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View Full Version : Does modo bring anything new to the table ?


Tripdragon
10-06-2004, 04:12 AM
I am looking at the feature list and for the price it seems small. I have seen about two new features so far but not worth the price...

Just curious is it faster than hell or wings ?

MasonDoran
10-06-2004, 01:52 PM
nothing new to the table...no new tools. It feels like a cross between LW modelling and Maya UI (with Zbrush style look and interacivity). Its a first version....wait a year for the next release for them to add missing tools and follow up on the much requested features.

Maya users complain about it being to much like LW and LW users complain that it is to much like maya.

i have even heard that Silo is faster....

Tripdragon
10-06-2004, 03:24 PM
a year .. huh . to long for me :P Silo is very nice and they seem to have a nice relationship with th eusers as they like to post update messages every week.

I had high hopes modo had some new artist friendly flow to it

yog
10-06-2004, 04:21 PM
a year .. huh . to long for me :P Silo is very nice and they seem to have a nice relationship with th eusers as they like to post update messages every week.

I had high hopes modo had some new artist friendly flow to itCompaired to ALL the other apps out there Modo doesn't bring much to the table (but there are some new features I haven't seen elsewhere), but compared to any other individual program out there, there is a chance Modo brings quite a bit to the table.

Your second post seems to have gone away from feature lists to workflow, which very often are two completely different beasts. I'm sure we all know of a feature or two that has been added to our native apps, just so the manufacture can say it's included, but it works like a crippled dog.
Workflow is actually Modo' strong point. A lot more than I first thought is interactive, we have the temporary keys of XSI (which is the fastest improvement to workflow I have ever seen), the intelligent tweak tool of Wings (knows what type of element you are over), and the endomorphs of Lightwave to name just a few. The falloff system and action centres are a real pleasure to work with, and make a very powerful combination.
Then you have a level of customisation that just keeps getting deeper the further you dig (and I'm just scratching the surface).

Ghostscape
10-06-2004, 07:10 PM
Does it offer anything in the way of low-poly tools for game development, or is it strictly a high-poly workflow?

Tripdragon
10-06-2004, 08:31 PM
Compaired to ALL the other apps out there Modo doesn't bring much to the table (but there are some new features I haven't seen elsewhere), but compared to any other individual program out there, there is a chance Modo brings quite a bit to the table.

Your second post seems to have gone away from feature lists to workflow, which very often are two completely different beasts. I'm sure we all know of a feature or two that has been added to our native apps, just so the manufacture can say it's included, but it works like a crippled dog.
Workflow is actually Modo' strong point. A lot more than I first thought is interactive, we have the temporary keys of XSI (which is the fastest improvement to workflow I have ever seen), the intelligent tweak tool of Wings (knows what type of element you are over), and the endomorphs of Lightwave to name just a few. The falloff system and action centres are a real pleasure to work with, and make a very powerful combination.
Then you have a level of customisation that just keeps getting deeper the further you dig (and I'm just scratching the surface).

cool sounds good I just wish someone could come out with an app that flows like paint or photoshop. no matter when the demo comes out I can test and see if it is for my piggy bank

Dion Burgoyne
10-06-2004, 09:06 PM
Does it offer anything in the way of low-poly tools for game development, or is it strictly a high-poly workflow?
The tools that work on subdivision models work the same for polygonal models. There are a lot of techniques for being able to do some very quick and nice low poly and hard surface models... Edge bevels, vertex bevels, edge removal, vertex extrudes, etc... I'm using it currently to make models for Neverwinter Nights as a personal project.

kursad_pileksuz
10-06-2004, 09:56 PM
when you buy a car, in general you look for comfort, gas mileage, trunk size, number of seats (maybe speed, but most cars can go up to 120 miles easily) etc . last couple of decades , for example cars did not come up with some never crazy features everytime ford or honda or dodge makes a car. because mostly they work based on same princibles. even thou when you buy a car you think that outside is more important, but when you actually start driving you would not need the outside because you would be inside whole time.

MasonDoran
10-07-2004, 08:37 AM
one could say what IS new to table with Modo is that its a hybrid of all the other appz.


The pitch that Lux is trying to sell is that with Modo you can model the way you want and work the way you want. In other words....fast and customizable.


That of course means everyone is going to be making complaints and requests based upon what they are used to...and Lux is doing well at trying to close that gap between different appz.

Nemoid
10-07-2004, 01:31 PM
No app is perfect at 1.0 release, so i think modo just need some time to stabilize and let some scripts and plugs be compiled

So far Modo looks very promising, offering a lot of feature, addressing major LW modeler problems but it's not so distant from other standalones like Silo, or from XSI toolset for example. Modo for now mixes Lw approach to modelling, wich i personally like, to Maya approach.

I'd like to see this mix go further and customization/workflow go ahead. just look around to all poly/subpatch modelling tools out there, integrate the coolest features, then find the better way to work fast and efficient.

The only app wich is really so distant from other apps but is really astonishing it's Z brush. but it's not the best for low poly modelling though. it'smade to model like in clay incredible amount of detail.

I am confident that with some time Modo will become really really good.

Does vertex array is so powerful as Z brush in manipulating very high poly models? (talking about million of polys for a char, here)

Anyway, a mixed pipeline Modo/Zbrush makes me simply :drool: think to a Modo with displacement and normal maps to attach Z brush ones u could model/paint there...I think we will se something like that soon.

dfusion
10-07-2004, 09:13 PM
There will be a rendering engine for Modo coming out in the near future. It is supposed to be the FASTEST rendering engine ever! I wish I could remember the benchmarks from the demonstration.

c-g
10-07-2004, 09:21 PM
No one claimed it was the fastest, and I wouldn't call the times Brad mentioned "benchmarks".

It is really hard to say anything about it since all we have seen is a blurry, compressed video and one picture of a monitor running it. The video was also surrounded by Apple marketing hype.

DMack
10-07-2004, 09:30 PM
There will be a rendering engine for Modo coming out in the near future. It is supposed to be the FASTEST rendering engine ever! I wish I could remember the benchmarks from the demonstration.
You know I'd love to know WHEN the render module will be available, even when it's meant to become available...When you say 'coming out in the near future', is this an educated guess based on demo's done by the lux guys or do you know someting stronger?

Love to know.

To me, a fully integrated 'single app' pipeline would be fantastic.

Griffon
10-07-2004, 11:22 PM
No release dates for anything beyond modo have been announced.

kursad_pileksuz
10-08-2004, 12:07 AM
modo brings a new table, replaces your old one.

lougandidas
10-08-2004, 04:14 AM
No release dates for anything beyond modo have been announced.
What about a release date on some more information?

1. Are .5 upgrades going to be free, like Lightwave was? Are users only going to have to pay for point upgrades?

2. What is the development cycle for new patches and features? Are users going to have to wait for the .5 upgrade, like Lightwave was?

Nemoid
10-08-2004, 07:30 AM
I'm quite sure to have read Brad saying for a Nexus release in the first part of 2005. Nexus seems not to be the rendering engine though. Well, at least we know a renderer for Modo will arrive in the future. :)


Good work so far, Lux guys. :)

JulesB
10-08-2004, 09:46 AM
Yes, workflow is the big new thing with Modo. It is deep and, for me still, very frustrating getting to grips with it.

As some have said, this is version 1.0 and shows alot of promise. But to me what it has in place is the core of Modo, the ability to use fall-offs with almost anything, the customising of UI and tools, etc. Stuff like Vertibevel for LW, or the old Macroform are not there, not as actual push-button tools anyway, and there are alot of more sophisticated versions of tools that need to be there, like alignment and measuring.

Julian.

MasonDoran
10-08-2004, 10:03 AM
and things like snapping....is it even possible to point or edge snap?

Nemoid
10-08-2004, 11:08 AM
Yes, workflow is the big new thing with Modo. It is deep and, for me still, very frustrating getting to grips with it.

As some have said, this is version 1.0 and shows alot of promise. But to me what it has in place is the core of Modo, the ability to use fall-offs with almost anything, the customising of UI and tools, etc. Stuff like Vertibevel for LW, or the old Macroform are not there, not as actual push-button tools anyway, and there are alot of more sophisticated versions of tools that need to be there, like alignment and measuring.

Julian.
you're right. but this is for now. After all, sdk hasn't been released yet and yet Modo is powerful as well with the built in tools. u even can save presets of tools to create new ones, and tweak the ui to be more confortable for u . this is a great start. of course, some tool is still missing, and some thing can be enhanced to allow a faster modelling workflow for sure, but... anyone remembers how Silo 1.0 was? i don't think that it was SO good as now at its start.

with a good policy of hearing their customers they have enhanced it greatly. the same can do Lux.

Also, the Lw community is one of the best ones, used at compile plugs and scripts, so, with many lw users going to Modo, great plugs and tools will come IMO. :)

DMack
10-08-2004, 03:43 PM
No release dates for anything beyond modo have been announced.
COME ONE!!! Just a tiny tiny tiny little thing to cling onto? I am very excited at the prospect of a ground up single app pipeline...Just give us a little to nibble on!! Go on...be brave...anyway, as someone said, one of your top secret agents, I'll disguise his identity...I'll call him 'Brad Beepler', said (I think) something to the effect of 'something will be out early 2005', or did they even say first quarter 2005.....


David

PS NOT to be taken too seriously but hey some info would be good!

JulesB
10-08-2004, 04:46 PM
and things like snapping....is it even possible to point or edge snap?
Yes, it does snapping, to points and edges, grid and guides - pretty good!

Julian.

JulesB
10-08-2004, 05:12 PM
Yes, it does snapping, to points and edges, grid and guides - pretty good!

Julian.
Actually, talking of snaps - anyone had any problems with grid snapping?

Just tried to grid snap a vertex on an exisiting curve, using the Move tool, but it flies all over the place. Definitely not working, so it seems to me. Likewise trying to edge snap that same point only snaps it to the centre of an edge, nowhere else.

Are these snapping modes only meant for use during geometry creation, and not for moving components afterwards?

Julian.

dfusion
10-08-2004, 10:05 PM
No release dates for anything beyond modo have been announced.
But Brad did state the renderer would be out next year, just not the exact date. If I had to guess it would be around Siggraph or shortly after.

dfusion
10-08-2004, 10:07 PM
No one claimed it was the fastest, and I wouldn't call the times Brad mentioned "benchmarks".

20,000 polygons per second is fast by todays standards.

onlooker
10-08-2004, 11:26 PM
I have to say that the snapping definitely is not all it can be yet IMO.

MasonDoran
10-09-2004, 11:30 AM
I have to say that the snapping definitely is not all it can be yet IMO.
yeah...thats why i asked....cuz what i did see didnt seem to qualify as snapping. hmmm....the turntable feature is there -even as a hotkey!....but proper edge snapping doesnt seem to get that priority?....strange

Sbowling
10-10-2004, 04:37 AM
a year .. huh . to long for me :P Silo is very nice and they seem to have a nice relationship with th eusers as they like to post update messages every week.

I had high hopes modo had some new artist friendly flow to it
Modo is all about artist friendly. Most of the workflow complaints are usually easily fixable. Personally, I've never felt a real need for a lot of different tools. The main reason for buying modo was workflow and configurability For example, in lightwave there are many tools that will ask you to specify a default behaviour before using it. If you use the exact same setting most of the time it becomes irritating to have to constantly click a button, then hit ok. In modo, I can copy a button and specify the default behavior of the tool. While Modo does not come set up perfectly for everyone (this would be impossible), with a little work you can set it up to work exactly how you want.

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