Learn the basics of 3d Modelling in Modo 3d | Toby Powell | Skillshare

Learn the basics of 3d Modelling in Modo 3d

Toby Powell, Web designer/developer/3d modeller. UK

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7 Lessons (1h 35m)
    • 1. Introduction

      1:51
    • 2. The Modo interface

      7:12
    • 3. Blocking out the body of our rocket

      11:47
    • 4. Adding the thrusters

      18:06
    • 5. Adding details and final touches to our rocket

      19:20
    • 6. Adding materials to our rocket

      14:30
    • 7. Lighting and creating a beautiful final rendering

      22:27

About This Class

Have you ever wanted to learn how to model in 3d and create beautiful renders with ease? Well this course if for you!

Learn the basics of 3d modelling, lighting and rendering in Modo 3d.

Modo is one of the big players in the 3d world and has been used to create graphics in films, animations and the games industry.

It has an amazing toolset for modelling, rendering, animation, sculpting 

Get started easily in 3d with this short introduction to modelling in Modo 3d. We'll start off slowly and go through some of the tools you'll use day to day when building models.

Will work through the Modo 3d interface, basic shapes and modelling techniques, then well look at Modo's presets and materials to quickly get great looking results, we'll then create a basic lighting set up and finish off with creating a beautiful render of your own project. 

For this class I've used Modo 10, but you can follow along with Modo 9 and above. There may be some slight differences in the Modo interface but generally everything will be very similar and you will be able to follow along.

You can download a free 30 day trial of Modo here:

https://www.foundry.com/products/modo/try-modo

See you in class!

 

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Transcripts

1. Introduction: [MUSIC] Hello, and welcome to models for beginners. In this class, we will take you from complete beginner to creating a finished render. You learn the basics of the models interface, basics of modeling, You learn how to create a basic light setup, applied materials to your model, and how to easily create beautiful renders of your finished models. By the end of this class, you will be comfortable working with a variety of tools and techniques for creating 3-D models in mobile. You have the foundation to be able to continue to learn and build upon what you have already learned in this class. This is not a 30 hour in-depth learn every button and every technique there is in model. But a quick Project-based introduction that will give you a taster of how you can get started quickly and easily in 3-D. Who am I? My name is Toby. I have been a graphic designer for 17 years. Working in print, web and 3-D. I've used the skills I have taught myself in 3-D to work on a variety of projects for clients and myself, from visualizing housing developments to designing 3-D interfaces and modules for exhibitions to products that are still in the ID stage. 3-D is an exciting skill to have. As a designer, has allowed me to create graphics for clients and my own projects when no graphics existed. I hope you find this course helpful and excite you and motivate you to getting started in your 3-D journey to learn model. Thanks and I look forward to seeing you in the course.[MUSIC] 2. The Modo interface: [MUSIC]Hi. Welcome to the first lesson. In this lesson, we'll take a quick tour of Modo's interface and we'll cover some of the basic skills you'll need to work in 3D and to follow along with this course. We'll look at moving around in 3D space, making selections and component modes. I will start with the interface. On the left hand side, you've got the tool bar. This is where rule of primitive shapes live. A lot of the basic tools will be used in, when modeling. Below that, in this section here, we've got the toolbar properties. So if I select on our model some of these polygons and then just hit one of these tools here. This is moved to rotate at a scale. You see that the properties appear. Then if I do the same for rotate. You see that our base and now we see our rotation properties and same with scale. So all our properties for our tools, are in this panel down here. Then up here, we've got the switcher bar. This switches between layouts for each of the tasks that you do in Modo. For example, at the moment we're in the modeling interface. Hence we're in the modeling tab here. If we're using the render tab, all our rendering tools will be in this tab. So I've switched it here and you can see, we've got some rendering tools and assigned with UV topology, etc. For this course, we'll spend most of our time in modeling and rendering. Let's see, we've got the items box. All of our items you're not seeing, are all in this box here. So you can see here's our cube, we've got a camera and we've got a light. At the moment they're in there, but they're just out of the view of the camera. At the moment we can't actually see them but they're in there, and each time we add a new mesh or a new model [inaudible] then lets paint here. So if I just go ahead and add something. The sphere, you cant see that, but let's move that over there. You can see that sphere has now appeared. Underneath our items list, we've got our items property and this is this down here, and again, all of the properties of our item are all displayed here. So you can see the position, the rotation, the scale, various different things. So that's the basics of the interface at the very minimum. Then next we've got components up here, and components are made up of vertices, edges, and polygons. So what are those? Let's move in a little bit to our model and I'll show you by selecting some. So we'll start with vertices. All 3D models are made up of these three components, so vertices, are these little dots on every single corner or intersection on a mesh. It's assigned with our cube, see they are here. Next, we've got edges. So if I click this box here. We can now select edges on our mesh. Then finally we've got polygons, which is this complete face and when we select these, we can use our various tools to manipulate them. So if I just grab this one polygon face here and I use a move tool. You can see, I can move this around. So generally in 3D, we select vertices or edges or polygons and then, we'll manipulate them, will scale them or rotate them, we'll move them around. Next, we've got the interface, the view ports, and this is our main view port here. If we jump up to this little arrow here, we can go into code view. So you can see now we've got a top-down view of our model here. We've got a front view of our model here and we've got left model view here. We can change these, with these buttons here, so I could go jump into right, and you can see the right side of our model now, and this is a useful mode to modeling because it means we can look at lots of different views of our model, all at once. We can zoom into specific areas into specific views which will help us when modeling. Next, we'll take a look at moving around in 3D space. So I will start with rotating around our model. So lets do that. Hold down the Alt key on your keyboard and you can see at the moment is little cross here. My mouse is cross here, once you hold down the Alt key, it turns into a little rotation knocking icon. So hold down the Alt and then just click and drag in your view port, and you can see, we can now rotate around our model and we can do the same up and down, we can look underneath it on the top. Next we'll have a look at how to move around. So hold down your Alt key and your shift key, and you can see now our cross here, our mouse cross here has changed to a move icon. So now, click and drag in the screen and you can move up and down and left and right. Now, we'll look at zooming in and out. So hold down your Alt key and your control key on your keyboard. Again, click and drag left and right and now zoom is in and out. That's all for rotating. Alt and shift for moving left and right, and up and down, and Alt and control for zooming in and out. It might seem a little bit strange at first and take little bit of getting used to. But once you've done a little bit, you'll get used to it quite quickly. If you've somehow managed to move your model out of your view port or you zoom right in and you're struggling to get out. A quick way, is just hit 'I' on your keyboard and that will bring everything back into the frame again. So if you ever get a bit lost and your models at a funny angle, you're not quite sure where it's gone, just hit 'I' on your keyboard and that'll frame everything in your view port. That's it for this lesson. In the next lesson, we'll start modeling our rocket. So see you then. [MUSIC] 3. Blocking out the body of our rocket: In this lesson, we'll start creating our rocket ship and blocking out the main shapes. We start with a sphere, so come to the left toolbox and clicks sphere. Click into workspace and drag out the shape. I'm just going to zoom out. I'm going to grab the middle handle and just prolapse in thickness. Then I'm just going to move around using the handles, creating something that looks a bit like a rocket ship body. For me, I think that looks okay. Now I'm just going to just round up the numbers a little bit. In my properties on the left and the radius, I'm going to make that full 20. Just make that one meter and I'll make this one four trenches. Well, and these numbers, I just need to make sure my X and my Z are the same so it's a nice even roundness or do I round, and then I've just used these numbers just by eyeballing things. There's nothing special about these numbers. I've just pulled out this shape and just even up the numbers here. We don't need to make a scale model for this. We're just playing around. It's just for fun. You don't need to be too accurate. With that done, I'm going to hit Spacebar to drop it all. Now that's our rocket body, done. Well, at least started. I'm going to hit escape just to drop the selection. Then what I'm going to do now, I just with my mesh selected here on the left and got to rename it and call it Rocketship Body type. Next thing I'm going to do, I'm going to go to center selected on the left and choose all. That's just going to put this completely in the middle. You can see we've got our X on the red, which as you can see down here. You've got your Z in the blue and Y it goes through the center of the top and the middle. The next thing we want to do is just going to clean things up a little bit with the geometry. At the moment, we're in something called Faces Mode. If you hit Tab on your keyboard, that's going to change you into Sub-div mode and you can see everything's been smoothed out. If you look down on the right here, you can see again, we've got polygon sub-div. Hit Tabs. You can see changes for polygons device. What we're going to do is we're going to clean the mess up a little bit. Up here we've got lots of triangles all meeting in this very large central point and what we want to do it three days, we tried to keep everything with four vertices or four edges. What I mean by that is we've got 1, 2, 3 edges there so as we're not very happy with that. But you can see on these other ones we've got 1, 2, 3, 4. We tried to keep everything in fours because that makes our mesh cleaner and we don't get any horrible pinching like we saw before. When I say that, I mean, if we hit Tab again, you can see we've got these nasty pinching. We want to fix that. Tabs come out of that. Hit "2" in your keyboard if you're not already in edges mode and then click hold down, "Shift" and keep shit held down, and just go around selecting every other edge. Now hit "Delete" in your keyboard. If you hit "Tab" again, you can see now we've got nice smooth surface, so that is fixed up there. We are going to do the same down at the bottom layer. The edge is selected. Just click, hold down, Shift key down, and select every other edge. Delete. Now, Tab again, you can see we've got a nice smooth surface all the way around. The next thing we're going to do is going to create a rocket that's the shape of the rocket. Let's do that. I'm going to hit "3" on my keyboard, which will select as in polygons up here. You can click this button here, and then we'll hit "3". Then got to select all of these down here. Then I'm going to hold down Shift and on your keyboard, hit the up arrow key, and it will select the next row polygons above it. If you do that again, up, down, you can see we can just go through and select "More Polygons". We want the bottom two lines, that's good. With that, let's make one more. I will make it 1, 2, 3 rows, the bottom three rows of polygons. With that, I'm going to go and hit my scalable tool here. You can hit "R" on keyboard or click this button here and you see these handles up here. Make sure you've got negative scowl unchecked. We have the green handle and pull it down and it will stop that. You might be able to go any further than that. That's because we've got negative scale unchecked. If that was checked, we would be able to go further. If I just show you that, I've been unstable, undo a non-state can hit negative scowl. Now if I pull down, you can see I can go past zero. But as we want a flat surface, I'm going to uncheck that and now we can go any further than that. That's good. That's what we want. Spacebar to drop the tool. Next thing I'm going to do is I'm going to extrude in and up in our model to make the interior of the thrust. What I'll do is, in basic Tab you can see we've got bevel here. You see the shortcut hit "B." You can click there and then click anywhere in the screen. Let's do that again. It didn't work. Bevel click anywhere in the screen. You can see these new handles appear. If we grab this red handle and pull it in, you can see we now pulling in the new loop of geometry, if you like, over goes something like that. Hit the Spacebar to drop the tool and then we'll do the same thing again. We're going to hit "B" for bevel, click in the screen, and then we are going to to take the blue handle and which is going to push up and inwards. That's good. Spacebar to drop that tool, Escape to drop that selection. Now when you hit Tab to go back into smoothing sub-div mode, you can see we've got this nice shape here. What we need to do now is we want to tighten up these edges and what do I mean by that? We are going to make them nice and sharp edges rather than this soft edge. What we do is hit "Tab" to go back to faces mode. To do that, what we need to do is we need to add more geometry, more edge loops around either side of this edge here. What we can do, go to edge. Make sure we're on edges mode are a go to edges, add loop and now just click on the edge. You can see when I hover over an edge, it highlights, I would just hit and then keep it clicked and then just pull down until you call it close to that. Something like that will be good. Hit Spacebar to drop the tool and we'll do the same thing again, add loop, this time we'll come to the other side, click Drag in, hit Spacebar from the top. Now we've got something that looks like that. If you hit "Tab" now, you can see we've got a nice sharp edge. We need to do the same thing for this line here and inside as well. I'm going to tab again to come back to faces mode. Let's go add loop, click, drag and what you can do rather than dropping the tool and clicking again, as we're still in the tool here, if you hold down Shift and then click on another add and drag it'll activate the tool again and we can do the same just a little bit of time. We've got that and we're going to do the same up here now. I'm holding down shift and click and drag. I can now add another loop up here. That's good and I'm going to hit Spacebar to drop the tool. If you hit Tab now, see now we've got some nice sharp edges and that looks like a bit of a rocket booster or our flames are going to come out. I'm happy with that. The next thing I'm going to do is I'm going to create a section in the ship which makes it look like broccoli thrust, that is a separate piece from the body of the ship and that's nice and easy to do as well. We're going to double-click this. Actually what we'll do is go back into faces mode by hitting tab select this line. Then what we'll do is basic. Again, you can see that you can either be on the keyboard or click here. I'm going to be the shortcut for bevel, B for bevel. Make sure you an edge shape is in square. Then just click in the model and then drag. You got something like that Spacebar to drop the tool. Actually what we want to do is I'm going to select this middle line, middle age ravages, double-click it and hit delete some I'm left with something like that. They're going to go to polygon mode. You can click "Polygons" or throw new keyboard. Click this polygon, Click one next to it, holding Shift. So selected both and then hit L in your keyboard ad that loop selects that will select a loop. Now we're going to bevel again. I'm going to hit "B" on my keyboard B, for bevel. Click "In Our View" and you'll see we've got the edges. This time I'm just going to take my blue handle and just pull up. There's something about that. Do Spacebar to drop the tool, Escape, to drop the selection. Then you can see we've got something like that. Now again, we need to sharpen up these edges. If I hit "Tab" now, you can see it's so soft. Let's hit "Tab" again, back to face mode and we want to sharpen up the edge. We want to add these loops again. There's lots of ways to add these loops and I'm going to show you another way now. Then you just decide to achieve feel comfortable using, I do probably tend to use a combination of things we may stay to stick with the same thing. With edges going to double select this, Shift, double-click and select that. Then I'm going to bevel these edges again so I'm going to go beef and this time I want to make sure it's square again, and then I'm just going to click and drag. You can see now that striked out geometry in any of the side. Spacebar to drop the tool, Escape to drop the selection. We're going to do the same as I am going to grab these ones double-click, hold down Shift, double-click "B" on my keyboard, bevel, click and drag. Then we've got some more geometry. Click "Spacebar to drop the tool, Escape to drop the selection, hit "Tab" and now we've got nice sharp edges. Now that looks like a rocket thrust at the bottom of our rocket ship. In the next session, we're going to create our rocket boosters so let's see you then. 4. Adding the thrusters: Welcome back. In the last lesson, we blocked out the body for our rocket ship. In this lesson, we're going to start creating our rocket boosters. Before I do anything, I'm going to save the scene, so if we have a crash or something happens, we're not going to lose everything we've just done. That's file, save. I'm going to go in rocket ship and I'm going to stick it in models, and I'm just going to call it rocket ship. That's nice, that's all saved. Let's start building our rocket boosters. What we're going to do is we're going to change things a bit. We're going to take this, we're going to copy it because it almost is a rocket thruster itself. We're going to take it and just copy it and duplicate it. What I'm going to do is create a new mesh item. Up here in your items, drop a box on the drop-down, select new mesh, or you can hit enter on your keyboard and that will give you a new mesh. You can see it's created this new mesh which is empty at the moment. You can say it's empty because it's grayed out, it's got a light gray, whereas anything else you can see is dark gray. This is an empty layer at the moment, you can think of this as a layer. If I click on rocket ship body, and then we're going to go edit, copy. I'm going to click back on my new mesh and I'm going to go to edit, paste. You can see now, this is now the text is now black, which means now there's something in there. If I hit W on my keyboard or the move tool up here, and just pull that over. See now we've got a copy of our rocket ship. All I'm going to do is to scale this down. You can hit scale button here, or you can hit R on your keyboard. I'm going to grab this right in the center, this blue center circle, and I'm just going to pull inwards and that will scale it down. Let me just do something that looks good. I'm going to go to my quad view, and then if I just hit shift A, what that will do is bring our selection into view. Now I'm just going to position it where I want it, so I'm going to hit W on my keyboard, which is for the move tool. Or you can hit the button up here, and I'll just grab this handle and just move it somewhere were I think it looks about right. Something's not that looks good, I think. I think that will do. Maybe I'll bring it over here, something like that. I think that looks good, so I'm going to space bar to drop the tool. Now let's go back into perspective view. The next thing we need to do is we're going to connect our rocket booster to our rocket ship body. First thing I'll do is I'll just rename this from mesh to rocket booster. It's a good idea to get into the habit of naming things properly otherwise, you will have an item tree full of meshes and it would just be mesh and you may not want anything else, so get into the habit of naming things. I'm going to hit Tab on the keyboard, go back into faces mode. Then what I'm going to do, I'm going to select a few faces on our rocket ship and pull them out. Let's go- hit three on your keyboard for polygon mode, or you can click polygons button up here. From now on I'm going to start using the keyboard shortcuts, so three for polygons. I'll select one, two, three, four, I'll select, yes I think that will be right. Maybe I'll select these ones instead, I'm going to hold down control and deselect those effect. Now I've got to select those again, so now we've got eight polygons faces selected. What we're going to do is go to bevel in and extrude out. Again, we're going to hit B for bevel on the keyboard, click on our screen. We're going to use this red handle to pull our selection inwards, something like that. Then again, as with the other tool, that Loop tool, rather than drop the tool, if we hold down shift and click again, that will reactivate this all. You can see all of a sudden we've got another dark line around here. If we just pull, now you can see that it's reactivated the tool. Now all we want to do is just clean this up a little bit. I'm going to hit R for the scale tool, because I want to flatten this edge, so hit R on your keyboard. You can see that at the moment, if we would just go and use this and pull this to flattening it, we'd get this funny angle, so let's close it. What we're going to do is going to change your action center. We want to be following this line down here, so if you go to action center, and action center local, you can see that now this is going in the right direction we want it. We can now grab this handle and just pull it flat. That's good. The next thing I want to do, I want to scale it in a little bit. I'm just going to grab the grain handle and just pull that in a little bit straighter. That's good, so spacebar to deselect everything. Drop the tool, and then we'll just go back to action center. The next thing I want to do, I want to again, grab this top and pull it out and stick it to my rocket ship. What we're going to do now is one of my favorite things in Modo. Let's go back into polygons. Three on your keyboard, that's still selected because it was the last thing we had selected, so that's what's automatically selected again. W for the move tool, I'm just going to pull it up slightly because I want it angled up. Now under snapping here, if you hold down the control key, you can see that changes the constraint. What we're going to do, we're going to use a little bit of background constraints, so I've to click that with the control key held down. Select background. Make sure you've got geometry constraints as vector, if it's not already selected as vector. We've got background, and now, I'm going to have to do that again because I've messed up. W, constrain background here. Again, we'll need to you can see that right now. Wait, our action center is off again, we're going to go action center local now. We'll do that again. With extra center local, hold down Control, Constrain, Background make sure that is selected. Now if we just grab the blue handle and pull it, you can see it sticks to the surface of our model. Snap it on there, that's great. Now what we can do, because now you have got to see this geometry because it's stuck to this Rocket Ship. We can just delete it, which we'll say, have you just hit delete in your keyboard, give me those polygons. Now I actually like the edges are all stuck to the Rocket booster in Rocket Ship. Hit "Tab" on your keyboard for Sunday mode and you can see that now we need to sharpen up some edges. I'm going to hit "Tab" again. What we will do is, we are going to do a little bit different this time we're going to use something called H whiting. Where previously down here we use in Subdiv mode, like that. We can choose something, there's another mode we've got phases Subdiv, one more called Catmull-Clark. What that will allow us if we use Catmull-Clark, it will allow us use H whiting, which is another way to sharpen up edges. But this way you don't have to add more geometry. I'll show you what that means. The first thing we do is in edged mode, double-click and select this loop of edges. If you hold down "Shift" on your keyboard and hit "Tab" Although it looks like we are in Subdiv, if you look down here again, you can see now we are in Catmull-Clark mode. From here what we'll do is we'll go to Vertex Map, Edge Weight Tool and you can see we've some options down here, if you just click on the screen now. You can see straight away that I sharpened up the edge without adding any more geometry we've sharpened. But a nice question around there. By adjusting this Slider here, you can adjust the tightness and the sharpness of it, but usually you find about 20-30 works well. Let's just stick to 30 just for fun, so 20-30 and in my case, if you hit "Spacebar" to drop the toll, Escape to drop the selection. Now say, we've got a nice Rocket booster connected to our ship with not too much work done now we've cheated there, completely disappoint copying this and just changing things up slightly a bit. The next thing we will do is we just going to add some blobs to our rocket booster for decoration. What we'll do is we'll go up here, we've Mesh. I'm going to show you a new trick. If we go back to our Rocket Booster, we hit "Tabs" come out Subdiv mode again, cyber faces. I think I'm just going to select, hit 3 on my keyboard. Just select my data, it's just select, this phase here. Now, I want to do is go to Work plane and Align Work Plane to Selection. What that's going to do is you see this work plane grid, which changes as you move around the white grid that snaps, to wherever you're working, that's going to align that to this polygon here. So work plane align, work plane to selection. You can see now that's aligned our work plane to this protocol face. What this means is now, if we go back to our Mesh, we go and grab a Sphere again and we're going to draw it on the top of this polygon. You can see what happens now, because the work plane is aligned to this mesh, we've drawn it directly on the top of that mesh, that polygon face rather than just anywhere floating in space. If I pull that out a little bit, I can see now already, because we've used our work plane, we've already got back, that piece of Geometry where we want it. Now if I go back to Work Plane and reset Work Plane, we are good. Actually, this is a little bit squished. So I by three for polygons, double-click it and I'm going to just use the Scale Tool and squished things around a little bit. If I go and you can see that my Scale Tool, so a little bit off side. We go back to Action Center, Local, now we can use that just to make things look a bit more rounded. Okay, that'll do, Spacebar, deselect it and the thing will go into delete, going to hide my Rocket Booster. If I just grab this, Arrow on the keyboard, Delete, and then I can double-click and select that and delete that, cause that's going to be hidden anyway, so bring back on the Booster. That's fine and I'm just going to move this back into my Rocket Ship a bit. Let's go back icon. Actually what I'll do, I'll show you one more thing. We turn off the Booster again. You can't see at the moment we have got to awkward view and zoom in. You can see all the vertices just floating in space. That's a better way. You've seen it better now and that's just where the Geometry was that we've deleted it. I want to just clean up and get rid of that site we have got there. We need to do a Mesh Cleanup. I've got a Mesh Edit and then Mesh Cleanup. Just leave that as default, hit "OK" and you can see now that it's got rid of all of that. I would bring back up Booster, go back into Perspective mode and hit "W" on the keyboard. I'm going to go Action Center Local and just pull this in a little bit, something like that I do. If I hit "Tab" now you can see I've got my smooth, rounded boat. We'll leave it something like that. The next thing we want to do is we want to duplicate this around our Booster. If we go to Duplicate, Radial Away, we'll start with that. That looks okay and I'm just going to click somewhere, over around in the middle and pull. Say [inaudible] and then just play around with these handles. You can see that now we've got eight blobs and this handle thing. I'm just going to mess around with this and it will get in place a little bit. Might take a bit of fiddling just to make sure that they are all looking about right and that looks okay to me. I'm just going to go around after that and just tweak each one individually. "Spacebar," it's Dropping Tool is going to go three for Polygon mode, I'm going to firstly delete this one, I double-click that "Delete" and then I am just going to pull a few of these into the Rocket Boosters. There are more accurate ways of doing this, but for now, we're just going to do this easy method, work into bogged down with the into complicated. That would do things in a more precise space, close close it all, and now the next thing I'm going to just take all days. It looks like we've got one extra one in there, so double-click that and "Delete" that one. That looks all right. We got to take these and put them in our Rocket Booster Mesh. Because we've got no Geometry selected in here, that means everything is selected. If I just go Edit, Cut and then click on the Rocket Booster, Edit, Paste. You can see that now I've copied that into our Rocket Booster Layer and we've got nothing now in this old Mesh. We can just get rid of that, If you hover over it, you got this little waves, just get rid of it. Now, you can see we've got smooth surfaces here. This is all smoothed and this is in vice mode still. So you can see down here it says polygon mixed. What I want to do is if I click on our Rocket Booster itself and hold "Shift" and "Tab" and put that into Catmull-Clark again and "Space-bar" to drop the Tool and exist still says mixed here. That's because this is in Subdiv, and this is in Catmull-Clark mode. Don't worry too much about that as long as you've got something that looks like that then we're good. The next thing to do is we're going to duplicate this Rocket Booster another two times around our Spaceship. What we'll do is without Rocket Booster selected, we're going to come up to Action Center is again, and be at Action Center Origin. What they'll do is they'll put our Action Center at zero, zero again, right in the middle of our x, y, and z axis here. When we comes to that duplicate is going to be duplicated right around the middle of our Rocket Ship, which is what we want. Now we have got Radial all ready and this time we're going to click on this little Arrow here and hold, and we're going to do an instance. What that does, instead of giving us a copy of each Rocket Booster as an individual mesh is going to give us an instance is called, which is a copy and that means if we make any changes to our original Rocket Booster incidence, the other two copies will update automatically with the same changes. It's a nice way to work, it means we don't have to work on three different things. We can do it once and it updates across everything. We've already got three so that's good. We've got our Actions Center Origin there, now if we hit Apply, you see that is duplicated around our Rocket Ship. This is beginning to look like a Rocket Ship now, so I'm happy with that. Let's hit "Spacebar" to drop the Tool. Now in the next lesson, we're going to start adding a few more details to our Rocket Ship body. I will see you then. 5. Adding details and final touches to our rocket: In this section we're going to start adding in some more details to our rocket ship. We're going to start with making an antenna or a right gun if you like an alien death ray. If you come out to your items list, right, click on the drop-down, mesh and then we come back to basic. We're going to start with a sphere again. All the day fulls 12 size, 12 segments is fine. Let's go to perspective in code view and we're going to come to our top view and I'm just going to click and drag out something roughly about that big maybe. If I come into my front view and just grab the middle handle and just pull that sphere out. Perhaps move up a little bit. Let's make it say 50 actually that's a little bit bigger I think, let's make it 40 mm all the way round 40. Let's start with that. Spacebar to drop the tool, and now I want to make sure that that is right in the middle of our space ship, in the x and the y. With those centers selected set x, and that's just moving that. It just moved it slightly towards right in the center of our workspace on the x and the z axis. The next thing, we're going to extrude some geometry right down here into our rocket ship. Let's come into perspective, let's zoom in, and I'm going to select these bottom polygons and then hold shift apparently. To scale the tool, we can use the button here, then we're just going to flatten it, going to go level, click in the workspace. Now we just drag, what happened there? Just start that again. Okay. I've got that, B for bevel, click in the workspace and just pull it down that's it, and you can see we've got some geometry down here. We can just get rid of that. I'm just going to hit delete because you won't see it anyway. Okay. That's all right, maybe a little bit thick, its the same, hit off a scale because I'm going to thin it and make it a little bit thinner. Scale it a little bit, so let's grab the handle in the center, right in the center that keeps everything in the same perspective, in the same scale. Rather than if you grab the side handles and start dragging things, you can say we squash the shape so we don't want that. In the very center handle, click and drag. I think that looks about, that's a bit better. Okay. Got to Spacebar and then hit 2 in your keyboard for edges. I'm going to grab these edges down the bottom, and then W for Move tool and just pull that back down again. That will do spacebar to drop that tool and escape to drop the selection. Okay, so the next thing I'm going to add another edge loop and start making that part of it that attaches to a rocket ship. So add loop, click and drag, spacebar, drop the toll, going to pull in a little bit and then polygons. Select those L for loops selection, B for bevel, clicking your workspace and We just pull that out, something like that. That will do. Then W to drop the tool, can hit 2 on my keyboard for edge mode or we can hit the button up here. Going to select these top edges, hit W on my keyboard for the Move tool and just pull those down. So I've got a bit of a type of shape now, and then W-H-D to select that and to drop the tool. Let's just tell of our rocket body. Because I know we've got some geometry, extra geometry. Yeah. Okay, let's hit three for polygon mode. Select all of those, and we're just going to delete those because, you can't save them anyway, they will be in the rocket ship, so delete. Because we keep deleting geometry which doubled those living in floating vertices. If hanging around somewhere, so if I show you a main X-C, we've got some geometry and some extra vertices there from where we've deleted that geometry. Again, let's just mesh it in mesh cleanup, and OK, and that's got rid of those, so now everything's nice and clean and we haven't got any bits of floating geometry around that we don't need. Let's turn our rocket ship back on back into perspective, and what we'll do now is we sharpen up these edges. If we hit "Tab", you can see we've got this strange shape going on. You might like that, but I want some sharp edges. I'm going to hit "Tab" edges and to that's already selected that skirts I will hold down shift and double-click this edge, and the same up here with shift held down, double-click hit B on my keyboard for bevel and just click and drag it out, something like that. You can see now, I hit "Spacebar" to drop the tool. We've got some extra edges, and when you hit space again, now we've got a nice crisp edges. So that's good. Let's come back into poly phase mode, and I'm going to start adding some extra edge loops. If we go to edge, add loop and we just click and drag a loop. Somewhere around there. Hold down shift and click and drag another one here. Spacebar scrub the tool, I think that will do. Maybe they need to be a bit lower, so hit 2 sovereign edge mode, double-click that, double-click that one. I'll show you a new tool. Slide that will allow us to slide these edges up and down our geometry. So click that and just click and drag. I think you can see that now allows to move around, but actually that's pulling in and out and we don't really want to do that. So let's long set that and we just hit W on our keyboard for the Move tool, and this is mobile. We want to do, so something like that space bar to deselect it, drop the tools sorry, S is to deselect. That slide tool is good when you're trying to move geometry on curved surfaces, because what it would do is if I show you a Main that is going to a rocket ship shaped body. If I grab this and I just shoot W, you can see if I just use the scout tool we get in these horrible bulges there if I move that bevel. So that does that opens command, I'm sorry. If we use a slight tool now instead of just using the Move tool is going to move up and down on geometry. The same way, but if we use this preserve curvature, you can now say that is preserving the curvature of our shape rather than just going straight up or straight down as if you with using just that move tool. Let's get rid of that, sorry, you drop the tool, escape to drop the selection and go back to where we were before. Antenna. While I'm here on that mesh, I'm just going to rename this antenna. Let's carry on. I'm going to go edge mode. I'm going to do edge. Select this edge, b for bevel, click and drag. I think what I want to do is I've got edge shape round selected at the moment. You may be on square, but you want to be on round, and then on a round level, we're going to drop that down to zero, and you can see that now where there was that extra edge there, is now gone. If I just add a few more just to show you what that does, you just add to more geometry. But we're going to let zero at the moment so that's what we want. We just want an extra loop around each one. Space bar to drop the tool, hit 3 to go to polygon mode, select that and that, L on your keyboard, hold down Shift, select this, L on your keyboard, apologies, release Shift, hit L on your keyboard, that's what we want to, we want both for those selected. B for bevel, bring in the screen and we are just going to pull out the blue handles and have something like that. That'll do. Drop the tool with the space bar and then I'm going to grab this top lot so just select those alpha loop, and now off to scale then I'm just going to grab this green handle here, you can see that it's lying flat on the surface here. If I just grab that one, that's just going to pull it inwards, and you can see. If you grab these other handles, they are going to do some other things, which is not what we want. We just want this green one which is flat on the surface, so I'm just going to pull it in something like that. Space bar to drop the tool, escape to drop the selection and we're going to go and tighten up some edges again. I think first what we'll do is we'll select these edges, this edge and this edge and we hit off the scale and I'm just going to type these down a little bit. First thing it need a bit more. Hit escape to drop that and if we select these in the edges. Let's open the bottom of the spout, and I'm going to pull these out now. We've got more kind of a shape like that. I'm going to do the same so lets drop this there. With edges selected, we're going to grab this edge off the scale, pull that up. Something like that. Space bar to drop it. Select this edge, off the scale and pull that down so we've got something like that. Now we need to sharpen some edges again, so let's save okay. Drop the tool, escape, to drop the selection and I think, select here, Shift select, shift select, B for bevel. Some edges out. This time we'll use square, its shaped square, so that pole pulls out either side of that edge, and now if we hit Space Bar to drop the tool, Escape to drop the selection, hit Tab, you've got something like that. I think we might even sharpen up these average is, it's a bit too rounded so have again, select all of those double-click Shift and select and hold. Shift and double-click, o h no let's not do that. Let's start again. So select all of these shift select. I think I'm going to scale loosen it a little bit more like that. Now b for bevel and something like that. This time I'm going to change my edge shape, so you can see at the moment is all very square but if we go edge shape it round, now we get bit more curvy chats, so I'll just have one loop to that, so make it a nice smooth shape around the space paths dropped the tool and would do the same up here. Escape and do that again so you select this edge, Shift and select this edge b for bevel with that edge shape of round and one, we just pull that in now we get a nice rounded edge, Space Bar, to drop the tool, Tab and now it gives us something like that, that's good. There's our antenna. The next thing we're going to do, I'm going to add a window on our spaceship. Let's add our window here. Mesh, we can use this or I'll show you the keyboard is N on the keyboard for the shortcut and there's a new mesh will call this window. Now I think we will go into our code view. Let's say I'm going to try the window here, so I think what we'll do with our new selected basic, we're going to grab a cylinder. And then something about, here, we're just going to pull out seen into shape. About something like that it's good. That's making a 120 by 120, and I've just put it out in the top view, put it out to here. I meant to do that and now grab the blue handle and just put it out. You can see at the moment we've got a ton of geometry and we don't need that so on your segment, drop that down to zero like that. I'm okay with 12 and then I just pull them into the middle so may be so its on that line. Something like that, that's good enough. Space bar to drop the tool, and now what we want to do is come back into perspective. Make sure your polygon mode will hit say this polygon face shift and select this one, b for bevel. Now on the red handle, just pull that in that's our window frame. Then if you hit b for bevel again, so hit Shift. Sorry, so Shift and click. Now it can pull in at the same time using the blue handle we pull in. Now we've got our glass as well, that will be our glass or something like that. Then we'll hold shift and click again, and we're going to use the red handle and pull in another face, something like that. Now if we hit W on the keyboard for move effect. Space bar to drop the tool, escape to drop the selection. What we want to do I think is get rid of this at the back. I'm going to click that one hold my Shift and up arrow and just delete. I won't do that its commands said that and leave it as it is. I think what we will do is we will hold shift, select this polygon, Shift select that polygon and we will go to polygon, spiky a new tool, Click in there. You can see now if we hit space bar drop the tool. Escape to drop the selection it has given us all of this again and we're going to get rid of those, some edges can wipe out. Make sure two for Edges mode, select that and select every other edge and delete, and do the same on the back. Every other edge and delete. I think now what I'm going to do grab this and just on the from and then hit W for move. I'm just going to pull it outside like this, so we've got some curvature going on there. Hit W to drop the selection and I'll do that. Now if we attach because it's all soft and we want to sharpen up some edges can so. Let's get back poly phase two for edges and select. I have to show you a quick way to do this now, because we are getting a bit more advanced, so let's select this back polygon. Select that edge, this edge, and this edge. I'm going to show you a new tool one of my favorite tools. Let's see, where are we from being deformed? Mesh Edit. We want loops lies here. If we use this, loops lies in mesh end it See it selected all our selection and put a new loop slice, and you can see down here you want to be in symmetry, which means when you click and drag is going to be the same across everything, you can come up and down with the number of geometry, but we want two for now. I'm just going to pull that back answer now. In one shot, we've put extra edge loops around all of those edges so L. We've got nice sharp edges all in one here, and you probably find to you use that quite a lot. So next thing we're going to do if we don't hit W. The move tool, and just move this back. Now I'm just going to pull it around a little bit. So it sits on with in our rocket ships and maybe bring it down a little bit. If I hit a on the cable, that's for my rotate tool and I just grabbed this handle here and just rotate things a little bit. It's all roughly the angle and then I'm going to hit W. And we're going to come back, let's see. It's going to pull this back. In fact, what we want to do, you can say that because now our action center isn't in the same angle. Was that we've got action center local, so now it is a central value. If I just push back on that? Now, you could just push that in there, something like that. Space bar drop the tool, let's go back Action Center now and there is our window. think that is our rocket ship model. So in the next lesson, we're going to start adding materials. I'll see you then. [MUSIC] 6. Adding materials to our rocket: Got to take our finished Modo Rocket and start adding materials. Now a Modo, you can create all of your materials from scratch, or you can use Modos presets for some of your materials. Materials is a big topic, and as this is a beginner's series, we're going to stick with Modo presets for now, so if we come up here, to presets or F6 in your keyboard, you can see we've got a lot of material was Modo gives it out the box. If some of your menus are collapsed, it's under assets, materials and you can see this is a nice big list of materials that Modo gives us. What we're going to do is we're going to use a chrome material and suddenly like a car pain, and that should be about enough really, so we'll start with our chrome material. The process is to create a selection of polygons that we want to assign the material to. Let's close this for now, and we start with our rocket boosters I think. It was actually select a rocket booster, and I think one thing, I'm going to do, I'm going to group all of our rocket boosters so, if you hold down control and select, you can select various things if they're shuffled apart, if you hit Shift with go, click that Shift, Shift, Shift. But if all I select this one here and hold shift selects everything in-between, so let's not do that. But if I Shift hold, if I click, hold Shift and click and then hold Control, release Shift in hold Control, and then click above up here. It doesn't select all of the items in between tells us what we want, and I'm going to go control J for group and we just call that rocket boosters, that group. We'll select our main rocket booster and by adding working on our rocket booster here, you can see this is our actual mesh. Whereas the pink ones, there are instances of our mesh, which means whatever we do to this main mesh, this two instances will update with the same changes, so we only need to work on rocket booster and you can see the pink ones, the wire frame around it actually pink and we can actually do any work to this. Once we start working on our mesh here, these without playing that same changes. Let's move in a little bit. I'm going to stop here on this first self-select this select Alpha loop, and then if you hit M on your keyboard, says M for material, you get this polish at material, and we're going to call this chrome. If it Okay and then we want to do the same. We want to make this chrome here, so I'm going to select this here, hold shift, use my up arrow key, holding down Shift and using the arrow keys, keep going through all of those and that's about one and then I'm going to hit M again on the keyboard. Because we had already created a chrome material that has popped up here, so we want that one, so we're just going to hit Okay, and now hit Escaped to drop the selection, and we want these boxes as well. What I can do, if I double-click that selects all of our rocket booster mesh, but you can see the boats because we copied and pasted that from another layer, that hasn't been included in the selection. By double-clicking our rocket booster that selected everything. If we now hit the Left bracket key, we got to invert the selection, so hit Left bracket key or you can come to select invert. Now, sorry with that selected, we go select invert, and you can say that's inverted the selection. Now our boxes are selected and just show you again if I hit the Left bracket K, it will switch back to the other selection, Left bracket key again, it was like that, so now here M keyboard and we want chrome as well. I just hit Okay. Escapes, drop the selection and now there's chrome done on our rocket boosters. We go to calls far antenna and we're going to make this chrome and because we've got no polygon selected or no geometry selected, that means everything is already selected, with antenna selected here, hit M and just hit Okay and assign that to chrome. Now in our rocky shape with an inch go, rocky shape body, I'm going to make this booster chrome as well select, selects all of that, shift up arrow, up arrow, keep doing that until you've selected. The way you want the chrome base and material. That's Okay, then Escape and I'm just going to quickly go file save just so everything is saved, is goods keeps saving in case, and now that's that done. The next thing we want chrome is the windowsill. Let's select our window and say a case if we go here. Select that, loop select and hold down shift use up arrow keys and that's about as much as we need for that, so you can see it's got a little loop in here. We've missed a move M. Now that's chrome. Now what we're going to do because I've already got this, select it. We need a glass material for this window here as well, so as we go that selected everything, we want to invert that selection again. We select the class. I'm going to hit Left bracket key, and that's inverted that selection there. If I now hit M for material will create a new material and we just talked about with the top of that, we just call it glass and hit Okay. Escape stopped the selection. In fact, one guy to do vented delay a little bit of prompty here cause this we don't need it cause rocky shape. We get rid of that. I'm just going to grab this here, in fact I'll get hold of that. Go up, up, up, up, up, up, delete, and that's fine. Now, we don't need all of that. Let's bring up over here, the reason I want to do that is the more geometry you've got, the longer it takes the things to render. Wherever you can save, render time, you certainly want to do that. If you've got geometry tapped into places where you won't see or it won't be rendered, you can just delete it, and that will help speed things up a little bit. That's our window glass done our chrome on the window, our antenna, our boosters. Now that's all the chrome we want, so let's actually go an add that chrome material. What we can do is if we go to Presets F6 in your keyboard, I'm just going to get that up, I'm going to jump to render, my render tab here. If I just pull out a little bit, I'm just going to give a quick press on the render screen here, so I just clicked this play button and you get an idea of what things are looking like. That's what we've got there. Now you can see on your right here you got your shader tray, and here's the materials that we created, we created a chrome and a class, so let's start with the chrome. If I just expand this one by clicking that you can see this chrome, you can think of that as the container and the material is the actual properties of the material. If we come up to Materials again in our presets, and let's look for Chrome. We've got metal, there's Chrome, and these are all super, super shiny. I think we might go for this, so let's see, SunBlasted Chrome. If I click that, if I just pull this slide up a bit, we'll get closer up of it, and actually, you could see the different materials. So they are all super shiny, that's quite nice, Burnish Chrome. But I think I'm going to go for SunBlasted Chrome, so that's a bit bumpy. If I just click and hold and drag that pull it over to my chrome and drop here, on the top of that. You can see straight away, everywhere we select the chrome is updated. If I just move that around a bit, you can see as I move around in the view port, the render updates, so that's quite nice. As you can see out, we've got chrome boosters, we've got chrome boats, windows sail is here. Let's put the glass in as well, so let's find glass. We've got glass here and let's see what we got. It's going to be a spaceships so we only want the very thick heavy glass. I think maybe something like this glass Fine heaviest simply. Same thing, click and hold and drag it on the top of your glass material and just drop that. You can see what's happened there. Is this dropped that glass material in this. Let's expand that and you can see, it doesn't imply anything shiny, but actually is because it's clear and it's see-through, so what we do is we just slightly change. We're going to change a little bit. So if you click on the Glass Material, Material, in this glass thing here, come up to material reference here. All your properties for your glass. If you go Material Transparency, I'm going to change the color here. For glass , let's make that red just to see. So you can see it's updating now, but I'm going to change, make it very dark blue. Let's come right down, let's make it almost black and you'll see why later on, something like that will do. Okay, so that'll do for now, that's all glass. The next thing we're going to do is we're going to add our car paint material. So let's go back to the Model and we need to select that. Lets go to, we start again with our rocket boosters. It's less click Rocket Booster. So now we've got some material selected. Let's get rid of that. We can now use this here this Materials Type and what this does is it allow us to make selections of geometry on our model based on materials that are already assigned to. So lets click that so if I go to rocket booster. When I hover over it, anything chrome has now been selected. So what I'm going to do is with that selected, you can see everything here at the moment is the chrome selections. So I'm going to invert that now. So that's going to get everything that's not chrome. So that's the left bracket key again. Lets try again materials Its what actually we need to do is make that polygon selection. So we've got that selected already. So if you hold down Control, keep your eyes on these up here. If you hold down control on your keyboard, you can see, this changes so we got boundary. That's what this is a minus of boundary. If you hold down open the keyboard, you can see Convert. At least now you can convert selections. So at the moment, we've got a boundary selected, but we want polygon so if I hit this one here "Convert" you can see we should convert all to polygons. There you go that's done that. Now, if we hit the left bracket key, we can invert that. So there you go. So that's everything of that booster that isn't chrome has now been selected. So now we're going to make a rocket paint. So if we hit M for material and we type in Rocket paint. Now we need to do the same to the spaceship body itself. So that is how the rocket ship body. I think we use the same method, we grab material and let's click on Chrome here, if we hold ALT this again, will convert, and then we'll click that. Now we'll do left bracket key to invert the selection. Now that's selected everything else. So M, Rocket paint is what we want. Okay that's good just a quick save, File Save. Now F6 or click here for your presets again. Now what we can do, going to get out there. Pull it down a bit, and then we'll jump back to the render tab. I'm going to give a little quick render, so we can see what we've got. Now let's find our car paint so under Painted. We've got Car and we've got lots of nice car paints. There's quite a few nice ones, but I like, I'm going to go for Glass Red, I think going to go for this one here. So click on that, drag it and drop it and draw a new rocket paint material we've just created, drop that. Now you can see our rocket ship has turned into car paint and chrome and is looking much nicer. The light in at the moment, is not looking very nice. So the next thing we're going to do is going to set up a backdrop and some light in and we are going to make it much nicer than it currently does at the moment is looking a little bit flat and a little bit not very nice 3-D. So we're going to do that next. 7. Lighting and creating a beautiful final rendering : In this class we're going to create a backdrop and we going to sets up some light in and do a final brand ethnography shape. This is where we got to in the last lesson, we've added all our materials. We've got chrome we've got glass and we've got a car paint up material. The next thing to do is add a big backdrop. Come up to your items at new " New Mesh" or hit "N" on your keyboard for new. We can select a cube and we'll come into code view. I'm now going to scroll out, pull out all that. Let's click and drag out our cube in the screen and we want something pretty big. I'm just going to pull out this great big cube or rectangle rather, this is going to act as our backdrop. I want it quite big, maybe some like that. Okay so "Space-bar" to drop that. Now when we come back into perspective, if I zoom out, you can see our spaceship is now enclosed in this box. This is going to effectively act like a photographer's scoop. So what I want to do is hit "Three" to select polygons, and we're going to grab this top one, this front one, side one. Then we selected [inaudible] stuck inside. It's like the front one. "Shift", select top, "Shift" the side. "Shift", select that side and delete, so we should be just left with the back and the bottom. Now what we want to do is we want to flip those polygons, that's a very easy thing to do. You just have to hit "F" on your keyboard and that inverts it. It's just flipped the normals of the polygon, that's good. Now that space in, that's like a big backdrop. What we'll do is we'll make a nice smooth transition. So go into "Edges" mode to any keyboard or hit that. Select this, go back to our old friend "Bevel". Select "B" for "Bevel" and pull the edges out and make sure you're on edge shape ground. We're going to add some more levels to make this smoother, so the more geometry it's made of base 06 is probably enough [inaudible] to drop the toll. I think I'm trying to just make that a little bit higher. I got to slide this top edge "W" Move tool and just pull it up a bit. I think that'll do, "Space-bar" drop the two, "Escape" selection. So there's our backdrop case, and the next thing, we're going to do is going to start add in some lights. If we go back into our Render tab and hit "Render", you can see modals given this default lighting out the box and it's a bit flat and it's harsh shadows. It's not very pretty. It's not particularly nice. We're going to get rid of all the default lighting and add our own lights. There's two things we need to do. First thing we need to do is in your item tray up here, we can get rid of this directional lights if we hover over it and just click this little black "X". Get rid of it and yes, we want to get rid of it. Yes, to all of that. See now we've still got some illumination here and that's coming from our environment. We shade a tree down, here, in the environment, we expand the environment and see we've got this environment material. If we turn this off, this is what's generating the light at the moment. Let's just turn that off. See is no lighting at all now and this is what we want, we want a blanks to start from scratch. If we jump over to the model and we going to start adding some light now, a nice way to do this, is if you come up to write GL and you're go too fast, you're going to get a preview of your current lighting. Right now we can't say anything because there are no lights. So up here, and you dropped down cadenza lights and we going to use an area light. An area light, they simulate soft boxes that you get in a photo studio or it also sometimes used to simulate some light coming through windows and make sure you go "Item" selected because you can only work with lights in item mode. That's selected if you hit W on your keyboard. Now, I can just move that back and you can see as I pull it out, we can see the same is started. It's starting to get illuminated and we can make this bigger as it gets bigger as far as more light and we'll just move this. What we're going to do, this is going to be bigger than a. I'm going to rotate this towards my rocket ship. So this arrow here is the direction of the light being [inaudible] , so that's pretty much for one. Let's make it a bit bigger and I'm going to pull up. Okay. Usually I tend to find that I'm working in a local action center most the time of life because you can see at the moment this isn't a world access. So let's go to "X" in the center and local and now it looks a little bit more like you would expect. Here again is where rotate things are going to rotate at them a little bit. We're going to make this a warm light. We're going to change the color. So over here on the right, every line in our properties, you can see a light color. Just give that one click and for lighting, lights work in Kelvin. Under column model we've condensed Kelvin. Kelvin is actually the temperatures that light's measured in, which is giving a slightly warm color here, not so much, we don't want to have a burning hot in Fahrenheit, but just something slightly warm. We can see straight away. Lighting's gone slightly yellow. Okay, so that's good. We'll start with that. I'm going to call this "My Light", so we rename it to "My Light". Okay, so next thing we'll do is we're going to duplicate this light and create a fill light to get rid of some of this shadows. But actually what we'll do, I'll quickly show you a if i go back into the Render tab we'll give it a quick run render just to see what we've got. Just angle this camera bit nicely. More front on. I see what we've got lighting wise. Quick render. Already the material looks much nicer. It doesn't look as flat as it did with the Modo set up and also you got a very soft shadow here, which is a bit more natural. That is already much nicer. Let's add our fill lights back in Modo. Okay, let's go up here. To "Light" at another area light "W" on the keyboard to move it, just pull it over there. Make this one a bit bigger as well. Make it maybe a live two one. Move it up a bit. Just play around with the position of this now. Again, if we go A and just angle it so it's facing our rocket shape and maybe this time I think pull it down a little bit. I want to touch the floor once it will stop burning the floor that we burn down on the floor. Okay, that'll do for that. Again, may be I'll angle it down slightly. All we're trying to do here is just lighten up the shadows so fill light, is going to be not as bright as our main light, because we Just lightening things up we don't want it to start casting heavy shadows so under radiance this controls how bright your light is. We're going to take a dense may be one, see how that looks in a minute and we'll change the color to blue as well. You've got blue, cool light and we're going to have one nice warm yellow lights so again a nice balance lighting setup. Maybe something like that. Now we come back to our Render tab and have a look how that's looking now, so I'll just hit "Render", okay so that's better. If we turn off our fill light our main light, sorry, we can see what our fill light looks like on its own and that actually looks quite nice. Quite like that. You can see the reflections of the light in the material as well, which is nice.Okay, so we stay with this for a moment. That's the first part. Just turn back to the main part. The next thing we want to do is we want to lighten up the background. With "Area Lights" selected, let's just change the name of that. Let's jump back into modeling. I'm just going to rename this one, Fill Light and now we're going to add one more area light so back to "Area Light". "W" on your keypad, pull the light up and this is going to be a big bright light. Let's make a big long line, something like that. Okay, I'm going to pull it out more, if I hit "Eight", rotate it. What we're doing here is we're throwing light on the backdrop. We would lighted everything up and this is going to lighten up the background and also it's going to give it a little bit of a rim light on the top of our rocket ship, we'll make this leave the F3 pronouncing how it looks, I'm going to change this to rim light. Now with that done that's maybe a bit too much lets pull up a little bit more like that. With that, let's go and do another render and see how we looking. Say "Escapes" drop selection. Let's give that a render. That's nice, we can see, I think I'm going to move this, you can see, I don't want the reflections here but by moving lights around you can play with how this looks, but this looks nice. With this big light on the top, I'm going to make this rim light even brighter, I think. So lets go. This our properties of our light here so lets try making this rim light five. Okay so that's nice, too bright, oh that's good for the fire. We've got [inaudible]. That should be ten. Okay, so that's not so bad. Maybe a little bit too bright let's try seven, and we'll stop there for a minute. Okay so this is not looking too bad, but you can see already this looks much nicer than with a full render that Modo gave us. So the next thing I'm going to just move my light over a little bit because I don't like this light, reflection here is so, select my main light, hit "W"on my key-pad for move tool and in this window a little bit down here. I've got five selected main light. That will be for a move and if I just pull this over, we can see in our preview here that the reflection is updating so that is much better. Let's move that over there. I changed the shape a little bit would obey their thing. Maybe put a little bit more and hit A.O.S. That will slip, may lie again, and just the angle a little bit over, that looks good and now I want to make this feel like a little bit smaller causes is too long thing. Let's click filled eye and I'm just going to make it a little bit [inaudible] say the updating and maybe I'll pull that down a little bit even. All I'm doing here, I'm painting with light for any fill light on page the reflection or most waves by just by moving my lights around says pull that up again. Let's see how that looks, quite happy with that and I'd like you to be a little bit brighter labor let's make this like five, but that's all right and then when you looking at your renders if you just wrap your mouse over areas of the render. You wants its clean up quicker, it will folks all the rendering on that section. If I go over here, what's right gradient stop rubbing, you can see very quickly it cleans it all up so is a nice way to just focus on the areas that you want to get cleaned up and see how they look. That's looking nice ready, that looks like a much nicer than before what we do here you can see we've got our size is 104 within some funny taken bits and if you just let's hit ''escape'' [inaudible] and then this is just, this is a meson zoom which is how will the controller known just as if simultaneity, your modeling panel that zooms in, inadequacy snaps that we snap that 200. Now that looks how should they hasn't got that funny jagged edge. Good, there's our rocky material, so the next thing we'll do is we got to add a material to our backdrop, and that's this mesh here. I've already got that mesh selected, selects ''hit M'', for material and which is cooling backdrop. Let's change the color of that. Click on ''material on the backdrop, light click ''material'' and then under diffused color, that's where we're going to check colorful backdrop so click that once and let's go back to HSV. Therefore from here, you can make the colors however you like. I think am go with something nicer than orange, maybe not too saturated. Just play around with something and find something that you like. Something like that a bit lighter. I think maybe what we'll do now is we might call fill a bit brighter that's, I'll fill light [inaudible] go one less now good we'll make seven and we'll my apologies is how remote make off-field less right. It's just boasted that embed. This is going to rim light, and let's make that ten gives us as a bit brighter. Let's start with that and I think what we're going to do it, you can see this big white area here that's a reflection on the materials from the lights. What we are going to do, I'm going to go to my material here or background material and under roughness, if we pull that up, it might make it is reflective. We pull in fact, I'll show the opposite, we go right down to say ten. That's going to make it really reflected side by rendering that you now see we got big strong reflection here, a sharp reflection. Let's go into more, let's go to so you can see now that's really reflective we have pull our rocket down, we'd have a big rocket reflection in the floor. Now shaggy that sky. I say W and pull this background up a bit and I say, in the beginning of a reflection of our rocket ship, here we go as a big shiny reflective material now and we don't want that. I want something a bit more math. I'm going to go back to my material, let's see reference. I'm going to check my roughness up to maybe 70 it's going to be more rubbery size, a lot less reflectivity and you can see right away that background has completely disappeared and that's what I want that's fine for that. I think the game a bit burned up for him, which I really don't like. First thing I'm going to do is I'm going to play around with my layer and I'll put in a little bit here pull close to the camera like that, yes looking good, and you can see why I made that glass plaque is just a fake holiness within the rocket side. It looks like rocky, but there's no relies on inside that is less than, that looks nice, quiet place with that, let's maybe turn down this main lay a little bit. Trying to get rid of that burned, why snail it? Not tiny downwards pulling out. Let's see what it gives us. Now what we're going to do is we're going to create a final render and there are a couple of different ways to do this, but I'll show you my five whites do it. One that guarantees quite nice results each time. I have got two options we can really this progressive render running so I forgot the options. We go find render quality we got options and select, make sure you go all threads, usual threads moved out there it will just make things a bit faster. I found the right qualities, that's good. Now if we just sit back and made this for rendering for however long, 50 percent is going to give it a nice clean render. There are lots of settings, but that's a whole other topic. This is just a quick way to get a nice render without worrying too much about going into all the settings, the render settings, but I'll cover those in another series but for now, this is just the beginning so what we're doing is we're just doing a quick way of getting a nice render modal, which most of the time is what you want. You want quick renders which look good and not have to worry about jumping into the technical details of lighting and rendering setups. You can see here I'm just scrapping through just cleaned up scenarios, which is just as much fun to do that and say, this is material looks lovely, this is bumped cross so you can see we got filled up speckles here, which is the bumped crime, which looks really nice. It looks like our space rocket come straight out the factory hasn't been any way yet, is getting ready for the first mission. Right now it's super shiny. We'll just leave this rendering for a little while and come back to it when it's rendered. You can see I've got quite a nice render heat which is taken only four minutes, but not 100 percent finished shape is still silver and still sits rendering, but I'm happy with whether it's at the moment. If I left it would look even better. But for now, for me, I'm happy with this. The next thing I'm going to do is I'm going to save this image. Just come out options again, down to save image and now are just save that probably saves a J peg you can save it the way you like or save it as a J peg and I'll just save. Hope you've enjoyed this video, how you found modal interesting in space and in that you get to work with in the future, please feel free to share any of your questions in the forums, in the discussion areas, and post all the progress and post semi-final renders and look forward to seeing what you produce and how crazy began with building the rocket ships. Thank you very much.