I´m just not sure how limiting the removed features are, the Polygon/Render Limits seems big enough, export in .FBX and .obj sounds good as do the image file formats and I won´t be needing network Rendering.
But I am not realy sure about those two points: - Python editor, third-party scripts, and third-party plugins unavailable
- Command, scripts, and command history panel results unavailable except “undo” and “history”
As I have no knowledge of Modo - can someone who is using Modo enlighten me if I as a Noob and purely Hobby Modeler would be missing those features? Does Modo function well without Plugins or are there essential Plugins?
@Tidal Blast& @Meloncov Thank you for the fast reply! I´ll take a more detailed look into it (the sale lasts for some days) - when you say "full potential" do you mean it is to limited to use it at all (even for a beginner) or do you mean that you´ll hit a wall when you are using to press every last drop of efficency and quality out of it in professional use?
Well, with Modo Indie you won't be able to use any of Seneca's scripts, or the PipelineIO scripts, or the vertex normal toolkit or anything like that, which are actually a big reason why people like Modo in the first place. But there's still a really good 3d program under all that, and I'd definitely recommend it in spite of the limitations. Just keep another package around (like Blender) for filling in the areas where Modo Indie falls a little short in comparison, like editing vertex normals for foliage or rigging. If you're doing heavy vertex attribute editing you're probably going to need to write some scripts to make its vertex attribute editing better too, but there are loads of tools that make it easier to edit normals. I think it's a little better than the Vertex Normal Toolkit anyway, just in terms of flexibility, although the VNT is way easier to use. The vertex painting and weight painting aren't as good as Blender's normal editing though so you might need to write a few simple scripts to help out a bit.
If not being able to use Modo scripts bothers you, save that money up or take a look at Blender.
@JedTheKrampusthank you for your answer! I still have 3Ds Max around, but the Topics that you mention sound like they won´t be bothering me as a Beginner while I am taking my first steps. I bought the Package, the ease to use and the "All in one" Feeling that many people talk about on the web were the main selling points for me (and I had some money left that I´ve laid aside for the Black Friday Sales - i consider it a good investment).
Modo Indie: I'm loving it. The restrictions only come up to bite me when I'm dealing with large kitbash or environment set files and such, and so it's a minor pain to paste things into a new file and export from there...but the fact you can have many files open at once makes that a very small issue. It's quickly become my favorite modeling tool, and I've used just about all of them over the years.
Downsides: It's UV tools leave a lot to be desired (there are some cool things, but it feels like a UV editor from 10 years ago). It's shader/material methodology is super weird to get the hang of. And the official documentation is largely unhelpful (lots of undocumented things, things referencing old features, things referencing other things without ever provided plain english descriptions, etc). That said, I like it enough that I'm considering grabbing a modo-full key right now, while it's on sale from the Foundry site, so I can take advantage of the scripting stuff...so yeah...gate-way to Modo-full is a good description!
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1000% true that game is amazing
I´m just not sure how limiting the removed features are, the Polygon/Render Limits seems big enough, export in .FBX and .obj sounds good as do the image file formats and I won´t be needing network Rendering.
But I am not realy sure about those two points:
- Python editor, third-party scripts, and third-party plugins unavailable
- Command, scripts, and command history panel results unavailable except “undo” and “history”
As I have no knowledge of Modo - can someone who is using Modo enlighten me if I as a Noob and purely Hobby Modeler would be missing those features? Does Modo function well without Plugins or are there essential Plugins?
Thank you in advance and happy shopping!
Thank you for the fast reply! I´ll take a more detailed look into it (the sale lasts for some days) - when you say "full potential" do you mean it is to limited to use it at all (even for a beginner) or do you mean that you´ll hit a wall when you are using to press every last drop of efficency and quality out of it in professional use?
Thanks again und Merry Christmas!
If not being able to use Modo scripts bothers you, save that money up or take a look at Blender.
http://3dcoat.com/home/
Downsides: It's UV tools leave a lot to be desired (there are some cool things, but it feels like a UV editor from 10 years ago). It's shader/material methodology is super weird to get the hang of. And the official documentation is largely unhelpful (lots of undocumented things, things referencing old features, things referencing other things without ever provided plain english descriptions, etc).
That said, I like it enough that I'm considering grabbing a modo-full key right now, while it's on sale from the Foundry site, so I can take advantage of the scripting stuff...so yeah...gate-way to Modo-full is a good description!