User manual LUXOLOGY MODO 202

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Detailed instructions for use are in the User's Guide.

[. . . ] render. 2 modo 202 User Guide modo 202 3 User Guide Learning modo This manual is written as a companion guide to the modo inline training system. The inline training system contains much of what you will find in these pages and has the added advantages of being contextual and augmented with dynamic media such as GIF and Quicktime movies. At Luxology we believe the integrated modo training system is the most effective method for learning the application. We also understand the value of being able to take a printed manual on a bus, train or plane. [. . . ] You can drag the pinned vertices in UV space to adjust the map leveraging a sort of UV IK. To set new control points simply click directly on the vertex and a light blue handle will appear. Using the pinning option is very useful in coordination with the UV overlap highlighting. When you see areas in Red (overlapping UVs) you can simply set a pin in that region and with other critical areas of the mesh pinned, drag the overlap area until the red zones melt away leaving you with a cleaner UV map. The UV Unwrap tool gets our UV map very close to completion. modo 202 209 User Guide Zooming in reveals some UV overlapping around the ears. WIth Interactive mode on, click on the vertices you wish to act as pins. 210 modo 202 User Guide Now drag the pin near the problem area. Problem solved. modo 202 211 User Guide Mesh Edit 2D Drill The Drill tool allows you to perform Boolean operations using 2D polygons. The background layer geometry is used as the Boolean operator on the foreground geometry. Options for drill include: Core: Cuts away everything outside the 2D outline projected onto the polygons. Stencil: Projects the 2D outline onto the polygons without removing either the inside or outside. Slice: Same as Stencil, does not affect the surface material. Loop Slice Loop Slice is a powerful tool that lets you slice additional edge loops into your geometry. Loop Slice is accessed on the Mesh Edit tab of the modo Tools toolbar by clicking the Loop Slice button. To use loop slice do the following: 1) Select the edge loop in your geometry. 3) Click in the viewport and additional loops will appear sliced into the geometry on either side of the original edge loop. A slider is displayed in the viewport for additional control over the loop slice. You can increase the number of loop slices using the Count mini-slider in the Tool Properties view. 212 modo 202 User Guide Loop Slice supports 3 different modes: Free, Uniform and Symmetry. In Free Mode you can interactively adjust the slices using the viewport slider. Slice Selected will restrict the slice only to the selected portion of the mesh, rather than using the selection to determine a loop to cut. Keep Quads will force all new polys to be quadrangular inside the sliced area. Loop Slice also has an offset value that allows you to "push" the currently selected edge(s) while the tool is active. This can be very useful for quickly creating wrinkles or folds while the tool is active. Keyboard Shortcut: ALT+C Edge Slice With the Edge Slice tool you can click from edge to edge creating a slice between the edges as you go. After clicking down on an edge, you can drag along the curve to set a precise cut location. You can also edit previously made edge cuts by clicking directly on the handle point that represents the desired cut point and dragging it to a new location. Often you may wish to use the Edge Slice to create a closed cut where the last point and the first point are joined by an edge so that you have created a new "edge loop". To do this you can create a final cut on the edge that received the first cut. [. . . ] Film Offset The Film Offset is only useful when the aspect ratio of the Film Width and Height does not match the Frame aspect ratio. The Frame aspect ratio is determined by the Render Items Frame Width/Height and Pixel Aspect Ratio controls. The Film Width and Height is set on the Camera properties. Frame Width and Height Is set in Pixels and represents the actual output that will be generated by the render engine. The Film Width and Height is the virtual film plate size inside the camera. [. . . ]

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