Modo 601 - what do you think?

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richlevy
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Re: Modo 601 - what do you think?

Post by richlevy »

DanX- if you ask anyone that uses Modo about the modeler, you are going to get a very positive response, that and it's renderer are it's 2 strongest points. The sculpting tools are good for getting general form but ZBrush and 3DCoat are far better. It's painting tools are good, but ZBrush and 3DCoat are better (by far)... As a modeler though, very fast, lots of flexibility and now better deformers than before so it can really do a nice job. Add to that volumetrics, cel shading, dynamics, new deformers and modeling enhancements.... it's some nice toys... is it better than others? Only you can decide for sure.

And as always, my disclamor :) if I were buying new, I would just go with Blender and deal with it. If I had been upgraded to 5 as in Pugman situation, I probably would have let this one slide, waiting for the next upgrade in 18 months or so... The new animations tools look like they have a ton of potential, but I am running into little niggles and I am sure others are also... not many animations are popping up yet in any of the forums or on Youtube/Vimeo, so I am thinking most are dealing with the same things I m right now. My trust in Lux is greater than my faith in PMG :), but Messiah only cost 40.00 dollars, that is just a cheap date around here hehehe...
My Flickr site, here you can see some of the photography I do:
http://www.flickr.com/photos/rich-l/" onclick="window.open(this.href);return false;

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richlevy
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Re: Modo 601 - what do you think?

Post by richlevy »

This is from Rich Hurrley, a Pixar character TD and modeler. He is the most knowledgeable rigger in the Modo system right now. THe stuff he has been showing it pretty awesome.
http://www.youtube.com/watch?v=asy9g_Sk ... C8A4F404D7" onclick="window.open(this.href);return false;
My Flickr site, here you can see some of the photography I do:
http://www.flickr.com/photos/rich-l/" onclick="window.open(this.href);return false;

pugman 1
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Re: Modo 601 - what do you think?

Post by pugman 1 »

I think if you are looking for a all round app to buy for your work
Modo is a good but has a hard learning curve if you only use it for your hobby
The i would say get blender it can do more and has the same hard learning curve
I still must learn modo ,no time while im trying to keep up with zbrush

DanX
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Re: Modo 601 - what do you think?

Post by DanX »

Cool

Modo is a nice tool set. So I am back where I was when 501 came out. Its just to high a price right now for me. But some day I may cough it up :). As long as I can keep my day job. I wish I had bared down hard last year in Z brush and really got to know it well because there is a local job opportunity that I am just a bit shy of being qualified for. At least I am not confident enough to gamble my kids future on it :)

The US military has a 475 million dollar video game budget this year :) and a local company has won a 59 million contract to develop two games. One will be classified and for training purposes and the other a commercial game headed up by the Call of Duty guy.

You can read about it here if you want to move to Florida for a job :) http://www.nwfdailynews.com/news/army-47536--.html In the article it tells you what website to apply at. you can just buy me MODO if you get the job :)

apply here http://www.Goldrush77.com.
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v3rd3
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Re: Modo 601 - what do you think?

Post by v3rd3 »

RAYMAN wrote:
DanX wrote: What are the benefits of MODO that make it worth the money to a new user?
You get soar knees and your wife gets a heartattack when she hears the price..... :lol:

Even though its winter the rug here isn't thick enough.... :o

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Délé
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Re: Modo 601 - what do you think?

Post by Délé »

Long time no see! I hope everyone here is doing well! :)

I've been keeping my eye on modo for a couple of years now, and have really been digging around the past couple of days. I think with the CA tools finally being implemented, I will take the plunge when I get a chance.

Of course for me it's most important that it plays nice with Unity, which as I understand it does. I currently have a pipeline with several packages that works (Silo>> UVLayout>> 3DCoat>> messiah>> Unity), but I'm always worried that could break. Although it's a good modeling app, I particularly don't like that Silo has been all but abandoned. So for me, the more I can do under one roof, the better. Unity does support modo's native LXO format too, so that will make transferring/updating objects a bit faster and easier. I think the current CA tools will work fine for Unity content when exported via FBX (hopefully this will eventually work with native LXO as well). I have used messiah to create animations for Unity, but the rigging isn't really optimized for game development. It looks like modo's CA tools might make it a bit easier to create lighter skeletons.

As I said, I like the idea of doing as much as possible in one app. Modo looks like it's got some great tools that will make for a smoother pipeline to Unity. The rendering engine looks really good too... the new skin shader... Ooooo perty! ;)

This video was posted on the Unity forums. Looks like a pretty good setup for modo/Unity goodness. :)
http://vimeo.com/37877007
-Délé
http://www.GrokShockStudios.com" onclick="window.open(this.href);return false;

DanX
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Re: Modo 601 - what do you think?

Post by DanX »

Love Silo but agree with Délé on the abandonment thing. And Nice video on Modo and Unity another + for Modo. FBX is a stable format or at least it seems to be but Unity will suck up just about any format that holds animation data.
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