That is pretty neat. I have been working on getting GoZ to connect with MODO 801 tonight, and finally got the kinks worked out. There is no more reason to ever use the sculpting tools inside of MODO!
Have you used Maya’s Quad Draw tools? For my money, quad draw is the BEST modelling tool for creating great models with perfect topology. I usually throw together a bunch primitives, use booleans, stretch vertices in every direction, subdivide as needed and quickly get a pretty close shape to what I want but with very nasty, unworkable geometry. Then I make that shape live and quickly sketch out my perfect topology on it, using the relax tool to make everything straight and correct. I love that workflow.
MODO is pretty great as a modelling tool; maybe the fastest modelling tool available. It is especially powerful when you buy the Mesh Fusion kit, which I swear is magic. If you have ever used mesh booleans in a modelling package then you know how terrible the geometry usually turns out. Mesh Fusion in MODO makes amazing geometry from booleans with chamfered edge loops or beveled edges or whatever you want. You can set up your booleans as schematics which look very very similar to Unreal BPs.
And also, MODO 701 & 801 now have a full animation system. There is even a plugin called “Automatic Character Setup Kit” which looks to be almost exactly like ART tools available for $149. I don’t own it yet, but I am definitely thinking of trying it since we own MODO 801 but not the full version of Maya. If it works well, we may ditch Maya LT completely and just go with MODO 100%, although I am sure we would miss the Quad Draw tools.
Blender is getting better all the time, and FBX export now mostly works. But in my opinion, it isn’t even close to being on the level with Maya. The only thing Blender has on Maya LT is Cycles, and that should be much less important to game developers. And the only thing Blender has on MODO is the price.