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Luxology Launches MODO 701
The Foundry and Luxology Join Forces
modo Project Runway Lookbook
Luxology Ships NPR Kit for modo
Luxology @ SIGGRAPH 2012
modo in CoSA VFX Pipeline
modo used to design "Sly Cooper"
San José State Univ Interior Design
re:think studios uses modo for NFL Draft
Power SubD-NURBS for modo
Richard Yot Texture Painting Tutorial
John Carter: Double Negative uses modo
modo supports Pixar Subdivision Surfaces
ILM turns to modo
Dassault Systèmes SolidWorks OEM
Bentley Systems Microstation OEM
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The Foundry and Luxology Join Forces

Leading UK VFX software developer The Foundry enters 3D market and new verticals through merger with US software specialist, Luxology

London, 25th September, 2012 – Leading visual effects software developer, The Foundry, has today announced a merger with US-based technology company, Luxology LLC, for an undisclosed sum.

The Foundry’s portfolio of VFX software includes Sci-Tech Award® winning technology and is used to create breathtaking effects sequences on a wide range of features, television projects and commercials. High profile examples include the 2012 Oscar® winners, HUGO (Best Visual Effects) and Rango (Best Animated Feature Film) as well as the Emmy® award-winning Boardwalk Empire.

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Download full size image: modo_beanstalk_clive_biley_parkerbiley.jpg (4909 pixels wide by 2762 pixels tall)
Credit: modo image by Clive Biley www.parkerbiley.com
Description: The signature Beanstalk image by Clive Biley of www.parkerbiley.com: The Foundry and Luxology are “Growing Together”

 

Download full size image: photo_Bill_Collis.jpg (1200 pixels wide by 1680 pixels tall)
Credit: Bill Collis
Description: Bill Collis, CEO, The Foundry

 

Download full size image: photo_Brad_Peebler.jpg (2267 pixels wide by 2848 pixels tall)
Credit: Brad Peebler
Description: Brad Peebler, President of the Americas, The Foundry

 
 

modo Goes High Fashion for "Project Runway" Contestant's Lookbook

Photorealistic 3D Environments Provide Backdrop for Live Action Models and their Avant-Garde Attire

MOUNTAIN VIEW, Calif. – Sept 18, 2012 – When your clothes say “more,” their environment must say “less.” That’s the first rule of making a garment pop. As a contestant on “Project Runway”’s 10th season, Elena Slivnyak used this idea to her creative advantage during the competition, all while staying within a modest budget. The secret was Luxology’s modo 601; a world-class 3D animation, modeling, and rendering software that tied her lookbook’s avant-garde aesthetic to stylish 3D environments. The results were très magnifique.

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Download full size image: modo_iimuahii_lookbook.jpg (2000 pixels wide by 1333 pixels tall)
Credit: IIMUAHII COUTURE http://iimuahii.com/collections/autumn-winter-2012/
Description: For the 10th Season of “Project Runway,” CG artist Stephen Wheeler modeled a modern home environment in modo 601 for contestant Elena Slivnyak’s lookbook.

 

Download full size image: modo_iimuahii_lookbook_9.jpg (1300 pixels wide by 731 pixels tall)
Credit: IIMUAHII COUTURE http://iimuahii.com/collections/autumn-winter-2012/
Description: For the 10th Season of “Project Runway,” CG artist Stephen Wheeler modeled a modern home environment in modo 601 for contestant Elena Slivnyak’s lookbook.

 

Download full size image: modo_iimuahii_lookbook_13.jpg (1299 pixels wide by 731 pixels tall)
Credit: IIMUAHII COUTURE http://iimuahii.com/collections/autumn-winter-2012/
Description: For the 10th Season of “Project Runway,” CG artist Stephen Wheeler modeled a modern home environment in modo 601 for contestant Elena Slivnyak’s lookbook.

 

Download full size image: modo_iimuahii_lookbook_15.jpg (1096 pixels wide by 731 pixels tall)
Credit: IIMUAHII COUTURE http://iimuahii.com/collections/autumn-winter-2012/
Description: For the 10th Season of “Project Runway,” CG artist Stephen Wheeler modeled a modern home environment in modo 601 for contestant Elena Slivnyak’s lookbook.

 
 

Luxology Ships NPR Kit for modo

Non-Photorealistic Rendering Kit Produces Hand-Drawn and Traditional Looks for Architectural, Fine Art, and Technical Illustration Projects

MOUNTAIN VIEW, Calif. – August 30, 2012 – Sometimes photoreal is too real. Artists need options, clients want choices, and ideas rarely fit under one umbrella. Today, freedom can be found in Luxology’s NPR Kit for modo — a non-photorealistic rendering package that allows expressive, hand-drawn looks and animations to be achieved in 3D renderings. With this new all-in-one kit, modo 601 users will now be able to access classic art styles when rendering anything from product visualizations to anime and fine art.

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Download full size image: modo_NPR_chris_golchert_hippo.jpg (720 pixels wide by 663 pixels tall)
Credit: modo image by Chris Golchert
Description: Image from NPR Kit for modo. Halftone hatching lines follow the contours of the surface while textured Edge Ink provide the rough outlines for this pen-and-ink style illustration. The new See Background mode reveals the distressed paper under the ink with a single click. By Chris Golchert.

 

Download full size image: modo_NPR_james_guard_farrah_hallway.jpg (1920 pixels wide by 900 pixels tall)
Credit: modo image by James Guard
Description: Image from the new NPR for modo shows Edge ink and Halftone shading layered over the Toon material. A layer of noise adds a grungy, weathered feel by breaking the smooth contours of the diffuse bands. By James Guard.

 

Download full size image: modo_NPR_richard_yot_hard_punch.jpg (800 pixels wide by 533 pixels tall)
Credit: modo image by Richard Yot
Description: Image from the new NPR Kit for modo. Stark contrast created with Toon shader adds emotional punch to this character. By Richard Yot.

 

Download full size image: modo_NRP_ogre_hut_sample.jpg (1280 pixels wide by 1024 pixels tall)
Credit: modo image by Arnie Cachelin
Description: Image from the new NPR Kit for modo. Artist-built Sketchmaps are used to provide texture and hatching effects across different parts of a simple 3D scene. In this way, artist intent is preserved and unique images are readily produced. Image by Arnie Cachelin.

 

Download full size image: modo_NRP_richard_yot_gooch_bot.jpg (591 pixels wide by 764 pixels tall)
Credit: modo image by Richard Yot
Description: Image from the new NPR Kit for modo. Gooch shading is used in this image, which delivers shading with an even brightness, where shadowed areas are gently tinted instead of darkened, and bright areas are given a warm cast. This keeps details and edge lines visible, and keeps bright areas distinct from the background background. Image by Richard Yot.

 
 

modo 601 a Main Attraction in CoSA VFX Pipeline

Invisible Effects for Major Feature Films and TV Shows Achieved with modo-to-Nuke Workflow

MOUNTAIN VIEW, Calif. – July 17, 2012 – VFX don’t always need to be blatant to be effective; sometimes they just need to blend in. With a long list of TV show and film post-production jobs under their belt, Los Angeles’ CoSA VFX has turned fooling the audience into a strong business – a business that runs on Luxology’s modo, and The Foundry’s Nuke.

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Download full size image: Luxology_CoSA_VFX_David_Jon.jpg (5184 pixels wide by 3456 pixels tall)
Credit: CoSA VFX
Description: CoSA VFX artists David Beedon and Jon Tanimoto can be seen examining a scaffolding shot being created in modo for the TV show, “Person of Interest.” After initial tracking in SynthEyes & Nuke, modo was brought in to model the scaffold, animate a few windy tarps with recoil, and render production-ready assets for later use in Photoshop and Nuke.

 

Download full size image: Luxology_CoSA_VFX_Rebuild_Footage.jpg (1920 pixels wide by 1080 pixels tall)
Credit: CoSA VFX
Description: This production shot from the TV show, “Alcatraz” shows a scene that needs CG replacements added to reveal the full side of the building, now partially obscured by an overhanging tarp.

 

Download full size image: Luxology_CoSA_VFX_Rebuild_Final.jpg (1920 pixels wide by 1080 pixels tall)
Credit: CoSA VFX
Description: For a scene in TV show, “Alcatraz”, CoSA VFX artists were able to bring back the side of a building that had previously been obscured by overhanging fabric. With modo, CoSA was able to add modeling detail to the building to make it complete.

 

Download full size image: Luxology_CoSA_VFX_ShatteredPR.jpg (1024 pixels wide by 1024 pixels tall)
Credit: CoSA VFX
Description: A shot from “Alcatraz” had to depict a broken glass effect that would be undetectable as CG to the audience. With modo&squo;s built-in dynamics engine recoil, CoSA VFX was able to simulate shattering glass, and then render that effect at any desired level of realism.

 

Download full size image: Luxology_CoSA_VFX_PanAm_Skin_Footage.jpg (1920 pixels wide by 1080 pixels tall)
Credit: CoSA VFX
Description: Here is a green screen shot that CoSA VFX needed to enhance by adding a metal skin to a jet doorway, along with all the proper colors, lighting and rivets for the TV show, “Pan Am.”

 

Download full size image: Luxology_CoSA_VFX_PanAm_Skin_Final.jpg (1920 pixels wide by 1080 pixels tall)
Credit: CoSA VFX
Description: With modo’s modeling and rendering tools, CoSA VFX was able to take a green screen shot, and add in the metal skin on a jet doorway with all the proper colors, lighting and rivets for “Pan Am.”

 
 

modo Steals Hearts of “Sly Cooper” Game Makers

Sanzaru Games Uses modo’s Pixar Sub-D Sculpting, Character Creation and 3D Painting Tools To Design Console-Quality Characters for “Sly Cooper: Thieves in Time”

MOUNTAIN VIEW, Calif. – June 14, 2012 – Assuming control over a cherished franchise carries a certain kind of tension for a game studio. Not only are they expected to live up to previous versions, but they also have to forge new territory for their own. Sanzaru Games has been able to do both on their recent production of “Sly Cooper: Thieves in Time” by entrusting their detailed character designs to Luxology’s modo, an all-in-one 3D modeling, rendering, and sculpting package that delivered the PS3-ready look gamers expect and the versatility their artists required.

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Download full size image: modo_sly_cooper_japanhideout.jpg (1280 pixels wide by 720 pixels tall)
Credit: image courtesy of Sanzaru Games
Description: On the recent production of Sanzaru Games’ “Sly Cooper: Thieves in Time,” John Hayes used different combinations of modo 601’s rendering, modeling, and posing tools to shape some of the game’s beloved characters. In this scene, they are seen in-game, relaxing in their hideout.

 

Download full size image: modo_sly_cooper_pose1.jpg (1920 pixels wide by 1179 pixels tall)
Credit: image courtesy of Sanzaru Games
Description: Posing noted rascal Sly Cooper was easily achieved by Sanzaru Games on the recent production of “Sly Cooper: Thieves in Time” by using modo 601’s new Pose Tool. By setting up simple head joints, Sly’s facial expressions were realized faster, increasing the iteration process substantially.

 

Download full size image: modo_sly_cooper_pose2.jpg (1920 pixels wide by 1178 pixels tall)
Credit: image courtesy of Sanzaru Games
Description: After modeling and posing Sly Cooper with modo 601, Sanzaru Games’ Senior Character Artist John Hayes was able to see how new adjustments would affect his sculpted Pixar Sub-D model before he gave it a final render.

 

Download full size image: modo_sly_cooper_renders.jpg (5480 pixels wide by 1200 pixels tall)
Credit: image courtesy of Sanzaru Games
Description: For marketing materials, many key characters from “Sly Cooper: Thieves in Time” were rendered using modo 601’s high-quality rendering engine. Seen here are Sly Cooper, Rioichi, Sir Galleth, The Crane, and Mech Wolf.

 

Download full size image: modo_sly_cooper_sub-d_geometry.jpg (1920 pixels wide by 1179 pixels tall)
Credit: image courtesy of Sanzaru Games
Description: This image depicts the Pixar Sub-D geometry of Sly Cooper in modo 601 with and without sculpting detail. This model would go on to be used in Sanzaru Games’ “Sly Cooper: Thieves in Time,” soon to be released on PS3.

 
 

San José State University Interior Design Students Win Big at IIDA Awards with modo-generated Submissions

modo 3D Design Package of Choice for SJSU; Quick Learning Curve Give Students Tools Needed to Take Home Design Competition’s Top Prizes

MOUNTAIN VIEW, Calif. – May 22, 2012 – When words fall short, interior designers turn to 3D visualization. It’s a keen bit of advice and something that the faculty at San José State University School of Art & Design makes sure every student knows before they graduate. Recently this strategy of imparting insight and teaching students 3D tools resulted in a near sweep of the International Interior Design Association of Northern California’s (IIDA) Student Design Awards. It appears all that time learning Luxology’s modo, the school’s 3D package of choice, paid off.

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Download full size image: modo_Lynne_Tainter_SJSU_IIDA_Awards.jpg (622 pixels wide by 480 pixels tall)
Credit: modo image by Lynne Tainter
Description: San Jose State University design student Lynne Tainter used modo’s modeling and rendering tools to bring home a first place trophy at the 2012 IIDA Student Design Awards. With modo, her “Boekie Woekie” home library concept was able to successfully play off Wiel Arets’ famous H House staircase design.

 

Download full size image: modo_Chase_Lunt_SJSU_IIDA_Awards.jpg (640 pixels wide by 427 pixels tall)
Credit: modo image by Chase Lunt
Description: San Jose State University design student Chase Lunt used modo’s modeling, sculpting and rendering tools to bring home a second place trophy at the 2012 IIDA Student Design Awards. With modo, Chase was able to help the judges see his vision for a vegetarian-themed restaurant that resembles the insides of a vegetable.

 

Download full size image: modo_Jessica_Sikoryak_SJSU_IIDA_Awards.jpg (621 pixels wide by 480 pixels tall)
Credit: modo image by Jessica Sikoryak
Description: San Jose State University design student Jessica Sikoryak used modo’s modeling and rendering tools to bring home a third place trophy at the 2012 IIDA Student Design Awards for her conceptual day spa.

 
 

re:think studios Hikes the Ball to modo for ESPN NFL Draft Promos

Animated Primetime Spots Completely Rendered with modo 601; Alembic I/O Tools Used for Material Transfer

MOUNTAIN VIEW, Calif. – April 27, 2012 – Whether it’s in joy or frustration, The NFL Draft makes people want to shout from the rooftops. This year, re:think studios brought their own ideas sky high when they turned promos for ESPN’s 2012 NFL Draft broadcast into rooftop reels for the nation’s top football prospects. And since primetime spots for the nation’s biggest sports channel means game time for graphics; re:think turned to Luxology’s modo 601 and its lightning-fast renderer to make all those bright lights, and brighter talents stand out.

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Download full size image: rethink_ESPN_City30_01.jpg (1920 pixels wide by 1080 pixels tall)
Credit: modo image by re:think studios
Description: Video footage of a rushing 2012 NFL Draft prospect was supplemented by modo® 601 rendered imagery for a dynamic effect in a new ESPN promo ad.

 

Download full size image: rethink_ESPN_City30_02.jpg (1920 pixels wide by 1080 pixels tall)
Credit: modo image by re:think studios
Description: Video footage of 2012 NFL Draft prospects was placed on TV screens high above NYC and brought to life using modo® 601 rendering technology in a new ESPN promo ad.

 

Download full size image: rethink_ESPN_City30_03.jpg (1920 pixels wide by 1080 pixels tall)
Credit: modo image by re:think studios
Description: This 2012 NFL Draft logo and the imagery surrounding it were rendered using modo® 601 as promotional elements for ESPN’s Draft Day coverage.

 
 

Luxology Ships Power SubD-NURBS for modo

Exporter Lets Users Prototype Virtually Any Organic Surface in modo and Convert the Results into NURBS-based File Formats

MOUNTAIN VIEW, Calif. – April 19, 2012 – Luxology LLC today announced the immediate availability of Power SubD-NURBS for modo, a plug-in that allows designers to automatically convert Subdivision surface meshes into NURBS-based CAD formats that can be exported directly to standard CAD systems.

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Download full size image: modo_Power_SubD-NURBS_pascal_beeckmans_mouse3.jpg (1143 pixels wide by 900 pixels tall)
Credit: modo image by Pascal Beeckmans
Description: This computer mouse was concept modeled in modo using Subdivision Surfaces, then transferred to a CAD system for detailing as NURBS via the Power SubD-NURBS Plug-in. As a final step, the model was imported back to modo using the CAD Loaders for modo Plug-in and rendered.

 

Download full size image: modo_Power_SubD-NURBS_branden_coker_drunk-uncle-wide.jpg (1440 pixels wide by 960 pixels tall)
Credit: modo image by Branden Coker
Description: Original “revolver” model in modo, which was then exported out as NURBS using the Power SubD-NURBS Plug-in.

 

Download full size image: modo_Power_SubD-NURBS_branden_coker_du-subd-bronze_007.jpg (720 pixels wide by 480 pixels tall)
Credit: modo image by Branden Coker
Description: Original “revolver” model in modo, rendered at Subdivision level 6. This is used as a baseline to compare to the NURBS version of the model.

 

Download full size image: modo_Power_SubD-NURBS_branden_coker_du-sdnurbs-bronze_005.jpg (720 pixels wide by 480 pixels tall)
Credit: modo image by Branden Coker
Description: Original “revolver” model in modo was exported as NURBS with Medium Subdivision Quality setting using the Power SubD-NURBS Plug-in. The NURBS model was re-imported back into modo using the CAD Loader for the rendering comparison. This rendering indicates high fidelity to the original baseline Subdivision Surface model.

 

Download full size image: modo_Power_SubD-NURBS_trek_poles_1.jpg (2048 pixels wide by 1130 pixels tall)
Credit: modo screen capture by Branden Coker and Paul McCrorey
Description: Original trekking pole handle quickly modeled using Subdivision Surfaces in modo 601.

 

Download full size image: modo_Power_SubD-NURBS_trek_poles_2.jpg (1516 pixels wide by 905 pixels tall)
Credit: SolidWorks screen capture by Branden Coker and Paul McCrorey
Description: After export as NURBS, the handgrip was refined in SolidWorks using solid modeling functionality.

 

Download full size image: modo_Power_SubD-NURBS_trek_poles_3.jpg (2160 pixels wide by 1440 pixels tall)
Credit: modo image by Branden Coker and Paul McCrorey
Description: Final renderings of left and right sides of the handgrip was done using the modified geometry in modo (imported via CAD Loader as .x_b format).

 

Download full size image: modo_Power_SubD-NURBS_paul_mccrorey_tank6.jpg (1554 pixels wide by 1170 pixels tall)
Credit: image courtesy of Paul McCrorey
Description: Motorcycle tank was conceptually designed using Subdivision surfaces in modo 601. The concept shape was transferred to a CAD system in a NURBS-based format using the Power SubD-NURBS Plug-in for modo where it was detailed. Later the final file was visualized back in modo.

 
 

Luxology Ships Texture Painting Tutorials for modo 601

Videos by Richard Yot Detail Creation of Photorealistic Textures with modo 601’s Painting Tools

MOUNTAIN VIEW, Calif. – April 11, 2012 – Now that modo 601 is out; it’s time to explore it. Starting today, modo users can train themselves in the art of texture painting through a set of brand new video tutorials taught by Richard Yot. The project-based lessons demonstrate how to use modo’s paint tools, Shader Tree, and the Preview Renderer to produce custom photorealistic textures for a tree frog, a corroded oil drum and a classic leather chair.

View Press Release »
Download pdf version »

Download full size image: modo_richard_yot_frog_3dpaint_retopo.jpg (1000 pixels wide by 667 pixels tall)
Credit: modo image by Richard Yot

 

Download full size image: modo_tree_frog_texture_painting_richard_yot.jpg (1464 pixels wide by 1234 pixels tall)
Credit: modo image by Richard Yot
Description: Example of image detail from Tree Frog Project

 

Download full size image: modo_oil_barrel_texture_painting_richard_yot.jpg (897 pixels wide by 1000 pixels tall)
Credit: modo image by Richard Yot
Description: Learn how to paint this rusty, corroded oil drum

 

Download full size image: modo_chair_texture_painting_richard_yot.jpg (3000 pixels wide by 1998 pixels tall)
Credit: modo image by Richard Yot
Description: Final output from the Leather Chair Project

 
modo video by Richard Yot

Random areas of corrosion are painted as clusters on an oil drum.

modo video by Richard Yot

Painting tools in modo are used to emphasize cracks in the leather.

View earlier images in the Media Images 2012, 1st half of year.

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