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Snefer's Avatar
Old (#101)
That is a setting, also the UVs work differently with pixar sub-D and normal sub-D. You can also specify if you want linear UVs or not : ))
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MrOneTwo's Avatar
Old (#102)
Oh ok thx ... modo is just to smart for me. I really have to learn using it.
Offline , polygon, 573 Posts, Join Date Mar 2011,  
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TeeJay's Avatar
Old (#103)
Does anyone here have any experience/know anyone using Modo for Arch-Viz?

I'm currently shopping for my first commercial license (been on student license for the past few years) and undecided on which package to go for. Modo comes in almost £1000 under the alternatives (Max/C4D) and if it fits the bill, it'll be tempting.

Thing is, I'm looking ideally for a Mac solution which Modo obviously is, as is C4D, Max is not but I can BootCamp. Max would obviously be the sensible choice but if I can save a grand then I would like to.

I do use it for realtime stuff in my spare time too but for my job, I need a few things like CAD import, a decent Hair system, cloth would be cool and obviously a renderer to rival VRay/MR is crucial. Any one got any input on this?
"All of the true things I am about to tell you are shameless lies"
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Rabbid_Cheeze's Avatar
Old (#104)
Some bullet point issues to be aware of:

-No node-based shader system (it uses a Shader Tree instead)
-No audio support for animation
-No fracture/destruction system

Its physics system is also really buggy atm, but that might be fixed in service packs.
It does however have support for realflow particles and a decent hair system.
Offline , spline, 115 Posts, Join Date Apr 2010, Location That place just out of the corner of your eye.  
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lefix's Avatar
Old (#105)
I guess the obvious reason for max would be that there is a ton of tools and plugins for all kinds of stuff, like particle systems, fluid simulation, cloth simulation, vegetation, renderers. Modo still has alot to catch up in this regard.
Offline , triangle, 266 Posts, Join Date Nov 2008, Location Berlin, Germany Send a message via ICQ to lefix  
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Justin Meisse's Avatar
Old (#106)
I thought the whole point of Modo was that it focuses on modeling. If you need to animate or simulate physics you do that in Maya or Max.
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Ahrkey's Avatar
Old (#107)
If I'm not mistaken the point of modo is its workflow. Made by artists for artists.
-_-
Offline , spline, 151 Posts, Join Date Jan 2005,  
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ajr2764's Avatar
Old (#108)
Just starting using 601 coming from 401. I had a script that I used that allowed you to get a export menu for a selected item and export as a obj which seems not to work in this new version. Does anyone know if any obj exporters out here allow you to export a selected item and not the whole scene?
Offline , triangle, 339 Posts, Join Date Sep 2009, Location Atlanta, Georgia  
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Rabbid_Cheeze's Avatar
Old (#109)
This is my biggest issue with Modo: no native way to export selected layers. Its just pathetic. The first version of Modo should have had it, and instead we're six versions in and people still have to use workarounds and scripts. For now I'm deleting everything I don't want to export, exporting, and then undoing the deletes. Talked about this recently on the Luxology forum too: http://forums.luxology.com/discussio....aspx?id=63958

Anyhow, there are a few scripts to do this, but none that I know of support obj groups sense that was just introduced in 601 (and the reason I'm using a work around instead of a script). However, If that doesn't matter then this seems to work ok: http://www.artstorm.net/plugins/export-selected-to-obj/
Modonaut in training.
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Snefer's Avatar
Old (#110)
I think thats a wierd issue ^^ Yes, there is no native way, but if you only use modos native functionality and zero scripts you are silly and unefficient. ^^
Tor Frick - Senior Artist @ Machinegames
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Rabbid_Cheeze's Avatar
Old (#111)
True scripts are always a good thing to have, but basic functionality should never be left to scripters. Its like if a 3D app lacked a grid, or loop/ring selection, saying "that's ok, the scripters will fix it!" is not a very good excuse.
Modonaut in training.
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Snefer's Avatar
Old (#112)
But saying its your biggest issue is wierd, because its something that takes 30 seconds to fix. My biggest issues is usually the ones I cannot fix with a few simple klicks. Like broken or missing functionality that you cannot add yourself.
Tor Frick - Senior Artist @ Machinegames
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Rabbid_Cheeze's Avatar
Old (#113)
I see it as the biggest issue because interoperability with other apps is so important. Even if Modo lacks a certain feature you can always just export into another package that has the feature you need. And this issue affects all export options and formats, so no matter what programs your moving to it will affect you.
Modonaut in training.
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Snefer's Avatar
Old (#114)
And I say its NOT a big issue because its so supereasy to fix, and even without a fix its just another few seconds of delay. I have export tools on hotkeys, so I never notice that. I think its a bigger problem that certain things cannot be baked out for example, because there are no workarounds. ^^
Tor Frick - Senior Artist @ Machinegames
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Rabbid_Cheeze's Avatar
Old (#115)
Fundamental issues are the biggest issues, because they affect everyone. Sure Modo not having cage baking is an issue for some, but thats just it: It only affects SOME people. When very nearly your entire userbase has to use workarounds and scripts for a feature that could be implemented in a day by a single employee, and 10 years later its still not implemented, well, it's not a good sign.

Also, on the subject of scripts, the way they work for exporting selected layers always seems to be by copy/pasting the layers into a new scene and saving out that scene. The problem with this is that is doubles the amount of memory in use, which I assume could cause crashes with high poly meshs on exporting due to the memory doubling.

Last edited by Rabbid_Cheeze; 03-27-2012 at 02:27 AM..
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Will Harris's Avatar
Old (#116)
Do you all have any really good modo modeling tutorials that you would recommend? I'm going to give modo a shot

thanks,
will
Offline , null, 8 Posts, Join Date Apr 2012, Location San Diego, CA  
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encore's Avatar
Old (#117)
Just pre-ordered this on 3dgarage.

I love Modo's modeling tools.

Last edited by encore; 04-02-2012 at 02:57 AM..
Offline , vertex, 25 Posts, Join Date Mar 2012,  
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Farfarer's Avatar
Old (#118)
If anyone's a Max user and wants to be able to toggle the whole/partial selection of enclosed polygons...

Open the System > Form Editor.
Use Find Form to find a place you'd like to put the button.
Create > New Command and give it the command...
pref.value remapping.lassoSelectPartial ?
...including the question mark.
Set Boolean Control Style to "Toggle Button".
Give it a Label of whatever you like.

It only works with polygons, not edges, but it'll toggle the ability to select either partially enclosed polys or only completely enclosed polys.
Offline , dedicated polycounter, 1,404 Posts, Join Date Mar 2007, Location Leeds (UK) Send a message via MSN to Farfarer Send a message via Skype™ to Farfarer  
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Computron's Avatar
Old (#119)
Is there a 3ds Max GEO-Poly tool equivalent in Modo?
Online , dedicated polycounter, 1,443 Posts, Join Date May 2011, Location Minnesota, USA  
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Farfarer's Avatar
Old (#120)
Seneca has a script called Perfect Circle that - I think - does what you want.

http://www.indigosm.com/modoscripts.htm
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tanka's Avatar
Old (#121)
I fired modo up this weekend to see what all the fuss was about. Needless to say, I love it. I'm going to play around with it a bit more, and if the love continues, I might end up buying it to use for personal projects/freelance work.

The only downside I've seen so far is getting models into cryengine. But it seems to work pretty well with Unity and UDK, so I can't complain too much.
Offline , triangle, 323 Posts, Join Date Nov 2008, Location Australia  
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tanka's Avatar
Old (#122)
I don't want to create a new thread for this, so I thought I'd post it in here..

Do any of you modo users have any good modelling tutorial recommendations? I'm having trouble finding anything useful. I've gotten the hang of the basic modelling toolset, however I want to learn more about some of the more advanced tools.

Any ideas?
Offline , triangle, 323 Posts, Join Date Nov 2008, Location Australia  
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Fifa's Avatar
Old (#123)
tanka - I would recommend this video tut by Adam O’Hern
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fullofclovers's Avatar
Old (#124)
Heads up: Luxology is running a crossgrade special for Modo 601. $895 for a limited time. I just pulled the trigger.

http://www.luxology.com/SIGGRAPH/index.aspx#crossgrade
Offline , spline, 167 Posts, Join Date Jan 2007, Location Austin, TX  
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turistainc's Avatar
Old (#125)
Is the modo license version-based or is it like ZBrush's?
Offline , vertex, 32 Posts, Join Date Jul 2011, Location Oakland, CA  
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