Thread: modo vs Hexagon
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Old 30th September 2007, 16:56   #2 (permalink)
jbshorty
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Join Date: Jul 2006
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The obvious advantages of Modo for modeling:
  1. macro recording, and saving of custom tools
  2. advanced selection methods and saving/recalling of selection sets
  3. paint brush deselecting
  4. live preview of edge beveling, sliding, etc
  5. doesn't slow down when extruding many faces at one time
  6. mesh instancing (much lower overhead than Hex's cloning)
  7. when using the "Tack" tool Modo can place the object anywhere along the surface (not just at the polygon center)
  8. "curve instancing" will allow you to create as many clones along that curve as you need, not dependent on the # of segments
  9. Many choices for action/axis centers, including the wonderful "local" option. Don't know how i got along without this before.
  10. adjustable edge weighting so you can experimant with shapes before creating your final bevels
  11. adjustable morph maps allow risk-free experimentation of shapes
  12. retopo tools (not great but better than Hex's)
  13. possible to morph one object's shape towards another's
  14. curves (not just polylines acting as curves)
  15. bridge tool with adjustable tension (i think the one tool which sold me on buying Modo)
  16. More advanced tols for beveling, loop slicing, etc
  17. edge and quad spinning
  18. for primitives, seperate tesselation settings for X/Y/Z
The obvious advantages of Hex for modeling:
  1. symmetry is based on the bounding box, not on world space
  2. edge extrusion tools and target weld freakin' rock
  3. DG (Modo has limited DG on some tools but not all)
  4. Nurbs-influenced surface modeling tools (Hex rules here)
  5. Doo-Sabin smoothing (don't know about other people but i find this smoothing type to be very useful)
  6. better free-tesselation tool
  7. "cage" deformer
  8. 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
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