Modo 10.0

News concerning 3D DCC business
Bullit
Moderator
Posts: 2621
Joined: 24 May 2012, 09:44

Modo 10.0

Post by Bullit » 07 Apr 2016, 05:27

For an outsider not much

https://modo.thefoundry.co.uk/

User avatar
Hirazi Blue
Administrator
Posts: 5107
Joined: 04 Jun 2009, 12:15

Re: Modo 10.0

Post by Hirazi Blue » 07 Apr 2016, 16:42

Too much focus on "real-time content" for my liking... :-?
Stay safe, sane & healthy!

NNois
Posts: 754
Joined: 09 Jun 2009, 20:33

Re: Modo 10.0

Post by NNois » 07 Apr 2016, 17:19

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

User avatar
Hirazi Blue
Administrator
Posts: 5107
Joined: 04 Jun 2009, 12:15

Re: Modo 10.0

Post by Hirazi Blue » 07 Apr 2016, 18:09

NNois wrote:but I think realtime engines are the futur too.
I completely agree that they are the most likely future and as such this probably is a good path for Modo to explore
but still, from a personal point of view, I am not all that interested.
;)
Stay safe, sane & healthy!

User avatar
Draise
Posts: 891
Joined: 09 Oct 2012, 20:48
Skype: ondraise
Location: Colombia

Re: Modo 10.0

Post by Draise » 07 Apr 2016, 18:39

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..

Bullit
Moderator
Posts: 2621
Joined: 24 May 2012, 09:44

Re: Modo 10.0

Post by Bullit » 08 Apr 2016, 07:52

But i saw the Modo wysiwyg videos and didn't took me as something extraordinary.

NNois
Posts: 754
Joined: 09 Jun 2009, 20:33

Re: Modo 10.0

Post by NNois » 08 Apr 2016, 10:21

Bullit wrote:But i saw the Modo wysiwyg videos and didn't took me as something extraordinary.
True... they are in the second wagon.
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...

User avatar
Hirazi Blue
Administrator
Posts: 5107
Joined: 04 Jun 2009, 12:15

Re: Modo 10.0

Post by Hirazi Blue » 08 Apr 2016, 11:43

NNois wrote:modo was constructed to be a better Lightwave not a better Softimage or Maya...
True, but at the moment I have high hopes for NewTek getting their act together in improving upon Lightwave itself... :-?
Stay safe, sane & healthy!

nodeway

Re: Modo 10.0

Post by nodeway » 08 Apr 2016, 13:55

Hirazi Blue wrote:True, but at the moment I have high hopes for NewTek getting their act together in improving upon Lightwave itself... :-?
Who is using Lighwave? I'm pretty sure that not game companies.
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.

User avatar
Hirazi Blue
Administrator
Posts: 5107
Joined: 04 Jun 2009, 12:15

Re: Modo 10.0

Post by Hirazi Blue » 08 Apr 2016, 14:01

They are definitively "not there yet", but I do have a feeling they are making steps in the right direction... ;)
Stay safe, sane & healthy!

NNois
Posts: 754
Joined: 09 Jun 2009, 20:33

Re: Modo 10.0

Post by NNois » 08 Apr 2016, 14:55

Ahh the three "M", the three efficient fast and dirty apps.

nodeway

Re: Modo 10.0

Post by nodeway » 08 Apr 2016, 18:33

Maybe if Softimage was named Moftimage it would have bigger chance :D
Last edited by nodeway on 08 Apr 2016, 20:57, edited 1 time in total.

Helli
Posts: 211
Joined: 04 Jun 2009, 11:21

Re: Modo 10.0

Post by Helli » 08 Apr 2016, 19:14

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.

User avatar
Rork
Posts: 1359
Joined: 09 Jul 2009, 08:59
Location: Close to The Hague, Netherlands
Contact:

Re: Modo 10.0

Post by Rork » 11 Apr 2016, 12:38

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
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!!

User avatar
nDman
Posts: 55
Joined: 11 Jan 2013, 10:48

Re: Modo 10.0

Post by nDman » 12 Apr 2016, 16:06

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... :-l

nodeway

Re: Modo 10.0

Post by nodeway » 12 Apr 2016, 18:25

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... :-l
To repeat command, without disabling tool, you hold SHIFT and click in viewport.
What's the problem with Bridge tool?

Post Reply

Who is online

Users browsing this forum: No registered users and 41 guests