Construction
modo was conceived
initially as a modeler and
its toolset is a veritable playground for constructing geometry.
Polygonal modeling is modo's stock in trade, and more
organic forms are catered for by the Subdivision Surface
(SubD) tools. You won't find any NURBS tools here as
you would in Maya, but that's no drawback: there's
nothing you can make using NURBS that you can't also
make with SubDs. And for many 3D pros they feel SubDs are
far more user-friendly, as anyone who's had to contend
with
splitting
and trimming
NURBS surfaces will attest. SubDs allow for the simple creation
of complex surfaces by manipulating polygon 'cage' objects--
the smooth Subdivision surface is then derived from the
polygon
cage. The beauty of this approach is that only the cage is
manipulated, using easily-understood polygon editing tools.
(see image 03)
modo 202's modeling toolset is extremely
broad -- not all of it will be of interest to the architectural
modeler, admittedly -- but it's still fascinating
to see some of the extremely cool tools on offer (there
are several videos at www.luxology.com). In keeping
with Luxology's task of re-thinking the application from
the ground up, the
problem of drawing effectively in 3D space has had some consideration.
modo uses workplanes, but a little different than your standard
CAD working planes. In the drawing space you have a grid
and a workplane. All object creation takes place on the workplane,
and the orientation of the workplane depends on your view
into the workspace. The workplane will snap to XY, XZ or
ZY planes, depending on which one is most perpendicular to
your 'line of sight'. It's a neat system
that allows you to work from within a single perspective
viewport. There are other things you can do to a workplane:
it can be aligned to any polygon in the scene (like your
old 3-point workplanes) or it can be aligned perpendicular
to the current camera view. This latter gives you the option
to draw directly wherever you're 'looking'.
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03
- Possessing some of the finest Subdivision Surfacing
modeling tools available, modo 202 produces detailed,
clean meshes.
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Another feature that will be of interest to
architectural modelers are modo's snapping facilities.
Since 'The
SketchUp Revolution' it's hard
for some of us to imagine modeling without snapping or inferencing.
Three types of snap are offered: grid, guide and geometry.
Grid is your standard affair, although executed with modo's
characteristic flair. Guides are a three-D version of Photoshop
guides: lines drawn in 3D space along which any tool's
Action Centre will snap. These can be rotated to any orientation,
but don't appear to have the ability to have snap increments
along their length. Geometry snapping allows you to snap
the Action Centre of the current tool to either points, the
centerpoints of edges and the centerpoints of faces. Not
completely comprehensive, but useful to have around.
You probably noticed the term 'Action
Centre' in that last paragraph. This is another key
modo concept. It's basically the 'pivot point' for
any tool. The Transform tool, for example doesn't have
to be centered on an item in order to work. You can click
to set it anywhere, and this will obviously effect the transformation
produced – particularly evident when rotating. Also
linked to this idea is tool falloff. This allows you to proportionally
scale the influence of a tool along a user defined axis.
Setting falloff for the Scale tool, for example will actually
produce a Taper tool.
Next: Painting
and Conclusion
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