I've been using Modo for quite a while now, and aside from a few of what I consider minor issues I really enjoy using it to create game art. Exporters: I've gotting static objects into Unreal without any problems with the ase exporter found on this page. There is a Collada exporter currently being developed and improved.…
Well let me clarify that. It sucks when trying to import a Modo OBJ to XNormal. Because Modo has no option to triangulate the object for export. Also there seems to be problems with the Collada exports for Modo. If I have a couple of mirrored object in Modo sometimes everything else wont export out correctly. The UV's get…
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…
Bear in mind that you can't rig/skin/animate stuff properly in Modo (yet?). If you are only ever going to do static objects for props or environments, then it should be ok, but as soon as you need to pose or animate anything more complex then you'd be stuck. Also, Xoliul, Mike Brainard only used Modo for the most recent 2…
Ah, modo. I love it. Been using it for game art for, well, since version 101. Managed to convert my last studio to using it rather than 3DS Max, hehe. It's slowly gotten better and more fully featured over the years although it lacks some of the stuff you may expect from things like Max or Maya (physics simulation, full…
If money is no object to you, and you want to stay with a "standard" app then go with Max or Maya. Download the trial version of any app you are considering buying and do some real work with it before you throw down the cash. Give all three a try, might as well throw in XSI as well. Only by actually putting an app through…