Rob Madden, Creative Director at Hyper Luminal Games, talked about his stylized art workflow, Modo advantages and tips.
Jarrod Hasenjäger discussed his approach to creating realistic and stylized art in MODO, shared his workflow with both styles and talked about combining MODO and Arnold.
Rakan Khamash discussed his workflow in MODO, shared his first impressions of it and talked about its advantages and compatibility with other tools.
See 5 courses for beginners that will teach you how to rig and/or animate humans, characters, and creatures in Maya, 3ds Max, Unity, and Modo.
Clement Dieu did a breakdown of his recent hard-surface project Mech Redemption that was adapted for 3D printing.
Trevor Crandall discussed his approach to modeling and working with details, shared his workflow in MODO and gave valuable advice to other artists.
Robert Hodri shared his extensive experience of modding and sci-fi environment design, talked about the changes that happened in the industry over the past couple of decades and discussed his workflow.
Warren Marshall gave a little talk about his approach to MODO, shared his long-term experience in it and gave some tips on the workflow for beginners.
Ken Bock shared his approach to stylized art and did a breakdown on the Forgotten scene that he worked on during the Environment Artist Bootcamp at Game Art Institute.
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