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Real World Modo


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Table of Contents

Real World Modo

Table of Contents:

Chapter 1: Trench warfare: Working as a 3D artist

Chapter 2: Becoming a modo-nauhght The modo interface and modo architecture

Chapter 3: Modeling

Chapter 4: UV Mapping: Becoming a Taxidermist

Chapter 5: Texturing

Chapter 6: Animation

Chapter 7: Camera and Staging: Bringing it all in focus

Chapter 8: Lighting and Rendering: Making the Difference

Chapter 9: Advanced Rendering: Working in Linear Space

Chapter 10: Integrating modo into your pipeline

Chapter 11: Interactive 3D Design

Chapter 12: Closing

About the Author

By Wes McDermott, Wes has been a professional 3D artist for 10 years, working in video production and print design. For the past six years, Wes has been the Multi-Media Developer for UPS Airlines at the Flight Training Center. He creates various 3D elements for video and interactive online training. Published in HDRI 3D magazine and a featured artist at, Wes has participated in beta tests for both Luxology and Autodesk, leading 3D software companies.


"Real World Modo is excellent for experienced users and beginners alike. Wes McDermott's writing is accessible to users of all skill levels, and his topics are well thought-out and easy to follow. Real World Modo is now an important part of our organization's education library."

-John Kabus, Founder & President, Synapse Gaming

"A pragmatic and often personal guide to using modo (and by extension, 3D software in general) to get the job done. This book is less about theory, and highly focused on results. Wes gently but firmly guides you through the process with a steady hand and insight borne from untold thousands of hours using the software. It's like having a modo buddy who takes the time to tell you what you really need to know to use the software effectively."

-Bob Bennett, Luxology

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