lvisx, modo has alot of great sculpting tools that are way better … check em out…
OK, i caved and bought modo
imsof… i meant creating a default directory, but i now understand that modo doesn’t do that yet, that’s one thing i already miss…
so far it feels good… different but good…
dude, try to read his messege closer, before making fun of him.
having project folders lets you move around your entire system very quickly. for example. one of the models that your working on belongs to directory, “c:/lotr/ttt/model/” while another model that youll be working on goes to “o:/matrix/Revolutions/characters/clothes/”
having to work on a number of projects at the same time it could be very frustrating to go and manually look for folders all over the place all the time. a quick way to switch projects ( default directories that the program will take you to when you try to open or save ) makes things much faster.
it would be nice if modo had a wider array of tools for management. in both the open/save dialogues, and the layer system. such as being able to open multiple models from different projects ( they could be from the same project but could be stored in different directories ) while seeing them visible in separate directories in the layer system, which you could then either right click on/save…/save as/ or from file menu go to save all. this would save updated versions of all models into their corresponding directories. or save increments of those files beside the directories where they came from ( or into sub directories ).
just throwing a few ideas out. not sure which would be successful, but anything to streamline management is a winner in my book.
hmm
Then what is System>Preferences>Lightwave I/O ?
not sure if this is an exact equivilent to LWs Content directory btu thats what I took it to mean when I saw it.
Congrats on the purchase.
What you wil find is that modeling in Modo really is a step up from working in LW once you get used to the toolset and the extras that LW doesn’t have. While there are a few minor annoyances, I consider them just that. Minor. Like the content directory thing.
Any experienced modeler will tell you where it really counts is when you are modeling. Do things get in your way? do you have to stop, figure a workaround before you can continue? Those kill a smooth workflow.
In that respect, and from a toolset point of view, Modo really shines. I have far less desire to beat the computer to death with a sledge hammer than when using LW Modeler.
Maya is a bit different story. It has a massively advanced toolset, and it has had years to work on it. Maya is often slow and cumbersome compared to Lightwave, but has far greater options, and LW’s UV’s kinda suck.
Considering the upgrade from Modo 101 to 102 was really loaded with extras, I expect the next release will be pretty packed with extras as well.
You might want to check out the Luxology forums as well. Lots of good info and tips there.
Cheap shot Dion, I think you know what he was referring to when he asked how to set up a project. :)
In fact the lack of this feature in modo surprises me because I have been using lightwave since version 4.0 and setting up a content directory was the first thing I did when starting up on a project. Given the possibility of a renderer coming out in the future I would have thought that managing content would be of great importance.
By the way what is the "Content Directory" in Preferences for? it does not work the way it does in Lightwave.
On another note, I liked the human face modeling videos that you did, the flow of the polygons was not that hot but I did learn something from the way you went about solving the different problem areas later on.![]()
Save as… retains that association in the config, so next time you go to load a model it will load from that directory… no cheap shot intended!
As for the videos… yep…
I’ve never approved of tutorials that show you the “perfect way” to model something that works great if you’re going to photocopy the model over and over again… I was hoping that people would get out of it at least a couple of useful techniques for forming their own work… so Thanks!

i am looking for ‘append to polygon’ and ‘split polygon’ tools in modo… anyone?
i can’t live without these two…
I’m new to modo, but what i gather is that. “split poly” is equivalent to “edge knife” model tool…
and I was using the create poly tool and snapping to verts instead of “append to poly” and then joining, but there has to be a better way.
where are the sculpting tools in modo? I think I saw them on the demo, but didn’t see a smoothing tool like artisian. Does modo’s tool do smoothing like artisan in Maya? If so I’m very interested in Modo again.
ok, thanks… i found the ‘edge slice’… append to polygon should be added too, i don’t want to merge all the time…
it would be very nice to have the option to select an edge, then place a vertex (or more) and have a poly added that way…
ambient-whisper, i wasnt making fun of him,. i just coudnt believe he couldnt figure out how to set up a project. enen dion gave him the simple instructions just to let him know what to do… dont get your pantys in a bunch… hehe relax, melow out,…
yeah, Project Directories rulez… everything you need for a project at hand within a direcory and easy to swap around with others who work on the same project.
ok, another thing… i am kinda used to Maya’s Poly cut tools,
i miss the axis option in modo, only seems to have the interactive variant, it’s really handy when one is zoomed in on a few polies to be able to slice exactly at a certain angle.
so far modo seems really good in organic modelling but i am afraid i won’t feel comfortable using it to model hard edge stuff.
isnt split tool the same as edge slice or split poly?
and isnt append to polygon close enough to bridge?
you dont have to sud-d everything…
its a polygon modeler too so just dont sub-d the parts you want to have hard edges.
I find I have trouble splitting rings like mj poly tools. It seems really buggy. Is there any precautions I should take?
I tried the artisan tools, they’re alright, I wish they would implent a paint smooth tool. The deformers are quite interesting. I’ll have to take some time to experiment the possibilities.
I still find modo crashes alot. I’m not sure if it’s my graphics card, I find it very hard to experiment because if I push the program too much it crashes.
I’m not very found of extruding along normals. I’ve tried alot of different tools like beveling on facets, and I forget the name of the other tool What I don’t like is it doesn’t extrude right angles very well, it creates a triangle inbetween. Me no likes a this. There should be way more accuracy for a high end program. Any solutions too this welcome?
I come from a maya background that’s why I post these questions here. Please don’t start calling me a troll for commenting on my experience with the program. Obviously there are high points about the program, but I need to smooth out these problems I have with it, before I can validate using it.
modo does have alot of bugs. it crashes if you dont use a tool exacly the right way or with what modo wnats. there is no warnings… it just quits.
i bet they are trying to fix things look to the next version…1.03.
lol youre nopt a troll for asking question. thats what this forum is all about. people helping each other…
i cant see you not loving modo tho. you might 8ust need to work with it awhile. i felt like you when first got it. i put it down awhile then i picked it up again and played with it more. the more i played with it the more i liked modo. im sure you will too .