Silo 2.0 for making games
I’ve said before that I’ve been beta testing Silo 2.0, and it’s no secret to the people that I work with that I love Silo as a modelling package. It’s small, fast, lightweight and it feels right to model in. I can’t say what projects I’m working on, or have worked on, but I’ve used Silo 1.4 several times in the pipeline.
Silo 2.0 has been released as a public Beta, and I think that it’s time the word went out to as many game industry artists as possible – Silo 2.0 is a joy to use, and you need to try it. Character artists are the people who will benefit from most of all, due to it’s stunning displacement painting. You can create a low level base mesh then subdivide and sculpt it as much as you want, but unlike Zbrush you’ve got access to all the standard 3D modelling tools at any time on any subdivision level.
You could even start with a high poly model, and then build a low polygon version from it using the topology brush. The topology brush allows you to create new geometry simply by drawing a new mesh over the old one, retaining all the shape. I can also take my high resolution model and generate a normal map for my low poly mesh using it’s UV’s – UV’S that I’ve laid out in the superb LSCM based UV editor.

If you haven’t seen it, I urge you to check the video, and read a description of all the features.
Taking it forward, I’d love to see the Nevercenter team implementing .fx based shaders, meaning the model we see in Silo is very close to the model we’d see in our games. This is a wish that I have no doubt the Silo team would have little trouble implementing.
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Technorati Tags: 3d modelling, Art, silo
