Pat Crandley has been a 3D modeler, animator and editor in the computer animation and visual effects industry for over 10 years. Crandley served as the Post-Production Supervisor for the 3D Animation department at MTV and oversaw the production of a computer animated series called Video Mods. He also worked as the lead modeler and animator for a series of commercials for Coke, Mike�s Hard Lemonade and Debers Diamonds. He recently finished working at Peppers.TV as the Senior 3D Artist and Technology Geek. Currently, Pat is teaching the next generation of 3D modelers and animators at Sacramento City College and The Art Institute of California: Sacramento.
fxphd - MDO101,MDO102: Introduction to Modo
English | AVC1 1440x900 24 fps | AAC 64 Kbps 44.1 KHz | 2.05 GB + 4.68 GB
fxphd MDO101: Introduction to Modo Part 1
This course will focus on providing you with the basic understanding of how to model, texture, rig, animate and render with modo 601 through a series of real-world production projects. In addition to exploring the basic user interface, modeling tools and the animation system, you'll get some hand's on experience with the interactive painting system, multi-resolution mesh sculpting and the character rigging tools.
Also, we'll explore the intricacies of working in the Shader Tree, UV mapping and texture placement. This course will conclude with an in-depth look at the rendering pipeline in modo, so we'll be taking a look at the global illumination system, sub-surface scattering, refraction and to setting up render passes using Modo's powerful Render Outputs framework. After completing this course, you will have an in-depth understanding of the workflow and techniques required to work with modo in a production environment.
fxphd MDO102: Introduction to Modo Part 2
In this course, we are going to pick up where we left off and continue to explore a few of the more advanced features in Modo. We�ll focus on learning how to work with Pixar Sub-Division Surfaces, the retopology tools, Recoil and Replicators by working on finishing the 3D model of an old steam locomotive. You want your train to move, right?
We take advantage of the Modo constraint system to rig our train and make it animatable. To wrap things up, we also look at how to incorporate the particle painting system, volumetric effects and fur for the final shot and render of our steam locomotive. Sit down, strap in and get ready for an exciting conclusion to the Introduction to Modo!
Only the registered members can see the download links/content. please Register
to gain full access.