I almost always managed to get correct scaling/smoothing with FBX.2010 export into UDK by checking explicit normals and using farfarer's vertex normal kit. If it don't works then I re-save the fbx or re-import the mesh. I always triangulate the final mesh inside modo before exporting. Raul's max style sg script is also…
No shit. Since there are apparently a lot of people considering to try the package, no reason to not "show some ropes". Found this page when I was learning and found a ton of useful tips. I don't know how old it is so maybe some scripts have been implemented already. "Perfect Circle" and "Subpatch Keep Selection" are…
I do. I disliked it initially but thought I'd leave it on just to see if I got used to it. It also helps a LOT if you understand how trackball works: source Of course, there are other schools of thought... :'( I use mostly default modo keyboard shortcuts (which I think are well thought out and worth adjusting to), but with…
The entirety of RAGE environments were built and assembled inside Modo. Level scripting/dynamic props/lighting were done in the level editor - but all static environment was built in Modo. (wellspring area in modo)
For latest versions of Seneca scripts, use this link instead: (perfect circle, makepolygon, rotate-to-or-unrotate(duplicate subcommand) and viewport display toggles are a must for me) http://community.thefoundry.co.uk/discussion/topic.aspx?f=32&t=64729 You can click to an empty spot in the viewport to deselect. For…
Paul - Yep, I have that kit as well as a script that has a Max-like smoothing group interface. Between those two, I can get smoothing to work most of the time. I just wish they'd drop their stupid system and just start over. The material has a smoothing angle, smoothing group assignments are completely opaque, and…
I've loved modo since I bought it right when 601 came out. It does rely heavily on the amazing scripts that have already been mentioned in here. I find myself doing more and more work in modo, then just bringing into maya for final touchup/ engine export (cryengine.) One of the biggest things that irks me though (among…
That's what I started with before getting a full license of 701. The steam version easily has enough to get in deep with Modo. The only thing you wont really be able to do is animate (and that will probably change in future versions), dynamics and Render outside of real time. Some stuff like Farfarer's vertext normal…
There is such option and I tried that script. I think I know what the issue might be/ When Exporting from max I get this message: And boom. When I check preserve edge orientation it gives result similar to modo export. I have by default this option disabled. I never seen it make any difference in end look. I think it's…