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Re: Modo 301
[Re: ventilator]
#184685
02/20/08 15:25
02/20/08 15:25
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Joined: Jul 2002
Posts: 1,364 Minbar
MaxF
Serious User
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Serious User
Joined: Jul 2002
Posts: 1,364
Minbar
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Hi I use Modo 301 a lot and love it, very easy to use It crashes every 2 weeks or so, I hope they will fix that very soon. But it is a very good program
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Re: Modo 301
[Re: Fenriswolf]
#184688
02/20/08 16:01
02/20/08 16:01
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Joined: Jul 2000
Posts: 11,321 Virginia, USA
Dan Silverman
Senior Expert
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Senior Expert
Joined: Jul 2000
Posts: 11,321
Virginia, USA
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There is not yet a free demo, but there is something just about as good. There is a $25 modo training pack that has a set of introductory videos walking you through virtually every aspect of modo. With the training material you get a demo of modo 301. So, for $25 you get the training material and 30 day demo that is fully functional (including saving/exporting models of any polygon count). You are NOT paying for the demo (it is free), but for the training material.
While Luxology is not directly supporting Vista yet, the program runs perfectly well on both 32-bit and 64-bit Windows Vista editions. I am run my copy of modo on Windows Vista Ultimate (32-bit) and have no problems. The thing that can cause modo the most problems is which video card you have and this is mainly dependent on which driver you have installed.
Modo and Blender are similar in that they both are modeling programs with a lot of features. In one way Blender is ahead of modo in that it allows for full animation. Modo currently only allows for key frame animation. However, character animation is planned for future releases. Modo is a new tool that was originally released as a modeling-only app and has, since its initial release, grown to include advanced rendering, 3D painting, advanced UV mapping, sculpting and not basic animation.
In my opinion, modo is way more of an advanced modeler than Blender is. Modo is truly a professional tool and this is reflected in the price. This is not to say that Blender cannot be used professionally. It certainly can. However, I simply find that I can do A LOT more in modo and do it A LOT more QUICKLY and, more importantly, A LOT more EASILY.
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Re: Modo 301
[Re: Fenriswolf]
#184689
02/20/08 16:11
02/20/08 16:11
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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i use both, modo and blender. blender has a lot more animation features and other things modo lacks like a modifier stack, a compositor,... blender doesn't support ngon modeling yet but they are working on it. this was the main reason i got modo. i originally come from maya and can't get used to the quad limitation for most modeling tasks. modo has a better renderer (though the blender renderer can do some things the modo renderer can't do) and the painting tools are better too. the blender painting tools will be improved during project apricot i think. the sculpting performance is about the same for me but modo sculpting works a bit differently. it's image based and during sculpting you can enable a bump mapping shader so it looks as if you are working with more polygons than there actually are. modo still lacks a 64bit version.
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Re: Modo 301
[Re: ventilator]
#184690
02/20/08 17:04
02/20/08 17:04
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Joined: Jul 2000
Posts: 11,321 Virginia, USA
Dan Silverman
Senior Expert
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Senior Expert
Joined: Jul 2000
Posts: 11,321
Virginia, USA
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Quote:
the sculpting performance is about the same for me but modo sculpting works a bit differently. it's image based
Actually, this is not quite correct. Nodo has three different sculpting modes. One is mesh based and the other two are image based. The mesh based sculpting cannot come close to pushing the number of polygons that a program like ZBrush does in its hybrid environment. So mesh-based sculpting in modo is mainly for making larger sculpts and not fine details. The two image based sculpting modes are for fine details and use what are called micro-polygons for details. Image based sculpting is slow for large sculpts and so mesh-based works best for that. Mesh-based is slow for fine details (because you would have to have zillions of polygons for this) and so image-based is best.
However, you can use mesh-based to affect the mesh and convert image-based sculpts to displacement maps via baking.
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