Project Overview:

Jose A. Perez is a freelance modeler & texture artist based in Florida. His work ranges from TV, Film & Commercials to Music Videos, Game cinematics and especially episodic TV shows. You may have seen his work on Battlestar Galactica or Stargate Atlantis. In this profile we ask him about why and how he uses modo.

Lux: Tell us what sort of work do you do?

JP: I'm a Freelance Modeler & Texture Artist based in Florida. My work ranges from TV, Film & Commercials to Music Videos, Game cinematics and everything in between. However, the bulk of my work comes from episodic TV shows.

Lux: What are some projects that you have done that we may know of?

JP: I'll list a few of the most recent:

Film Music Videos
  • Serenity
  • “Black eye Peas – Lets get it started”
  • “Spiderman soundtrack – Hero”
  • “Aerosmith - Fly Away from here”
TV Viral Ad
  • Battlestar Galactica
  • Stargate Atlantis
  • Stargate SG-1
  • E-Ring
  • Firefly
  • Andromeda
  • Mini Cooper -Transformed Robot

Lux: How long have you had modo?

JP: I'm not sure of the exact time frame exactly, but I've used it since a little before it was upgraded to version 102, if I'm not mistaken.

"It has made my workflow more efficient, therefore improving the speed at which I'm pushing out geometry."

-Jose A. Perez

Lux: How long did it take you to learn modo enough to use it for actual production work?

JP: That's an interesting question. When I'm working on production projects, I try to stay with software that is proven, and similar versions being used in the studios I work for. However, with modo's modeler versions 101-103, I was able to slowly work it into my workflow. Experimenting at first & using it quite often as I went from 102 to 103. It integrated nicely with Lightwave exchanging geometry back and forth.

Lux: What other software were you also familiar with?

JP: I'm mostly a Lightwave artist, but I've had to use Maya and XSI on occasion. Most recently I've come to enjoy the sculpting abilities of Z-brush as well. Coincidentally going back and forth from modo to Z-brush has worked well.

Lux: How well does modo integrate with the rest of your production pipeline?

JP: Right now it's pretty much seamless. Various times, clients are unaware I even use it, because I'm able to export into which ever formats they require, what matters most to them is the end-product, not which tool I've used.

Lux: How much work did you have to do to integrate modo?

JP: At first, it was more a matter of getting comfortable with the software, and finding were things were. I approach learning new appications cautiously as I'm from the school of thought of “If it ain't broke don't fix it”. However, after working with modo, for a bit, I found that certain workflow enhancements felt more efficient. In general, a fun environment to work in.

Lux: What tools did you find most useful in modo?

JP: Such a good toolset, hard to pick. But, I would say the edge tools, beveling, and the constraint to background geometry ability come in very handy. In 201, which I have been using more and more on production projects lately, I find the UV-unwrap tool , and the geometry reduction tools are excellent.

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