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View Full Version : What do you think of 401?


kabo0m
10-19-2009, 12:24 AM
What do you think of m401? Right now I am using m302 and I thinking about upgrading to 401 but so far I have heard very little about the new version.

stooch
10-23-2009, 06:29 AM
What do you think of m401? Right now I am using m302 and I thinking about upgrading to 401 but so far I have heard very little about the new version.

nice upgrade if you dont plan on using anything else besides modo. otherwise its a buck short from full featured apps so it cant really replace them, and as far as modeling... pure personal preference, lots of good modelers out there. I bought it to support development but dont really use it since maya has everything I need and then some (thanks autodesk for ripping off modo btw, love the double click edge loop selection and the soft modification tools). I am eager to see what their CA toolset will look like though, that and dynamics, until that happens, not really worth spending too much time in it for me. Oh yeah, hoping to see if they will ever put some history in at least some of their tools... If you want rendering and modeling and thats all you plan on doing, then by all means, modo is a good upgrade. If you want to do animation... id wait for the next upgrade. ( The initial stuff looks promising though.)

what i would like to see is someone who has done very heavy modo projects with thousands of pieces and complex multipass output. I am very skeptical about modos layer based shading system and its ability to cope with a complex scene (that reuses assets and shading networks)

kabo0m
10-23-2009, 07:23 AM
When it comes to modeling I find that modo is much faster and easier to navigate than maya. Unlike zbrush, maya is rather slow at number crunching and memory management. I do agree with you that maya does have it beat in the animation department. Keep in mind that I have only just begun to scratch the surface with it so I haven't quite learn to fully appreciate it.

Another program that i really would like to learn is cinema. body paint is wicket. Sadly, it seems like there is very little support for it. I've looked just about everywhere for tutorials and i'm still empty handed. lol... Too bad because I think cinema is a wonderful product.

stooch
10-23-2009, 07:27 AM
When it comes to modeling I find that modo is much faster and easier to navigate than maya. Unlike zbrush, maya is rather slow at number crunching and memory management. I do agree with you that maya does have it beat in the animation department. Keep in mind that I have only just begun to scratch the surface with maya so I haven't learn yet to fully appreciate it.

Another program that i really would like to learn is cinema. body paint is wicket. Sadly, it seems like there is very little support for it. I've looked just about everywhere for tutorials and i'm still empty handed. lol... Too bad because I think cinema is a wonderful product.]

get used to the hotbox interaction with modeling tools. once you get the hang of how they work and get used to them, its just as fast as modo if not faster. the soft modification tools are actually superior because you see a color faloff indication of what is going to be affected, absolute or surface faloff style. really really nicely done. cool thing about the hotbox tools is that you just need to learn the gesture and not even worry about looking, its really fast.

transient
11-14-2009, 11:49 AM
what i would like to see is someone who has done very heavy modo projects with thousands of pieces and complex multipass output. I am very skeptical about modos layer based shading system and its ability to cope with a complex scene (that reuses assets and shading networks)

i'd like to see this too.

i think both, the shading, and also the channel linking stuff should really be node based, to see whats going on under the hood...

Miniii
11-18-2009, 02:25 PM
Its like Lightwave but it works so much more efficiently. Some of the tools in there you just think why can't I have this in Maya or 3ds Max lol. The only issue I find is that I cant really make game legal models so thats a dissapointment. :wip:

But I love it anyway =D

Typeboy
11-19-2009, 01:15 AM
]the soft modification tools are actually superior because you see a color faloff indication of what is going to be affected, absolute or surface faloff style.

FYI, You can see the falloff in modo as well "menu bar > view > show falloffs"

stooch
11-23-2009, 06:23 PM
FYI, You can see the falloff in modo as well "menu bar > view > show falloffs"
yes you can. just not nearly as good as maya. its an inferior implementation imo.

Obizzz
11-27-2009, 10:31 AM
The only issue I find is that I cant really make game legal models so thats a dissapointment.

Not sure I follow, what do you mean by this?

Miniii
12-01-2009, 04:28 PM
Not sure I follow, what do you mean by this?

Well a game legal model is a model which has 3 to 4 point polygons. You can't have non planers and Nurbs... you get the dirft. The reason you do this is because when your model is in game engine the model has to be working with the physics so the collison dection will have to read the polygons. the only polygons they only read properly are 3-4 points. And you want your model to have as low polygons as you can add as much objects as possible.

Modo doesn't really let to work to those rules, well you can trianglualte but your going to end up with lots of polygons you dont want, so your bascially doing OTT work. its very annoying as your trying to re-make each polygon you want.

Its better to use Maya, 3Ds Max or Lightwave for that sort of work. =]

Hope it Helped

Sorry for a late replyy :bounce:

plunq
12-01-2009, 10:17 PM
I'm quite sure modo is used in game production. In fact I'm using it right now as we speak :)

I know quite a few artists at other dev studios that use it as wel.

Creating n-gons is something that can be done in any 3d package and is easily corrected in modo. I'm not too sure what you were trying to do in modo but maybe give it another try as I find it is one solid modeler.

Miniii
12-01-2009, 10:32 PM
It can be used for game modeling but its a pain if you do high res modeling. Similar to Lightwave the tools can do the job, but you have to put in a lot of elbow dirt into the model.

For example I was to make a character I can make a basic easy as its gets but if I make the High res its starts to become too high poly or it just becomes too distorted.

Btw Vavle Normally use Softimage too create there models hence the Softimage mod kit software.

plunq
12-01-2009, 10:53 PM
I agree modo is great for low resolution but I have no problem making my high res models in modo. For a great selection of game work you can check out the modo game asset gallery here: http://www.luxology.com/gallery/image/?mode=Category&id=10

Neuronaut
12-02-2009, 03:56 PM
Hmmm 401...
Flex tool is nice for rigging low-poly characters .. Good Hair & fur, but not even close to Maya "shave and a haircut" or C4D hair module, also take lots of time to render hairs with GI .. new Clearcoat Amount is really helpful .. Physical sun and sky is another useful feature .. you have Caustics and better GI in 401 .. and Finally 401-SP2 support Collada which is so good.

Best regards

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