The obvious advantages of Modo for modeling:
- macro recording, and saving of custom tools
- advanced selection methods and saving/recalling of selection sets
- paint brush deselecting
- live preview of edge beveling, sliding, etc
- doesn't slow down when extruding many faces at one time
- mesh instancing (much lower overhead than Hex's cloning)
- when using the "Tack" tool Modo can place the object anywhere along the surface (not just at the polygon center)
- "curve instancing" will allow you to create as many clones along that curve as you need, not dependent on the # of segments
- Many choices for action/axis centers, including the wonderful "local" option. Don't know how i got along without this before.
- adjustable edge weighting so you can experimant with shapes before creating your final bevels
- adjustable morph maps allow risk-free experimentation of shapes
- retopo tools (not great but better than Hex's)
- possible to morph one object's shape towards another's
- curves (not just polylines acting as curves)
- bridge tool with adjustable tension (i think the one tool which sold me on buying Modo)
- More advanced tols for beveling, loop slicing, etc
- edge and quad spinning
- for primitives, seperate tesselation settings for X/Y/Z
The obvious advantages of Hex for modeling:
- symmetry is based on the bounding box, not on world space
- edge extrusion tools and target weld freakin' rock
- DG (Modo has limited DG on some tools but not all)
- Nurbs-influenced surface modeling tools (Hex rules here)
- Doo-Sabin smoothing (don't know about other people but i find this smoothing type to be very useful)
- better free-tesselation tool
- "cage" deformer
- soft selections
sorry if this sounds like just a feature list, but the rest of it would all be workflow and that's too personal to be argued...
shorty