View Full Version : Modo
Just a screenshot of the first project from 3D Texture Painting at AAU. It's, of course, a barrel, hehe. Anyway, the class is a blast so far, and Modo is a very fun program. This was done in about 20 minutes using Image Ink, a process involving projecting 2D images and painting directly onto 3D objects.
The UI is also there so you can see what the program itself looks like.
If anyone wants an intro, I'd be happy to go over how to use the basics of the program. I'll be around on Thursday in the lab.
rburke
02-10-2009, 03:16 AM
yeah modo is pretty cool ive only messed with it a bit. Im a bit more fond of bodypaint and zbrush fro 3d painting myself but i might give modo another try. I had no idea there was a class on this though very interesting.
SpiralFace
02-10-2009, 02:51 PM
Modo is cool, but I have to ask, is it required to use Modo in class or is this something you are doing on your own?
One thing I can recommend because I had to deal with this in one of my last projects, and thats that people that learn specifically on "specialty tools" tend to use them as a crutch at some points and time. As not many studio's out there will buy modo when they can just buy z-brush and maya and tell you to work within those tools.
By all means use modo for your personal stuff if you like it. But make sure you know how to work without it as well and just with the programs you have available, because in the end, not many studios are going to want to shell out money for specialty programs like Modo, or Headus.
Just throwing that out there.
I hear you about specialty tools. That's actually one thing that I've been kind of concerned about myself. The class was described as just painting in 3D and building textures. I thought it'd be photoshop based and something a lot more generic and fine art related. But, turns out that the prof had something else in mind for it. And yes, we have to use Modo.
The good news is, he's a painter by trade... so much of the class is going to involve getting the toolset down, and using that to do some quality art. The lectures are already shying away from the Modo toolset actually.
To be honest, I thought that this was the photoshop hand painting texture course at AAU. Does anyone know if that exists anymore? Or, maybe this is the new evolution of that course.
SpiralFace
02-10-2009, 05:04 PM
I hear you about specialty tools. That's actually one thing that I've been kind of concerned about myself. The class was described as just painting in 3D and building textures. I thought it'd be photoshop based and something a lot more generic and fine art related. But, turns out that the prof had something else in mind for it. And yes, we have to use Modo.
The good news is, he's a painter by trade... so much of the class is going to involve getting the toolset down, and using that to do some quality art. The lectures are already shying away from the Modo toolset actually.
To be honest, I thought that this was the photoshop hand painting texture course at AAU. Does anyone know if that exists anymore? Or, maybe this is the new evolution of that course.
The best way to paint in photoshop by hand is to learn how to paint traditionally by hand. Take a landscape painting or a figure painting class and you will learn much more theory then just tools. As the tools in photoshop are highly customizable.
If its a hand painting class then don't worry too much about it. I haven't used modo in years, but if its anything like zbrush it will force you to use a single diffuse layer to get your effects, so that alone can be benificial.
If your still curious about hand painting textures in photoshop, then check out the 100 best photoshop tutorials I posted in the tutorials section, and be sure to check out all the ben mathis tutorials. But in all honesty, the best way to get better at painting in photoshop is to simply get better at painting in real life first.
Little update.... some drawn graffiti and a stencil/some more work.
SpiralFace
02-13-2009, 12:52 PM
right now its looking very busy, and with very soft details.
The rivets and such seem to be nearly non-esistant or as simply "dents" in the model.
So I feel like the model itself needs to be tightned up a bit. Post some images of the model minus the color pass so we can see how the model with the normal map itself looks.
Take a look at this image with your diffuse turned off:
http://www.cepolina.com/freephoto/f/other.objects.science/barrel.iron.green.jpg
if the details are not sharp enough to be made out clearly, then the normal map itself should be looked into.
Also, right now the material seems like some random metal. Try to think through what specific kind of material the barrel is made from and ask yourself where the weathering will most likely take place. Having uniform grittiness all around a model in my opinion is just as bad as no weathering at all. Have some areas will less weathering will increase the impact of the areas with more impact and should solidify the model a bit more.
thank you for the crits, spiral. continuing to work on this for the midterm.... yeah, this is half of the midterm...
also started a rhino this week. here's a first pass at her.
SpiralFace
02-24-2009, 04:58 PM
The barrel is heading in the right direction.
The grey paint does a good job of solidifying the materials, but I feel that the grey seems "slapped on" as I would naturally assume that the grey constitutes a "Change in materials' from the rusted metal base of the can to the paint on top of it.
This should mean two things, that there should be some "embossing" in the normal map where the grey paint area is coming out to seperate it on the model itself. This can be acomplished by taking the grey layer in photoshop, duplicating it, Using the layer itself and run it as a seperate image through a normal map height converter (like the n-vidia photoshop plug) and then use the image that it spits out as an "overlay" image on your base normal map to mulitply the two maps on top of each other.
As far as the rhino goes, its very early at this stage, but BEWARE of making the textures too "soft."
For a more powerful impact, also represent this in the specular map by having the rusted parts be both duller and with a "red" tinge to it, while having the grey parts be a more monochromatic but intense specular color.
Hans Schrijvers
02-25-2009, 11:53 PM
What sort of rhino is that, I always thought they had two horns on their nose. I am liking it though. I can't remember playing a single game that featured rhinos.
rburke
02-26-2009, 12:29 AM
Indian rhino has one horn. And is that the rhino from zbrush or your own model.
James
03-01-2009, 02:25 PM
I can't remember playing a single game that featured rhinos.
Donkey Kong Country, Afrika, Teenage Mutant Ninja Turtles, Rhino Rampage.
Blockbuster even had a video game chain called Rhino Video Games. haha
The Rhino was supplied, so it isn't my model. Shoulda made that clear from the start.
Anyway here's the final version for the midterm. Before I put it on the portfolio I'll probably add another dirt pass and maybe beat him up a bit.