Throughout more than a decade of AAA game development, Modo has been a constant in Tor Frick’s life. Regarded as one of the leading artists in the industry, Frick has used Foundry’s creative 3D modelling software since the very start of his career.
Today, Modo forms the heart of the art pipeline at Neon Giant, the studio that Frick co-founded in 2018, where the improved modelling tools and Radeon™ ProRender GPU render engine in the new Modo 13 Series – backed up by AMD’s powerful Radeon™ Pro Duo graphics cards and massively multi-core Ryzen™ Threadripper CPUs – help him meet the often brutal development schedule for the company’s debut game: an as-yetunannounced cyberpunk title.
MODELLED IN MODO
“We’re doing pretty much all our modelling in Modo, from weapons and characters to [entire] environments,” says Frick. “Modo is well suited to game art because it’s so easy to swap between different types of modelling, like subdivision surfaces and low-poly work. It’s all seamless.”
Frick, who describes his long-term goal as “to blur the line between concept art and production art” also uses Modo in his wider role as Neon Giant’s art director, using the software’s procedural modelling tools and non-destructive Boolean system to quickly explore designs for new assets.
この記事は ImagineFX の November 2019 版に掲載されています。
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この記事は ImagineFX の November 2019 版に掲載されています。
7 日間の Magzter GOLD 無料トライアルを開始して、何千もの厳選されたプレミアム ストーリー、9,000 以上の雑誌や新聞にアクセスしてください。
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