so...who modos?

jardinejardine Posts: 1,217

i've been messing around with the demo for a couple of days, and i'm as happy as a dog with a stick to chase.  it's the first modelling app i've tried that has an interface and tool setups that make enough instinctive sense to me to give me a learning curve that's doesn't flatline into confusion and curses every time i fire it up.

 

Comments

  • AllenArtAllenArt Posts: 7,175
    edited March 2018

    I wish! I subscribed to the steam version for a couple months and just loved it. However, the steam version is too limiting (if ever I wanted to do commercial stuff) and the full version is too expensive. :'( I went instead with Rocket 3F which is also very easy to grasp with tons of features but doesn't have the astronomical price tag ;).

    Laurie

    Post edited by AllenArt on
  • 3Diva3Diva Posts: 11,982

    $1,800 purchase or $600 a year subscription. ROFL Yeah ...No. 

    Their pay plan is really gross. While $1800 makes sense for a gaming company, that's just stupid pricing for individuals. They need to get their heads out of the clouds and make a plan for individual content creators. Even their licencing page makes it really clear that their target is companies. Really a stupid idea to exclude individuals from your product and price them out since the only price point you offer is geared toward companies. 

  • exstarsisexstarsis Posts: 2,128

    I poked at Modo briefly but ended up with 3d-Coat.... Which I originally overlooked precisely because it was so damn cheap. 

  • FSMCDesignsFSMCDesigns Posts: 12,846

    $1,800 purchase or $600 a year subscription. ROFL Yeah ...No. 

    Their pay plan is really gross. While $1800 makes sense for a gaming company, that's just stupid pricing for individuals. They need to get their heads out of the clouds and make a plan for individual content creators. Even their licencing page makes it really clear that their target is companies. Really a stupid idea to exclude individuals from your product and price them out since the only price point you offer is geared toward companies. 

    Diva, have you looked at the prices of other high end modeling apps, $1800 is a steal compared to Max at $3800, Maya one year subscription is $1470, or C4D at $3900

  • agent unawaresagent unawares Posts: 3,513

    $1,800 purchase or $600 a year subscription. ROFL Yeah ...No. 

    Their pay plan is really gross. While $1800 makes sense for a gaming company, that's just stupid pricing for individuals. They need to get their heads out of the clouds and make a plan for individual content creators. Even their licencing page makes it really clear that their target is companies. Really a stupid idea to exclude individuals from your product and price them out since the only price point you offer is geared toward companies. 

    Diva, have you looked at the prices of other high end modeling apps, $1800 is a steal compared to Max at $3800, Maya one year subscription is $1470, or C4D at $3900

    Yeah, Modo is relatively cheap.

  • ZyloxZylox Posts: 787

    $1,800 purchase or $600 a year subscription. ROFL Yeah ...No. 

    Their pay plan is really gross. While $1800 makes sense for a gaming company, that's just stupid pricing for individuals. They need to get their heads out of the clouds and make a plan for individual content creators. Even their licencing page makes it really clear that their target is companies. Really a stupid idea to exclude individuals from your product and price them out since the only price point you offer is geared toward companies. 

    Diva, have you looked at the prices of other high end modeling apps, $1800 is a steal compared to Max at $3800, Maya one year subscription is $1470, or C4D at $3900

    Yeah, Modo is relatively cheap.

    Perhaps, but I am extremely cheap. Hexagon and Blender are priced perfectly for me, lol.

  • AllenArtAllenArt Posts: 7,175

    $1,800 purchase or $600 a year subscription. ROFL Yeah ...No. 

    Their pay plan is really gross. While $1800 makes sense for a gaming company, that's just stupid pricing for individuals. They need to get their heads out of the clouds and make a plan for individual content creators. Even their licencing page makes it really clear that their target is companies. Really a stupid idea to exclude individuals from your product and price them out since the only price point you offer is geared toward companies. 

    Diva, have you looked at the prices of other high end modeling apps, $1800 is a steal compared to Max at $3800, Maya one year subscription is $1470, or C4D at $3900

    Yeah, Modo is relatively cheap.

    Cheap is a relative term...relative to the amount of money in my checking account. LOLOL

    Laurie

  • jag11jag11 Posts: 885
    AllenArt said:

    I wish! I subscribed to the steam version for a couple months and just loved it. However, the steam version is too limiting (if ever I wanted to do commercial stuff) and the full version is too expensive. :'( I went instead with Rocket 3D which is also very easy to grasp with tons of features but doesn't have the astronomical price tag ;).

    Laurie

    What  were the limitations?

  • 3Diva3Diva Posts: 11,982

    $1,800 purchase or $600 a year subscription. ROFL Yeah ...No. 

    Their pay plan is really gross. While $1800 makes sense for a gaming company, that's just stupid pricing for individuals. They need to get their heads out of the clouds and make a plan for individual content creators. Even their licencing page makes it really clear that their target is companies. Really a stupid idea to exclude individuals from your product and price them out since the only price point you offer is geared toward companies. 

    Diva, have you looked at the prices of other high end modeling apps, $1800 is a steal compared to Max at $3800, Maya one year subscription is $1470, or C4D at $3900

    ZBrush is $1000 less.

  • 3Diva3Diva Posts: 11,982

    $1,800 purchase or $600 a year subscription. ROFL Yeah ...No. 

    Their pay plan is really gross. While $1800 makes sense for a gaming company, that's just stupid pricing for individuals. They need to get their heads out of the clouds and make a plan for individual content creators. Even their licencing page makes it really clear that their target is companies. Really a stupid idea to exclude individuals from your product and price them out since the only price point you offer is geared toward companies. 

    Diva, have you looked at the prices of other high end modeling apps, $1800 is a steal compared to Max at $3800, Maya one year subscription is $1470, or C4D at $3900

    Yeah, Modo is relatively cheap.

    Compared to what? The super high end stuff that only gaming companies really need? Sure. But ZBrush is $1000 less than Modo. The average content creator isn't going to need to spend two grand or more on a program to create 3D content. 

  • AllenArtAllenArt Posts: 7,175
    jag11 said:
    AllenArt said:

    I wish! I subscribed to the steam version for a couple months and just loved it. However, the steam version is too limiting (if ever I wanted to do commercial stuff) and the full version is too expensive. :'( I went instead with Rocket 3D which is also very easy to grasp with tons of features but doesn't have the astronomical price tag ;).

    Laurie

    What  were the limitations?

    Can't go over 100,000 polys. Sounds like a lot until you put a whole outfit together o.O.

    Laurie

  • agent unawaresagent unawares Posts: 3,513

    $1,800 purchase or $600 a year subscription. ROFL Yeah ...No. 

    Their pay plan is really gross. While $1800 makes sense for a gaming company, that's just stupid pricing for individuals. They need to get their heads out of the clouds and make a plan for individual content creators. Even their licencing page makes it really clear that their target is companies. Really a stupid idea to exclude individuals from your product and price them out since the only price point you offer is geared toward companies. 

    Diva, have you looked at the prices of other high end modeling apps, $1800 is a steal compared to Max at $3800, Maya one year subscription is $1470, or C4D at $3900

    Yeah, Modo is relatively cheap.

    Compared to what? The super high end stuff that only gaming companies really need?

    What do you think Modo is?

    Sure. But ZBrush is $1000 less than Modo. The average content creator isn't going to need to spend two grand or more on a program to create 3D content. 

    And the average content creator isn't Modo's target market.

  • 3Diva3Diva Posts: 11,982
    edited March 2018

    $1,800 purchase or $600 a year subscription. ROFL Yeah ...No. 

    Their pay plan is really gross. While $1800 makes sense for a gaming company, that's just stupid pricing for individuals. They need to get their heads out of the clouds and make a plan for individual content creators. Even their licencing page makes it really clear that their target is companies. Really a stupid idea to exclude individuals from your product and price them out since the only price point you offer is geared toward companies. 

    Diva, have you looked at the prices of other high end modeling apps, $1800 is a steal compared to Max at $3800, Maya one year subscription is $1470, or C4D at $3900

    Yeah, Modo is relatively cheap.

    Compared to what? The super high end stuff that only gaming companies really need?

    the average content creator isn't Modo's target market.

    ...Obvously not. 

    Post edited by 3Diva on
  • wolf359wolf359 Posts: 3,940
    edited March 2018

    I still have  an ancient seat of MODO 401 Installed that I used to custom sculpt my CG self clone for G2 male.

    (here is a screen shot of my old MODO401 seat with the G2 female testing Subsurface settings)

     

    The modern versions of MODO have evolved far,far beyond a modeling application into a full CG/VFX suite Like MAYA , MAX, Lightwave Cinema4D.
    In fact its Character animation tools far out perform the $3900 C4D particulary in the area of  rigging &retargeting mocap from external sources.
    It has Node based particles ,Fur, Collission dynamics for rigid and soft bodies, realtime viewport etc.

    so indeed at less than $2000 it is a Great value compared to C4D
    and the others and you have the option of getting a permanent license for $1800 unlike the Autodesk products that are subscription only.

    Now for those who only plan to make Daz content Clearly it is 
    overkill ( as is MAYA , MAX, Lightwave Cinema4D etc) 
    however  some of the users here may have creative aspirations beyond
    the objectives
    of other Daz users. 

    Old-modo.jpg
    800 x 600 - 265K
    Post edited by wolf359 on
  • wolf359wolf359 Posts: 3,940
    edited March 2018

    removed duplicate

    Post edited by wolf359 on
  • FSMCDesignsFSMCDesigns Posts: 12,846

    Well said Wolf! Been awhile since I used MODO and since my version of Max is getting long in the tooth and I don't want to go the subscription route, I think I'll give it another shot.

  • evilded777evilded777 Posts: 2,485

    I like it so far.

    If I run up against the limitations of the Indie license, I'll consider buying it. Still trying to get my head around all the tools, but I'm relatively new to modeling in general, so... that's more me than the software.

  • Richard HaseltineRichard Haseltine Posts: 108,852

    It probably depends on what your aims are - ZBrush and 3D Coat are very good for organics but less suitable for hard-surface modelling. Marvellous Designer plus something to retopologise (which modo will do) is the obvious choice for clothing. But as a modeller for hard-surface stuff with the ability to do extra things modo is an obvious candidate (there's also Lightwave, which is relatively even cheaper, but its interface really is showing its age - althogh it clearly shares a pedigree with modo so may well be worth checking out).

    I have, but don't have tiem to use, modo - but my starting copy was much cheaper thanks to a special offer. The Foundry has had fairly hefty discounts on new seats once or twice a year, usually one towards the end of the year.

  • Peter FulfordPeter Fulford Posts: 1,325

    David Brinnen is a DAZ content creator who uses Modo:

    https://www.daz3d.com/david-brinnen

    Not sure if he's full time on 3D creation, or if he does commercial work beyond the DAZ store.

     

     

  • MadaMada Posts: 2,045

    I use Modo and I absolutely love it. The maintenance subscription works out the same as upgrading once a year since I already owned a perpetual license. If you're planning to create content as a full time career option then its a good pick. I would recommend doing the steam subscription first to learn the program and make sure that its actually a program that clicks for you before spending a lot of money on something that you never open.

  • David BrinnenDavid Brinnen Posts: 3,136

    David Brinnen is a DAZ content creator who uses Modo:

    https://www.daz3d.com/david-brinnen

    Not sure if he's full time on 3D creation, or if he does commercial work beyond the DAZ store.

    Yes Modo.  Used most days.  Occasionally there are commissions beyond what you see in DAZ.  Modo is quite stable for me, will handle a scene nicely up to about 2million polygons without problematic slowing down, has many fancy tools, most of which I don't use.  Most of the time I get away with using the primitives, edge extension, bevelling and loop slicing with the occasional radial replication, bend and sweep.  Most of the rest of the tools, interesting though they are, I rarely feel the need for.  I'm more impressed with the intuitive nature of the interface and how things are usually where you expect them to be.  The move from Wings3D to Modo was quite painless.  I use UVlayout for UV mapping although Modo has inbuilt UV mapping tools.

     

  • Peter FulfordPeter Fulford Posts: 1,325

    David Brinnen is a DAZ content creator who uses Modo:

    https://www.daz3d.com/david-brinnen

    Not sure if he's full time on 3D creation, or if he does commercial work beyond the DAZ store.

     Most of the time I get away with using the primitives, edge extension, bevelling and loop slicing with the occasional radial replication, bend and sweep. 

    Quite clever, then, to make compound curvy things that look like Hondas I saw in my youth.

    https://www.daz3d.com/moped

    Or indeed, vintage ice cream vans and London buses. Mablethorpe & District Motor Club + tapemeasure?

     

  • It probably depends on what your aims are - ZBrush and 3D Coat are very good for organics but less suitable for hard-surface modelling. Marvellous Designer plus something to retopologise (which modo will do) is the obvious choice for clothing. But as a modeller for hard-surface stuff with the ability to do extra things modo is an obvious candidate (there's also Lightwave, which is relatively even cheaper, but its interface really is showing its age - althogh it clearly shares a pedigree with modo so may well be worth checking out).

    I have, but don't have tiem to use, modo - but my starting copy was much cheaper thanks to a special offer. The Foundry has had fairly hefty discounts on new seats once or twice a year, usually one towards the end of the year.

    To me, zBrush and Marvelous Designer are a match made in heaven, especially if you grab the GoZ plugin for Marvelous Designer Send an outfit to zBrush for modification, then on to DS from there.
  • David BrinnenDavid Brinnen Posts: 3,136

    David Brinnen is a DAZ content creator who uses Modo:

    https://www.daz3d.com/david-brinnen

    Not sure if he's full time on 3D creation, or if he does commercial work beyond the DAZ store.

     Most of the time I get away with using the primitives, edge extension, bevelling and loop slicing with the occasional radial replication, bend and sweep. 

    Quite clever, then, to make compound curvy things that look like Hondas I saw in my youth.

    https://www.daz3d.com/moped

    Or indeed, vintage ice cream vans and London buses. Mablethorpe & District Motor Club + tapemeasure?

     

    Thank you.  Well since you ask, the first task for any project is to get a dozen or more reference images, preferably some with measurements on.  For the compound curvy surfaces, a bit of trial and error - like the front plastic fairing on the moped - I form very crude versions of the shape and subdivide it, see if it is going in a direction that looks useful, back up and adjust, then forward again.  Subdivision is good because it results in an all quad mesh.  When I spot a useful curve, I go in and delete extranious subdivions lines, simplifying the geometry again, so I have something made from only a few polygones (but this time, I already know at least one line is going to reform the curve I had before taking out the extranious lines when I subdivide) and now I can move points around to line up with my reference more closely and then subdivide down - repeat as needed.  If this is a good or efficient approach, I don't know, but that is the solution I came up with.  Since much of my Wings3D modelling relied heavily on forming shapes by repeated subdivision (as shown on my youtube) then I suppose this is where I picked up this idea. 

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