Ian Brown is lead 3D modeler at Passion Pictures which is based in London, with a subsidiary studio in Paris and an office in Melbourne, Australia. You have almost certainly seen this company's work and I would think the most famous thing they have done is their ground-breaking animation for the hit band Gorillaz—consisting of a string of 8 music videos and which culminated in live performances at MTV Europe Awards and with Madonna at the 2006 Grammy Awards. What you may not know is that among lots of other tools, they are pretty heavy users of modo. And that is partly due to a guy named Ian Brown!

Lux: Ian, thanks for agreeing to speak to us. I heard Andy Brown (from Luxology) was in London recently and stopped by a while back. Is he related to you?

Ian: Not as far as I know, but it seems we both share the modo gene.

Lux: What productions at Passion Pictures have involved the use of modo?

Ian:

  • Domestos Multiplication - Character modeling
  • Vodaphone Mayfly - Mayfly character
  • Gorillaz Dirty Harry - UV mapping
  • Boots - Main character and various beauty product packs
  • Gordon's Gin - geisha character
  • Microsoft Zune Cookie - characters, buildings
  • Flora - various margarine packs and yoghurt drinks
  • Climate Change - engine - also rendered with and therefore 100% modo!
  • Xbox: Rock Guitar 2 - xbox, guitar, meteor, van

Lux: Is there an overall reason why you decided to use modo for these productions?

Ian: Well, the company pretty much lets the staff choose what they want to use. It happens to be Stuart Hall's favourite modeler, and Robin Konieczny from Asylum 3D works with us a lot and it is his favourite also. When I first signed on, I was a modo guy—maybe that even helped me get the job!

Lux: OK, modo is a favorite of yours and some other people there. But it won't do everything and people I am sure want to know why you stick with one tool for modeling when there are so many options and each product has its strong and weak points.

Ian: This is true, and sometimes I worry that I'm being stubborn in preferring to use modo over anything else. However, using modo I actually produce work considerably faster—and therefore cheaper—so I don't think my employers will have too many complaints. The really important thing is to do good work. And I avoid having things feel like "work." modo feels much less like work than the alternatives, so I won't complain myself either.

Lux: Let's focus in on one of the productions, the one where 100% of it was done in modo. Was this for a print campaign?

Ian: The Climate Change job was for the UK Department for Transport. These are the guys who try to develop an overall transportation system for the country, consisting of airports, railroads, motorways etc. The purpose of the image was to raise awareness and educate the UK public in the benefits of purchasing and using "greener" vehicles and undertaking smarter driving techniques in an effort to tackle climate change. Passion Pictures was involved in the whole project from concept art to final renders, which was quite a treat. Yes, it was a still image job—the image was displayed in a variety of media including the web, national press and even billboards. We think it came out quite nicely and hope other modo users like it.

So here is one of the wheels and the tyre. Obviously, we only built on of these and duplicated it three times.

"Sometimes I worry that I'm being stubborn in preferring to use modo over anything else. However, using modo I actually produce work considerably faster so I don't think my employers will have too many complaints."

-Ian Brown

The engine itself was quite a bit more complicated to build. But since we were only going to render this from one angle, it is only super detailed on this side. The engine was meant to actually be somewhat realistic and it has a lot of the bits you'd expect like a starter, alternator, clutch. I even stuck a dipstick on there.

This was what we thought would be the final view. This is from within modo, using the OpenGL view. This took me a total of about 3 days to model. Probably the hardest part was not the modeling, it was originally coming up with an appealing but detailed engine design. But that was fun too.

You can see on the final image we changed the camera angle to be a bit more head on and obviously emphasized the weight of the engine with the negative camber on the wheels. We let a bit of air out of the tyres too. The image was supposed to communicate that the engine has a got a big job to do and that the way you drive and maintain your car affects the amount of CO2 emissions in a big way.

Lux: How did texturing and rendering work for you on this job?

Ian: Since Passion's pipeline usually relies on XSI and mental ray for lighting and rendering it made a pleasant change to be able use modo for the whole job. While the shader tree inside of modo is seen as rather unconventional in diverging from the node based system of other 3D applications, I found it very easy to get the materials to look convincing. Using a UV map to control the direction of the anisotropy of the exhaust was particularly pleasing. Render times were fine despite the final output being for print.

Lux: So you proved you could do the whole thing in modo. But what is modo best at as far as you are concerned?

Ian: When it comes to UV-ing, modo is the first application I head for. It truly has taken the chore out of what has for years been a usually laborious and boring process. The 3D paint is, to me, a bonus. It is so easy to use and convenient having it right there.

modo in its current state is simply a very streamlined modelling and rendering package. But regardless of any specific tools, the biggest time saver is the efficiency with which I can create and edit models. From a completely selfish point of view, I appreciate that no UI space or keyboard shortcuts are wasted on frivolous tasks such as animation <grin>.

My favourite features are probably the action centres and fall offs. These are maybe not the most intuitive part of modo, but their power and flexibility easily reward the time spent learning how to use them. As an artist and from a purely aesthetic point of view, modo is much prettier than other 3D apps, especially when using advanced Open GL. That makes me more of a pleasure to use for me.

Lux: Back when you learned modo, how long did it take your team to get up to speed on modo?

Ian: Having also been a LightWave user previously, modo was for the most part familiar and therefore reasonably easy to switch to. I still use the same modelling workflow as I did in LightWave, so the main challenge was learning to exploit modo's more powerful and flexible toolset.

Lux: What hardware (PCs, Macs, or both?) and software did you use in your pipeline?

We use mostly dual processor PCs. We are moving towards dual quads with 3GB RAM. Our main pipeline is built around XSI currently along After Effects and Combustion for compositing. There are a few Macs for editing with Final Cut Pro.

Lux: On other jobs, how well does modo integrate with the rest of your production pipeline?

Models created in modo transfer to XSI perfectly well via the lwo format and XSI's Point Oven import. However, it would be helpful to not need the intermediary file, and also retain the hierarchy which unfortunately is lost using this process.

99% of modeling jobs can be easily separated from the rest of the pipeline. If we need to go back to the model after rigging we can use Gator in XSI or edit it directly in XSI. Unless it was a really major change, I would just fix in XSI.

Lux: Do you use modo at other times, like at home?

Yeah, here are some shots of a recent project I am working on in my "spare time." I captured these on a new 30" LCD screen I am trialing!

Lux: Nice details there! Thanks for taking the time to answer our questions. We will look forward to more interesting work from you and Passion Pictures in the years to come.

For more information on Passion Pictures, please visit Passion-Pictures.com.

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