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Old 09-20-2004, 03:50 PM   #31
markdc
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Quote:
Originally Posted by Thomas Mahler
That strongly depends on your hardware...

What you can do is compare it to another application on the same system with the same model (say XSI) then we will have an idea of the relative speed.
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Old 09-20-2004, 06:21 PM   #32
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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.
Hi, I have been using Modo as a beta tester for a few months now and I have found it to be very responsive when working with both hardsurface and subdiv models. I am using a FireGLX1-256p graphics card which runs Modo very well. When comparing Modo to Lightwave I would say your looking at 2-3x faster on the same system / model. The last big model I built in Modo was a 50,000 poly gunship helicopter that Modo was able to spin perfectly in realtime, where LW really had trouble.

cheers gary.
 
Old 09-20-2004, 06:47 PM   #33
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Quote:
Originally Posted by Thomas Mahler
That strongly depends on your hardware...

Of course, just state your hardware and there is no problem to compare really.

Most important is cpu for iterations, while graphic card matters mostly to displaying very large objects.

/Andreas
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Old 09-20-2004, 06:53 PM   #34
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Quote:
Originally Posted by garyc
Hi, I have been using Modo as a beta tester for a few months now and I have found it to be very responsive when working with both hardsurface and subdiv models. I am using a FireGLX1-256p graphics card which runs Modo very well. When comparing Modo to Lightwave I would say your looking at 2-3x faster on the same system / model. The last big model I built in Modo was a 50,000 poly gunship helicopter that Modo was able to spin perfectly in realtime, where LW really had trouble.
cheers gary.

Hi there GAry, that sounds promising since I always heard that LW was fast. I mostly have experience with max myself. Does it slow down anything if you go into "edit" mode, if there is even an edit mode. 3dsmax is for example very fast in the viewports when you are not editing a large objects. On my modest machine (1.3GHz Athlon, Gf4200 in Direct3d)I can even have objects with about 500k faces in the viewport and it's pretty smooth. If I would modify those 500k objects, it would die however.

My guess is that Modo is far faster than max, and most others when it comes to modeling the objects, but I'm also guessing that it has problem displaying objects with 1-1.5mil polygons with acceptable speed. Am I right?
(I recall having 1.5mil objects in the viewport in max with about 5fps)

Also does it has some clever ways of optimizing scenes? For example displaying the rest of the objects with less detail etc?

/Andreas
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Old 09-20-2004, 07:00 PM   #35
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All sub-d's and a lot of edge weighting.
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File Type: jpg cycle_wire.jpg (93.1 KB, 1284 views)
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Old 09-20-2004, 07:11 PM   #36
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That looks pretty sweet Randy. I bet that took more than 10 minutes.
 
Old 09-20-2004, 07:16 PM   #37
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Quote:
Originally Posted by angus1965
All sub-d's and a lot of edge weighting.

damn, mr.sharp, that looks sweet

long time no talk how you been?

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Old 09-20-2004, 08:53 PM   #38
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These mechanical models are blowing my mind. I like how solid everything seems even though N-gons are being used. These models really make it seem like it's very easy to add detail to your Sub-D's.

I know it's possible to do such things with all Quads.... but I've never practiced enough to be any good at it. It never felt natural.
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Old 09-21-2004, 05:54 AM   #39
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!!!

I can't wait to get my grubby paws on this piece of software!!!
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Last edited by razorline : 09-24-2004 at 12:21 PM.
 
Old 09-21-2004, 07:24 AM   #40
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Here is a update on my dog_head. I finessed the geometry and even lowered the vertex count. This is still a WIP.
I should say that this dog_head is based on a design by Carlos Huante from his GREAT book "Monstruo:The Art of Carlos Huante".

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Last edited by roger : 09-21-2004 at 07:29 AM.
 
Old 09-21-2004, 03:44 PM   #41
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Dog!

Really nice Roger. I really like the detail of the skin folds.

BP
 
Old 09-21-2004, 06:58 PM   #42
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Bob

Roger, the dog is very nice, I also like the way You did all the wrinkles and folds.

And this is Bob. Bob's mesh is a bit stylized to look more rough and "sculpted".





 
Old 09-21-2004, 10:44 PM   #43
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Quote:
Originally Posted by roger
Here is a update on my dog_head. I finessed the geometry and even lowered the vertex count. This is still a WIP.
I should say that this dog_head is based on a design by Carlos Huante from his GREAT book "Monstruo:The Art of Carlos Huante".

Nicely done Roger! I am always so impressed with your models. Keep up the great work!
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Old 09-22-2004, 12:13 AM   #44
d0c
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my little thing ..

i had orginally modelled a versoin of this guy in maya.. so i tried to reproduce him in Modo things came out pretty well. so far i'm very happy with the program. as others have said it definately seems to have a future. good luck, thx to everyone who had a share in making this program.
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Old 09-22-2004, 02:18 AM   #45
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something i started other day, nothing serious, but for fun

modo beta, standart modelling tools,





to see the previous verision

http://www.plecxus.com/temp/j1.jpg

Last edited by kursad_pileksuz : 09-22-2004 at 07:06 AM.
 
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