Yes, it can be used for TF2. Valve use it internally, although I think mostly for modelling.
I wrote a modo to SMD exporter script, although it only supports static meshes. Should really update it to support animation now modo can handle that - http://www.farfarer.com/temp/modoToSMD.zip
Although I'm not sure if TF2 supports FBX now, like DOTA2 does. Been a long time since I dabbled with it.
Oh, the tutorials provided by Luxology are pretty good, to be fair. Mostly they'll cover higher res models, but the same tools work for low poly stuff. http://www.luxology.com/store/training_videos/
http://www.luxology.com/store/06_real-time_assets/ was made to deal with game stuff in modo, but it's probably outdated by now (the tools will mostly still work as the tutorial states, but there's likely new stuff that works better).
Here's a tutorial I've been working on that goes over some modo basics for game art, mostly to demonstrate what scripts you'll find handy and how to set them up, also some stuff on baking selection maps, diffuse from high to low, exploding a mesh in modo, and some other misc tips:
Although I'm not sure if TF2 supports FBX now, like DOTA2 does. Been a long time since I dabbled with it.
Valve added a new beta importer into itemtest and it supports fbx now. Have not tried it myself I still do it old school and compile on the command line.
I used Modo to model all the TF2 stuff I've made. I wouldn't suggest it as anything more than a modeling tool, though; the way it handles materials, smoothing groups, and vertex normals is spectacularly bad for a lot of applications. I'd suggest using Max or Maya for any of your rigging, animation, and export needs.
I used Modo to model all the TF2 stuff I've made. I wouldn't suggest it as anything more than a modeling tool, though; the way it handles materials, smoothing groups, and vertex normals is spectacularly bad for a lot of applications.
I made a script for edge smoothing (rather than modo's awful smoothing group implementation).
Still has limitations (you have to update the smoothing after any modelling action because the normals remain locked in object space, working on a way around that just now) but it makes working with it much easier.
I also made a script that will convert a relative morph map into a vertex normal map... not as helpful as you can't put splits in (I made it to mimic the directional component of a bake projection cage).
I made a script for edge smoothing (rather than modo's awful smoothing group implementation).
Still has limitations (you have to update the smoothing after any modelling action because the normals remain locked in object space, working on a way around that just now) but it makes working with it much easier.
I also made a script that will convert a relative morph map into a vertex normal map... not as helpful as you can't put splits in (I made it to mimic the directional component of a bake projection cage).
wow man these are the tools what we've dreaming about it since looong time.You definitely should promote these stuff it's just too awesome.Thanks for one-click auto uvshells hardening feature at last someone created it!
So now are we available to bake seamless object space normal maps without any nasty seams caused by ray projection in modo?It's hard to believe if we're now have ability to bake stuff in modo,what kind of tangent calculation modo have?I mean is that object space output compatible with handplane? Many thanks for the scripts,you're the man :thumbup:
Well, you've always been able to bake seamless object space maps, but you have to ensure the mesh is smoothed (because it projects along the vertex normals).
My cage script will alter the vertex normals so that the normal at each vertex points towards the position it has in the morph map.
Modo uses it's own tangent basis and doesn't export tangent data to FBX. However, the object space bakes work perfectly with Handplane.
So the workflow I've been using is...
Set up edge smoothing using my edge smooth script.
Toggle edge smoothing off.
Create a morph map to use as a cage.
Run my cage script.
Bake the outputs I want (usually Ambient Occlusion and Shading Normal aka Object Space Normal).
Toggle the edge smoothing back on.
Export to FBX.
Use Handplane with the FBX and object space normal to get the tangent normal map for the game engine I'm using.
wow that's just awesome,so you say at last modo-gameart workflow is now seamless.I think more people should be aware of your scripts,many appreciated,sir!
Not quite seamless, but we've been pretty vocal to Luxology about our needs.
i.e. proper edge smoothing control, projection cage for baking, export selected, solid FBX support, etc... they've been listening to us, so hopefully we'll start to see those implemented in the next major version.
Replies
I wrote a modo to SMD exporter script, although it only supports static meshes. Should really update it to support animation now modo can handle that - http://www.farfarer.com/temp/modoToSMD.zip
Although I'm not sure if TF2 supports FBX now, like DOTA2 does. Been a long time since I dabbled with it.
Also http://www.luxology.com/tv/ covers various tips and tricks.
http://www.luxology.com/store/06_real-time_assets/ was made to deal with game stuff in modo, but it's probably outdated by now (the tools will mostly still work as the tutorial states, but there's likely new stuff that works better).
Here's 12,000 videos to get you started.
https://www.youtube.com/results?search_query=modo+tutorial+beginner
https://docs.google.com/document/d/1H4Mv-9Zryg-Vn-5cA2g7eqIwLbiJD5ELHcjgGcPN1so/edit?usp=sharing
Valve added a new beta importer into itemtest and it supports fbx now. Have not tried it myself I still do it old school and compile on the command line.
It's great for modeling and UVs, though.
Still has limitations (you have to update the smoothing after any modelling action because the normals remain locked in object space, working on a way around that just now) but it makes working with it much easier.
http://forums.luxology.com/topic.aspx?f=83&t=74986
I also made a script that will convert a relative morph map into a vertex normal map... not as helpful as you can't put splits in (I made it to mimic the directional component of a bake projection cage).
http://forums.luxology.com/topic.aspx?f=83&t=75064
Never had any issues with materials, though.
wow man these are the tools what we've dreaming about it since looong time.You definitely should promote these stuff it's just too awesome.Thanks for one-click auto uvshells hardening feature at last someone created it!
So now are we available to bake seamless object space normal maps without any nasty seams caused by ray projection in modo?It's hard to believe if we're now have ability to bake stuff in modo,what kind of tangent calculation modo have?I mean is that object space output compatible with handplane? Many thanks for the scripts,you're the man :thumbup:
My cage script will alter the vertex normals so that the normal at each vertex points towards the position it has in the morph map.
Modo uses it's own tangent basis and doesn't export tangent data to FBX. However, the object space bakes work perfectly with Handplane.
So the workflow I've been using is...
Set up edge smoothing using my edge smooth script.
Toggle edge smoothing off.
Create a morph map to use as a cage.
Run my cage script.
Bake the outputs I want (usually Ambient Occlusion and Shading Normal aka Object Space Normal).
Toggle the edge smoothing back on.
Export to FBX.
Use Handplane with the FBX and object space normal to get the tangent normal map for the game engine I'm using.
i.e. proper edge smoothing control, projection cage for baking, export selected, solid FBX support, etc... they've been listening to us, so hopefully we'll start to see those implemented in the next major version.