2) Change your grid to fixed grid in settings. I'd recommend getting used to it being dynamic.
3) Ctrl+1. You can also adjust viewport settings qucikly by pressing O. Also, Ctrl+2 lets you switch between opengl, shaded, wire only etc. Explore all the Ctrl+# options.
Also I am getting this error on the bottom of the inside of a bowl.
Its not flipped normals, but its weird, those faces are white, and the others are grey. I haven't messed with materials yet so I don't think I accidentally assigned any to it, I even deleted and remade the faces and they are still white. I am trying to start simple, modeling coffee mugs, plates, bowls, etc to learn how Modo works, before I jump into props and guns lol
EDIT: Fixed it, I will post how for future reference. The white faces were raised above a tiny bit, which made the shading different.
There's smoothing groups support in Modo. Under Geometry-->Polygon-->Set Smoothing Group, then give them a different number on the desired surfaces to be separated by different shading (you may want to bind that option to a key).
Seconding Farfarer's Vertex Normal toolkit, it's very useful for shading.
Looks like you need to play with 'smoothing angle' settings under base material properties or the properties of the assigned material. By default it smooths the surfaces together that has less than 40 degree angle. I think that's why you get those separated shading on the bottom polygons.
That's what I hate about Modo smoothing ... I thought, "Hey, that's a good idea, why don't I bind keys to specific smoothing group assignments and then I can probably live with the current system". But then I try it and, oops, the smoothing angle on the material is overriding the smoothing group assignment so I FIRST have to set the material smoothing at 89 degrees (or whatever works) before I can use the actual smoothing group assignment functionality ... It's just stupid. I love Modo but they need to trash this entire smoothing cock-up and start over..
I suppose it depends on your active-inactive visibility options since the spoon mesh has a different shading style than the rest (cel shading?) this makes me think you played with visibility options on some of the viewports. You can open visibility options by pressing 'O' while operating on the corresponding viewport. Make sure you checked 'show meshes' under 'visibility' tab. That's what I guess by only looking this screenshot, would be more useful to see the Item tab on the right side too, so I can see whether you hided your items or not.
btw 20 kilometer grid size?? u mad? your meshes are enormously huge lol.
Replies
2) Change your grid to fixed grid in settings. I'd recommend getting used to it being dynamic.
3) Ctrl+1. You can also adjust viewport settings qucikly by pressing O. Also, Ctrl+2 lets you switch between opengl, shaded, wire only etc. Explore all the Ctrl+# options.
Here is the exhaustive list of tutorials - http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=80320
This one was particularly useful - https://vimeo.com/10434206
Also, Modo is all about the work plane. Learn it, love it, use the HELL out of it!
As for smoothing groups assing a separate material to faces and adjust smoothing angle in material properties (surface normal section). http://community.thefoundry.co.uk/discussion/topic.aspx?f=32&t=66924 Check out Farfarer's vertex normal toolkit - https://community.thefoundry.co.uk/discussion/topic.aspx?f=83&t=77919 it makes it easy and not convoluted.
Also watch these basics series - http://www.youtube.com/playlist?list=PLi2GhhsPL-RqJ7QmduiW_IKOx31yv2qby They are short and show the potential of the software.
edit: and yes, check out soft move and soft drag tools.
There's smoothing groups support in Modo. Under Geometry-->Polygon-->Set Smoothing Group, then give them a different number on the desired surfaces to be separated by different shading (you may want to bind that option to a key).
Seconding Farfarer's Vertex Normal toolkit, it's very useful for shading.
Looks like you need to play with 'smoothing angle' settings under base material properties or the properties of the assigned material. By default it smooths the surfaces together that has less than 40 degree angle. I think that's why you get those separated shading on the bottom polygons.
btw 20 kilometer grid size?? u mad? your meshes are enormously huge lol.