I'm definitely interested but the only teaser they've put out so far is, predictably, some new rendering feature. I hope they've put some juice into their exporting and map baking tools...
I imagine if the Foundry have been concentrating heavily on improving Mari for a game dev pipeline, they will add some nice features to the new Modo update as well.
Really? I export FBX to UE4 all the time and it seems fine ... I use the 2010 exporter. It does smoothing correctly and doesn't break edges on me ...
FBX is so f'ing weird. Different machines, different results...
I assume you told it to export mesh smoothing in the preferences panel? It doesn't by default (I know, wtf?)
I've been using 2013.
But frankly axis conversion issue, is on every file expect dae, where you can set, up axis explicitly. I used modo with Z-up axis (as it is in unreal), which get's converted to Y-up axis while importing.
I honestly never thought that adding single check box to set explicit up axis on export might be so problematic it can't be added in one year.
TheFoundry should just make a modo specific export format for any of the major engines like crytek-maya plugin. Autodesk is probably (my wild speculation) is just gimping fbx for competing companies.
TheFoundry should just make a modo specific export format for any of the major engines like crytek-maya plugin. Autodesk is probably (my wild speculation) is just gimping fbx for competing companies.
No need there is Collada but devs need to arse to advance it and fix a few annoying quirks and of course properly implent it.
And on topic i find modo really interesting but the fact its kinda quirky for game art annoys me, would be cool seeing 801 doing something in that direction.
Collada is sort of a 4 letter word around here in the coder circles. I'm not entirely up on the reasons why, but I know it doesn't get a lot of love from that side...
I'm just learning modo, but it looks like a very handy and efficient tool. Why people say it's so bad for game art? Except baking tools and export? You always can export to .obj, don't you? Ofcourse, if it's just a high poly and low poly meshes.
OBJ is obsolete for actual game art as it only supports 1 UV channel.
There's also the way Modo handles smoothing. It's terrible. I love Modo ... but the smoothing is terrible. Basically you have to forget everything that Max or Maya taught you about smoothing groups and learn the Modo way. Once you do, you're fine, but it's dumb.
still shitty painting/sculpting performance? Also love how you can only pick colour from the selected image layer.. it's been like that for a very long time.
Collada is sort of a 4 letter word around here in the coder circles. I'm not entirely up on the reasons why, but I know it doesn't get a lot of love from that side...
The issue with collada is it not fully defined standard with external over watching standardization group.
So every software can basically implemented collada as the see it fit. And to make things worse, most do it this way.
They said in the video it's synced to Unity ... I think, I can't remember entirely.
What concerns me with the morph map approach is that in order to see the low poly at the same time, I'm going to have to dupe the low poly mesh to another layer and then throw a translucent material on the mesh I'm expanding to be the cage. That seems like a lot of busy work ... I hope they have a built in solution for that. I didn't see one in the video and that'll make cage tweaks kinda cumbersome ...
Smoothing group editor? It looked like he was dragging vertex normal handles in the video. That's not quite the same thing. Don't get me wrong, it was neat, but I don't want to do that most of the time...
Smoothing group editor? It looked like he was dragging vertex normal handles in the video. That's not quite the same thing. Don't get me wrong, it was neat, but I don't want to do that most of the time...
Loved the new sculpting improvements, can't wait to try that "Constrain Brush to Line" to make hard surface details. For those who bought it already: has "Export Selected" been implemented?
Using a tool widget to transform, scale or rotate vertex normals seems like an over complicated way to do things. We just need a quick button to click instead.
I don't know, I haven't had any FBX export issues.
I think it's mainly just an Unreal Engine problem. Since we have access to UE4's source and modo's sdk I'd like to see a simple export plugin for 801. Hopefully someone with the know how does something like that.
Replies
Excited, though
No. Bug I reported on first version are still in SP5.
Axis conversion and edge breaking, which increase amount of vertices while importing to UE4 to some ridiculous values ;/.
Other than that it is ok. But the problem is, that two issues make FBX export in modo useless for UE4...
FBX is so f'ing weird. Different machines, different results...
I assume you told it to export mesh smoothing in the preferences panel? It doesn't by default (I know, wtf?)
I've been using 2013.
But frankly axis conversion issue, is on every file expect dae, where you can set, up axis explicitly. I used modo with Z-up axis (as it is in unreal), which get's converted to Y-up axis while importing.
I honestly never thought that adding single check box to set explicit up axis on export might be so problematic it can't be added in one year.
No need there is Collada but devs need to arse to advance it and fix a few annoying quirks and of course properly implent it.
And on topic i find modo really interesting but the fact its kinda quirky for game art annoys me, would be cool seeing 801 doing something in that direction.
There's also the way Modo handles smoothing. It's terrible. I love Modo ... but the smoothing is terrible. Basically you have to forget everything that Max or Maya taught you about smoothing groups and learn the Modo way. Once you do, you're fine, but it's dumb.
The issue with collada is it not fully defined standard with external over watching standardization group.
So every software can basically implemented collada as the see it fit. And to make things worse, most do it this way.
Newest sneak peak on modo 801 shows cage baking and improved baking in general. If done well, this is the one thing that get's me to upgrade.
Also I hope that it will bake into some already popular tangent space... probably they won't change it though.
There is a mention of a tangent vector type 'cross product', for game engines.
What concerns me with the morph map approach is that in order to see the low poly at the same time, I'm going to have to dupe the low poly mesh to another layer and then throw a translucent material on the mesh I'm expanding to be the cage. That seems like a lot of busy work ... I hope they have a built in solution for that. I didn't see one in the video and that'll make cage tweaks kinda cumbersome ...
Transform normal tool (smoothing groups editor)
Tangent Vector Type (hopeful it's not just for unity)
Don't know about you guys but it's time to upgrade !!!
waiting patiently for more infos !!!
http://modo.docs.thefoundry.co.uk/modo/801/help/pages/modotoolbox/Vmaps/TransformNormals.html
They're doing it wrong.
I would be great if they added 3ds max like splines, Where you can set render in viewpoer and choose between cylinder or box.
That is thing I really miss in modo. Extruding along spline is not the same, by any means.
Using a tool widget to transform, scale or rotate vertex normals seems like an over complicated way to do things. We just need a quick button to click instead.
I think it's mainly just an Unreal Engine problem. Since we have access to UE4's source and modo's sdk I'd like to see a simple export plugin for 801. Hopefully someone with the know how does something like that.