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Entries in modo (3)

Tuesday
Nov152016

Modo modeling: Cuckoo

It's that time of year again, the holidays, when I seem to forget about making a card until the last minute. Last year's card (which I will need to dig up) was an homage to Richard Scarry, since he is beloved in my family, but I do like to mix it up with a 3d card every other year if possible, and I think I have an idea that fits the bill. Usually, when I throw humor into the card on the holiday card, it misfires, like when I had a cannibalistic gingerbread man interpreted to be expecting a family addition...I started a model a little while ago, and then projects came up that shuffled it to the back of the deck; but I dusted this one off in Modo to help announce the new year.

Initial pass for rendering:

Diving in to some polygonal edits on the piping. 

Monday
Oct032016

Modo and Unity for Event Visualization

The last few months I have been focusing more on 'traditional' 2d design and UX, but recenty a project has necessitated building components in 3d for event design, which has been a challenge due to the time constraints, but it's also allowed me to stretch my 3d capabilities. I had only been dabbling in Modo previously, but now, I have been using it for direct production, and it' been a blast! The render below is the first draft of concepts on the booth design to the client. 

As with any 3d application, scratching the surface and occasionally using the program doesn't teach you much about the strength of the tool, the flexibility, or the shortcuts and how to get around. Initially, I had a bit of a hard time with the way that Modo treats objects and textures, as it is very different from Maya, which I had been using as my primary 3d application for several years. To bridge the gap, I started modeling in Silo, and began to transition into the Modo modeling and UV tools. Scene layout is a bit more straightforward than Maya, and I am starting to enjoy the navigation of the windows, though I have been using 901 rather than the newer 10 due to my designs being done of MacBookPros; I have not heard good things about the render times on a Mac with Modo 10. 

 

For updates on this project, check out the Invision board.

Wednesday
Oct142015

Mad about Modo

We all know that Maya is a program of amazing depth for 3d, but lately it's been dragging me down; lots of crashes and unpredicability, especiallly when using it on a Mac laptop, had me on a quest for a better option. I decided to dig back into Modo, which I had tried a while back, to see whether it could work for my needs, which most of the time is modeling and rendering, very little animation. The good vibe I have had with the Foundry's Mischief made me optimistic about what Modo could achieve. 

To run it through its paces on the modelling side, I picked up and starting modifying assets  that I have for a book project that i keep coming back to. The interface is a little daunting, but so far the model or item selections and modifications are pretty powerful, though sometimes my external files need more tweaking than I would like. As I build more content in Modo in the future, I am sure this will become much more manageable. 

The other big need for me is on the rendering side. Mental Ray in Maya produces excellent results, but often I need to see what the elements within the render look like right now, or make changes very quickly, which aren't features that Maya is very strong at, at least not on my system. I am still getting used to the toolset within Modo, but so far I am pretty pleased with the way that the render look overall; I will need to work on how to cut down the time. The render below took 14 minutes on my MacBook Pro with 8GB or RAM, and then took another 10 minutes to edit in Photoshop to make the image.