26 ratings
Getting started with MODO Steam Edition
By modomation and 1 collaborators
Users completely new to MODO, or even 3D altogether might appreciate the introductory nature of these videos. This guide will take you through the basics and advanced features used in creating your very own DOTA 2 weapons and item kits!
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Learning the Basics
An introduction to the interface, shader tree, and basic modeling concepts found in MODO Steam Edition.

Setting Up Your Asset
How to setup the downloaded DOTA 2 files within MODO Steam Edition.

Creating Concepts
How to use MODO's painting and baking toolset for 2D conceptual design.

Starting Your Model
Learn how to take a 2D sketch and turn it into a new 3D model.

Sculpting Your Model
Learn about how much fun and powerful the multi-resolution mesh scuplting tools in MODO Steam can be.

How To Retopologize
Reduce complexity while maintaining the look with MODO's industry leading topology toolset.

Setting Up UVs
Prepare your model for the texturing process by unwrapping the geometry into a UV layout.

Shading Your Model
Using MODO Steam's professional quality shading, rendering, and baking features to create high detailed textures for game items.

Texture Baking
Process your high detailed creations into game ready texture maps and masks for DOTA 2.

Advanced Texture Creation
Building upon what you have learned thus far this video shows you some more advanced techniques and tips for creating texture with MODO Steam Edition.

Advanced Shader Creation
Demystifying the creation of Mask 1 and Mask 2 textures and discovering a better way to preview these items within MODO Steam Edition.

Publishing To Steam
In this final video learn the last steps needed to create your marketing images and publish to the DOTA 2 Workshop.

18 Comments
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Q-ro Sep 4 @ 10:31am 
So, i'm a little disappointed to find out that modo steam edition wont work with my bamboo pen and touch tablet, for no particular reason other than "just 'cause", here is the thing, im using my tablet, no problem, inside photoshop, then open steam, then open mode, andddd ... the cursor get stuck, moving my pencil around does nothing, not doing so with my finger, so y press alt+tab to switch to another application, and the cursor works again and i can keep using my tablet no problem ... sooo, yeah, can you guys tell me who am i suppose to draw and sculpt without my pen ?
Grimwolf Jun 22 @ 11:41am 
I'd like to mention one particular point of contention I have; the normal map baking. I don't know what voodoo magic you pulled to get it to work perfectly by just placing simple topology on top of the high-poly, clicking one button and having it just work, perfectly. But simply getting a proper normal bake without massive artifacts like faceting and bowing is such a ludicrously complex process that I still cannot even figure it out yet. Some people I got advice from on it game me instructions that included over a dozen steps AFTER already possessing both the high and low poly models.
Grimwolf Jun 15 @ 4:39pm 
First, thanks for the guide. Second; way to skip critical information at EVERY POSSIBLE OPPORTUNITY! The advanced sections in particular bordered on useless, as you basically spent half an hour saying "Hey, look at this cool stuff I did. I won't show you how I did it though."
ҚĩЙģǾƒ₩λŘ-رآو May 27 @ 3:41am 
i got problem when i tryed to design my own terror set, its shown too many lines into 3d design,
hope any solution for it.
Floricultor May 13 @ 12:18am 
I would love if you could share the file with us. The part of Advanced Shader Authoring was so fast and i couldn`t get an idea on how you set up each of your mask groups... Can you share your configuration?
[TFR] Icysjorn_ Feb 18 @ 2:52pm 
@Raben Wulf, they are The Foundry's offical tutorial, nicely composed into a guide

Thanks btw
Hiruki Jan 24 @ 9:21am 
I have a question, been fooling around with this app for awhile, and my Material Editor render preview disappeared and no where to be found. And i cant do the Modo201.cfg to restore it. Any way i can fix this?
Voodoo Jan 22 @ 11:00pm 
OK, I deleted my comments , they probably weren't fair. The videos do have a fast pace so I sat back, watched them once. Tried to follow them in order and they are much better that way.

Then go back and work along.

I think think the order they are in didn't really fit my workflow or what I was doing at the time so I skipped ahead. This really is more of a series than it is individual tuts. Some things do cross over and without seeing it it can be confusing.
Raben Wulf Jan 20 @ 9:13am 
I agree, the tutorials could probably be done in a simplified manner. Whats seen here is a bit more on the intermediat and advanced stages. The shader tree is probably the hardest concept to really grasp (or at least how to work inside it properly). Its so easy in other applications, but the shader tree requires much more micro management. Glad these are here though.
Greg_Brown_Foundry  [author] Jan 9 @ 2:55pm 
@chibinerd I agree. Sorry if the speed is an issue. Covering a lot of info in this series of videos and I definitely was too focused on getting the time down. There will very likely be updates in the future. Otherwise if you have any questions please ask in the discussion forums and we will do our best to keep you on the right track to learn all this wonderful stuff.