ImagineFX - Issue 179

(coco) #1
Tor Frick

ADVERTORIAL
SIGGRAPH 2019


T


hroughout more than a decade of
AAA game development, Modo
has been a constant in Tor Frick’s
life. Regarded as one of the leading artists
in the industry, Frick has used Foundry’s
creative 3D modelling software since the
very start of his career.
Today, Modo forms the heart of the
art pipeline at Neon Giant, the studio
that Frick co-founded in 2018, where the
improved modelling tools and Radeon™
ProRender GPU render engine in the new
Modo 13 Series – backed up by AMD’s
powerful Radeon™ Pro Duo graphics
cards and massively multi-core Ryzen™
Threadripper CPUs – help him meet the
often brutal development schedule for
the company’s debut game: an as-yet-
unannounced cyberpunk title.

MODELLED IN MODO


“We’re doing pretty much all our
modelling in Modo, from weapons and
characters to [entire] environments,” says
Frick. “Modo is well suited to game art

TOR FRICK: DESIGN WITHOUT LIMITS


because it’s so easy to swap between
different types of modelling,
like subdivision surfaces and low-poly
work. It’s all seamless.”
Frick, who describes his long-term
goal as “to blur the line between concept
art and production art” also uses Modo
in his wider role as Neon Giant’s art
director, using the software’s procedural
modelling tools and non-destructive
Boolean system to quickly explore designs
for new assets.
“You can drag things around [on
screen] and come up with whatever crazy
mechanical shapes you want,” he says. “At
the end, you get a very clean result that
you can put directly in-game.”
Neon Giant now uses the Modo 13
Series, Foundry’s current cycle of updates
to the software, in production, with Frick
praising the changes it brings to the direct
modelling toolset, particularly the new
Find Shortest Path Selection tool and
improved handling of falloffs. “Anything
that speeds up core modelling workflows

First introduced in Modo 13.0,
AMD’s Radeon ProRender is a
fast, physically accurate GPU
render engine. It quickly became
part of Tor Frick’s workflow,
enabling him to see photorealistic
previews of the models he is
working on, rather than just relying
on the simplified versions that are
visible in the viewport. “Being able
to see how things look with real
materials, not just grey-shaded,
means a lot to me,” he says. “A
model can look correct in the
viewport, but completely different
in-game. The faster I can preview
things the way they’re going to
look later, the better.”

RADEON PRORENDER
Modo’s GPU render engine helps
Tor Frick preview assets accurately

CASE STUDY


Modo’s flexible modelling tools and AMD’s powerful hardware help the leading games


artist meet the punishing production schedule at his start-up studio, Neon Giant


Tor Frick

ADVERTORIAL
SIGGRAPH 2019

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