Okay, I think it was pretty obvious that Modo would sooner or later get some sculpting tools.
But I’m with yog here: It’s a technology preview, so maybe getting excited right now isn’t the best thing to do. Pixologic showed some technology previews of ZBrush 2.5 back in November 2004. 2 years ago - and 2.5 still isn’t ready for the masses, since there are just so many things that have to go into this. Nevercenter is in the same situation, allthough 2.0 is shaping up really nicely.
Let’s keep that in mind. In the video, they don’t really show anything that can’t be done in any of the other sculpting packages (and I wouldn’t say that that model was that detailed) - what Luxology has to come up with, what I think will be the holy grail of sculpting tools is that we finally can sculpt without topology (and hopefully without polygon limits) in mind and lay out the topo later on without losing the work we put into the sculpture. That’s where things have to go and that’s what I’m expecting. Take the computer crap out of the design stage and simplify the process that it takes to create a good topo for a character.
This preview is nice and all and I really like having a package where I can paint, sculpt and do render-tests, but in reality, I just want a tool that let’s me design and not lose work after the design stage. Right now, we’re in a hodge-podge situation, where you have to go from a to b to c and if you screw up once, you screw up the whole pipeline. I really hope they’re thinking of this and aren’t just doing what everyone else is doing, but think ahead of their competitors.
In the end, I don’t think we’ll see a 301 version before Fall 2007, I wouldn’t even be surprised if it’d become Summer of 2008 until the final finally ships. It just takes a huge amount of time to get it just right, so let’s not get excited too soon. Mudbox and ZBrush are what’s available, with Silo 2.0 being able to do pretty much what we’ve seen here except for the texture painting. We’ll see how things turn out.