Modo Hard Edges


#1

So ok… I’m liking modo… getting convinced with it. The problem I am facing is… HOW do I export a model with hard edges into another software (to render, animate, etc… and no… I’m not gonna render anything in modo :))
Is there a way to retain hard edges and use my model in Max? Or Maya? Or XSI? All of them would be nice :slight_smile:

Would greatly appreciate any insite…

Thank you.


#2

Freeze the object


#3

is there a way to soften the egdes of a polygonal mesh?


#4

Bevel them.


#5

without adding more geometry … Im asking this in regard to exporting for games


#6

Paint a normal map on the edges.


#7

lol, lol, lol,…I think the only way to get an hard edge in modo is via a material node…so just forget about that…
…another thing i definitly would need in my 3d modeling app is snapping…(something that works)
think modo is made for people who dont need hard edges and dont use snapping functions…


#8

Seriously? I do hope you are kidding, or else you don’t understand this app, of which uses the same basics of hard edge modelling as most any other SubD modeler on the market.

-Jim


#9

to be more precise I want to soften edges for game modelling, Id luv to see a function that is similar to Mayas soften and harden edges. Ive noticed Modo stores the info in its material where Maya stores it in the mesh. Max is really lame with harden and soften edges. Owell …
look like the question has already been asked and answered

http://forums.cgsociety.org/showthread.php?f=141&t=399568&highlight=edges

I thought the snapping wasnt too bad … altho I havent had enuth use of it to make a good judgement yet.
Whats your gripe??


#10

yup - this is an oftened requested feature from game artists and Luxology knows it’s an issue. If you have Maya you can import the modo model (use the free .lxo importer on vertex monkey) and do the edge hardening in there. The .lxo importer will translate modo materials into Maya sets.

it’s a workaround but that’s the only option at the moment.

-Greg


#11

I have to say this is one thing I like about Modo … U guys arent scared to say it doesnt work at the moment and youll need to do this. Where as other software out there trys to pretend there is no problem … as long as you guys are on it … thats cool. Id like to keep out of Maya as much as possible.
Anyway I like what I see of Modo so far.


#12

yeah rite- 3dj please help me understanding the difference between hard edge modeling and subd modeling…you serious? have to lol even harder…


#13

hI cKAS, i WAS TYPING A NICE INFO FOR YOU, BUT LOST IT ON MY dad’s pc. I am visiting in Florida, so I am now frustrated! LO!L Anyway man, I don’y mean to be a smart A_s. I suggest that the way to make hard edges in Modo is’nt any diifrent than most SubD apps, which Modo is a subD app. Just strategecally place edges/gemotetry near edges you want sharp for the SubD algorythm to make “tighter” the other way, is to add a weight map to selected points or edges to “tighten” them up. I mention this, as there ar other modeling apps out there, that aren’t SubD, but Nurbs based, such as Rhino or SolidThineking, which are more geared for industrial designers/engineers. I am sure of you work through the Tuts, you’ll get it. As for the snapping, works fine for me, but I don’t use it all that often.

-Jim


#14

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