There’s not a lot of options for editing the brushes and it’s kind of a pain. Texture painting in Modo is actually a bit lacking for my tastes. It’s really, really hard to beat Sculpting in ZBrush and if you’re going to spend money on a program, I would spend it on that. Sculpting is kind of an afterthought and I either use dynotopo Sculpting in Blender or just use ZBrush. Retopo is nice and fast but it’s still poly by poly. I don’t really know much about editing normals. Modeling is nice to be sure but you can do most of the same things in just about all the different programs. Well, maybe I’m biased “against” Max though. They know who buys their program and are really tailoring it to those markets.Īlright fine: Keep in mind that I use 3DSMax, Maya, and Modo all the time at work so I’m not really biased towareds any of them. Modo seems much more concerned with architectural/engineering/product visualization and game asset creation. I think that Blender is more actively supporting my needs as an animator and film maker. I actually only use it for Modeling at work now. I was going to try and answer all of your particular questions about the different parts of the program but to be honest… Other than the game export options and the game engine materials, Modo doesn’t really offer anything that special over Blender. Which is great if you are into game dev but really sucks if you are into character animation. Totally ignoring other parts of the program. They seem to really be pushing for game dev hard. Modo’s viewport developed has taken a front seat lately. It’s one of the only 3D DCCs that you can create Unreal and Unity materials and export your work directly to the engine. As far as that’s concerned, Modo is a great tool. Like I told i don’t want an argument, trolls, fans,… only have the opinion of people that use blender and modo.įirst off, you mentioned the lack game asset creation with Houdini so I can only assume you want to use Modo for game assets. I don’t think that is a bad software, but i want know if have enough features to compensate the learn process. Then my question is ¿Which are the highlight features of modo if we compare with blender? from objectivity. Because learn a 3d suite is a big task and I will need months or more in that and I will preffer have more clear differences to see if I must learn modo or other software. I don’t have a lot of free time and I want ask to the people that know both software which are the special features that modo have from a blender user perspective. But after some days using the software I don’t see any special for my pipeline except mesh fusion and the “shadow box”. The last week I tried to learn modo because all people speak about this program. Houdini is a great software but not to create assets for games, only FX and some procedural or mechanicals objets… and I preffer blender to max and maya, I think that the pipeline is better. I have work years ago with max, a few with maya and I know other software like houdini. I don’t want begin any fight or argument.
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