My studio updated from Modo 601 straight to 801 today. Haven't tried the most of the new stuff but I'm immensely satisfied with the new snapping. It works and feels a lot better. Also:
I tested meshfusion for some time and I loved it, viewport performance is great compared to Blender and even 3ds Max, I guess modelling tools are good too.
I can't get over the interface though, it seems so different to other packages out there.
People say that Blender's UI is somehow strange and different,
but I think that Modo's is way more so.
Maybe it's just me getting older:(
My studio updated from Modo 601 straight to 801 today. Haven't tried the most of the new stuff but I'm immensely satisfied with the new snapping. It works and feels a lot better. Also:
If you pop into the Modo SE chat channel on steam, you can talk to the guy who made that video. Theres generally a member of the Foundry staff in there and its a great way to find out more information or just chat it up about the software.
I see no reason why it cant be baked into a normal map though. Theres always displacement maps that can be created also, then its just baking the high poly info onto the low poly.
I tested meshfusion for some time and I loved it, viewport performance is great compared to Blender and even 3ds Max, I guess modelling tools are good too.
I can't get over the interface though, it seems so different to other packages out there.
People say that Blender's UI is somehow strange and different,
but I think that Modo's is way more so.
Maybe it's just me getting older:(
The interface is not really all that foreign actually... (except for maybe the shader tree, but 801 has nodes as well). I just switched it over to a maya keymap, turned off track ball rotation and it felt like home. Theres tabs for everything really, in the lower left by default you get a window with tabs that equate pretty much to Mayas attribute editor. ON the left you have tools, and like Maya's hit Q to drop tool, you hit space bar instead (this can be changed to Q as well).
Its pretty darned streamlined, though there are pockets that can be considered convoluted... and the editor windows are usually a lot of numerical inputs and toggles with very little visual variation, which can make it a bit hard to follow at times. More importantly its consistent though, and thats not something I can suggest Blender is at this moment.
If you pop into the Modo SE chat channel on steam, you can talk to the guy who made that video. Theres generally a member of the Foundry staff in there and its a great way to find out more information or just chat it up about the software.
I see no reason why it cant be baked into a normal map though. Theres always displacement maps that can be created also, then its just baking the high poly info onto the low poly.
The interface is not really all that foreign actually... (except for maybe the shader tree, but 801 has nodes as well). I just switched it over to a maya keymap, turned off track ball rotation and it felt like home. Theres tabs for everything really, in the lower left by default you get a window with tabs that equate pretty much to Mayas attribute editor. ON the left you have tools, and like Maya's hit Q to drop tool, you hit space bar instead (this can be changed to Q as well).
Its pretty darned streamlined, though there are pockets that can be considered convoluted... and the editor windows are usually a lot of numerical inputs and toggles with very little visual variation, which can make it a bit hard to follow at times. More importantly its consistent though, and thats not something I can suggest Blender is at this moment.
Yea.
Assign a material to the whole mesh (M)
With the new material selected, in the Shading tab, Add Layer > Image Map
then RMB on the newly imported maps effect and change from diffuse to Surface Shading > Displacement
That'll show in the viewport. Though I'm not sure about crunching down the geometry, don't think Modo has anything like Maxs "Pro Optimizer" or ZBrushes "Decimation Master" built in.
Replies
I tested meshfusion for some time and I loved it, viewport performance is great compared to Blender and even 3ds Max, I guess modelling tools are good too.
I can't get over the interface though, it seems so different to other packages out there.
People say that Blender's UI is somehow strange and different,
but I think that Modo's is way more so.
Maybe it's just me getting older:(
https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1
If you pop into the Modo SE chat channel on steam, you can talk to the guy who made that video. Theres generally a member of the Foundry staff in there and its a great way to find out more information or just chat it up about the software.
I see no reason why it cant be baked into a normal map though. Theres always displacement maps that can be created also, then its just baking the high poly info onto the low poly.
The interface is not really all that foreign actually... (except for maybe the shader tree, but 801 has nodes as well). I just switched it over to a maya keymap, turned off track ball rotation and it felt like home. Theres tabs for everything really, in the lower left by default you get a window with tabs that equate pretty much to Mayas attribute editor. ON the left you have tools, and like Maya's hit Q to drop tool, you hit space bar instead (this can be changed to Q as well).
Its pretty darned streamlined, though there are pockets that can be considered convoluted... and the editor windows are usually a lot of numerical inputs and toggles with very little visual variation, which can make it a bit hard to follow at times. More importantly its consistent though, and thats not something I can suggest Blender is at this moment.
Normals & displacement can be baked !!!!
:poly121: you know you want to :poly121:
only works in 801 !
Big thanks to Greg Brown for this, its a freaking awesome :thumbup:
Mother of God. Will certainly take a look at this curve-seam wizardry in the next days.
So I can displace model geometry (in viewport, not in renderer), and then just crunch unneeded polygons ?
Aside from splines, that was feature I actually used quite often.
Assign a material to the whole mesh (M)
With the new material selected, in the Shading tab, Add Layer > Image Map
then RMB on the newly imported maps effect and change from diffuse to Surface Shading > Displacement
That'll show in the viewport. Though I'm not sure about crunching down the geometry, don't think Modo has anything like Maxs "Pro Optimizer" or ZBrushes "Decimation Master" built in.