Modo and Unity for Event Visualization
Monday, October 3, 2016 at 11:17AM
Matthew Seydel Connors in 3d, 3d modeling, UX, event, modo, 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.

Update on Thursday, October 6, 2016 at 2:49PM by Registered CommenterMatthew Seydel Connors

The client need for the visualization has necessitated fast edits and many renders. As much as I am enjoying Modo, on a MacBook Pro the renders were just taking too long to keep production on assets humming. Right now, I don't have the luxury of a second machine for rendering, so I needed a render pipeline that would allow me to post continuous changes. Which is when I remembered that my Unity license was getting a little rusty...and porting all of my Modo assets to Unity took a lot less time than I thought tha it would. 

Once the scene came through, I could continue setting up and verifying my objects and textures through Modo, then throw them over the wall to Unity to be able to show changes nearly immediately. 

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