View Full Version : Modo in a Lightwave Workflow
skritter 06-21-2005, 03:05 PM I, like a few other Lightwavers, are considering a Modo purchase because of the sweat Modo deal for wavers at the moment.
Could this thead be about Modo in a Lightwave workflow, and what issues arise and what work arounds are employed if nessessary. Modo has new features that LW dosen't, like Ngons and subdivision surfacing etc. For those of us who wish to employ Modo into our Lightwave workflow, could those with the experience enlighten us on any and all problems and issues.
Things like surfacing, UV, endomorphs etc etc.
When is it best to use Modo and when is it best to use LW. Remembering that the final output is to be in Lightwave.
Please keep this topic on track
It's about Modo and Lightwave working togeather.
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policarpo
06-21-2005, 08:48 PM
modo natively supports Endormorphs and the .LWO file format. The only real issue that might arise is if you try and open a model in Layout that contains nGons in the Sub-D model...but you can quickly fix that in modo. Another issue comes with Edge Weighting if it is used in modo. Since LW doesn't support this, you'll have to do the old manual knife trick to add your detail.
That's about all I can see at the moment...maybe some others will pop in a give some more feedback.
I'd just download the modo demo and give it a try...if you like Modeler...you'll like modo.
Cheers.
Beamtracer
06-22-2005, 08:39 AM
Edge weighting & n-gons. These are cool features of modo, however, you don't have to use them, then they won't cause any issues when you import your model into Lightwave.
When you get to know modo a bit better, you can start using n-gons and edge weighting, and then use the methods that Policarpo describes above.
I still don't leave n-gons in my models. I must be from the old school :) However, I find n-gons are still really handy when modeling.
In Lightwave Modeler, if you 'bandsaw' a row of polygons, at the end of the row it would sometimes create a poly with more than 4 points, which LW could not display, so the whole thing would look like a mess and be really hard to edit.
In modo, it can display these polygons smoothly, so you can see what you're doing. You can always split the n-gon to make sure it returns to 4 or less points. Alternatively, you can triple any n-gons before you send the model to Lightwave.
When is it best to use Modo and when is it best to use LW. Remembering that the final output is to be in Lightwave.
I do all my modeling in modo. Then I do the surfacing and rendering in Lightwave.
I originally intended to learn modo slowly, thinking that I would gradually move across from LW Modeler to modo. However, the day I started with modo marked the end of my usage for LW Modeler. There really was no turning back, as I immediately preferred working in modo. I also find myself modeling much quicker in modo.
As I said, I still do my surfacing and rendering in Lightwave.
I did the same as Beamtracer thinking I'll uses it alittle here and there still uses the thing i know best Lightwave modeler,
But it only take a day or 2 at most, to fall in love with Modo and you never go back
at first you load your models up in Modeler first just to check things But after afew you just drop them in layout and everythings cool :thumbsup:
And the extra feature Don't effect your workflow Cause you know where they going so you don't uses the extra's
Tho i do get odd view port errors with my Quadro Fx 1000, but that's the only downside
and I just work around it cause it's Only very minor bug that does really effect my workflow
and i have not had a crash YET ............. bummer seeing i wrote that bet $20 that in afew hours I'll see my first :rolleyes:...
new2LW
06-22-2005, 02:07 PM
I'm very interested in peoples opinion on this as well.
policarpo
06-22-2005, 03:49 PM
We could sit here all day talking about the 'workflow' but I would highly suggest downloading the demo since it is fully functional, and if any questions arise, LW users will be better suited to answer questions.
I know a lot of us don't bother modeling in LW anymore since modo has a fluidity to it that just makes modeler seem clunky.
So please, please...download the demo so we can all be on the same page in answering your questions. Like I said...it's a free fully functional 30 day demo. If you know modeler...you'll know modo in no time flat.
Just go to the Luxology site and grab it.
Looking forward to more questions.
Cheers.
new2LW
06-22-2005, 10:26 PM
Who says we havn't downloaded the demo? I have, played with it a while. I think I like it. I also think more opinions on how workflow change from lightwave to modo would be nice. I'm glad skritter made this thread, I would have known about the n-gons problem but never have guessed about the edge weighting.
I guess I'll get specific...off the top of my head, does anyone still do endomorphs in Lightwave or do you guys do endomorphs in Modo? Does Modo or Lighwave get picky at all for loading file types created by eachother(.lwo), even though they should be compatible? If you were to UV and texture in Modo, would the texture look different in Lightwave?
Any other volunteered info would be nice, thanks.
Beamtracer
06-22-2005, 11:29 PM
I do all my morphs in modo. These transfer just fine into Lightwave layout.
Same with weight maps and UV maps. They go across well.
Edge weighting is a really cool feature of modo which lets you form creases without using extra geometry. Like if you're modeling a car, in Lightwave you'd have to bandsaw or create a new row of polygons just to get the crease or hard edge. In modo you can still do it that way too, just like you always did in Lightwave. However, you also have the option to use Edge weighting to do this with less polygons. You just have one edge and dial up the edge weight of it and you get a nice crease along that edge. If you're rendering in Lightwave it's better not to use the edge weighting feature.
I purchased the download version of modo. It comes with a PDF document dedicated to transferring files and pipeline/workflow between modo and Lightwave, and modo to Maya.
Lightwave surfaces don't seem to display in modo, so that's why I do my modeling in modo, assign the surfaces areas and UVs in modo, then create the surfaces in Lightwave Layout.
I'm happy with the workflow between modo and Lightwave. I'm finding UV creation much easier in modo.
As people say, a new modeling program won't make you a better artist. But I'm much faster now with modo. Some things would take a lot longer to do in Lightwave Modeler.
leuey
06-23-2005, 12:08 AM
The only other issue I've run across is with surfaces. Let's say you think you're done with your model and you've done a lot of heavy surfacing in LW (gradients, proceedurals, etc) - then your client wants to make a change to the model. I've had modo crash on me will working with and particularly trying to save models that have been surfaced. The easy workaround is to save your surfaces seperately and re-apply them. But if you have to go back and forth 5 times in one day it's a major pain in the ass.
That said Modo is vastly superior to LW's modeler - although you will find yourself going back to modeler occasionaly to use some plug-in that doesn't exist in modo.
-Greg
Limbus
06-23-2005, 09:38 AM
If you're rendering in Lightwave it's better not to use the edge weighting feature.
Can you transfer the Modo edgeweighting to any other 3D program?
Does Modo support the new Subpatch Interpolation methods Lightwave has?
Thanks,
Florian
Can you transfer the Modo edgeweighting to any other 3D program?
Does Modo support the new Subpatch Interpolation methods Lightwave has?
Thanks,
Florian
I'm sure the edgeweight would transfer to Maya fine
I use XSI so at the moment i go to LW then with Pointoven goto XSI ( no edge weighting for me )
Sorry the " new Subpatch Interpolation methods " of Lightwave are really pretty OLD
lightwave the last to get it working correctly, SO I haven't check But sure Modo would be doing and working with LW fine. I havn't seen any errors
leuey
06-23-2005, 10:09 AM
Can you transfer the Modo edgeweighting to any other 3D program?
Not at the moment.
Does Modo support the new Subpatch Interpolation methods Lightwave has?
Thanks,
Florian
It does support LW style Subpatches as an alternative.
-Greg
Not at the moment.
Hmm what about the maya format for then ?
thinking seeing Maya has edgeweight the Maya export would export that info
WOW that really surprizes me :eek: !
new2LW
06-23-2005, 10:42 AM
I could be wrong but I thought I just read rescently that maya edge weight is either on or off, and modo is the only one that can do edge weight percentage right now.
Limbus
06-23-2005, 10:55 AM
I could be wrong but I thought I just read rescently that maya edge weight is either on or off, and modo is the only one that can do edge weight percentage right now.
I dont know about Maya but I think that C4D supports edge weight percentage. Silo only offers on and off edge weight right now.
Beamtracer
06-23-2005, 11:27 AM
Even if you don't switch on the Edge Weight feature, I still think working with edges is really cool. You click on one edge of a polygon and it lights up and you've selected that edge. If you double click on that edge, modo will select the entire loop which you can then move or drag around or grow or shrink etc. A real time saver. I guess anyone who's tried the demo would already know this, though :)
I guess I must sound like a real Lightwaver to find this feature fantastic. Users of most other programs probably think of it as a normal feature that every modeling package is capable of.
Limbus
06-23-2005, 01:14 PM
Even if you don't switch on the Edge Weight feature, I still think working with edges is really cool. You click on one edge of a polygon and it lights up and you've selected that edge. If you double click on that edge, modo will select the entire loop which you can then move or drag around or grow or shrink etc. A real time saver. I guess anyone who's tried the demo would already know this, though :)
I guess I must sound like a real Lightwaver to find this feature fantastic. Users of most other programs probably think of it as a normal feature that every modeling package is capable of.
Yeah I really do like the selection features of Modo. I also think that not many Progs have a selection method as intuitive as modo (silo is pretty nice to). Its just that the featurea I am missing most in LW modeler are edge weighting, snapping (which can be done with the LWCAD plugin), construction history and instances.
Beamtracer
06-23-2005, 11:02 PM
When I first crossed from LW Modeler to modo, I thought... "where's my Bandsaw? I want my Bandsaw tool!"
I soon realized that in modo you just slice across edges. A much much better way.
Dion Burgoyne
06-23-2005, 11:52 PM
Or just use the Loop Slice/ and Loop Slice "Slice Selected"
Sorry the " new Subpatch Interpolation methods " of Lightwave are really pretty OLD
lightwave the last to get it working correctly, SO I haven't check But sure Modo would be doing and working with LW fine. I havn't seen any errors
Correction I just found this out as i was doing something
check this out !!
Modo does not support Lw's correct Subpatch Interpolation
model was made in LW with correct Sub-d subpatch.
http://www.thomas4d.com/ModoUV_Error.jpg
LW's correct
http://www.thomas4d.com/LWUV_Subpatch.jpg
LW Linear UV's as you see this is what Modo is doing
http://www.thomas4d.com/LWUV_Linear.jpg
Phil Lawson
07-16-2005, 01:44 PM
Hi Peter...I put this request in awhile ago...hopefully we will see something regarding it on Aug 2nd. :)
Insider
07-27-2005, 04:18 AM
Modo is a great addition to LW - We use it at the studio daily. Now, it takes a little getting used to. That is to say, it's got so many ways of working that are easier than Modeler, it will take you some time to adapt and break old habits. Once you do, you'll be amazed at how fast you can work. From there, you can't use your modo model directly in LW without freezing it first if you're using ngons or edge weighting. No big deal there for most things.
Honestly at $299 it's an awesome deal.
Hope to see many of you at SIGGRAPH next week.
calilifestyle
07-27-2005, 08:05 AM
Well i bought Modo friday and just got it in the mail. Sure i could have downlaoded the Key but then i wouldnt have had the plesure of opening the box and installing lol. Im new to lightwave since i just bought it about 2 months ago, now this, i sure hope it all works out. I used to work in Max and used AM alot for toon shade ( Go hasH ) lol. so im sure the workflow will be much easier then my past life.
leuey
07-27-2005, 10:07 AM
calilifestyle - welcome to the club. i've got a bunch of tutorials on my site that may help you get up to speed.
www.sabpro.com/modo (http://www.sabpro.com/modo)
(i also find it helps to leave the manual in the bathroom....)
-Greg
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