Unity to Modo and Back Again!

This is somewhat a long overdue post which shares my initial discovery of Modo so here goes…

I finally took the plunge into the Modo universe, having been aware of it’s existence for some time and as an explorer of new technologies and software I couldn’t resist, my curiosity got the better of me damn it!

I’ve been working on the project for some time now, I wanted to design and model the interior of a flat, using the flat I live in now for reference, my aim was to model everything in Modo and then import the scene into Unity, using Unity’s rendering and post processing effects to bring the scene to life.

Everything has a beginning..

I began learning Modo following various tutorials from AppleSoldier and The3dNinja, doing proper n00b tutorials just to get a feel for the package and understand my way around the UI, after becoming familiar with the workflow and modelling basic shapes I felt quite confident with jumping ahead and start modelling some of the assets needed for my scene. Before doing that however, I did some technical drawing which included measurements and positioning of objects which created a basic layout for my scene. Here is the basic layout modelled in Modo:


Moving on from this I began modelling more complex assets such as furniture and other props and objects needed:

Each object and prop had been UV’ed and saved as .lxo files. I really like that Unity uses native files as saving an edit to a model in Modo would automatically reimport that model in Unity to reflect the change, which is great because it happens almost instantly and this is amazing for iterating.

I imported all the assets into the initial basic layout scene in Unity, positioning each object precisely which gave me something like this:

The scene is actually lightmapped in Unity using Directional lightmaps with a Max atlas size of 4096 x 4096.

I found the workflow between both packages relatively easy, as long as you save .lxo files to your Unity assets folder inside your project then all good.

Moving on to texturing, I decided to use the library of Substance materials available on the Unity Asset Store, I hadn’t used Substance materials before in what I consider a proper project, I had only messed around with them but they add a great deal of realism and depth to your models and I wanted to explore that more.

An example:

After adding all the textures, some objects using Substance materials and other objects using different textures I had produced a scene which I am happy to show:


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