Skuuma Training Videos - Furniture in modo
English | Video: h264, yuv420p, 1280x720, 209 kb/s | Audio: pcm_alaw, 22050 Hz, 176 kb/s | 364Mb
In this video we look at developing objects from primitive shapes and how to refine these shapes using techniques for editing subdivision surfaces. We then design a chair by taking a primitive shape and manipulating it to produce a number of different design variations.
Learn how to design furniture in modo.
In this video we look at developing objects from primitive shapes and how to refine these shapes using techniques for editing subdivision surfaces. We then design a chair by taking a primitive shape and manipulating it to produce a number of different design variations. (Total Run Time: 26m. File size 72mb)
Furniture Series: Curves
Learn how to work with curves in modo.
In this video we look at ways of modelling a chair with a curved tubular construction. There are many ways that curves can help you in modo and we look at a number of different ways of working with them so that you'll be able to approach modelling a piece of furniture designed in this way. We then model such a chair utilising many of these techniques and combine them with some standard subdivision surface modelling techniques. (Total Run Time: 40m. File size 117mb)
Furniture Series: Profiles
Use profiles to develop interesting forms.
Working from profile shapes is a very powerful way of developing interesting three dimensional forms. modo provides you with a number of ways of approaching working in this way and in this video we cover using geometry, curves and 2D files imported from Photoshop. We then create a chair in this way by extruding the profile and editing the resulting object with falloffs. (Total Run Time: 20m. File size 44mb)
Furniture Series: Soft Objects
Create soft surfaces in modo.
Creating models that appear soft is always a challenge and in this video we look at two ways of achieving it. First we look at mesh sculpting to create organic forms and then we look at how to use displacement maps to create surfaces that would be impossible to model. To achieve the second requires us to UV our model and also work with tillable textures which we investigate by utilising Photoshop and imageSynth. (Total Run Time: 23m. File size 81mb)
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