I have been mainly using modo 302 as a freelance artist for the last few years. I use it for modeling highpoly subd's, lowpoly, uving and painting wear/tear seams. I have written a custom .obj exporter which supports smoothing groups, vertex normals, does triangulation on the fly and more. It might take a bit to get used…
Here you go OBlastradiusO my smoothing group workaround for Modo, I got the idea from EarthQuake. After this (baring fixing any n-gons) it's ready to go to Unreal or wherever. pior: 401 has had a two service pack updates and is far less crashy than it was on initial release, that said it's still not quite as stable as…
Yeah honestly this is #1 on my list of pet peves with modo. Its never really been a deal breaker for me, as i'm always going to be setting up in max/maya/whatever the client needs, and its better to bake in an app that their engine supports, modo may be able to bake fine, but chances are its not going to look good outside…
Yeah... I using 302 at work, 401 at home. I'm using it for all my game art these days. Neither is crashing alot atm. It seems to have a mood of its own, sometimes I get ten crashes in a workday, sometimes it doesnt crash for weeks on end, so.. i dunno. I'd say modo 401 is a tiny bit better for game art. It's got better AA…
I've using modo since version 1, and i'm also stucked right now with version 302, better perfomance than 401 but less than 301. I also have my workflow and my customization, and to need to reconfig all, it's a nuisance when 401 version does not give better things to me. All i do is done in modo, and i feel unconfortable…