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Any regular visitor to the modo forums is familiar with the many WIPs and active community participation by Sumimasen. We decided to get to know the person behind all of these great images and posts.... Mr. Paul Beards. We thank you Paul for sharing your work and words.
Lux:Tell us about your art background and when you first got into 3D.
One of Paul's first modo models: the Tachikoma robot from Ghost in the Shell. See the wires here.
Paul: I have been interested in drawing and painting from a very young age and specialized in art in my final years at school. From there, I went on to do a National Diploma in Technical Illustration, and then a Higher National Diploma in Visual Communications. I started my career as an artist and illustrator, but moved into design and studio work when required. Luckily I am now solely working in illustration, and hope to continue for many years to come!
I originally worked in more traditional media (inks, acrylics and pencils), but started using computers as soon as I could, first using Deluxe Paint on the Amiga, then in Photoshop and Illustrator on the Mac. I first started using 3D packages in 2005, with Lightwave, and then started using modo 103 for modeling shortly after it came out. Once modo 201 was released, I moved most of my pipeline out of Lightwave, and into modo. Recently, I have come to be using modo exclusively, although I will be using Maya in tandem with 301 in the near future.
Lux: Where do you work now, and what is your role there?
Paul: I work for Dyson Ltd in Malmesbury, Wiltshire in the UK as an Illustrator. Approximately 75% of my work is 3D still renderings, and the rest is a combination of technical linework for operating manuals and more freehand style work where required.
Lux: The vacuum cleaner image is amazing. Please tell us what the product is and where the geometry was created.
Dyson DC16
Paul: The product in this image is a Dyson DC16 handheld vacuum cleaner. I did the render as a test for the OBJ import functionality in modo 301, but the response to it has been so good that a production box image has been created from this basic scene for a forthcoming edition of the DC16, which is very nice!
The original data was supplied from our engineers as raw CAD data, which we then converted to OBJ's for use in modo.
Lux: Did you use any tricks to get the geometry into modo?
Paul: The original CAD data was translated using Solid Edge and Polytrans on the PC to create OBJ files with usable Vertex Normal Maps. As of modo 301, I am pleased to report that these can be imported directly into modo 301 for silky smooth render goodness, with relatively low poly counts.
Lux: Do you do much modeling of machine parts in modo?
Paul: Occasionally I have to model parts for machines that don't translate well. When we used to convert to LWO files, the lack of vertex normals caused major fracturing issues, that showed up the most on the transparent plastic parts, such as the clear bins and handles. Using OBJ's in modo 301 has cut this issue down considerably.
The only parts I modeled on this particular image were the bristles on the front, as the CAD data was supplied with tapered cylinders to give the impression of a clump of bristles. I wanted a better look and these only took about an hour to model and position.
Lux: What was the rendered image used for, and what was the response from the client? Were there additional views of the vacuum generated and used?
Paul: Originally, the render was just a technology test of modo 301 beta to stress test the OBJ import and new vertex normal support, but a slightly tweaked, recoloured version will now be used as a production box image. The machine will pretty much appear as it looks here, but the coloured cap has been replaced by a version rendered by one of my colleagues in Maya, as this had been signed off already. I just had to match the camera for this shot so everything fit in the comp.
In addition to the main front of box shot shown here, I also rendered a top down version for the top flap of the box.
Icarus model from the WipeOut game. Looks ready to animate!
Lux: What are your favorite things about using modo?
Paul: modo's speed and intuitiveness are it's key strengths for me. Being a relative newcomer to 3D, I was frustrated with Lightwave, and intimidated by Maya. modo has given me the confidence to progress and the tools to achieve what I want. I envisage modo remaining the main foundation of my workflow for many years to come, as it seems to be evolving with my requirements in a rather spooky fashion!
Lux: How do you think you'll tap the new features in modo 301?
Paul: I was a part of the Beta test team for the final phase of 301 development, and I enjoyed every moment! I continue to use modo 301 at home in my spare time, and also on work projects where possible. I'm looking forward to producing some product animations in 301, but currently these are produced in Maya, due to animation being such a new addition to the modo toolset. I'm optimistic that I may be able to re-educate my colleagues in the power of 'the modo'!
Lux: What do you wish were different in modo?
Paul: Hmmmm... A few nit picky things I would like to have would be the ability to drag a region for rendering in the camera view without doing a render first (or having to use the numerical input). Also, being able to attach objects together at a pivot point would be a very nice feature. I was animating a sequence in a scene at home (my Wipeout project), and the lifting gear was a pain to move, because the parts attached at four pivot points. I had to do it all manually, which took ages! If I think of anything else, I'll post them in the forum! ;)
Lux: Who are some of your influences? Do you make it a point to continue to do personal projects in 3D?
Paul: My influences are pretty wide ranging, with artists, illustrators, music, anime and video games all providing me with inspiration. Artistically I like the work of Matt Gröening, Stephen R. Gilmore, Dave Dorman, HR Giger among others. Musically, Nine Inch Nails, and most electronic/industrial bands. I also love both traditional and CG Anime and Manga, my favorites being the Ghost in the shell series, and I'm also a huge fan of the Halo series by Bungie, the Dead or Alive games by Tecmo and Jet Set Radio by Sega.
A model of Paul's sportscar wheel. A version of this is currently used on the Luxology homepage. Groovy rotor...
I have been running many personal WIP's in the last few years, mostly as a structured way of training myself, but also as I find 3D in modo fun and relaxing. The people I work with joke that if they want to find out what I'm doing in my life, they just check the Luxology forums, as I just seem to model whatever I'm currently interested in. Case in point, I bought a new car, and promptly started building parts of it in modo. Then I started playing Bioshock on the Xbox 360, and was inspired by that too. The only problem with all this is that very few projects actually get finished! But I never abandon them completely. I'm sure they'll all get done eventually!
Lux: Do you consider yourself more skilled at modeling or rendering?
Paul: I feel that my rendering skills are slightly ahead of my modeling at the moment. I do practice both at every opportunity, and I'm always looking to improve in everything I do. At present I'm busy trying to add sculpting to my repertoire, which also requires pretty advanced UV unwrapping skills, so these are my new priorities.
Lux: What other software are part of your personal pipeline?
Paul: In my personal workflow, I use modo for 3D, Adobe Illustrator and Photoshop for 2D, and Painter for more freehand work, as well as good old paper and pencil!
Lux: Do you have any advice for someone who is starting out with modo or perhaps contemplating using it for the first time?
Bolt detail
Paul: Basically the greatest resource Luxology has provided for modo is the online community, and any issues can be solved either by searching the forums, posting a question if there is no obvious information there already, or browsing Luxology.tv. Also, the tutorials available for modo are some of the best around, and are so easy to follow. I have found them all invaluable, especially Andy Brown's!
Basically, as a fairly recent newcomer to 3D myself, I would just say stick with it. modo is an incredibly rewarding package to use, and with dedication and experimentation, you'll get the results you want sooner than you think!
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