Ok, I followed many tutorials and messed around with Modo now. Here is a little review:

UI
I simply love it. It makes sense, is easy to read, is not in your way and it is just a suggestion. You can change everything. You can even create your own forms and views. Many ideas look like they are borrowed from Blender but it looks much better.
There are some layouts to switch to and many tabs to offer most needed tools for a certain job (model, paint, uv, animate, render).

Modeling
There are so many well-thought tools that you can model very fast in Modo. I am used to model in many 3d applications. But Modo is the fastest of all of them if you learn it well. Selecting is so easy, modeling is great, uv-maps stay intact if you change the geometry.
You can model the old polygon-way but after this you can sculpt the mesh similar like you do with displacement maps. But this way is very naturally and organic and helps to bring the mesh into shape in a more ergonomic way.

Unwrapping
It is perfect, there cannot be any better uv-toolset. You can unfold a mesh with a blink of an eye. You can create atlas maps and then you can let them find edges to re-connect them automatically to a more consolidated uv-mesh. You can create uv-maps in minutes while you might need hours in other tools for the same result.

Sculpting and Painting
You are not restricted to sculpt the mesh with tools like carve, inflate or push. You can do the same with normal maps (rgb-maps) or displacement maps (grayscale). So you can add very fine details similar like you do in ZBrush and Mudbox. It works fine and fast.
You can use the same tools for sculpting and painting. So you can sculpt with an airbrush, stamp or procedural brush and you can use the same brushes to paint color, textures, images and more. You can paint on images that influence color, bump, spec or any other channel. You can even change the channels at any time.
Every image is just like an own layer and you can blend them if you like with different modes.

Animating
You can animate every parameter of materials, positions and more. There are graph editors to change the curves of these parameters and you can move pivots to have perfect rotation handles.
But it misses bones and IK.

Rendering
The renderer is good and fast. It has not that much features compared to Lightwave as an example but every feature is just a bit better implemented. You can easily create realistic images with realistic lighting.

Comparison to other Tools:
Modo and Lightwave
Modeling and Unwrapping is better in Modo. Sculpting and Painting does not exist in LW but LW has more options for animation (bones, IK, cloth, hair, physics).
Modo has less lighting-tools but the existing lights have more features. The same counts for the render comparison.
But both tools are a perfect symbiosis. They belong to each other. Modo can read and write perfect Lightwave files. It feels similar and it is a good replacement for Lightwaves modeler.

Modo and ZBrush
ZBrush is a giant, a fantastic tool. I have a license of it. But to be honest: If I do sculpting in Modo then I am happy, more happy than in ZBrush. Modo's sculpting is more intuitive, the painting is exactly the same just like mesh-sculpting. You are always only a mouse-click away to change the underlying low-res mesh, to change the high-res displacements and to add textures.

Modo and Bodypaint 3D
I also have a license of Bodypaint. But I am sure I will rather paint in Modo from now. Bodypaint has UV-tools, but Modo's are better and more easy to understand. Bodypaint has layers and can paint in several channels. Modo can do that as well.
I missed nothing while I painted in Modo. Even projection painting to paint over seams is there.
At my mind Maxon should lower the price of Bodypaint with all these competitors in mind (Modo, 3d-Coat, Carrara).

Modo and free / cheap software
If you want to do what Modo can do with free or very cheap software, then you have to use a couple of them. You have to combine something like Wings3d and 3d-Coat or Blender and an additional painting tool, maybe Carrara. You have to switch many tools with different UIs.
Modo wins here. And when you miss bones then you can add Lightwave to it and you have a very similar package with similar handling and key layout.

Summary
At my mind Modo is the best all-in-one modeler out there. I wrote "modeler" because it is not absolutely complete in terms of animation (bones, hair, physics). But if you add Lightwave then you get a set of tools that can rival and even beat expensive tools like Maya and Max (while being more affordable at the same time).
You could also add something cheaper like Fragmotion if you do only game animation.

Modo can export to FBX, OBJ, LWO and some other formats. Images can be of many known formats included layered PSD. There is a plugin to write perfect Collada files. It has been tested with the C4 engine as an example.
If you add Lightwave then you can export animated objects via FBX, Collada or via plugins.


Models, Textures and Games from Dexsoft