Modo 401 coming!
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@gaganraj said:
one thing i've noticed, is after i import something as simple as a box, i cant edge bevel. the polygons fall apart. is there something that needs to be done in sketchup pre-export?
Obj export settings: check all, except "triangulate all faces" and "export edges". Works for me.
@ Kwist: nothing to show just yet! Still learning! However, you might want to check this out:
http://www.luxology.com/store/training_series14.aspx
Fun vid.
@ Scott: how do get your modo models back into SU? I export obj's out of modo, open them in Silo, and then save as 3DS. Bit tedious!
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Does 401 have native .skp support?
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I think there is an importer available, although it is very buggy form what i hear. not sure about export.
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skp import works fine more me. obj import from sketchup is doing weird things on my mac though.
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I have, and used the sketchup importer but as I said it is buggy (currently). Obj import is what I have found to be the best option and I am on a MAC and PC and have not noticed any difference between the two with importing.
I also have silo professional 2.1 and it is a great and simple program but has quite a bit of overlap in offerings to modo so I do not find myself using it much.
As far as bringing a model out of modo back into SU...I have to ask why? I almost never do this unless a model was only taken into Modo to take advantage of the UV/Texturing tools. I rough a model in SU then import into Modo and that is where the model 9 times out of 10 will stay...in Modo. I really have no reason to bring a model back into SU. SU can not handle the polys that one will add in Modo typically, especially if there is any real detail done and truly that is the reason for Modo right? Doing the things that are either hard to do in SU or can not be done in SU as quickly as I can do in Modo.
I think what needs to be remembered is this is all about workflow and taking advantage of each program for its strengths and using them for those strengths. SU does not have things like (not that I would want all these tools in SU:
Native rendering
Extensive UV tools
Sub-division modeling (yes I have and use SDS but it is not the same as Modo natively).
Replicators (401)
Animation
Paint/Displacement PaintingOk, yes there are plugins in one fashion or another that will add some of these features to SU but not to the extent that a program like Modo does. I am not trying to compare SU to Modo on the same level, it is just showing the workflow between the 2.
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I'm asking because you said this:
@unknownuser said:I never fully subdivide my model just in case I want to bring it back into SU.
Made me curious.The main reason for bringing modo models into SU (for me), is that I don't own Max/VRay 4 Max. I'd love to, obviously, but errr ... pricey combo. I cannot possibly justify paying an arm and a leg for Max, and merely use it as a "go between app". I've read someone's working on Vray 4 Blender, though. That might be very interesting. (http://blender.bevice.net.ru/)
@unknownuser said:
I think what needs to be remembered is this is all about workflow and taking advantage of each program for its strengths and using them for those strengths.
I agree. The combination of both apps really does give you the best of both worlds. I'm glad I finally bit the bullet, and started to take advantage of my modo license. My needs aren't that impressive - I'm not into modeling armies of Orcs or chesty elves slaying dragons - but it is nice to be able to add that little bit 'extra' to my models.
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Stinkie,
Yes there are a few times (very few) where I might take an SU model into Modo to take advantage of a quick bevel, Bend, twist or something like that that can be done much quicker and easier in Modo than trying to do the same action in SU. For the most part once a model gets into Modo it stays there. As far as not having MAX (No need for an overinflated/overpriced app) I would say look at DeepExploration for a conversion tool. It handles hundreds of formats and does a great job and is still cheaper than MAX. I know MAX is a industry standard, but I think with the shake up in the economy and the fact that cheaper programs are coming out with the same capabilities will start to change some of that thinking. You will still have Maya for any CA work and I do not think that is going to change much, but for standard modeling/rendering/Texturing capabilities I see no need for spending thousands for an apps name and recognition.
As you start to play more and more with Modo it is hard to not see the amazing capabilities of the app and when you compare the offerings who would spend MAX's kind of money? What can MAX do natively that the masses would use that Modo can not? That is a tough one as I do not know of anything that Modo can not match MAX on.
Scott
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Looks like Modo is da Bomb. Much more fun to get into than waiting for Sketchup to get better (yawn).
A little crit: Deep Exploration is a very expensive app. Very good though.
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Agreed expensive but comes in very handy. I am not sure if there is another cheaper alternative.
Kwist,
Yes, you will love it and the learning curve is quite small. The video tutorials are the cheapest I have found for any app and very well done if you need them.
Scott
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I'm off to go finally check out modo. I'm fed up with the whole autodesk monopoly. If modo can crank out GI renders and is close to SU for modelling I'm sold.
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More preview madness. Scroll down to the movie.
http://www.luxology.com/modo/401.preview.and.final.rendering/
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All the new "toys" looks great. I think where Modo is still missing the mark, is in implementing more accuracy into their modeling toolset. I don't see why they don't understand that there are potentially a few hundred thousand users who would flock to Modo from the Arch Viz community if they would implement a better cad style spline setup. If they would incorporate something similar to LWCAD, they would convert a lot of people who are fed up of forking over subscription money to autodesk, or those who are looking for more polycount from the SU community. I would rather see this than a fur generator, but that's just me.
I'm excited about the irradiance cache addition to the render engine. This should make it a more adaptive solution.
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@unknownuser said:
What can MAX do natively that the masses would use that Modo can not? That is a tough one as I do not know of anything that Modo can not match MAX on.
ScottFor a start, Modo doesnt have a modifier stack which is quite a deficiency.
Max is eternally frustrating seening as its incapable of performing simple transform commands like 3point rotation that is inherent in most CAD programs but then again it isn't a precision modeller. Is Modo capable of such things?
Earthmover, whats the problem with Modo's splines?
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401 is out! - Check it, http://www.luxology.com
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Check this awesome video of Modo 401 - http://vimeo.com/5209465
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It seems that they are doing away with a SKP importer for 401 and are having issues with the Collada importer as well. A backward step for many on here.
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The SU importer was cr@p anyway. Obj works fine for me.
I'm messing with 401 as we speak, and I gotta say - at least for me, it's a godsend. Lighting has never been easier. No need anymore to close the renderer, go back into SU, move a couple of lights, re-export etc.
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indeed, it looks very good as a whole. Im very tempted to give it a go.
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Another thing: Luxology's handled this much anticipated release in an exemplary manner. Customer care was great - and that's how I like it.
And again: LOVING the preview renderer. Happy, happy, joy, joy!
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