Lux: What tools did you
find most useful in modo?
WH: modo has a very robust set of edge based tools.
These tools made the process more intuitive and also provided us
a much greater level of control over the model flow. Also, being
able to quickly bevel any element (vertex, edge or poly) was excellent
for adding detail to the car. When the car transforms into the robot,
a section of the roof is revealed that looks like pressed metal.
I was able to model that detail in about 30 minutes just beveling
different components. It was actually a lot of fun.
Another feature we found very useful was the real-time reflection
shader. When working on a car model the flow of the mesh is incredibly
important. Often you don’t see imperfections in the surface
until you do a final render. When you work on a reflective surface
like a car, any imperfection will be revealed once you add ray-traced
reflections. Being able to spot check for these errors in real-time
during the modeling process was surprisingly useful.
Lux: Did you use modo to model anything other
than the car itself?
WH: Most people don’t realize it when they
watch the spot, but it is entirely CG. We took digital photos of
the environment and then modeled low res proxies for the background
using photogrammetry techniques to sell the realism and high res
meshes for foreground elements such as the trash can and pay station.
These foreground models were also made with modo.
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