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Old 09-19-2004, 02:52 PM   #16
garyc
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First Hard Surface Model.

Hi, my first venture into using Modo came with having a look at the included "build your own balloon" tutorial. After completing the tutorial I decidied to add my own touch with a high altitude balloon capsule to finish things off .... here are a couple of screen grabs.





cheers gary - fuzzygoat ltd.
 
Old 09-19-2004, 02:57 PM   #17
garyc
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Trooper, Latest Modo model

Hi, ok here is a character that I strated this morning (after deciding I needed to play with subdivs a little more). The images only really shows the back of the character as the front is a bit plain. The character so far has taken 5 hours to model ... I don`t think I could have done this much this fast in any other pakage...





cheers gary - fuzzygoat ltd.
 
Old 09-19-2004, 09:25 PM   #18
Pazur
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Some of my modo WIPs

Here's a piggy model I did pretty quick in modo to test edge weights. It's a simple mesh, partially because edge weights allowed me to get sharp edges with no additional loops.
A tool that helped me here and I think is worth mentionind is Smooth. Whenever You want to get smooth surface like in piggy's case You don't want to tweak the shape manually forever You can just select a bunch of polys and hit smooth a couple of times and it will give You nice, smooth surface. And You can combine it with airbrush falloff to paint smoothing over surface



 
Old 09-19-2004, 09:27 PM   #19
ThomasMahler
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Is Smooth the Modo equivalent of "Tighten" or "Average Vertices"?

Nice WIPs so for!
 
Old 09-19-2004, 09:31 PM   #20
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makes me wish i could model all these things, still does it have a scritping language?
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Old 09-19-2004, 09:35 PM   #21
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Quote:
Originally Posted by westiemad
makes me wish i could model all these things, still does it have a scritping language?

It uses Perl as the scripting language.
 
Old 09-19-2004, 09:43 PM   #22
Pazur
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a car

First bigger model in modo. I hate inorganic modeling and i'm not a modeling god. But Modo makes me wish I was a one so I dared to model a car . It was started before edge weights were available so it doesn't use them much.





 
Old 09-19-2004, 09:48 PM   #23
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Thomas, I don't know the tools You mentioned unfortunately. Basically Smooth has 2 main options - strength and iterations. Based on those two settings it averages vertices but it keeps the overall surface shape. for example if You have jittered ball after applying smooth long enough You will get the ball.

Modo has scripting language based on PERL (for now at least, other ports are possible by 3rd parties) and it's really easy to use.
 
Old 09-19-2004, 09:59 PM   #24
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next car - very much WIP

ok, here's a second approach to car modeling, this time with strong usage of edge weights. I have not had time to go with this model too far, partially because I started to experiment with different modeling layouts, just to see how many possibilities there are and how far You can go with shaping modo UI.
Nice feature visible on the pics is the background images respect alpha channel. Another very cool addition is that images can be overlayed over meshes with transparency rather then hidden under the mesh.





 
Old 09-19-2004, 10:09 PM   #25
Pazur
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Lightwave Modeler layout

I started making a layout that mimics LW modeler's one. It's not complete yet but I have to say it's a really nice thing to have UI that is extensible and flexible to that point.
BTW: Cel Shading display mode is visible on this pic.




and here is a bit older one, very quickly created layout for messing around with commands and scripting. the object visible in 3d view is the effect of the PERL script (created by Arnie Cachelin).

 
Old 09-20-2004, 06:21 AM   #26
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Damn! So many good models coming out of Modo!

Is it me, or is everyone modelling stuff in hours, that would usually take days?

Is Modo that fast?
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Old 09-20-2004, 06:26 AM   #27
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Quote:
Originally Posted by Admiral Ra
Is Modo that fast?

once you have the workflow/UI you desire and get yourself familiar with some of the tools, yes

its all about speed and workflow enhancement
 
Old 09-20-2004, 06:29 AM   #28
Kvaalen
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Yes... modo is fast. They don't say "Model at the speed of thought for nothing". Ok... they were exagerating, but still...

If I understood correctly some of these models were partially created before the release of modo (like Pazur's car).

But yeah... awsome work guys! I'm jealous of you all!
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Old 09-20-2004, 09:46 AM   #29
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Guys how fast is Modo in the viewports? How big objects can you work with with how many iterations?
Say you have iterations=2, or 3 how many polygons can the base object be without the viewports and modeling becomming slow.

/Andreas
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Old 09-20-2004, 09:58 AM   #30
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Quote:
Originally Posted by f97ao
Guys how fast is Modo in the viewports? How big objects can you work with with how many iterations?
Say you have iterations=2, or 3 how many polygons can the base object be without the viewports and modeling becomming slow.

/Andreas


That strongly depends on your hardware...
 
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