As a indie developer in a country that don't have a commercial agreement with the US, I hope steam listen to Epic. Steam takes 30% of my revenue, and US gov. get another 30%, than I need to pay taxes in my country (Brazil). So in the end, i get roughly 20% of the full price.
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The game lovers of Epic Games will be disappointed to know that from now onward seam would stop doing exclusives if Steam lifted its revenue cut for developers. William, http://www.eliteassignment.co.uk
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.
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?
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.
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.
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.
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.
The Foundry with MODO10 series gave us a strong sign. Real Time approach is the future and the present for MODO.