Yup. Example. After H14 release I found a bug that crashed Houdini. Checked on forum to make sure that I'm not the only one that have it. After that I logged the bug on their system. Two weeks latter it was patched.
You don't want to have crashing software for 6 months just because you didn't bought extended support.
Does anyone know the cheapest place to buy Modo 801 through paypal right now? I've seen CGRiver but the 20% is no longer valid. Thanks!
The Foundry probably wont let anyone undercut them prior to the release of 901, so I doubt you will find a 20% off anymore unless theres some crossgrade offer floating around. I havent found it yet for Modo.
You can get 801 now for $1495 before the price hike, this will give you 901 when it comes out...
Or just grab Modo Indie for $299 (or $10 a month), which is based on the 801 SP3 version... (SP4 Indie is just finishing up with the testing phase, should roll out soon).
Then once you have Indie, you can hold off until theres a holiday sale and try to upgrade or buy the full version for much cheaper. The last big holiday sale had Modo at 45% off for full licenses.
The safest bet though is just to get 801 now at $1495 while its still offered at that price. Indie is extremely capable as well if you dont need to be exporting massive 100k+ meshes.
Thanks for the advice Dataday - I've already got Modo Indie with the monthly subscription. There is a few things that bother me such as the lack of scripting and I doubt they will be focusing on 901 Indie for the foreseeable. I also really want to check out all the new stuff with 901 and Mesh Fusion so I think I may as well bite the bullet and get 801 now.
anyone formed an opinion of meshfusion now that 901 has been out for a tiny bit?
It's basically just as quirky and difficult to use as before, imo. It doesn't really fit into a sub d modeling workflow and it's not anywhere near the "holy grail" the developers are profiling it as. Or maybe I just don't get it.
It's basically just as quirky and difficult to use as before, imo. It doesn't really fit into a sub d modeling workflow and it's not anywhere near the "holy grail" the developers are profiling it as. Or maybe I just don't get it.
Not true. I've been using it since its early days in 701 and is a fantastic tool for prototyping hard surface shapes and details quickly. Tor Frick also combines it with the rounded edge shader to get normal maps to low poly geometry really fast.
Well, don't listen to the marketing department. Of course they're going to tell you MeshFusion is the second coming.
It's a good prototype tool and I HAVE used it on a few production meshes where I needed to smash organic shapes together and get nice looking transitions for minimal work. But, yeah, it's not a replacement for subd or booleans/rounded-edge-shader. It's not there yet.
It just gets too slow, too quickly. It adds up QUICK.
I think it's real intention is for quick prototyping and for creating watertight meshes for 3D printing where the subd modeling gymnastics required would be ridiculous.
I am really hoping they can get the same thing working for standard meshes.
Well, don't listen to the marketing department. Of course they're going to tell you MeshFusion is the second coming.
Well, what the foundry themselves are saying, even though it's layered in spin and hype, still tells you something about what they want MF to do. And it still falls a fair bit short of that.
Imo, it's only really good at making small details or whatever for normal maps, where you only do a couple boolean operations and the topology of the mesh doesn't matter that much. As soon as you have to start adding branches etc to the tree, it just falls apart/gets too heavy
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It can be. Modo has bugs that never get fixed. If they're checking the forums and fixing tiny annoy crap daily I'd be all for it.
You don't want to have crashing software for 6 months just because you didn't bought extended support.
BTW. This is not Autodesk software where when you patch one half, second fucks up.
DONOTWANT!.jpeg
I've never used Modo though, maybe it is just as hand stretching and arm exercise inducing as photoshop already...
The Foundry probably wont let anyone undercut them prior to the release of 901, so I doubt you will find a 20% off anymore unless theres some crossgrade offer floating around. I havent found it yet for Modo.
You can get 801 now for $1495 before the price hike, this will give you 901 when it comes out...
Or just grab Modo Indie for $299 (or $10 a month), which is based on the 801 SP3 version... (SP4 Indie is just finishing up with the testing phase, should roll out soon).
Then once you have Indie, you can hold off until theres a holiday sale and try to upgrade or buy the full version for much cheaper. The last big holiday sale had Modo at 45% off for full licenses.
The safest bet though is just to get 801 now at $1495 while its still offered at that price. Indie is extremely capable as well if you dont need to be exporting massive 100k+ meshes.
This Adobe thing is fake btw. One of The Foundry execs said so today on the Modo forum.
It's basically just as quirky and difficult to use as before, imo. It doesn't really fit into a sub d modeling workflow and it's not anywhere near the "holy grail" the developers are profiling it as. Or maybe I just don't get it.
Took me ~10 minutes to get this:
Brought it into Zbrush, DynaMesh it and polish to soften the edges - maybe this can even be done in MODO?
And because I got all of the 'Lego' pieces for it in MODO it was also very fast and easy to get the low poly, just cuts and tweaks.
With normals (after a very quick detail pass in ZBrush):
Just under an hour to get it done with all the bakes, ready to be textured. I think it's pretty fast, and I just started playing with it!
Not true. I've been using it since its early days in 701 and is a fantastic tool for prototyping hard surface shapes and details quickly. Tor Frick also combines it with the rounded edge shader to get normal maps to low poly geometry really fast.
It's a good prototype tool and I HAVE used it on a few production meshes where I needed to smash organic shapes together and get nice looking transitions for minimal work. But, yeah, it's not a replacement for subd or booleans/rounded-edge-shader. It's not there yet.
It just gets too slow, too quickly. It adds up QUICK.
I am really hoping they can get the same thing working for standard meshes.
Well, what the foundry themselves are saying, even though it's layered in spin and hype, still tells you something about what they want MF to do. And it still falls a fair bit short of that.
Imo, it's only really good at making small details or whatever for normal maps, where you only do a couple boolean operations and the topology of the mesh doesn't matter that much. As soon as you have to start adding branches etc to the tree, it just falls apart/gets too heavy