I would gladly trade rendering for an increased export limit. Outside of assigning materials I do all of my texturing/ baking work in an external program. That being said, I've got around 2 days into the modo demo and I love almost every thing about it. It has the modelling speed of Blender with the stability of a…
Dataday : all solid points, but there is still the rather pointless and arbitrary 100k polys limit - as if indie = "less graphics". It is especially ironic considering that The Foundry is trying to position Modo as a sculpting tool too, as shown in their Dota2 weapon tutorial. Now of course someone would argue that the…
Hi JGreasley ! It's always nice to see you show up in these threads. On this : I think the problem comes from the question being framed too narrowly. Of course if you ask people about the kind of polygon count they use for their individual ingame assets, you would get these kind of numbers (around 100k). But if you were to…
While the deal seems interesting, I would highly suggest you guys to monitor the way users are reacting to MayaLT. It did seem like a great deal at first, especially after the update allowing for obj import/export ... but after evaluating it for a few months I personally got burnt by it way too many times to justify…
This thread is a bit old but I just found it and I hope I can add some feedback. I've tried the demos of Modo 801 and recently 901. I love it. I'm interested in using it for game dev. I'm an indie. Modo full is not in my budget. Here's the problem with Modo indie for me. Scripts/plugins disabled: This alone is a…