Modo 10.0
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: Modo 10.0
Hummm... Everybody say that but I think realtime engines are the futur too.
All you have is to look at what you can achieve NOW ( https://www.fxguide.com/featured/epic-f ... ja-theory/ )
Now all you have to is just open Unreal
All you have is to look at what you can achieve NOW ( https://www.fxguide.com/featured/epic-f ... ja-theory/ )
Now all you have to is just open Unreal
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: Modo 10.0
I completely agree that they are the most likely future and as such this probably is a good path for Modo to exploreNNois wrote:but I think realtime engines are the futur too.
but still, from a personal point of view, I am not all that interested.
;)
Stay safe, sane & healthy!
Re: Modo 10.0
I do like the realtime aspects of it too, but yeah, they might be targetting the wrong audience.
Cryengine does SDS modeling right in the game engine now, lol - soon they will all merge - and Blender will be kicking itself for not developing their Game Engine more..
Cryengine does SDS modeling right in the game engine now, lol - soon they will all merge - and Blender will be kicking itself for not developing their Game Engine more..
Re: Modo 10.0
But i saw the Modo wysiwyg videos and didn't took me as something extraordinary.
Re: Modo 10.0
True... they are in the second wagon.Bullit wrote:But i saw the Modo wysiwyg videos and didn't took me as something extraordinary.
They would kick ass if they had reworked their UX base, modo was constructed to be a better Lightwave not a better Softimage or Maya...
- Hirazi Blue
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Re: Modo 10.0
True, but at the moment I have high hopes for NewTek getting their act together in improving upon Lightwave itself...NNois wrote:modo was constructed to be a better Lightwave not a better Softimage or Maya...
Stay safe, sane & healthy!
Re: Modo 10.0
Who is using Lighwave? I'm pretty sure that not game companies.Hirazi Blue wrote:True, but at the moment I have high hopes for NewTek getting their act together in improving upon Lightwave itself...
Modo on the other hand is more and more placed in job offers along two other "M" applications, as one of required to know applications. Max, Maya or Modo.
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: Modo 10.0
They are definitively "not there yet", but I do have a feeling they are making steps in the right direction... ;)
Stay safe, sane & healthy!
Re: Modo 10.0
Ahh the three "M", the three efficient fast and dirty apps.
Re: Modo 10.0
Maybe if Softimage was named Moftimage it would have bigger chance
Last edited by nodeway on 08 Apr 2016, 20:57, edited 1 time in total.
Re: Modo 10.0
It would be better for them to fokus on useful stuff.
Can't see Modo beeing used for any game related production when companies would have to choose between Modo and Maya.
Can't see Modo beeing used for any game related production when companies would have to choose between Modo and Maya.
Re: Modo 10.0
After my initial 'love affair' with Modo, I have to conclude Modo will be The Foundry's Softimage.
It will never lure a lot of people away from e.g. Maya, Max or LW despite some nice features and workflows.
Also, it looks like the Modo team is still looking for the 'killer tool', the one use you cannot live without and move over to Modo. For v10 they focused on game related stuff, features as in Maya and Max.
Modo probably will stay an app for (quick) product viz, as I cannot see it move into other territories despite the new enhancements.
There's too much stuff that needs to be rewritten or upgraded to fit into modern pipelines. Too bad though, as I do like certain areas in Modo.
e.g. heavy animation (rigs) and referencing of scenes and objects. It all quickly disintegrates under pressure.
rob
It will never lure a lot of people away from e.g. Maya, Max or LW despite some nice features and workflows.
Also, it looks like the Modo team is still looking for the 'killer tool', the one use you cannot live without and move over to Modo. For v10 they focused on game related stuff, features as in Maya and Max.
Modo probably will stay an app for (quick) product viz, as I cannot see it move into other territories despite the new enhancements.
There's too much stuff that needs to be rewritten or upgraded to fit into modern pipelines. Too bad though, as I do like certain areas in Modo.
e.g. heavy animation (rigs) and referencing of scenes and objects. It all quickly disintegrates under pressure.
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
Re: Modo 10.0
I tried to learn Modo for some days and didn't liked the workflow of it.
It originally made for modelling but it have serious problems in it's first and the most important purpose.
For example to do multiple extrude (or any other command) i must finish current extrude then enable extrude tool again finish it enable it ......
So boooooooring!! So slooow workflow.
And bridging tool...
It originally made for modelling but it have serious problems in it's first and the most important purpose.
For example to do multiple extrude (or any other command) i must finish current extrude then enable extrude tool again finish it enable it ......
So boooooooring!! So slooow workflow.
And bridging tool...
Re: Modo 10.0
To repeat command, without disabling tool, you hold SHIFT and click in viewport.nDman wrote: For example to do multiple extrude (or any other command) i must finish current extrude then enable extrude tool again finish it enable it ......
So boooooooring!! So slooow workflow.
And bridging tool...
What's the problem with Bridge tool?
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