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Modo ENG What will be Modo 606 ? :)
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Old 19th May 2007, 05:20   #21 (permalink)
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I couldn’t fully understand modo 301 preview video as English is foreign language to me. So I could only catch a glimpse of new features of modo 301.

However I felt that Luxology is developing modo standing in user's point of view and they understand what users need.

I am eagerly learning modo now.
I will probably being absorbed in learning modo until release of Amapi8.


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Old 19th May 2007, 20:20   #22 (permalink)
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Originally Posted by Sketchy View Post
It's not like the artist tells Modo, "okay give me this kind of metallic effect", and voila Modo comes up exactly what you tell it to do.
I know exactly what you are saying. It took quite allot more time experimenting with XSI to get the same effect. Carrara can do the same effect that you find in the Furba knife example. I like the knife but the DOF seems funny. It just that the more realisitic or tricky you want your materials to be it will require allot more effort. Carrara does very well with it's tree setup and it's allot more approachable by beginers to pick up than working with nodes for example.

I think a better example of comparison would be something by Lone Gunman, he really puts extra effort into his piece renders for realism.

I can't download the preview and I'm at work for another three weeks, do they introduce an animation module yet or just sculpting??
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Old 19th May 2007, 20:59   #23 (permalink)
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I know exactly what you are saying. It took quite allot more time experimenting with XSI to get the same effect. Carrara can do the same effect that you find in the Furba knife example. I like the knife but the DOF seems funny. It just that the more realisitic or tricky you want your materials to be it will require allot more effort. Carrara does very well with it's tree setup and it's allot more approachable by beginers to pick up than working with nodes for example.

I think a better example of comparison would be something by Lone Gunman, he really puts extra effort into his piece renders for realism.

I can't download the preview and I'm at work for another three weeks, do they introduce an animation module yet or just sculpting??
Basic animation has been integrated. I can tell you that I'm purchasing modo. Well worthy of purchasing.
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Old 19th May 2007, 21:53   #24 (permalink)
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I can't download the preview and I'm at work for another three weeks, do they introduce an animation module yet or just sculpting??
I didn't watch the entire video, just snippets of it. It's more than an hour long, I think. Character animation is still being worked out, but as I understood it, you could import animated information to Modo from Maya, Max, XSI, LW, etc. and render it in Modo. Basic animation is now part of the package. I don't know what basic means, but I thought it's more advanced than that like you could basically animate everything such as materials, textures, lighting (ie, flicker), falloffs, cameras (walkthroughs), lights, object movements, etc.

My overall impression is it's a toy for kids and a very advanced professional 3d package at the same time.
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Old 19th May 2007, 22:36   #25 (permalink)
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...I can't download the preview and I'm at work for another three weeks, do they introduce an animation module yet or just sculpting??
The basic animation groundwork is there, and I will be shocked if Modo doesn't have rigging and IK in a 30(X) service release...
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Old 20th May 2007, 01:04   #26 (permalink)
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The basic animation groundwork is there, and I will be shocked if Modo doesn't have rigging and IK in a 30(X) service release...
I will be shocked as well. Maybe we can get the Modo group here a little more active. It seems we have a fairly good size group forming.
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Old 20th May 2007, 23:05   #27 (permalink)
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The basic animation groundwork is there, and I will be shocked if Modo doesn't have rigging and IK in a 30(X) service release...
I don't know if CA tools will be a point release. There's some nagging voice in the back of the head warning me to become overly optimistic about such things. And, since I don't need CA tools in the near future I can wait. No hurry .

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Old 20th May 2007, 23:26   #28 (permalink)
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I don't know if CA tools will be a point release. There's some nagging voice in the back of the head warning me to become overly optimistic about such things. And, since I don't need CA tools in the near future I can wait. No hurry .

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i think it will be a point rlease. The reason? rigging and IK is just another kind of deformer, which Modo has very well implemented for other types. Plus Modo already recognizes vertex weight maps and has painting tools. So i think it's actually a small step to extend those existing tools... I think the more advanced stuff like hair, physics, particles, collisions will wait until 401... Like you, i'm in no rush because i don't animate. I mostly do product stills, and would like to have rigging tools for posing while i model. And i think many Modo users want this for modeling, so that's why it will appear before the full CA toolset. Just my guess (and my hope) of course

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Old 25th May 2007, 05:20   #29 (permalink)
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Been working exclusively with modo since January and I'm finally starting to learn it. After 16 years in the Raydream/Carrara universe I think I can say modo has won a convert. It certainly isn't bug-free, and there are tools in Hexagon I dearly miss in modo. But overall, it's a sweet program, beautifully thought out and constructed. I've just begun the process of customization, am starting to push the renderer past its default settings, and finally learning sub-d modelling.

If there's ever a Hex 3 (or even 2.2, if it works) I'll give it serious consideration, and I'm real interested to see what Amapi 8 has to offer, but I don't think there's a Carrara 6 in my future. And it makes me a little sad, because it's still the best overall bang for the buck. It does a lot of things pretty good, some things very good, but modo is simply in a diffferent league, and deservedly so. Looking forward to 301.
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