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Modo 10.1 to offer procedural modeling system
show user profile  Nanne
Have you seen this, looks pretty cool :)
Check out some videos here:

"According to The Foundry’s Shane Griffith, the main goal of the upcoming 10.1 release is to build a better modeling stack approach within Modo."

Shane Griffith used to be product manager for 3ds Max, right? And now they working on a "modeling stack approach" for Modo, I wonder if it's something like the Modifier Stack in 3ds Max? As I have understand it, the Modifier Stack is a very well spooken of features of 3ds Max that a lot of artist finds lacking in other softwares, especially Maya.

Kristoffer Helander
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 727 times
5/12/2016 12:03:16 AM (last edit: 5/12/2016 12:03:16 AM)
show user profile  Garp
It's somewhat more complex than max's stack. Some of the internals are exposed.

On one hand, it gives you more control. On the other, it's more cluttered. Kind of the same trade off found between max's Material Editor and MODO's Shader Tree.

read 724 times
5/12/2016 12:33:58 AM (last edit: 5/12/2016 12:33:58 AM)
show user profile  Nanne
Do you have much experience of Modo, Garp? What do you think of that software, in comparison to Max? :) Would you say it's worth the time and effort to try to learn it?

Kristoffer Helander
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 711 times
5/12/2016 8:05:30 AM (last edit: 5/12/2016 8:05:30 AM)
show user profile  Garp
I'm probably not the right person to ask. I've been steadily moving away from production and into coding. Nowadays, while I use MODO a lot, it's almost always to test my code.
From a programmer's perspective, my opinion of MODO as a piece of software is not that great. For production, you should have other concerns. If anything, the price and the licensing model are good incentives. Other than that, it would depend on what you'd use it for and how easily (or not) you can adapt to different workflows.
Just give it a try.

read 698 times
5/12/2016 10:13:23 AM (last edit: 5/12/2016 10:13:23 AM)
show user profile  Nanne
Thanks :)
I'm always interested in hearing anyone's opinion. It can be stuff that's irritating in the software or stuff that's really awesome :)

Anyone else have some positive or negative experience from Modo to share? :) What do you think of this new modeling system?

Kristoffer Helander
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 690 times
5/12/2016 2:06:45 PM (last edit: 5/12/2016 2:06:45 PM)
show user profile  donvella
"From a programmer's perspective, my opinion of MODO as a piece of software is not that great. "

Garp; can you explain why?

read 664 times
5/13/2016 12:29:06 AM (last edit: 5/13/2016 12:29:06 AM)
show user profile  Garp
I wouldn't. Not on a forum.
Too long, too technical, too varied, too easily misinterpreted, etc.

read 656 times
5/13/2016 1:31:15 AM (last edit: 5/13/2016 1:35:30 AM)
show user profile  Bolteon
...too traceable. ;-)

-Marko Mandaric

read 650 times
5/13/2016 1:48:49 AM (last edit: 5/13/2016 1:48:49 AM)
show user profile  Garp

read 648 times
5/13/2016 1:55:30 AM (last edit: 5/13/2016 1:55:30 AM)
show user profile  donvella
isnt that what a forum is for?

some of the technical explanations im reading at the moment on the corona forum have taken me a few days to digest, and im not even close to understanding some of the technicalities, but Ive got some homework now. I was hoping for much the same with this thread on Modo. I remember the first time you wrote us up a detailed review it was great for people who had not been able to make a move from max to modo. I was hoping to get an insider view - maybe im asking too much.

I tried the demo of modo10 and I have to agree, I dont see anything that jumps out to me as a package switcher like when I picked up houdini. I guess ill have to rely on my first impressions for now

read 641 times
5/13/2016 5:48:46 AM (last edit: 5/13/2016 5:52:29 AM)
show user profile  donvella
On secind thought. I respect your decision not to elaborate on the matter. If there was something ground breaking im sure you would be the first to tell us. My apoligies if i sounded rude

read 629 times
5/13/2016 10:52:44 AM (last edit: 5/13/2016 10:52:44 AM)
show user profile  FX
"Too long, too technical, too varied, too easily misinterpreted"

That's actually a good description of modo. :)

read 609 times
5/13/2016 3:44:25 PM (last edit: 5/13/2016 3:44:25 PM)
show user profile  Garp

What I meant by 'my opinion' is an average of lots of little opinions about various parts of the software.

As a random example, there are some corners that have been cut in the implementation of some features. These can be exposed through some particular cases that only represent a tiny fraction of common uses. Yet these cut corners can lead to limitations in what and how other features can be implemented.
Another random example is the C++ SDK using virtual inheritance for its interfaces, which is a mechanism with some performance cost and intended for runtime polymorphism, but here used in a context where everything is known at compile time.
And a thousand of other things...

I don't think a discussion on a forum about these could be helpful to anyone. It would be pretty obscure to users that are not programmers and wouldn't lead to any improvement. Discussing them with the devs would be more useful, but probably in another place.

As for Marko's jibe, I don't shy away from saying precisely what I think on their forum when something pisses me off. Though I always try to do it politely.

Now for some more goodies about MODO.

In 10.0, they've added support for Unity and Unreal shaders, with a viewport render that is a quasi perfect match of the output from the engines. People into game dev seem to love it. Plus the shaders are also great to use for standard MODO stuff.

For product design, Mesh Fusion is a no brainer. It's a boolean system for subdiv meshes, with control over the strips joining the operands, that is a massive productivity booster. Remember how SkyRaider once showed the topology for the gun holes in a wing's leading edge, whithout screwing up the surface curvature? Doing it with Mesh Fusion shouldn't take more than 30 seconds. If you're slow.
I can think of a few people here (hey, Joey) whose job could benefit greatly from the feature.

Let's not forget the ability to paint and sculpt inside the modeler. While it was a crash feast in 601, it works really well now. Of course, it's not ZBrush, but it's doing a fine job.

Etc, etc.


read 582 times
5/14/2016 6:50:33 PM (last edit: 5/14/2016 6:53:00 PM)
show user profile  Nanne
Thanks Garp! :)

Kristoffer Helander
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 572 times
5/14/2016 8:46:49 PM (last edit: 5/14/2016 8:46:49 PM)
show user profile  Nik Clark
Agreed, that's interesting reading.

I'm tempted to give it a try, but I really don't have time in life at the moment.

read 571 times
5/14/2016 8:49:54 PM (last edit: 5/14/2016 8:49:54 PM)
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