Luxology - Furniture Design Series | 364 MB
English | MOV | 1280x720 | 10 fps | AVC 278 kbps | ADPCM 176 kbps
Furniture design is a great fit for modo and in this video album we explore the many ways that modo can be used to create functional and aesthetically pleasing concepts for home and office furniture. The video album is narrated by Luxology’s own Andy Brown, an expert modeller who also came up with the contemporary furniture designs showcased in this series.
Create furniture using alternate methods in modo
Use of curves and profiles
Create a design from a basic primitive shape
Add interesting surface details to provide character
Beginner to Intermediate modo user.
3D experience useful.
modo 302 and Photoshop or imageSynth
The Video Tutorial was developed using modo 302.
The concecpts can also be used in later modo versions.
Video Part 01 – Developing Models from Primitives
In this video we look at developing objects from primitive shapes and how to refine these shapes using techniques for editing subdivision surfaces. We then design a chair by taking a primitive shape and manipulating it to produce a number of different design variations.
Video Part 02 – Working with Curves
In this video we look at ways of modelling a chair with a curved tubular construction. There are many ways that curves can help you in modo and we look at a number of different ways of working with them so that you’ll be able to approach modelling a piece of furniture designed in this way. We then model such a chair utilizing many of these techniques and combine them with some standard subdivision surface modelling techniques.
Video Part 03 – Profiles
Working from profile shapes is a very powerful way of developing interesting three dimensional forms. modo provides you with a number of ways of approaching working in this way and in this video we cover using geometry, curves and 2D files imported from Photoshop. We then create a chair in this way by extruding the profile and editing the resulting object with falloffs.
Video Part 04 – Soft Objects
Creating models that appear soft is always a challenge and in this video we look at two ways of achieving it. First we look at mesh sculpting to create organic forms and then we look at how to use displacement maps to create surfaces that would be impossible to model. To achieve the second requires us to UV our model and also work with tillable textures which we investigate by utilizing Photoshop and imageSynth.
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