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- Просмотров 30 421
Mutant Pixel
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Добавлен 11 авг 2006
How to toggle Shortest Path selection mode in Modo
Modo's 'Shortest Path' selection mode is super useful, but the way Foundry has it implemented into the UI limits its usability. So I devised a way to fix that, check it out.
Просмотров: 276
Видео
Smoluck's Modo-RizomUV Live Link tool
Просмотров 3994 года назад
Smoluck has released a handy little LiveLink tool to easily transfer data back and forth between Modo and RizomUV. This videos shows how to install and use the tool. Smolucks Gumroad store gumroad.com/smoluck#qwXld
RizomUV vs. MODO UV Mapping Comparison
Просмотров 7 тыс.4 года назад
In this video I compare the *DEFAULT* UV mapping workflows of both MODO and RizomUV using the same challenging model. Which tool produces the the best results? Watch to find out and decide for yourself. Links to both provided below. MODO www.foundry.com/products/modo RizomUV www.rizom-lab.com/
Creating a More Realistic Wood Grain in MODO
Просмотров 8985 лет назад
Wood photo textures are great when applied to a flat model, but once you apply them to something with more form, the realism falls apart. Using procedurals can resolve that pitfall, but they have problems all their own. Here's how to do make a much more realistic procedural wood texture using MODO.
Using Edge Flow to fix Mesh Fusion errors
Просмотров 6415 лет назад
I finally picked up Mario Baldi's Edge Flow tool and it has make quick work of fixing some of the small errors inherent to modeling in Mesh Fusion. I demonstrate how it has improved my workflow here and I share a quick tip to fix normal map errors as well. Pick up 'Edge Flow' here.... gumroad.com/l/edgeFlow
How To Fix a Normal Map Error in MODO
Просмотров 4,3 тыс.7 лет назад
If you do any texture baking in MODO you'll eventually come across the dreaded yellow normal map. MODO has no automatic solution for this problem, this video shows you the quick and easy manual way to fix the error.
Procedurally Modeling a Halloween Pumpkin in MODO
Просмотров 5 тыс.7 лет назад
In this video I procedurally model a Halloween pumpkin using the Shader Tree. Check out this video for a more in-depth discussion of the technique I use community.thefoundry.co.uk/tv/training/view.aspx?id=534
How to animate MODO grass swaying in the wind
Просмотров 3,9 тыс.8 лет назад
Using a Transform Effector and Fur Guides, a MODO Fur layer is animated to realistically react to a virtual breeze.
Randomize Your Textures with Variations and Texture Offset
Просмотров 3,1 тыс.8 лет назад
MODO's Texture Offset effect and Variations control allow you to create a lot of really nice, randomized effects really easily, but you have to know how to use it first. This videos shows you all you need to know.
Saving Out Custom Setups in MODO
Просмотров 4,3 тыс.8 лет назад
Exporting your Config files allows you to save customization that will persist across upgrades, service packs and the dreaded CFG deletion. Do it once and never need to do it again.
Is it possible to use these in Unity?
Wow!!!
Thanks for this - very informative
I’m confused you can just import your model and you don’t have to make any seams before you unwrap the UVs?
I had the UV islands already split apart inside modo. Rizom retains whatever UVs you have on the model when you import it. And while its made significant improvements in the area of selections, at the time I made this video, it was actually somewhat difficult to make selections on complex models directly in Rizom, so I always preferred splitting apart the islands in modo beforehand anyways.
This is a well-done video, and I appreciate the effort. However, it's absolutely ridiculous to have to jump through all of these hoops just to keep from having all of your preferences wiped out every time you update modo. I'm baffled that programmers can write software that can render images indistinguishable from reality, but can't think of a less stupid way to deal with preferences.
Life saver!
thanks smoluck for this amazing bridge !
This video really helped me. It is tedious, but it's a relief knowing my settings are well organized and portable. Thank you!
Something that should be mentioned is there are a number of settings that don't show up in these .CFG files, so it's important to check them each time. The settings are easy enough to find in the main MODO .CFG though, so those portions can be extracted and put into the files in the user Configs folder.
awesome i installed rizom 2 days ago to uv models i am making for crysis 1 as my hobby mod project rizom won that contest )
Ah, you're alive.
nice :D
I always meant to set this shortcut up! Thanks for the key suggestion James :)
Great to see you randomly posting again!
Interesting and clever, James. Thank you!
THAAAAAAAAAAAAAAAAAAANKS
RizomUV is thee best UVing tool on the market right now.
I am new to uv unwrapping can you give me some tips or recommend any softwares?
rizom is the software
awesome i installed rizom 2 days ago to uv models i am making for crysis 1 as my hobby mod project rizom won that contest )
Great and simple! I never use procedural wood, but I guess I will now ;)
Great video. Can I ask though a modification to this might be to start without the uv shells? Rizom apparently lets you cut and make shells. If you were to take the model raw and do all the uv work in rizom would it still come out on top? Example is the selection tools in modo are very powerful and are useful in uv-ing. But in rizom it seems everything is edge based.
There are definitely some nice features in RizomUV for selecting edges but overall, in my opinion, the selection tools in Modo are superior. Because of this I almost always make my shells in Modo and bring them in to Rizom for finalizing. The only times I prefer to start from scratch in Rizom are when I have to UV a very heavy mesh or a mesh that is completely triangulated, this is where the tools in Rizom really shine. Also, Rizom has no ability to match Modo's projection options nor its UV atlasing. For me its all about using the best tool for the particular job at hand.
@@mutantpixel modo uv tools are great but the uvs are hit and miss. things that should be straight sometimes arent. i uv in modo if it misses too much i load it into rizom.
Could you please make an in-depth RizomUV tutorial please ? It's SO HARD to find guidance to learn the software, everything I find is either in Chinese or Russian or for outdated versions.
rizom has its own youtube channel with vids )
@@troffmeister68 and no proper recent tutorial series
@@3dgraphics848 i watched yesterday 3 vids voiced by a uk chap , which went thru the software step by step , and i don't understand it all yet to be frank , but it covered pretty much everything , what more do u want ?
@@3dgraphics848 just found this one ruclips.net/video/opNdazTgmFg/видео.html
@@3dgraphics848 ruclips.net/video/vCM0oWs1UCw/видео.html
It's not entirely the same unless you also do an orient in Modo, which Risom did behind the scenes.
If you look at 4:04, MODO's Pack function does do an 'Orient' during the pack and it was enabled.
95% of the way is good enough, cheaper and faster.
Holy crap that's amazing, I'm getting RizomUV Now!
awesome i installed rizom 2 days ago to uv models i am making for crysis 1 as my hobby mod project rizom won that contest )
@@troffmeister68 what 3d package you use? Is thr uv tool from that not good enough?
@@ultraboy99x 3dsmax 2008 for crysis 1 ,64 bit
@@troffmeister68 whats wrong with uv unwrapping in 3ds?
@@ultraboy99x u tell me , i never said there was ?
Great video! I'll give the demo another try! Does Rizom make its own seams or was it using the shells you already broke apart in Modo?
I made the seams ahead of time since its the most tedious part.
Nice tool!
Wow....i am not a fan of doing UV.... but this might change the game for me..
RizomUV looks REALLY good. And it is very quick to produce shells without errors. In Modo, I just crank up the settings to get things going quickly
Thanks for this comparison, James. I very recently picked up Rizom . I agree that Modo’s uv tools are often very good and yet sometimes don’t quite get you all the way. I also picked up the Modo <> Rizom bridge which cuts out a few steps. A more detailed video on Rizom would be welcomed. Cheers.
Interesting. Thank you, James!
This is a really cool tutorial.
Very useful. Thnx for the video
Thanks, that's very useful
I've always enjoyed your tutorials, James. Nice to see this one, which is surprisingly simple, once you know the "tricks". Take care!
Excellent tutorial. This is really useful.
I miss you James! Your videos are always my go-tos... even two years down the track when something spazzes out on me.
The man. The myth. The mutant. Back in action. Awesome video!
Wow! So may things to learn in this video. Thanks.
GROCK!
Had this problem today. Thanks.
Thank you, James!
Excellent tip!
This tip was from James Darknell, MODO super-genius, not me. :)
Mike James my bad. edited
ATTENTION!! MODO INDIE USERS!!! while you editing the config stuff go to steam, and TURN OFF CLOUD SYINCING. :D I deleted my CFG, restarted, and nothing happened, ewerything was the same, nothing worked... And after hours and hours of failure I realized what was the problem... syncing is actually benefitial, you download your modo on to another PC with your steam account, and you're good to go, but not when you finetuning your stuff. So disable it, finetune it, and when you're done, just enable it again. BTW Great tutor :) Thank You! It helped a lot customizing my prefs and hotkeys :) Layout customization is more tricky: First: - you reset your preferences restart modo - customizing lets say model panel, - than you need to save the layout - now you save your custom layout config out - reset pref again , restart (optional step) - load the cfg file - reset the model layout to default, and it's working :) Cheers :)
How complicated would be to bake this textures into a mesh?
You have two options, either bake the displacement aspect into a bitmap and then freeze it (the freeze command does not calculate procedural textures) or you can use the command "Render -> Bake Geometry Cache'.
thanks!!
Nice techniques! Thank you!
Cool!
Clever! There is so much I don't know. Thanks for sharing the 'expertese' . I always look forward to the next installment.
Great tutorial Mutant!
thank you! very useful.
This is a great idea thanks James
For the last part of the tutorial, isn't it much easier to just use the Texture Switch node that was added in MODO 901 ? It will achieve the same thing without the complex gradients.
Great tutorial. Thank You!