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    SpicyMags.xyz

    Horse Modelling In Modo 3D

    Posted By: ELK1nG
    Horse Modelling In Modo 3D

    Horse Modelling In Modo 3D
    Last updated 4/2019
    MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
    Language: English | Size: 10.23 GB | Duration: 9h 51m

    Create a 3D horse model in the professional 3D application Modo

    What you'll learn
    boxmodelling
    sculpting
    uv-mapping
    baking
    creating a normal map
    creating fur
    Requirements
    Modo (3d modelling software)
    PureRef (you can download it)
    Description
    This is a huge course, for intermediate Modo users that will learn you how to create a 3D horse, using the professional 3D modelling application Modo (Foundry).If you are new to Modo, it would be best to watch my previous course (3d modelling - a Modo modelling guide) before enrolling to this course. The previous course is a bit outdated, but most of the tools still function the same way.This course has been made with Modo 12.In this course you will learn a lot. You will learn how to import reference images. You will also learn how to use an external application called PureRef for using even more reference images. Then you will learn the basics of box modelling. And with a basic mesh created, you will sculpt it, refine your sculpt during the sculpting process and convert it to a regular mesh. Next you will learn how to do a basic unwrap of your model (uv-mapping), adjust your UV-map and find/fix errors.  I will lead you through the hair and fur materials and how to use the tools for sculpting the hair. Many methods for creating and placing fur will be discussed, including a method of exporting them to a game engine. You will learn in depth about normal map baking. Including most of the pitfalls and how to fix things, if they don't work. You will learn the basics of colormanagement for baking maps. And bake an ambient occlusion map. Finally you will learn how to use the (very basic) painting tools in Modo, to create pbr maps and change the settings in Modo to export your low-poly model to for example Unity game engine.

    Overview

    Section 1: Introduction

    Lecture 1 Introduction

    Section 2: course

    Lecture 2 2. Importing reference images and start boxmodelling

    Lecture 3 3. Creating the first block

    Lecture 4 4. Linear falloff and bevel

    Lecture 5 5. Blocking out the tale and legs

    Lecture 6 6. Refining the head, ears, hoofs. Using the mirror tool

    Lecture 7 7. Sculpting. Using PureRef

    Lecture 8 8. Using the mask tool. Sculpting using reference images

    Lecture 9 9. Creating a mouth and using automatic retopology to create a new base mesh

    Lecture 10 10. Fixing symmetry in auto retopology. Starting over using a different method

    Lecture 11 Automatic Retopology

    Lecture 12 Pen tablet settings. Eyes, ears

    Lecture 13 12. Refining the shape

    Lecture 14 13. Refining part 2

    Lecture 15 14. Mouth and eye

    Lecture 16 15. Refining part 3

    Lecture 17 16. Teeth part 1

    Lecture 18 17. Basic unwrapping. The basics of smoothing and vertex normals.

    Lecture 19 18. Create a cage and basic normal map baking. Creating the second tooth.

    Lecture 20 19. Fixing problems with normal map baking.

    Lecture 21 20. Combining the uv-maps. Baking

    Lecture 22 21. Positioning the teeth

    Lecture 23 22. Moving the Center of the mesh and snapping to locator

    Lecture 24 22a. Teeth in mouth. Matcaps and refining the eye.

    Lecture 25 23. Sculpt presets. Refining

    Lecture 26 24. Fixing a shader error. Hoofs. Fur and hair.

    Lecture 27 25. Hair tools. Sketch guides.

    Lecture 28 26. Hide guides. Combine hair. Vector map.

    Lecture 29 27. Vector map sculpting. Seams for the horse

    Lecture 30 28. Seams part 2. Shading error. Creating the tongue.

    Lecture 31 29. Refinging the gums. Freezing the horse. Static mesh.

    Lecture 32 30. Fixing errors in the low poly horse

    Lecture 33 31. Advanced uv-mapping. Fur density map. Topology pen.

    Lecture 34 32. Color management. Fixing gamma.

    Lecture 35 33. Bake item. Tangent basis. Baking the horse normal map

    Lecture 36 34. Fixing normal baking errors. Fixing the yellow uv problem.

    Lecture 37 35. Hair strips. Start painting the horse.

    Lecture 38 36. Baking ambient occlusion. Metallic, albedo, normal maps.

    Lecture 39 37. Painting presets. Tips for exporting

    intermediate 3d modellers