WORKSHOP
VR Graphics With Modo
Creating Real Time Assets, For VR
- Modo Pipeline
- Asset Creation
- Procedural Modeling
- VR Presentation
Understanding The Process Of Modo
Having worked on american productions and in the industry of visual fx, from foam latex, gelatin and silicon prosthetic ll the way up to CGI (composting, 3d modeling, sculpting and animation) I use today my versatile and inordinate knowledge to teach not only specific software but most importantly, The ability to establish workflows between several softwares and become a problem solver
Marc will teach the logic behind modo's UI, Tools, Navigation through the program. Procedural Modeling , Particles and dynamics, Schematic view, Rendering and shading, Sculpting and painting, Games and VR and much more

What You’ll Learn
The course will go through the full process of using Modo's software/Interface. Understanding the importance of falloffs and selection centers in the modeling process. The primary focus will be fleshing out the concept to a portfolio ready asset for VR.
By the end of the course, students will learn how to turn a basic low mesh into a fully ready to render high quality asset in VR. Students will understand, particles in motion graphics and animation effects. They should also have gained knowledge on how to troubleshoot new problems or tasks.
This workshop on Motion Graphics in Modo will consist of eight modules of pre-recorded lessons and live Q&A sessions. You’ll learn Motion Graphics design skills and workflows and be part of a community of artists working to achieve next level quality in their work.
By the end of the workshop you'll:
- Be able to produce stunning images in one single package
- Edit projects in real time with the client, Non destructively
- Learn the full workflow from modo to VR presentations
Marc Hermitte:








Sprints
1
Getting To Know The Tool Box
Understand the logic behind Modo’s UI,. Learn which basic tools you’re going to use most of the time Animating objects and camera and applying basic materials.
2
Polygonal Vs Sub-D Modeling Vs Spline Patch
Concept to projects, you will have to choose the sub-D, spline patch or the polygonal modeling path. Starting from a Hi-Res mesh, we’ll learn how to make a low res assets (for games and VR for instance) from It by baking maps such as normals and occlusion.
3
Procedural Modeling
Most of the modeling tools exist as mesh operators (meshops) and can be used non-destructively to achieve results that can be altered and modified later on, depending from a client inputs for instance. Operations (like bevel, extrusion along curves, etc.) can also be animated, which opens a wide range of effects impossible to achieve otherwise.
4
Particles & Dynamics
Hard and soft body simulation can be used for animation but also as a modeling tool. (curtains, mess in a room, war zone, etc.) Particles play a strong role in Motion Graphics, we’ll learn a few effets and rigs like syncing particles to a music.
5-6
Schematic & Sculpting
It’s time to dive in a little deeper and see how almost everything can linked to Modo. Let colors speak with rotation, slope with replicators and textures with each others. We’ll also use the schematic to rig a variable speed camera along a path.
7-8
Rendering & Virtual Reality
We’ll refine the texture projection modes including UVs. We’ll study both default and the new render Mpath engine, but also Octane and Vray for Modo. Use the assets we produced to export to Unreal engine and twinmotion to create a VR experience
Choose your enrollment option:
Payment Plan
$256/mo $183/mo
3 monthly payments
- 8 weeks of LIVE Q&A
- Critiques of your work every week
- Detailed technique walk throughs
- Community access to Artist Awake
- Life time access to streams & downloadable videos.
Upfront
$697 $498
One Time Payment
- 8 weeks of LIVE Q&A
- Critiques of your work every week
- Detailed technique walk through
- Community access to Artist Awake
- Life time access to streams & downloadable videos.