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Modo ENG What will be Modo 606 ? :)
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Old 5th September 2007, 09:04   #1 (permalink)
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[Modo]Modo 301 sculpting timelaps

Luxology has just published 5 time laps of character sculpting, based on modo 301. Check them, it’s a good way to have a good opinion of its new sculpting features!
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Old 5th September 2007, 12:30   #2 (permalink)
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Ah ha. It looks reasonably responsive, full 3D sculpting, medium to high poly count, I guess up to about 1m. I see some stencils in use and an alpha for the brush and also a brush shape. Doesnt look like the stencil is directional as in Mudbox, and I dont think a stamp tool. The brush is flashing at times not sure what that is. I dont see masking in use or local subdivision or layers, but maybe the artist he just showing the sculpting only and not other features.
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Old 5th September 2007, 13:40   #3 (permalink)
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Hi tony. Some basic info about Modo sculpting:
  • You can sculpt the geometry, or you can sculpt based on images.
  • Image-based sculpting is multi-vector, meaning you can branch out new forms from existing scutlp data.
  • The image-based sculpting is managed directly within the shader stack. So you can blend/adjust a sculpt layer with full functionality of a normal texture layer.
  • "mesh" density is dependent on map size. in other words, if you use a 4096 x 4096 sculpt layer, then you are sculpting at equivalent poly counts of 16,000,000. The advantage is you can use Modo's mutliple UV map support to drive local sculpt density only where it's needed. Imagine you have sculpted a human using a one image for the entire form. then you can create a new UV map just for the face and focus the full 16,000,000 poly count on just that one UV map.
  • 301 has a directional brush similar to ZB's roller brush.
  • Masking could be setup in the render stack, same as any other texture mask.
  • You can use the full set of Modo's paint tools on image-sculpt maps. So the clone stamp tool can be used.
Not familiar with MudBox's stencil. Also not sure about the "flashing" you mentioned. I didn't watch the videos all the way through. But i don't recall anything which looked distracting. Overall i think the system looks pretty damn good!

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Old 5th September 2007, 15:01   #4 (permalink)
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Recently, sculpting tools seems to be popular in 3D world.

But, to be honest, I’m not interested in sculpting of modo301 at present.
I think that familiarizing myself with Box modeling and Edge modeling (I understood difference of each modeling just recently ) skill is important for me who has just started 3DCG.

Just my thought…

Thomas, I apologize if I threw a wet blanket on this thread.


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Old 5th September 2007, 16:23   #5 (permalink)
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I think once you have mastered box and edge modeling, you will want to be able to detail your models (especially organic) with sculpting, when necessary.


I've ordered the 301 upgrade, just waiting.
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Old 5th September 2007, 18:15   #6 (permalink)
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Quote:
Originally Posted by Patrick210 View Post
I think once you have mastered box and edge modeling, you will want to be able to detail your models (especially organic) with sculpting, when necessary.


I've ordered the 301 upgrade, just waiting.
just got ,,modo 301 is now nearing completion,, email
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Old 5th September 2007, 20:00   #7 (permalink)
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Thanks shorty for the image based sculpting details, I'll try out the demo when its out. I'm still struggling with zbrush. Unfortunately I find that no amount of good software is making up for lack of skill from user. Also matrimonial moratorium on new software until I master what I have
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Old 5th September 2007, 20:22   #8 (permalink)
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Also matrimonial moratorium on new software until I master what I have
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Old 5th September 2007, 20:29   #9 (permalink)
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...no amount of good software is making up for lack of skill from user. Also matrimonial moratorium on new software until I master what I have
all true, and very good advice indeed!

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Old 5th September 2007, 23:23   #10 (permalink)
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I think once you have mastered box and edge modeling, you will want to be able to detail your models (especially organic) with sculpting, when necessary.
I've ordered the 301 upgrade, just waiting.
Patrick, thanks for your comment.
I might not have noticed wonderfulness of sculpting features yet.

Of course, I'v also already pre-ordered modo301 and I received email from Lux saying “we are very close to product release” today.
I look forward to download ver.301.


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Old 5th September 2007, 23:30   #11 (permalink)
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I think it's been pretty much acknowledged that 301's sculpting won't replace zBrush, for those that really need that level of functionality, but for many jobs and many users, it has already exceeded expectations. That, and the fact that the whole process happens inside the same program that's modeling and rendering makes it a formidable addition to the tool set. I'm ready.
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Old 5th September 2007, 23:44   #12 (permalink)
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@ Tonytrout - the "flashes" you mentioned appear to be the brush radius being adjusted on screen, but i think it's not obvious due to the time lapse video (down from approx 1.5 hours). watch closely in the old man video. there's at least one time where it's slow enough to catch what's going on...

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Old 5th September 2007, 23:47   #13 (permalink)
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Can anyone here comment on the level of detail you can get from sculpting with modo? Where would you put it between Hexagon and Z-Brush? Halfway? Closer to Z or closer to Hex?
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Old 6th September 2007, 00:05   #14 (permalink)
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...the fact that the whole process happens inside the same program that's modeling and rendering makes it a formidable addition to the tool set...
I think having all this in one program will be amazing. The workflow between poly modeling and sculpting should be pretty seamless. very exciting. I already have a few projects in line to use the sculpting tools in a modeling context... ZB will still be the king, but Modo has it's own nice features too. Did you see the "brush from geometry" feature shown in the big 301 preview movie? That totally blew me away. Another feature is doing extrusions without destroying the sculpt data (something like Silo). I'm sure other features will be revealed to us very soon...

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Old 6th September 2007, 00:14   #15 (permalink)
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Can anyone here comment on the level of detail you can get from sculpting with modo? Where would you put it between Hexagon and Z-Brush? Halfway? Closer to Z or closer to Hex?
Are you asking about poly mesh sculpting or image-based sculpting? For image-based, they say it's like having one polygon for each pixel in the displacement map. How well Modo handles multiple high-res map layers is publicly unknown... In regards to poly mesh sculpting, Lux has not said much about that. I hope it will handle high poly counts at least as well as Silo. fingers are crossed

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Old 6th September 2007, 09:54   #16 (permalink)
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I hope it will handle high poly counts at least as well as Silo. fingers are crossed
I hope so, because modo 103 is not even as well as Hex in mesh sculpting. I not expected modo to be ZBrush, but that fact dissapointed me.
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Old 7th September 2007, 05:20   #17 (permalink)
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Can anyone here comment on the level of detail you can get from sculpting with modo? Where would you put it between Hexagon and Z-Brush? Halfway? Closer to Z or closer to Hex?
This image won over a lot of doubters on the Lux forum.

http://forums.luxology.com/discussio....aspx?id=19322
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Old 7th September 2007, 06:47   #18 (permalink)
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Open empty scene, press control+sphere and press "D" 5 times. If your system will not hang up, set the strength to 1% and try to sculpt. On 2.66 Dual Core modo 103 gives about one lamp per second.
On the same system with the same sphere (exported & imported via obj) Hexagon works in real time and gives smooth result even in dots mode. Without additional smoothing. In free hand mode you will see blue line only if you will move your mouse very, very fast.
That's the matter of fact and not some sweet dreams caused by watching good picture.

So modo 301 must be 100 times faster than 103 to be close to Hex, not even ZBR.
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Old 7th September 2007, 13:35   #19 (permalink)
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@ Wacr - The "sculpt" tool in 103 is nothing more than the Push tool with an airbrush falloff. Look in the toolpipe, and you'll see what I'm referring to. It's not a dedicated sculpting tool for high-frequency details. Basically that tool was acting on all vertices at once, but affecting only very few of them. A real sculpt tool would be optimized for such a job...

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Old 7th September 2007, 13:56   #20 (permalink)
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Shorty, I watched all their movies, and I recognize the big difference. Like you are, I hope it will be optimized.
But I will believe it after I will try 301 with my own hands. In 103 I saw what I saw, and in my 203 trial the sculpt tool did not work at all.
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