
Daniel Kramer introduces horse modelling in modo 3d and outlines essential setup, including a three-button mouse and optional pen tablet, plus shortcut documents and topic walkthroughs for normal map baking.
Import reference images and align them in Modo 3D, then build a base horse mesh using box modeling, preparing for later sculpting and normal baking.
Learn to create the first block of a horse model in modo 3d by using middle-mouse selection, adding loops, etch mode, and precise vertex positioning.
Learn to refine a horse model in Modo 3D using linear falloff and bevel, adjusting vertices, beveling edges, and saving progress with incremental files.
Block out the horse's tail and legs in Modo 3D, align loops for articulation, and prepare for mirroring with center snapping and x-ray view.
Learn to sculpt a horse in Modo 3D using push and move brushes, masking, and symmetry, with reference images from PureRef and backdrops.
Learn to use the mask tool and reference images to guide sculpting in Modo 3D, adjust symmetry and resolution, and fine-tune brush settings for accurate horse modeling.
Learn to craft a horse mouth in Modo 3d, snap and adjust vertices, and use automatic retopology to create a clean base mesh for sculpting.
Fix symmetry in auto retopology by aligning edges to the central z axis and mirroring across the x axis with grid snapping. Preserve a clean low-poly horse through incremental saves.
Explore automatic retopology in modo 3d by adjusting poly targets, painting weight maps for density, and using symmetry and open boundaries to export as a game mesh.
Refine a horse model in Modo 3D by adjusting polygon density, loops, and symmetry to shape eyes, ears, and nostrils, using pen tablet input for precise sculpting with reference overlay.
Refine the horse model in Modo 3D by adjusting contours, using push and brush tools, and matching reference images to sculpt legs, muscles, joints, and overall silhouette.
Refining the horse model in modo 3d, part 2, this lecture guides tightening leg proportions, pushing and smoothing polygons, and using reference imagery to shape muscles and overall form.
The lecture demonstrates shaping the mouth and eye in modo 3D, builds a base model, and adds teeth and tongue, then applies multi-resolution detailing for a smooth, low-poly result.
Refine the horse model in modo 3d by sculpting muscles, adding selective creases and scars, smoothing transitions, and matching anatomy with reference while managing polygon density.
Model the horse's teeth in modo 3d by sculpting gums, creating teeth with high-poly detail, and baking displacement maps onto a low-poly mesh while preparing UV maps.
Learn basic unwrapping in Modo, generating and refining UV maps, borders, and textures, then apply smoothing, hard edges, and vertex normals to bake clean normal maps.
Create a cage-driven normal map bake in Modo 3D by using a morph map for front tooth, push geometry with the push tool, and bake from high to low poly.
Diagnose and fix normal map baking in modo 3d by balancing high and low poly work, selecting correct uv sets, and adjusting bake distance to achieve a smooth normal map.
Master uv-maps and baking workflows in Modo 3D to bake from high-poly to low-poly, fix artifacts, and manage materials, morph maps, and selection sets for clean textures.
Position horse teeth in modo 3d by baking normal maps, using morph maps, and adjusting smoothing with base materials, duplicates, mirroring, and pivot points to align upper and lower teeth.
Scale and position the horse's teeth, adjust pivot, preview with x ray material, and create a hole for the eye by placing a sphere with an eye texture to rotate.
Refine horse sculpting in modo 3D using sculpt presets, push and smooth tools, and reference images to shape head, nostrils, and lips, while managing polygon count and subdivision for detail.
Fix a shader error while detailing horse hooves, fur, and hair in Modo by sculpting a low-poly horse, freezing geometry, and using guides in hair tools.
Set hair length and segments, create guides, adjust gravity and direction, apply hair materials, and refine alignment with sketch guides to control hair flow on the horse.
Learn to refine horse hair in Modo 3D by blending two fur materials, adjusting guides and spacing, and using vector maps to control fur length, direction, and coverage.
Explore vector map sculpting for horse models in Modo 3D, including hair placement, seams, shading, and creating and applying vertex and UV maps for accurate texture distribution.
Fix symmetry and shading by refining loops, bridges, bevels, and UV map, then create the tongue and gums. Build a low-poly version to stabilize texturing.
Master sculpting horse gums in modo, applying symmetry, smoothing, and a high-to-low poly workflow with static mesh, mapping, and displacement map considerations.
Fixes the low poly horse by adjusting vertex positions, detaching uv maps for the nose and eyes, and refining borders with unwrap tool to improve topology and texturing.
Explore advanced uv-mapping and fur density mapping in modo, using grayscale maps, painting, and topology pen to align low- and high-poly models.
Master color management in Modo 3D by using a linear color space to fix gamma, correct sRGB usage, and bake normal and displacement maps for accurate textures.
Learn to bake the horse normal map in modo 3d using the baking wizard, create bake items, and generate hundreds of maps with tangent basis presets.
Fix normal baking errors and yellow UV problems by tweaking morph maps, baking vector displacement, and correcting flipped UVs and hard edges for a clean horse model.
Export hair as polygon strips for game engines, adjust shading, and bake fur to geometry, then paint albedo textures and set up UV maps in Modo for accurate rendering.
Learn to bake ambient occlusion, normal, albedo, metallic, and roughness maps in Modo 3D, using low and high poly baking, image maps, and proper render outputs.
Paint albedo textures using presets, adjust brush size, bias, and symmetry, then export layers with normal maps for Unity using proper export settings.
This is a huge course, for intermediate Modo users that will learn you how to create a 3D horse, using the professional 3D modelling application Modo (Foundry).
If you are new to Modo, it would be best to watch my previous course (3d modelling - a Modo modelling guide) before enrolling to this course. The previous course is a bit outdated, but most of the tools still function the same way.
This course has been made with Modo 12.
In this course you will learn a lot. You will learn how to import reference images. You will also learn how to use an external application called PureRef for using even more reference images. Then you will learn the basics of box modelling. And with a basic mesh created, you will sculpt it, refine your sculpt during the sculpting process and convert it to a regular mesh. Next you will learn how to do a basic unwrap of your model (uv-mapping), adjust your UV-map and find/fix errors. I will lead you through the hair and fur materials and how to use the tools for sculpting the hair. Many methods for creating and placing fur will be discussed, including a method of exporting them to a game engine.
You will learn in depth about normal map baking. Including most of the pitfalls and how to fix things, if they don't work. You will learn the basics of colormanagement for baking maps. And bake an ambient occlusion map. Finally you will learn how to use the (very basic) painting tools in Modo, to create pbr maps and change the settings in Modo to export your low-poly model to for example Unity game engine.