Gennaro Esposito: Using MODO for 3D
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Gennaro Esposito

3D Artist/ MODO Certified Trainer

info@digitalshark.it

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Helsinki FI   17, Oct — 25, Oct
London GB   22, Oct — 23, Oct
Singapore SG   23, Oct — 25, Oct
Paris FR   24, Oct — 27, Oct
San Jose US   25, Oct — 26, Oct
Latest comments

Love your stuff! thanks for the info. You achieve surprising graphics using Unity which is great news.

is that images related to coc generals 2? zero hour ?

by Nils Arenz
18 hours ago

@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.

Gennaro Esposito: Using MODO for 3D
9 September, 2016
Interview

We’ve talked with Gennaro Esposito about the way he uses MODO for his 3d work. Gennaro showed the universal nature of this tool, which can solve a lot of problems with 3d production.

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Introduction

Hi guys, my name is Gennaro Esposito, I am Italian 3D Artist specialized in Hard Surface Modeling for VFX and Games. Now I am working as a 3D Artist for Gadget-Bot Studio in Los Angeles on a short film called “Konnexion”.

I worked on commercials Razer like Modeller Hard Surface for CUM Studios in Singapore with a cool team. I live in Naples (ITA) and I have founded a CG academy, called Digital Shark Academy. I’ve been a MODO Certified Trainer for 2 years. My passion are weapons and sci-fi vehicles.

Your workflow is very interesting, cause you’re mostly using MODO for your production. Could you talk a little bit about your choice of the software, what does it do and how does it help you to solve your daily challenges?

I started using MODO from 501 version, I used Maya before, but in MODO all is very easy and fast. Modeling is amazing, very cool render engine, the preview render help me a lot in production.

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Modeling

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From the start I work on base mesh, this base mesh hard surface is made with primitives and simple boolean approach. After that I work on retopology to have a good topology for production and to work on the correct uv layout. To have a perfect model it is important to work on correct BlockOut, the basic volumes are the key to the success of the final model.

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What are the most useful tools for a modeler in Modo? How can this software help you to cut the production time and build content faster?

My best tool is the bevel; inside MODO the bevel tool can do a lot things: Bevel edge, Extrude face, inset mesh for example. Very cool tool is MeshFusion – with this tool you have a boolean approach but you can work with Subdivision Surface. I do all in MODO but sometime I can use others software like Zbrush, UVLayout and Mari for texturing.

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Materials

For Taekewon V project I only used MODO, I’ve done the model , unwrap and lookdev. The shader tree in MODO is very fast, the approach is same as in Photoshop more less. Inside Shader tree there is all you need.

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Rendering

For my render I use the classic 3 points light set, to have a reflection effects I use HDRI inside Environment. I use Photoshop for details and final color correction. The last MODO version has great tools for real time workflow. Inside MODO the artist has a Game Tools panel, where you have all tools for realtime approach, very fast and good for your work on baking map.

Game asset: 

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The Foundry with MODO10 series gave us a strong sign. Real Time approach is the future and the present for MODO.

Gennaro Esposito, 3D Artist/ MODO Certified Trainer

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