I’ve used 3D Studio since the days of DOS (Yay to the Shaper and Lofter) up to 3DSMax 2011 for all sorts of general work, it truly is a mammoth package that takes years to understand all of it. Then I left the last company I worked for and have gone freelance, now found myself thinking, do I really need that massive tool set in Max for what I need now. I also work on both Mac and PC and just need to get the jobs done rather than spending hours upon hours translating skills from one app to another.
So I dipped my toe into Modo Indy (monthly subs on steam), ran through the starter tutorials and got up to a speed where I could use it for commercial projects in about a week. Thats pretty fast imo.
Now as I use it daily I’m getting a few crashes, maybe once a day and often get the “Command Disabled” dialog box popping up for things that worked 5 seconds ago. I put this down to the Modo Indy version so will need to get the full 901 license and go from there. Have no choice now as I am 50% through a client project. But I don’t think I will regret it. It seems a very capable package and the renderer is quick and gives great feedback when tweaking. In max I used VRay mostly with the realtime renderer and spent days tweaking light rigs, render settings etc. Modo seems to get me where I want much faster when it comes to final output.
The only area that has caused me the most problems is applying materials. In Modo you have a shader tree where all the scene materials exist and are applied to polygon sets. This for me took the longest to understand and I am still learning it to be fair.
I haven’t done scripting in Modo yet as its disabled in the Indy version but look forward to having that in the full version. I was quite comfortable scripting in Max and wrote several plugins.
As for Modo Indy I like the following:
For modelling, Modo is great and actually fun. It has everything you need and supports SubD modelling very well.
Keyed animation so far has been an easy transition from Max to Modo.
Deformers seem pretty neat in Modo as do setting up visual helpers.
Dropping in environments for HDR lighting is a doddle
The renderer is fast, even for Blurry reflections and my animations so far have come out clean with a few simple tweaks.
Downsides I have discovered so far are:
Managing scene materials seems complicated. Texture locators and material groups get messy and can break the scene if you like to tinker around.
Crashes daily, maybe every 2 days
Hardly any 3D importers. Have to use other tools to create FBX from CAD data for Modo.
Bugs. Things just break.
Lack of support. Modo Indy is officially supported via a Steam discussion forum only, which hardly gets visited.
Keep in mind I have only been using it for about 3 to 4 weeks now so this isn’t an expert opinion on Modo but it is my opinion from using Max for many years and switching to Modo Indy for commercial projects.