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File: modo logo.jpg (63 KB, 1000x1000)
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I got the 10.2 version of Modo to try it and see if it was a viable alternative to modeling or even animating in max, but I understand absolutely nothing of how this shit works. So far I have issues with symmetry not working at all like Max modifier, aligning vertices, some polygons turning invisible for no reason (I didn't flip normals), either dealing with uncontrollable banking and obtuse navigation or moving to 3Ds Max nav. preset and sacrificing being able to select whatever is behind along other shortcuts, along with a long list of stuff I really don't understand about this software. What's even the point of having multiple viewports for stuff that could be cramed on maybe half of the viewports available?

Modo has some interesting stuff like the workplane which I find completely amazing, the actor/action thing in animation viewport and the boolean fusion functions that also caught my eye, and the UV panel seems to be more understandable compared to the modifier in 3dsmax but the software works in ways so diferent from what I'm used to work with I'm having a lot of trouble getting used to it. The tutorials for Max users on The Foundry's webpage are also lackluster as hell so, does anyone here has any source of info for learning Modo? And, is Modo worth learning at all or is it at least a viable alternative to 3ds Max for non-architectural stuff?
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>>580254
For reference, Modo is the software used for sculpting DAZ's figures and has been since Victoria 4 in 2006. Because it's pricey, I only know one developer who sculpts in it (and her work is remarkable) but as you pointed out it requires effort.
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>>580254
https://gumroad.com/vling
Vaughan Ling has great Modo tutorials. He's got a certain style, but what he teaches is equally valuable even if you don't like it.

Once you get your bearings in the program I'd watch a little Tor Frick, his videos on youtube give a good overview of how he models but he's got a couple paid tutorials (transport vehicle, gun on gnomon) where he also explains what he does (he doesn't talk much in the youtube videos so you might feel lost if you're a total noob, though his techniques aren't that different from Vaughan's.)

Max has more scripts to do weird, specific things, but Modo works a lot more cleanly and reliably overall (and has great integration of things like rounded edge shader and mesh fusion). The more specific your work, the less likely Modo is able to replace it, but if you do general-purpose stuff I would say it's absolutely the way to go.
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Another thing that's great in Modo is that everything works right out the box. You just gotta grab Seneca scripts and you can do most of your work seamlessly (modeling, sculpting, retopo, UVing, baking and even textures) if you want to. I wouldn't necessarily recommend it if there's programs you like much better (like sculpting complex stuff in zbrush, baking with marmoset's offset and skew painting, or texturing in substance painter), but it's something Tor Frick does (great if you have to sculpt a single things like folds in a seat cushion for a vehicle but don't wanna go to zbrush just for that, I guess).
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>>580369
Oh I've seen Tor Frick before, in fact his works are what motivated me to try Modo in the first place as he makes it look extremly easy to use yet it will still take me ages to get there.

About the purpose of learning, again, it's to see it as a Max alternative on modeling, UV and maybe rigging/animating as I'm kind of comfortable with Zbrush at the moment. How's the rigging/animation tools in modo?
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>>580423
not that great. Works for mechanical stuff, but i wouldn't start doing characters with it.
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>>580350
>I only know one developer who sculpts in it (and her work is remarkable)

Link?
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Is it worth trying out Modo if I already use Max, Zbrush and Substance?

I've been reading some articles how great Modo is for artists, and that more people need to try it out. Since I work with UE4, their connected pipeline also seems amazing.

Man, there are so much programs I keep trying out, maybe I'm spreading myself too thin, but it's fun.
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>>581606
If you know Max and are comfy with it then there is no reason to actually switch. Max is still much more able than Modo is.
>how great Modo is for artists
Marketing talk
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>>581606
I moved from Max to Modo. It wasn't life-changing (aside from the UV tools maybe). I'll also have to move back to Max if I ever get an industry modeling job, which sucks.
>>581608
Modo doesn't fuck up nearly as much as Max tho.




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