I am definitely replacing Maya with Modo for modeling, but I am curious about what else I can get away with inside the same software. I've been out of the 3D loop for a year or so, Can any Modo chime in. I really enjoy it for modeling and navigation, feels more organic, I'd like to use it for more.
I guess in the end, what I'm asking is what other features are worth taking a look at.
(My main focus are Game Assets & Product Design)
Thank you for the input!
Replies
Scripts are an important part of Modo. Find Seneca's scripts. There's tons of convenient scripts in it. Learn how to bind them to a key and set up pallettes.
One interesting thing I found as a modo user is being able to edit a file as FBX and save as FBX. For Unity at least this seems to be a rather interesting ability. Say if i have a particularly simple asset and I just want to assign materials or edit some key frames in the FBX I can do that in Modo, save the file, it'll say that some features aren't available in FBX format, but I can excuse the dialog and save anyway. Hop back into Unity and the file updates. No more exporting from a source file to FBX.
Also helps with debugging problematic FBX files, like if a model shows up with messed up textures, I open it in Modo, and observe "Oh, it's UVs are all messed up" or something like that. Had things like that happen a few times.
Also, for product design Modo 11 has optimized meshops procedural booleans which is an awesome way to design stuff quickly.