
Selection center local
Action center pivot
Falloffs
Falloffs general
Animatable falloffs
Cylindrical falloff
Radial falloff
Linear falloff
Airbrush falloff
Screen falloff
Element falloff
Curvature falloff
Noise falloff
Lasso falloff
Image falloff
Selection falloff
Soft select falloff
Helpers
Center and pivot
Symmetry
Snapping
Snaps and precision
Select through
Workplane
Background constraint
Deformers
Deformers overview
Deformers Element Move
Deformers Flex
Deformers Soft Move
Deformers Soft Drag
Deformers Shear
Deformers Smooth
Deformers Jitter
Deformers Quantize
Deformers Soft Selection
Deformers Twist
Deformers Bend
Deformers Vortex
Deformers Swirl
Defromers Push
Deformers Sculpt
Deformers Taper
Deformers Bulge
Deformers Flare
Deformers Radial
Deformers Linear
Vertx, edge and polygon tools
Vertex tools
Edge tools
Polygon tools
Duplicate tools
Duplicate tools
Procedurals
Procedurals general
Mesh Fusion
Mesh Fusion in modo 901
Reference images
Reference image (backdrop item)
Topology
Retopology of a paintball gun
UVedit
What are UVmaps?
UVmapping, save your selection, hide selection
UV map part 2
UVmaps remaining tools
Materials
Materials
Material library
Baking and Game Tools
Baking normal maps general workflow
Paint a normal map in modo
Normal baking pitfalls
Explode for baking
detail distance, push tool
fixing the mirror, splitting uv's, transform normals
Understand unity maps
Use Gimp to export to the correct channels for Unity
Unity workflow for a static object with a PBR material
Modeling a mirror
Sculpting the mirror part 1
Sulpting the mirror part 2
Refining topology, uvmapping, baking the normals and ambient occlusion
Creating and importing texture maps part 1
Importing textures part 2. Paining the masks part 1
Adding transparency
Changing texture type, baking combined maps and exporting
Converting maps in Gimp, import in Unity, change settings in Unity
Hard surface modeling
Hard surface modeling loop
Hard surface modeling weight tool
Hard surface modeling blending