again. it comes down to the type of work your doing.
though when it comes to making characters. prototyping them, finishing them, modo cant compete.
The whoel idea of workflow is to speed up the process of creation, and not be held back by kludgey tools.
and yet modo is a new application which also has its own kludgey tools.
Work arounds slow down production, plain and simple, there is no way to get around that. It is as set in stone as the 10 comandments.
Don't think that doesn't matter when you have a deadline? good luck.
what you should have gotten from my post was that everything that can be done with the combination of tools i gave, and it will save you time and money in other areas ( where modo doesnt provide for ). yet modo cant even do some things with no matter how many workarounds you try. it would take far far too long to even try to compete with the combination i gave.
thats a limitation that will not allow you to do certain types of work. not something that will set you back some time.
you want fast workflow? then ask luxology to give you an immediate mode where you dont have to choose the tool you want to use, and then click in order to activate the tool in the viewport. that step alone can waste you lots of time ( and can cause RSI for clicking too damn much on the mouse ). ( if you just click and use tool right away you will make a mistake because in order to see the manipulator you have to click. or how about having to be very very accurate with selections… and not having modo aid you in selecting the nearest components? huge time waster. or wheres an object mode? your modelling objects… yet you cant arrange them like objects in every other application. small problems, but they are there, regardless of application.
customizing mouse so you can access many tools quicker than having to browse through icons/ buttons? again, not available in modo. and time wasted.
magnets, splines, edge weighing gets nowhere near the usage time on any model that creating and manipulating it does, and modo still lacks in a number of those fundamentals.
if you want examples, i got pages of them if you just do a search.
i think the price i paid for modo is a bit high. but i paid it for the mere point of supporting the company, so its ok. i like modo for the things it does well, but theres also lots of under developed areas ( morphs comes to mind specifically). im just giving you an unbiased recomendation of what youll get more out of.
but, back to the topic at hand. if you want the most out of your money, just pick xsi foundation. now theres something modo cant compete with ( because xsi is a full package ), and costs 200 less than modo. im not the biggest fan of the xsi modeller because it has a few quirks which drive me up the wall ( mostly noticable when working with high poly meshes ), but it does the job, and allows me to do things such as asymetric modelling… even with symmetry on. weird concept, i know, but it kicks ass when done properly.
up to you dude, but choose wisely if your strapped for cash.


