Hey guys.
I am a Max user (and I DO like Max!) but I want to learn Modo. Do you have any tips for me that makes learning/ switching easier?
Maybe some good introduction tutorial or something like that? And in advance, is there anything I should know as a max user?
Any tip is appreciated.
Thank you : )
Replies
Modo allows you to create all sort of illegal geometry rather than max. When in doubt use mesh cleanup tool often. Binding it to a key is even better.
Easiest way to binding keys is to press F5 then go to history tab. Right click to tool and select Map Command to Key.
Download Seneca's Scripts pack. You'll find a lot of useful stuff in it.
When using modo you may need to unlearn how some stuff done in max as it mostly depends on modifiers. I don't have much thing to say about it, it depends on experience. Modo have more destructive workflow than max but less bureaucratic(even though produceral tools are newly introduced in modo but they need to be matured).
Don't hesitate to make your own viewport configurations, pie menus, custom hotkeys and so on.
https://www.youtube.com/watch?v=kDhLs0swq2I&list=PLi2GhhsPL-RqPPzr3BfiTTkodtkEm4ubL
They were made for Modo 801, but the basics are still consistent, I believe. Godspeed, Christian!
Will surely come back here and bother you with questions : )
Also you have to really be careful about the symmetrie, which i think is still horrible in Modo. As far as i know, there is no local symmetrie option. There are tricks using Instancing to simulate a local, 3 axis symmetrie.
Also activating the Subdivision Surface can help finding mesh errors, since your mesh will basically blow up if there are errors.
I had no choice but to stop using it all together when I couldn't get it to export any animations, and no one could answer why. As in no one even replied, and I couldn't figure it out on my own because there was no information to be found online.
http://www.prespondek.com/modo-scripts/
http://pushingpoints.com/v2/
http://www.modo.stenson.tv/
http://www.indigosm.com/modoscripts.htm
http://fb1.fh-bielefeld.de/~loescher/assets/info/ModoShortcuts.html
And yes modo has some major issues that drive me towards going back to Max.
Of course, Modo 11 is right around the corner. Foundry may release something that puts everything else to shame. I'm eagerly waiting to see what they come out with. With Autodesk raising prices, Foundry has a perfect chance to come in and sweep away Max and Maya users.
The Bevel tool in particular is a work of art.
I dont mean to bash Modo, every 3D app has its ups and downs. On the plus side, the mesh fusion tools in Modo are far above any other boolean tools from the competition. It also has a pretty good built in renderer that delivers good results pretty fast.
Also, i love the snapping but it has it's issues. Like the crosshair not appearing in certain situations or it not wanting to snap to a spline.
If you don't know what I'm talking about, I made a blog post on it back when I was still using Modo that I thought would be helpful. Would certainly help the OP if he's planning to start using it.
It will take you 6 weeks or so (at least it did for me) to get really comfortable with the program but once you do, you'll wish you'd always used it.
But can you elaborate why MODO is worse in those cases?
I'd say the biggest issue Modo has is the viewport, it's really a piece of crap compared to Maya / Max.
Another thing I don't quite like is the shader tree, for me, personally, it's too complicated. I'm used to Maya's one and miss it... :[
Oh, and you really have to rely on some amazing scripts created by the smart peeps over at the forums to get the full experience
This is not to say that Modo can't be used for level design and creating large scenes. I'm just saying that Max would be the better tool for that kind of work (just like Modo would be a better tool for modeling a 3D car model or mech).
http://www.pixelfondue.com/training/
Other software is covered but the majority is MODO content. Videos, source files, scripts etc.
About the Layout, if you by mistake make some change in the Layout and you don't know how to get back, the best way is to go to the Task Manager, and stop Modo process. This way when you open it back it will have the previous Layout Configuration.
I was using 3ds Max back in 2010 and had to switch to Modo because of my workplace, but never regret it. For modeling itself, I like it much better than Max. For me, I think it's more "free" to use.
Have you tried Layout > Restore to get back to a saved state if something in your Layout changes and you want to revert?
I was previously going between the UVEdit layout and the Game Tools layout to prep my mesh and UV Sets for Unreal and Substance. I *just* streamlined this by customizing the default UVEdit layout so that the tabs on the right of my viewports default to the Items List and the Vertex Maps list. This way I can more easily work with UV Sets for the selected Mesh Item.
I have no idea why I waited so long to do this! I'm sure there are plenty of other such optimizations game artists can make to default Modo...
I dont like the destructive way it works, just like Maya (bring back the modifier stack )
Item groups (still trying to wrap my head around that)
Sometimes need to use 2 tools that does kinda the same where in Max you can use one tool?
No shift extrude
there is more but this is all I can think of just off my head but then it has its pros as well....
Nav - almost as Maya, Max has the worst nav config in my opinion
Baking/Rendering - The baker/renderer built in is pretty awesome and gives really nice results
Paint Selection all the time - MAYOR PLUS!!!
Recording of macros , pie menus etc, really something id love to have in Max
I know there is a lot I have not mentioned, I am still learning and testing the waters with Modo, but this is what I can say off the bat
I dont see me using Modo for a gaming workflow anytime soon mostly because of the easy way it handles illegal geo and the destructive manner it works, that said I love using the chamfer workflow which works like a charm in Max with the modifier stack.
So with all this said, I see the potential of Modo, and it has some awesome modeling tools etc, its definitely something id love to learn more and play more with, I can see how this can maybe become my primary modeling software but at this point Im still leaning towards Max, maybe because I just know it better, but all of this is just my opinion. When I know it a lot more ill post more about my experience
1. The destructive workflow is being addressed. Procedural tools and meshes are in the latest version of Modo. The sad thing is that all of the procedural stuff is hidden away in a separate menu. Hopefully, this will be fixed in the next version of Modo to speed up the procedural workflow. I'd suggest looking at the procedural tools videos on YouTube.
2. It took me a while to wrap my head around item layers too. In fact, I still find myself frustrated by it from time to time. Basically, an empty mesh item is just a container, sort of like an empty game object in Unity. This is one area that is very different from any 3D app I've used. I've found that the Modo way works well for some projects but it can be a little too clicky for other projects.
3. I agree with your point about tools 100%! I don't understand why we need a separate tool for extrude, inset and thicken! This should all be one button.
Modo has a lot of potential. Modo 11 is right around the corner, so hopefully some of your concerns will be fixed in the new version.
Blender. For former max users, this might be especially useful https://blenderartists.org/forum/showthread.php?306867-BMax-Tools-or-how-I-left-3ds-Max-)
1. How are the UV packing features atp? Are they anywhere near as good as ipackthat?
2. Is there a way to move/scale/rotate geometry without using the gizmo/manipulator handles (like in Blender)?
3. Can you snap vertices to splines (like in Max or Maya)?
Also, what happened to the modcasts and their forums? Did they stop making modcasts? And their forums are so much worse to navigate now then the last time I was there
2. Like blender? Some tools can sort of be used without the gizmo, but no, blender is leagues ahead here.
3. Sorry, not a Max user.
1. I don't think Modo's packing features are bad at all. In fact you can get some pretty good results fairly quickly, however that said ipackthat uses some dark magic that is hard to compare to. I know farfarer wrote a script to send UVs back and forth from Modo to Ipackthat, however never tried it myself.
2. Sort of. You do not actually need to click the widget in Modo. For example if you toggle rotate via R then drag anywhere in the viewport, it will rotate based on where the pivot is. In other words your mouse/wacom pen does not need to be on the actual widget. This rule applies to most tools as well. Bevel is a classic example. Even though the widget appears when you trigger bevel via B, just click dragging anywhere in the viewport will still give input to input or bevel based on the direction.
3. Yep, if you have edge snapping on, verts can be snapped and dragged along splines.
Modcasts... they died. Brad Peebler quit. Not a good sign tbh. Foundry's corporate like behavior didnt seem to be in a rush to make up for the loss in community building podcasts. That said, he does have some pod/modcasts via an independent venture known as Pixel Fondue. http://www.pixelfondue.com/
The forums seem to be some kind of rebranding attempt. The changes are not too popular so far.
I love Max and im thankful for free Student Versions. But 200 Bugs for a Month? Come on Autodesk...This is a price for a 3 Months Subscription in my eyes. Compared to Modo its round about 4 times more expensive.
Anyways, there are still things im searching in Modo, here are important things i need for my workflow:
1. Axis Constraint to align Vertices, often used with 2 Axis at the same time:
2. I cant connect vertices clean and straight. Because with the "C" Tool i have to do it manually in Modo, click per click... It also doesnt work when there are Edgeloops "between" those vertices. Is there a way to do it like in max? Its like, click to one edge, then to the next one and so on...I can´t cross cut it.
3. Select By Angle for UVs and while modeling:
4. For Example: Aligning a LowPoly to a HighPoly:
5. Planar out a uneven bunch of faces:
6. Cap Polys. Is there a Border Selection in Modo or must i use the "Edge" Mode and double click the holes?
7. Loop and Ring Selection for Edges:
8. Attach multiple objects into one:
9. Is there some kind of Loop Regularizer for Modo?
10. Just correct the Normal Direction:
11. The Way MAX rotates around my object:
The Way Modo rotates around my object: (Can i change that?)
So these are the things which i need to learn in Modo. I already watched a few Video Tutorials for noobs. But the things showing in the GIFs are still not familiar to me. Can somebody help or recommend a good Video Tutorial for this kind of stuff?
@WarrenM
Maybe you can create a cool Video on your YouTube Channel covering this stuff, because i already watched some Modo Videos from you ^^
Thanks,
Gazu
2. Enable "Multi Slice" in the edge slice tool's properties.
3. There's currently no select by angle built in
4. Drag the item you want to align to the item you want to align it to (either in the viewport or the item list) and wait for a second for the popup to appear, then choose "Match". You can also set the default drop action from the option at the top of the Setup layout (so you don't need to wait for the popup to appear). On the popup, you should also see the keyboard shortcuts for the various actions, so you can hold those before dragging and that's the action that will be performed when you drop, also meaning you don't need to wait for the popup to appear.
5. In the "Deform" tab in the modeling tools, select "Linear" under the "Align Tools" section.
6. Hold shift and click on the edge button at the top. That'll add border edges to your selection. Hit "P" to fill them.
7. Ring selection: Alt+L, Loop selection: double click on an edge.
8. Select the meshes you want to merge, right click on one of them in the item list and select "Merge Meshes". Alternatively, just cut and paste.
9. In the "Deform" tab in the modeling tools, select "Radial" under the "Align Tools" section.
10. "F" is flip polygon.
11. You can disable this per-viewport in the viewport options (hit "O" while hovering over the viewport), labelled Trackball Rotation. Alternatively, you can set the default option (or set the default to override the per-viewport option, if desired) to disable it from the preferences (Preferences > Display > OpenGL > Viewport Rotation).
Thank you very much. You are developer and working @ The Foundry on Modo , or?
Point 3 = Next Update
Thanks so much for your instructions. I will see if i can bring your instructions into my modo learning curve.
Can i have Axis Constraint enabled while Edge Constraint Enabled is enabled?
Still dont know how to use Edge Constraint, to not deform the shape while moving the edges per vertex snap down. Action Center -> Element and then select the Edge as selection dont work, because then only one side of this towers follows the Shape correctly, the rest still deforms.
"Slide" works, but not with multiple edges selected and with "snapping" turned on.
Super Important thing here
Its not 100% that what i was looking for, but its a workaround and i must thank you Connor for your help.
Ok so for example we want the same support loops hardness for left and right. It fails because the right side deforms: (In this Case Slide would work fine, but eyeballed, without snapping)
Instead we cut on the same height a new Support Loop:
Will see if this works on more complicated meshes in the future.
Thanks People!
Thanks for your answer. (still waiting for your E-Mail answer, haha, joke )
Im pretty new to modo, so i really dont understand what you exactly mean. Do you mean something like Symetry or Mirror?
Well, actually i made some pretty bad examples for the edge constraint. And at the moment i have no ideas how to show you guys some good examples. In the past i used it so often, funny that i can´t bring a good example for edge constraint at the moment. It comes while modeling, so i will be back with a better example very soon!
Thanks Guys!
Let say we want to soften the edgeloop at the bottom, without to loose the shape on the left side:
Yeah, with manually work its easily possible, but that should not be the point of this
Usually for adding edge loops I'll be using square bevel, slice, edge slide, poly bevel, edge slice... Also if you can, try and work to the grid, it makes life easier when you don't have to worry about snapping to other geo. Also — if you work with logical (easy to remember and in line with the grid) increments for your edge widths (say, tight loop = 5mm gap, softer = 7.5mm) then you can use the slide tool anywhere, and just type in 5mm, and bam, it's perfectly equal to your other loops, and you haven't gone off grid. Plus if you run into a situation where it's going to be quicker to use edge/poly bevel to create the loops, you can type the values in there and have it stay consistent. Slide tool also lets you have extra segments for easy double/triple loops in one move.
If you're working on stuff that's duplicated I'd either do the duplication last, or duplicate with instances, or duplicate with a procedural verson of the tool, so you don't run into issues with loop slides going the wrong way on duplicates. Don't underestimate the ability of going to side views just to cut a new loop in. Speaking of, something that can throw new users off is that by default Modo treats wireframe and shaded viewports differently when it comes to selections. In shaded view, you need to use MMB lasso to select through. In wireframe, the regular right-click lasso does select through, while MMB does not. You can disable this behaviour in System > Preferences > Input > Selection > check "Ignore Shading Style". I think the idea is that right-click lasso selects what you can see, so in wireframe you're not blocked by any polygons so everything technically 'visible' is selected. Have a poke around in settings too, you might find some other defaults you want to change, like the copy+paste settings in Defaults > Mesh Items.
Yeah its all a bit confusing right now, but thats part of learning new software. Thank you for your explanations. I really
Well, today i started just for fun a little modeling exercise, just to see if i "can" do it in Modo. Modeling goes well but as always, new hurdles have to be mastered, like for example the subdivion preview on "Tab" :
Modo:
Max :
Under "Surface" -> "Subdivision" i set the options to 24 Subdivisions, but it still looks like "1 or 2 TurboSmooth Iterations"
The other thing was that i had to find out how to make the mesh Transparent to see the MP5 Handgrip Reference.
I googled a lot, and at the moment there is no integrated X-Ray View for Meshes, or?
So i made a workaround by setting the "Transparent Amount" under Material Trans to a high value.
Thanks Folks,
Gazu
For xray there is Overlay Drawing (O -> Drawing and Control) but I just use wireframe for that stuff.
I checked Overlay Drawing but nothing happened. I googled it and the people say that this option is for Non-Geo Things.
Whats your Workflow for this?
Something else is this little Plane, inside my Reference Plane. When i grab for example the X Axis and move it, the Picture of the MP5 moves. It was created while i dragged and dropped the Picture of the mp5 to the Plane. It disturbs a bit and i dunno how to remove it, without to remove the ref picture itself.
But its my second day in modo. I think that in about 2 or 3 weeks everything will be fine.
So sorry for asking a lot
Edit: Ok this Plane dissapears when i hide the TextureGroup.