I was tempted not so long ago porting stuff to modo. There was a company I was interested in that used modo for the modeling pipeline, but they ditched me in the end so my future is without modo for now and instead more maya/ max again. There are some usere here though that wrote some UV stcripts like align and some others…
id (and Seneca Menard writes a whole load of fantastic scripts for it), Valve, Massive Entertainment... I think the guys that made God of War use it in places, too. Managed to convert the last company I worked at to modo in about 2 weeks, heh (and a few days scripting gave us a fast enough pipeline between modo and Maya,…
ME, and also ur mother! Honestly i think a lot of the stuff in render's script are default tools in modo's uv editor, i would have to look over it again, but out of the box modo's uv tools leave little to be desired.
That's good news!, I'll be uving some stuff really soon and was hoping to be able to do it all in Modo. On the other hand renderhjs made his amazing uvToolbox for Max and it's been tempting me to go back and use Max to uv things, maybe we can get him to translate his scripts to Modo :)
Once you get used to it, moving away from it to any other app feels like you're missing a limb (or at least a finger). Especially the "if nothing's selected, everything's selected" functionality. Oh, and packing UVs will normalise them, if that's what you're after EQ. Just ensure you've only got scale selected and not…
It's worth bearing in mind that you still can't use Modo for smooth-skinned animation at all, so any studio who is making games must use another application for animation, even if they use Modo for modelling. That's the one thing that really keeps me from wanting to use Modo more. I already have Max and that can do…
I like Modo a lot. For me Modo has a more streamlined feel to it than Max or Maya. Also aside from blender the price can't be beat. I've been modeling hardsurface subD props with it for a few months now and so far so good. The 401 release has been a little buggy for me, but I haven't had any more crashes than I would…
Baking that stuff would be cool, but i dont use modo for baking normals anyway, just modeling/uvs. Normals should generally be baked in something that supports the correct format for your engine, so even if i could bake in modo, it would be wrong, lack of smoothing groups etc would make it pretty pointless as well. Really…