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Old 26th August 2007, 16:35   #41 (permalink)
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haha sorry that was just an idea...
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Old 27th August 2007, 06:04   #42 (permalink)
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Quote:
Originally Posted by Thomas View Post
No, sorry! the root will become if all the moderators are ok with that (we have to discuss about all that stuff), to :
  • News
  • WIP & finished work
  • Sandbox
  • Modeling (poly, sculpting)
  • Modeling NURBS
  • Materials and UVs
  • Rendering
  • 2D technics
  • Tutorials
  • Misc (a real misc related to 3D..)
With still the gallery, chat, etc..

Now that Polyloop is more open to various software, the sections must become more generic, that's why we won't open a specific modo section.

I will open a dedicated thread later about that.
This looks good, I just have one suggestion, if someone posts a question in "modeling", they should first state the soft they are using. For example, If I ask a question about how to target weld in Hex I should say: "Hex, how do I target weld?"
or "Silo, how do I weld?" or whatever... Otherwise people will get confused I think and look at a lot of threads that do not interest them or they can't offer help with. The only good thing about software specific sections is you know right away what program you will be discussing.
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Old 27th August 2007, 11:45   #43 (permalink)
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Couerl: it tooks me around 12hours to see the promotion at 295 on the website. It was the afternoon for me, then, the early morning for you (I think the website updates each 24hours the accounts)
Thomas, I just have to ask...
You are an expert with Hexagon and Hex 2.
You create 3d software. I'm amazed by the tutorials you create.
You are an expert with Amapi also.


So...uhhh....what will MODO allow you do to that you couldn't do with your own software?
Is it just an itch you need to scratch?
Or do you learn how to better make software from using other apps?
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Old 27th August 2007, 13:43   #44 (permalink)
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Well.. it's a good question HeavyHanded

Modo can do a lot of stuff that Hexagon and Amapi can't do, while Amapi and Hexagon can do another bunch of stuff that modo can't.
As you can imagine, I'm a lot more productive in modeling in Amapi and Hexagon, and it will continue to be like that for on long time, as the creator of the workflow of these software (I mean Hexagon, and Amapi 8, it's different for Amapi 7 and previous releases)

Anyway, I need for my personnal purpose of a render software but which also help me setting up my scene. Modo is excellent for that. And if I need to tweak or edit a model, I can do it in modo directly, without going back to another software.
Another point which is important is that modo include a 3D paint and soon, a set of sculpting tools, with basic animation, which will be enough for my needs.

And to conclude, because of my work, it's better to know as much software as possible, to see what is working and what isn't working (I mean for workflow, features, etc) for my job.

Then, that's why is a very interesting choice
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Old 27th August 2007, 14:56   #45 (permalink)
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So, Thomas, you took Modo bacause of 3D paint, sculpting and rendering, not modeling?
And can you, please, tell a little bit more about modeling features you miss in Modo and ones you have in Modo, but miss in Hex or Amapi? Not big fat checklist, but maybe couple of them?
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Old 27th August 2007, 15:04   #46 (permalink)
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The line tools and the surfacing tools are the major ones for me.
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Old 27th August 2007, 15:18   #47 (permalink)
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Same as Grendel, also DG for specific task. In modo, you have a lot of tools to edit and tweak your geometry which are interesting.
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Old 27th August 2007, 15:44   #48 (permalink)
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The line tools and the surfacing tools are the major ones for me.
That's also my biggest "missing" feature, plus the quick edge extrusions with the Univ Manipulator, and target welding...

shorty
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Old 27th August 2007, 16:04   #49 (permalink)
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For me, I use lightwave, the best feature of modo his the UV unwrappe and the futures sculpting and painting tools. I don't like the texturing system and hate gizmo. Sincerely, the rest looks very very similare to lightwave.
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Old 27th August 2007, 18:22   #50 (permalink)
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That's also my biggest "missing" feature, plus the quick edge extrusions with the Univ Manipulator, and target welding...

shorty
Same here, plus the DG as Thomas said. Wim
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Old 27th August 2007, 18:31   #51 (permalink)
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some of these features which are missing us are now know by one of the modo developper
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Old 27th August 2007, 18:34   #52 (permalink)
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some of these features which are missing us are now know by one of the modo developper
I'm sure! Eventually most of these features will get copied into other software...
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Old 29th August 2007, 08:29   #53 (permalink)
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some of these features which are missing us are now know by one of the modo developper
It is good for us who like the UM and edge modelling that you whisper in their ear, but I suspect not in time for 301. Maybe 302 or 303
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Old 29th August 2007, 08:39   #54 (permalink)
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Yes, I know that they didn't have the time to do that. Let's hope for a minor upgrade and not a major one... (because these features are missing me!
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Old 29th August 2007, 22:27   #55 (permalink)
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Yes, I know that they didn't have the time to do that. Let's hope for a minor upgrade and not a major one... (because these features are missing me!
On the other hand, the large variety of action centers (element in particular), and falloffs offer some pretty nifty transformation capabilities.
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Old 29th August 2007, 23:30   #56 (permalink)
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On the other hand, the large variety of action centers (element in particular)
I also like action centers. It’s very helpful and powerful tool.


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