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Ummmm - Wrong Post bro.
[=tozan;597161]
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Ummmm - Wrong Post bro.
[=;597155]
No matter with what they will come up with … Im probably not gonna use it.
Reason is simple: It cant possibly beat MODO (or max, mayer, etc for that matter).
For rough blocking, the current BSP system is good enough as it is. For anything beyond, I go with the foundry…
I hope Epic does not divert too much resources into .
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That’s your uneducated opinion. Apparently you never worked with BSP outside of Unreal.
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That’s your uneducated opinion. Apparently you never worked with BSP outside of Unreal.
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Right. Thats my opinion.
However, I dont think you are qualified to judge my work.
Appearently you have never worked with modo
Perhaps you should stay a bit more professional.
Let me show you a video that resume all my needs
https://.com/watch?v=70GO2mL_xMU
*Not my video, credits to the authorwww…com/channel/UCrmGSv27CswRG22arhdAneQ
[=;597260]
Right. Thats my opinion.
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Uneducated opinion.
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However, I dont think you are qualified to judge my work.
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I am qualified to judge your lack of understanding of CSG level design techniques and why it still matters in XXI century.
[=;597260]
Appearently you have never worked with modo
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No, but I worked in and I’ve been using Blender continuously for the past many years. Blender’s modeling tools are not as advanced as MODO’s, but as close as it gets.
[=;597260]
Perhaps you should stay a bit more professional.
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Does being professional mean agreeing with everything and not speaking up my mind, especially when I have experience to back it up?
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Uneducated opinion.
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You are just childish.
By the way: thats what I call unprofessional.
Making judgement and assumptions about other people’s abilities without even knowing them.
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I am qualified to judge your lack of understanding of CSG level design techniques and why it still matters in XXI century.
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Oh, I do understand the concept for CSG/BSP. And I use it quite often. Just not in Unreal.
So yeah, if Epic pulls it off that their CSG system beats MeshFusion, then I gladly use it.
But somehow I doubt that.
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Does being professional mean agreeing with everything and not speaking up my mind
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So Im only professional if I agree qwith yoy??
Remeber, speaking up my mind was all I did…
You are a funny guy
[=;597565]
You are a funny guy
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But really, MODO is not free nor cheap. (Indie) level designers need to be able to build levels (and not just blockouts) when there are no models or artists on the team. Can’t beat good CSG when it comes to workflow (especially texturing) and speed. Also no need to export/import assets - it’s all done in the Editor, which speeds up workflow even more.
Check out guy: http://www.simonoc.com/ It’s all CSG.
[=;597155]
No matter with what they will come up with … Im probably not gonna use it.
Reason is simple: It cant possibly beat MODO (or max, mayer, etc for that matter).
For rough blocking, the current BSP system is good enough as it is. For anything beyond, I go with the foundry…
I hope Epic does not divert too much resources into .
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I’m sorry, but I gotta disagree here. The point of a pseudo-CSG system is not to replace modelling tools - both in mine and many other peoples’ opinions, they serve pretty different roles in the pipeline. Unreal’s geometry tools don’t need to rival Modo or any dedicated 3D package - They just need to be able to let level designers work on basic level geometry in-engine, and do so quickly and intuitively. If Unreal’s current geometry tools are good enough for you as-is, then that’s great, but IMO goes over some pretty empirical reasons why they’re currently not up-to-scratch in his original video. I’d also argue that they’re a terrible idea as part of any production pipeline, other than ‘replace with static meshes later’, as they’re a huge performance hog.
There are loads of other reasons why IMO UE4 still needs some good geometry tools - I happen to be one of the people that feel level design has taken a real retrograde step in terms of complexity as a result of the industry favouring a purely mesh-based approach. I’d also argue that using a full modelling package to model game geometry entirely separately from the game is a crazy idea in terms of good workflow. And finally, Max, Maya, and basically every 3D package out there save Blender are prohibitively expensive if all you want to focus on is level design - it’s kind of analogous to buying a Swiss army knife when all you want to do is cut some paper.
Again, by all means, if doing most of your level work in Modo works for you, then that’s great, but there is demand for better in-engine geometry tools for good reason.
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And finally, Max, Maya, and basically every 3D package out there save Blender are prohibitively expensive
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Depends. In the case of autodesk for sure. That was one of the reasons I abandoned and switched to modo which is quite affordable.
http://store.steampowered.com/sub/91036/
With deal you also get MARI, a real good texturing and painting tool. (Like substance, just better)
If that is prohibitively expensive, I honestly wonder how people can afford the hardware…
[=;597781]
Depends. In the case of autodesk for sure. That was one of the reasons I abandoned and switched to modo which is quite affordable.
http://store.steampowered.com/sub/91036/
With deal you also get MARI, a real good texturing and painting tool. (Like substance, just better)
If that is prohibitively expensive, I honestly wonder how people can afford the hardware…
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Modo Indie is absurdly prohibitive in terms of both licensing and interoperability. Exporting in any kind of UE-readable format is limited to 7k polys, which essentially renders it borderline useless for level design. Also, it’s strictly limited to non-commercial use outside of Steam Workshop, so it’s a non-option for anybody looking to release a UE game commercially. Sure, if you plan to release a free game that has a relatively modest art style, then I’m sure it’s a great option for the price, but that’s not exactly a huge variety of use-cases.
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Exporting in any kind of UE-readable format is limited to 7k polys
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When did you last check?
The limit for the indie version is 100k polys.
And with the new game tools, introduced in modo10, exporting to UE is even easier than ever.
If you like you can even PIE the scene in modo. So you dont even have to switch to UE to see “how it looks”…
Hey, no, that’s the first I saw of them updating the export limit. That’s pretty cool. Having a play-in-editor deal is pretty nifty, too. I don’t see anything about them updating their terms-of-use to allow for commercial usage outside of Steam Workshop though, which is still going to be a deal-breaker for a lot of folks. Do correct me if I’m wrong regarding that, too.
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I don’t see anything about them updating their terms-of-use to allow for commercial usage outside of Steam Workshop though, which is still going to be a deal-breaker for a lot of folks. Do correct me if I’m wrong regarding that, too.
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I recently skyped with Brown from the foundry. According to him is Modo 10 in a nutshell:
EULA : Commercial for-profit use allowed for individual use, or individuals of a sole-proprietorship organization where only one license of each variant is allowed
(So you can use it commercially. No ties to the steam world needed)
OBJ and FBX export limit expanded to 100k polys
(which is ok for most assets, even characters…)
Limited Bake and Render resolution to 4k
(4k textures are also fine by me. I rarely use 8k textures…)
-Command eval options in the system menu disabled
-Remove Commands, Scripts and results from Command History panel removed except Undo and History
(Its not that super critical to the workflow. More a convienience thing)
-Python editor and third-party script loading disabled
(Hmm. I never have felt the need for scripting in modo. The built in tools always did the job so far.)
-Third-party plugin loading disabled
(again. modo has so many built in tools and poular scripts are integrated in the engine. There used to be a script for aligning verts in a a circle. “Seneca’s perfect circle script”. Now its part of the deform tools.
The same with mesh fracturing. Built in, no script needed.)
-Kit management options from the system menu disabled
(there are still many good ways to organize and manage assets)
-Export is FBX and OBJ only
(Well, FBX is what UE wants… So no real at all)
-Can only save in .lxf format, although can still import all formats.
(means it will work fullly together with all installations of modo indie. And you can import work from the “full” modo. You just cant make something in modo indie and then open it with a full version of modo, but if you have access to a full version, you dont the indie in the first place…)
-Image save formats limited to .png and .jpg, .tiff and .exr
(also not that big of an. Since texturing and material assembly is so much more pleasent in MARI, all I ususally export for initial work, are the UV maps, which can be exported as EPS)
Network Rendering is disabled
(I use it to model assets for UE and not to create stunning still images with VRay, so not a big)
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Oh cool, so it’s basically a single-seat license. Yeah, honestly, I had looked at Modo Indie in the past (iirc back on 801), and was really put off by the limitations. Glad that they seemed to have made a lot of strides to make it a more useful product for indie devs. WIll definitely have to check out in the future.
@
You are looking at it wrong way. You might know and use MODO, but I use Blender. There is no incentive for me to learn another package (and invest into it), as I already have UE4 to and keep mastering my skills with Blender. There are many many people who use Maya, Max, Blender or don’t use any of it and are simply level designers.
If UE4 has had good CSG tools, these non-MODO folks would simply use UE4 with its tools and not have to waste time learning yet another package (I am still 100% certain MODO is no faster at level design than Blender; and I mean level design, not making elaborate static meshes to decorate levels).
That’s for indies. As for industry (working for a game dev company) - you might end up in a company that doesn’t use MODO and doesn’t allow you to use your software. With UE4 having proper CSG tools put on the same board. Passing CSG based level between departments and companies is seamless, while anything modeled requires source assets and both parties having same modeling software and same skills.
Good CSG tools is an essential component UE4 must have.
You got to be joking to try to use Blender for making games… Because its FBX pipeline is all screwy, it messes up the rigs bones when you import or export skeletons meshes into it, it skewers the armature bones when you export out to FBX and when you go onto the Skeleton Preview in Unreal from Montage the bone corruption Blender caused by skewing and rotating around the bones in the armature of the Skeleton that you get a deformed looking skeleton rig in unreal but it looks perfectly all normal in Blender until you look at location and rotation values and see they have been changed… Blender maybe free, but its FBX pipeline is messed up. It also has problems importing in skeleton meshes exported from 3ds MAX. Blender has issues with meshes that have bones it rotates the bones in the armature, , it even creates multiple root bones with the bone names.
is just not normal, its FBX code is not working properly with the Autodesk FBX code and making things go haywire… it even has some troubles with make Human rigs as well causing some twisting of limbs … It couldnt’ even import my doctor model properly and he was a FBX model with bones although when you put him through FBX viewer, his mesh and skeleton is all perfectly fine… On importing him, Blender gave him multiple root bones of his bone names that looked like porcupine spikes sticking out of his body and also threw his hair and eyes all down on the ground and supersized them. So I gave up on Blender with trying to get my FBX rigged meshes into Unreal because Blender couldn’t
import it correctly…
I haven’t used BSP brushes since HL-1, when hammer editor was the thing. I can’t say that I feel realistic need for any kind of built in geometry tools in UE4. I got used to doing blockouts in modelling packages. But I have to admit, for some reason I miss that time, when whole level was constructed right in the editor.
I drop too over here video explain all what i wanted to show here about special non cubic shapes
https://.com/watch?v=kp84nhBTgqs
*Not my video, credits to the original author.
Can’t say I miss patched. It’s more like mesh modeling than CSG.
[=;600946]
Can’t say I miss patched. It’s more like mesh modeling than CSG.
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Well is an upgraded version of the ID Tech 3 radiant I used that years ago and is pretty cool to make caves, terrain details etc