So far we’ve been talking about Class A surfacing in terms of what the product will look like in the end. There will be situations where understanding the math involved will improve your output geometry. In this video we’ll take a deeper look at the mathematical components of Class A surfacing.
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Theory : Continuity (Part 3: Curvature)
In this video we’ll take a look at the same surfaces as we did in the last video from a different perspective. When we have linear input surfaces, tangency is usually our best option. In this video we’ll take a look at curvature and how to go about dealing with curvature surfaces.
Theory : Continuity (Part 2: Tangency)
In this video we’ll take a look at continuity and when it matters, and when it doesn’t. We’ll start with a simple scenario and take a look at these different transition types.
Theory : Continuity (Part 1: Introduction)
The whole point of Class A surfacing is to create something that looks amazing. The goal of everything we’re going to talk about is to better understand surface continuity. In this video, we’ll go over a quick summary of what we’ll be talking about in this series and why it matters.
modo: dolly cams pt 1
The default modo camera is really powerful but can sometimes be difficult to control. In this video we’ll go over a couple of Hitchcock-invented camera effect that can give us some great advantages when rendering scenes.
Modo Mesh Centers 01: Mesh Centers Overview
This week we’re taking a look at importing CAD geometry and best practices for importing CAD geometry into modo. In this video we’ll take a look at item centers and how to control the center point for your models by building a classic modo material widget as an example.
modo 601 tips and tricks: render window
Chances are if you’ve already played around with modo 601, you’ve probably spent a bit of time in the render window. In this video we’ll take a look at the new UI in the render window, as well as some added features that can save us time by not having to jump to Photoshop.
modo 601 tips and tricks: render passes
Need to quickly get multiple shots of a product? In this video we’ll be going over render passes in modo 601, and how this will make your life so much easier.
modo 601 tips and tricks: matcaps
modo 601 also introduced matcaps. Matcaps allow you to better understand your form while modeling, effectively helping smooth out surfaces and quickly notice any slight and unexpected features, among other benefits.
modo 601 tips and tricks: portal lights
Among many of our favorite new features in modo 601 is the addition of a new light type. The portal light allows us to gather light information from our environment, and channel it into an interior space. Check out this video and we’ll go over how to use it!
modo 601 tips and tricks: area lights
Modo 601 was recently released and with it some welcome changes. In this video we’ll be going over a slight change with area light properties.
SolidWorks 2012 Pro: Solids I
So far we’ve been looking at surfaces in SolidWorks. In this video we’ll be diving a little deeper into developing solids. Working with physical volume means that our object can physically exist in the real world. Let’s add some thickness to those surfaces!








