With better support for gamedev and Unreal Engine.
" Among the highlights, artists can author in MODO and be confident that their assets will look virtually the same in Unity or Unreal Engine; get realistic detail into their real-time assets more easily through a streamlined, repeatable texture baking workflow; and enjoy new ways to export to popular engines featuring simple, automated steps that minimize the need to recreate work, saving time and reducing the potential for errors."
i am migrating away for max and looking into all of the alternatives.
i know there are many threads at this point but can anyone maybe point out the pros and cons to switching to modo at this point?
specifically looking for the modelling and texturing aspects.
also how does this “better integration” actually work? do all of the material settings remain when going from modo to ue?
Is modo really worth investing time? I know it’s good at modeling. How about rigging and animation? How fast they fix bugs? I heard a lot of people complaining about modo for being unstable.
I think modo is the best package out there but I’ve heard that it’s lacking a bit in animation (might have changed in latter versions though). I’ve done our rigging in other softwares this far so I can’t say but other than that I think it’s absolutely amazing and have significantly speeded up my workflow. It’s not very unstable either, it crashes every once in a while but not often. It did take a while for me to get settings and hotkeys like I want them though but after that it’s a breeze to use.
Modo 10.0 has been stable for me so far, no crashes yet. There is a free trial version so take it for a test drive. The next release of the 10 series, Modo 10.1 will have some nice stuff(if you do modeling you’ll like it!), If you come from Max you’ll probably like it. This surprise was shown off in the Direct Connect subforum(for people who own a license(commercial or student)). They mention a rough timeline for the next couple of release.
Animation in Modo is still a a bit sluggish compare to the competition, in the area of deformation playback and even weight painting is slower then the competition. They are aware of this and will address this with a animation series in the future. Rigging in Modo is pretty solid though. Definitely setup your prefer hotkeys, I mostly use custom context menu to speed up my modeling, there’s also PIE menus if you prefer that.
Modo has gotten progressively more stable recently, because they have greatly improve their QA(they added more people, better QC checks/testing,etc). If you’re coming from Max, I’d definitely recommend Modo. Texturing painting is too basic in Modo, it doesn’t have the level of UX that something like Substance Painter has, for texturing I use Substance Painter/Designer. Modeling has always been Modo’s strong point.
@KillingWord(the UE4 plugin does not support 4.11 yet,but it should work with 4.10.4):
I just installed Modo 10 trial, and after an hour, I can say it initially looks really simple and good. Especially the game tools, that export models specifically for game development.
@KillingWord, can’t comment on Mari/Modo integration - I don’t use Mari at all(too expensive). I feel everyone pain regarding the new release of Max… @KinDaKreator, I really like the new Triangulate upon Export FBX option, it’s so useful!
LcSweeper, you don’t need 1,900. You can buy a use license for cheap(700 USD) then upgrade at best you’ll need 1,200. Or just wait for modo 10 indie,which is due out in 1-2 months from now. Money can be an issue but time spent learning new software is a much bigger investment, that’s why it’s painful to switch to a new app.
cheers guys, that settles it. jumping on that indie train as soon as it ships.
if anyone is feeling chatty, i wonder if modo has any procedural maps like cellular or fractal…
@KillingWord, its got lots of procedural textures . There are limitations to the Indie version make sure you check before buying. http://help.thefoundry.co.uk/modo/901/#search-procedural Often times I need custom procedural, that’s where Substance Designer comes in handy. @zeOrb, that’s even better!
that procedural list looks very good indeed.
i remember seeing modos vector displacement. i have to wonder if that if that could possibly translate to UE aswell. suppose that is too optimistic tho.
You can actually do vector displacement sculpting in Modo. I haven’t tried Modo vector displacement to UE4 yet, maybe in the near future. UE4 displacement in general aren’t very performant , until they implement true adaptive tessellation ala Cryengine, tessellation base on distance. BTW guys there’s someone selling modo 10 license for 800 euro(minus the 100 USD transfer fee):