Modo Indie Comparison Essay - Essay for you

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Modo Indie Comparison Essay

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Description

MODO indie

MODO indie packs powerful, industry-leading 3D modeling, sculpting, and animation tools into an affordable package that's perfect for developers and freelance game artists.
The fastest, most advanced polygonal and subdivision surface 3D modeler anywhere, MODO indie delivers amazing creative flexibility for crafting detailed 3D game content -- free of individual commercial restrictions and without breaking your budget. Whether you're creating vivid character models, stunning level designs, fully-fledged cut scenes, or more, MODO indie has everything you need to take your game assets to the next level!

Speed. Scope. Flexibility. Power. Community. MODO indie delivers.


MODO indie's flexible modeling tools are ideal for precision modeling of hard surface objects and environment structures, and for freeform organic sculpting of virtually any shape. The integrated multi-res sculpting and animations tools work alongside traditional modeling and UV toolsets to offer a superior experience for game artists. The combination of modeling, sculpting, animation, rendering, and UV tools in a single application delivers a uniquely powerful content creation toolset.

What devs are saying about MODO


"MODO is perfect for indie developers in so many ways. Aside from the fact it’s super intuitive, I've not known a package where you get so much bang for the buck. Not only can you use it for in-game assets, but you can do all your promotional and high end art in the same package." - Steve Wilding, Mad Atom Studios. (Monkey Slam)
"MODO is just a life saver, I came from a 3ds Max/Maya background and I always felt like I was fighting to get anything done. From the start, MODO has always felt comfortable and made sense to me as a user." - James Guard, Epsilon Studios (Farrah Rogue: Zero Hour)
"MODO is pretty much the center of our art pipeline. It’s definitely my favorite tool. I have used MODO for many years, but I am still discovering new possibilities and tricks every week. For a modeler I think it’s one of the most powerful tools there is." - Tor Frick, MachineGames (Wolfenstein: The New Order)

Features and Benefits
MODO indie Includes Features For:
  • Powerful 3D modeling that’s intuitive and fun
  • Dynamic sculpting tools for expert tinkering
  • Powerful animation and rigging tools to bring your 3D models to life
  • UV Editing tools make texturing objects in 3D a breeze
  • Texture baking lets you package everything quickly for export
  • Materials setup and painting gives you great artistic flexibility
  • High performance rendering
  • Easy export OBJ and FBX output to game engines
Key Features and Workflows Explained


Modeling:
MODO indie contains the industry-leading modeling toolset found in MODO 801. Leverage professional quality tools and streamlined modeling methods to produce the best 3D models out there. Easily create 3D-based details with instancing and bake to textures that standout from the rest.
Sculpting:
Spend less time sending models back and forth between applications, as MODO indie also contains powerful sculpting tools. Do you already have models created in another app? Don't worry, we have that covered too! MODO indie is better at high resolution data exchange with other sculpting apps than most applications out there. Exchange models with almost 1 to 1 accuracy using vector displacement maps and convert to multiresolution.
Painting:
Paint on a 2D plane or directly on the surface of your 3D model. From connecting to texturing, MODO indie’s robust painting tools can be leveraged to improve the speed and quality of almost every stage of the workflow.
UV's:
UV's were never fun until now. MODO indie comes complete with UV tools that allow for both accuracy and precision. Create that perfect, low-distortion UV map for when painting textures in 2D. Or create an efficient and compact UV map to capture extra detail for 3D painting and baking workflows. It's all about flexibility with MODO indie and, more importantly, keeping technical tasks fun!
Topology:
Too many polygons, no attention paid to surface topology? This and other things can lead to odd, unrealistic animations in your games. The solution is to “retopologize” the model. MODO is known as the retopology tool of choice for professional game developers, and again MODO indie also includes all of these powerful features.
Shading:
Use MODO indie’s's shader tree to develop high quality materials and aid in the creation of in-game textures. Full GI, ray-traced reflections and render outputs let you take your textures to the next level. You can even use MODO indie to composite your shader mask layers together for even greater precision, or use advanced shaders like the occlusion shader to create painterly effects and add dirt/grime.
Baking:
Quickly bake textures and visually get a feel for how your assets will look in context without having to jump into the game. Render layered shader mask outputs to streamline the baking process and provide you with more options to control your texture painting.
Preview/Rendering:
Leverage MODO indie’s powerful rendering engine to preview surfaces and adjust lighting and shader setups directly in app. This allows you to easily visualize complex materials, such as fur, without the need to export to your game first.
Animation:
Ready to make your detailed 3D models come to life? MODO indie’s dynamic 3D animation framework is highly customizable to any size gaming project, and it’s packed with extra features that build on traditional animation techniques in exciting and powerful ways.
Rigging:
MODO indie’s modular node-based rigging system makes it simple to create, edit, and reuse complex character rigs, using a nondestructive and nonlinear toolset that’s fully integrated to give you the flexibility you need.
Learning:
Professional 3D authoring tools can sometimes take a career to learn and afford. With MODO indie, everyone can learn the basics of game content creation without breaking the bank. MODO's exceptional community of learning resources helps indie studios and independent content creators around the globe grow their 3D skills.

MODO indie vs MODO SE
Based on your feedback and success of MODO Steam Edition we have added features and made numerous improvements in what is now MODO indie. If you previously purchased MODO Steam Edition from the Steam storefront we want you to know that we appreciate your business and all owners of MODO Steam Edition will receive a FREE upgrade to MODO indie.
To better meet your needs as an independent artist MODO indie now includes:
  • MODO indie has no commercial restrictions for individual use. You are free to use your creations for paid commercial products, for your own personal projects, or even as a learning tool
  • We’ve upped the FBX and OBJ poly output limit to 100k
  • Dynamics, animation, and rendering capabilities have been added
  • Affordable subscription option now available
Differences between MODO indie and full MODO
  • Project file (.lxf) linked to Steam account / cannot be shared with other users
  • OBJ and FBX export limited to 100k polys
  • Bake and render resolution limited to 4k
  • Command eval options unavailable
  • Command, scripts, and command history panel results unavailable except “undo” and “history”
  • Python editor, third-party scripts, and third-party plugins unavailable
  • OBJ and FBX export only
  • Can import all formats but can only save in .lxf format
  • Image save formats limited to .png. jpg. tiff and .exr
MODO indie + MARI indie Bundle!


Why not double your creative might by pairing MODO indie and MARI indie together in your solo 3D game asset pipeline? Read more about MARI indie’s incredible 3D painting and texturing capabilities here! Monthly subscription or perpetual license bundles available.
Have More Questions?
Check out our in-depth MODO indie FAQ right here!

Minimum:
  • OS: Windows 7 and 8 (only 64-bit supported)
  • Processor: Intel Xeon/Core 2 Duo, Quad/Core i7 or AMD Opteron/ Phenom processor(s). Must support SSE2 instruction set.
  • Memory: 2 GB RAM
  • Graphics: OpenGL 2.0 accelerated graphics, at least 1280 x 800 resolution
  • Network: Broadband Internet connection
  • Hard Drive: 2 GB available space
  • Additional Notes: Mouse or pointing device, including pressure sensitive tablets or 3Dconnexion 3D mouse. Internet connection required to access Steam.
Minimum:
  • OS: Mac OS X 10.7 or later (only 64-bit supported)
  • Processor: Intel processor(s), Core2Duo processor or higher
  • Memory: 2 GB RAM
  • Graphics: OpenGL 2.0 accelerated graphics, at least 1280 x 800 resolution
  • Network: Broadband Internet connection
  • Hard Drive: 2 GB available space
  • Additional Notes: Mouse or pointing device, including pressure sensitive tablets or 3Dconnexion 3D mouse. Internet connection required to access Steam.

Other articles

Indie Music Production

Indie Music Production

The term indie rock, which comes from “independent,” describes the small and relatively low-budget labels on which it is released and the do-it-yourself attitude of the bands and artists involved. Although distribution deals are often struck with major corporate companies, these labels and the bands they host have attempted to retain their autonomy, leaving them free to explore sounds, emotions and subjects of limited appeal to large, mainstream audiences. The influences and styles of the artists have been extremely diverse, including punk, psychedelia, rock and country. The terms “alternative rock” and “indie rock” were used interchangeably in the 1980s, but after many alternative bands followed Nirvana into the mainstream in the early 1990s, “indie rock” began to be used to describe those bands, working in a variety of styles, that did not pursue or achieve commercial success.

Allmusic identifies indie rock as including a number of “varying musical approaches [not] compatible with mainstream tastes”. Linked by an ethos more than a musical approach, the indie rock movement encompassed a wide range of styles, from hard-edged, grunge-influenced bands, through do-it-yourself experimental bands like Pavement, to punk-folk singers such as Ani DiFranco.Many countries have developed an extensive local indie scene, flourishing with bands with enough popularity to survive inside the respective country, but virtually unknown elsewhere.

Indie rock has been identified as a reaction against the macho culture that developed in alternative rock in the aftermath of Nirvana’s success. Indie rock is noted for having a relatively high proportion of female artists compared with preceding rock genres, a tendency exemplified by the development of the feminist-informed Riot Grrrl music of acts like Bikini Kill, Bratmobile, 7 Year Bitch, Team Dresch and Huggy Bear.

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The Foundry ships Modo Indie 10

Free Resources

The Foundry has released Modo Indie 10.0, the export-limited edition of Modo intended for indie game artists. The update is free to anyone with a perpetual licence of Modo Indie 901, the previous release of the software.

New look dev, export and baking functionality for game artists
The Indie edition of the software includes the same new functionality as the full version, much of which is targeted at games and VR work.

Highlights include new WYSIWYG look development workflows when authoring content for Unity 5 and UE4; more streamlined game engine export, including support for FBX 2014; and a new Game Tools UI layout.

The update also enhances Modo’s texture-baking functionality, shown in the video above. We wrote about the new features in our original story on Modo 10.0v1. so check that out for full details.

Export formats and resolution limited, no support for third-party plugins or scripts
The restrictions of the Indie edition remain unchanged in the new release: export is limited to OBJ and FBX files, with geometry capped at 100,000 polys, and bake and render resolution capped at 4K.

The Indie edition does not support third-party plugins or scripts, and the Python editor is unvailable, along with most command-line options.

Pricing and availability
Modo Indie 10.0 is available now via Steam for Windows 7+ and Mac OS X 10.9+. A new perpetual licence costs $299.99; rental options start at $14.99/month, paid monthly.

The update is free to owners of perpetual licences of Modo Indie 901 and users with current subscriptions.

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MODO indie в Steam

“The best modeling tool on the market, and has been since its first release”
VFXWorld

Attention: We have a new version of MODO indie, but have released it as a new product on the Steam Store. See MODO indie 901 here !

MODO indie packs powerful, industry-leading 3D modeling, sculpting, and animation tools into an affordable package that's perfect for developers and freelance game artists.

The fastest, most advanced polygonal and subdivision surface 3D modeler anywhere, MODO indie delivers amazing creative flexibility for crafting detailed 3D game content -- free of individual commercial restrictions and without breaking your budget. Whether you're creating vivid character models, stunning level designs, fully-fledged cut scenes, or more, MODO indie has everything you need to take your game assets to the next level!

Speed. Scope. Flexibility. Power. Community. MODO indie delivers.

MODO indie's flexible modeling tools are ideal for precision modeling of hard surface objects and environment structures, and for freeform organic sculpting of virtually any shape. The integrated multi-res sculpting and animations tools work alongside traditional modeling and UV toolsets to offer a superior experience for game artists. The combination of modeling, sculpting, animation, rendering, and UV tools in a single application delivers a uniquely powerful content creation toolset.

What devs are saying about MODO

"MODO is perfect for indie developers in so many ways. Aside from the fact it’s super intuitive, I've not known a package where you get so much bang for the buck. Not only can you use it for in-game assets, but you can do all your promotional and high end art in the same package." - Steve Wilding, Mad Atom Studios. (Monkey Slam)

"MODO is just a life saver, I came from a 3ds Max/Maya background and I always felt like I was fighting to get anything done. From the start, MODO has always felt comfortable and made sense to me as a user." - James Guard, Epsilon Studios (Farrah Rogue: Zero Hour)

"MODO is pretty much the center of our art pipeline. It’s definitely my favorite tool. I have used MODO for many years, but I am still discovering new possibilities and tricks every week. For a modeler I think it’s one of the most powerful tools there is." - Tor Frick, MachineGames (Wolfenstein: The New Order)

Features and Benefits MODO indie Includes Features For:
  • Powerful 3D modeling that’s intuitive and fun
  • Dynamic sculpting tools for expert tinkering
  • Powerful animation and rigging tools to bring your 3D models to life
  • UV Editing tools make texturing objects in 3D a breeze
  • Texture baking lets you package everything quickly for export
  • Materials setup and painting gives you great artistic flexibility
  • High performance rendering
  • Easy export OBJ and FBX output to game engines
Key Features and Workflows Explained

Modeling:
MODO indie contains the industry-leading modeling toolset found in MODO 801. Leverage professional quality tools and streamlined modeling methods to produce the best 3D models out there. Easily create 3D-based details with instancing and bake to textures that standout from the rest.

Sculpting:
Spend less time sending models back and forth between applications, as MODO indie also contains powerful sculpting tools. Do you already have models created in another app? Don't worry, we have that covered too! MODO indie is better at high resolution data exchange with other sculpting apps than most applications out there. Exchange models with almost 1 to 1 accuracy using vector displacement maps and convert to multiresolution.

Painting:
Paint on a 2D plane or directly on the surface of your 3D model. From connecting to texturing, MODO indie’s robust painting tools can be leveraged to improve the speed and quality of almost every stage of the workflow.

UV's:
UV's were never fun until now. MODO indie comes complete with UV tools that allow for both accuracy and precision. Create that perfect, low-distortion UV map for when painting textures in 2D. Or create an efficient and compact UV map to capture extra detail for 3D painting and baking workflows. It's all about flexibility with MODO indie and, more importantly, keeping technical tasks fun!

Topology:
Too many polygons, no attention paid to surface topology? This and other things can lead to odd, unrealistic animations in your games. The solution is to “retopologize” the model. MODO is known as the retopology tool of choice for professional game developers, and again MODO indie also includes all of these powerful features.

Shading:
Use MODO indie’s's shader tree to develop high quality materials and aid in the creation of in-game textures. Full GI, ray-traced reflections and render outputs let you take your textures to the next level. You can even use MODO indie to composite your shader mask layers together for even greater precision, or use advanced shaders like the occlusion shader to create painterly effects and add dirt/grime.

Baking:
Quickly bake textures and visually get a feel for how your assets will look in context without having to jump into the game. Render layered shader mask outputs to streamline the baking process and provide you with more options to control your texture painting.

Preview/Rendering:
Leverage MODO indie’s powerful rendering engine to preview surfaces and adjust lighting and shader setups directly in app. This allows you to easily visualize complex materials, such as fur, without the need to export to your game first.

Animation:
Ready to make your detailed 3D models come to life? MODO indie’s dynamic 3D animation framework is highly customizable to any size gaming project, and it’s packed with extra features that build on traditional animation techniques in exciting and powerful ways.

Rigging:
MODO indie’s modular node-based rigging system makes it simple to create, edit, and reuse complex character rigs, using a nondestructive and nonlinear toolset that’s fully integrated to give you the flexibility you need.

Learning:
Professional 3D authoring tools can sometimes take a career to learn and afford. With MODO indie, everyone can learn the basics of game content creation without breaking the bank. MODO's exceptional community of learning resources helps indie studios and independent content creators around the globe grow their 3D skills.

MODO indie vs MODO SE

Based on your feedback and success of MODO Steam Edition we have added features and made numerous improvements in what is now MODO indie. If you previously purchased MODO Steam Edition from the Steam storefront we want you to know that we appreciate your business and all owners of MODO Steam Edition will receive a FREE upgrade to MODO indie.

To better meet your needs as an independent artist MODO indie now includes:

  • MODO indie has no commercial restrictions for individual use. You are free to use your creations for paid commercial products, for your own personal projects, or even as a learning tool
  • We’ve upped the FBX and OBJ poly output limit to 100k
  • Dynamics, animation, and rendering capabilities have been added
  • Affordable subscription option now available
Differences between MODO indie and full MODO
  • Project file (.lxf) linked to Steam account / cannot be shared with other users
  • OBJ and FBX export limited to 100k polys
  • Bake and render resolution limited to 4k
  • Command eval options unavailable
  • Command, scripts, and command history panel results unavailable except “undo” and “history”
  • Python editor, third-party scripts, and third-party plugins unavailable
  • OBJ and FBX export only
  • Can import all formats but can only save in .lxf format
  • Image save formats limited to .png. jpg. tiff and .exr
MODO indie + MARI indie Bundle!

Why not double your creative might by pairing MODO indie and MARI indie together in your solo 3D game asset pipeline? Read more about MARI indie’s incredible 3D painting and texturing capabilities here. Monthly subscription or perpetual license bundles available.

Have More Questions?

Check out our in-depth MODO indie FAQ right here.

Why Modo?

From what I've seen and read on the forums, it's better/faster for pure modeling. Updates are actually substantial, the software isn't as old/bloated/bogged down as Maya or Max, and feels modern. Biggest cons are that there isn't much for plug-ins, extensions, or tutorials, and it's not widely used in the games industry. It's priced much more reasonably, and has a few different pricing options.

Disclaimer, I've barely used it and just started trying to pick it up, and I used mostly Softimage before that.

Pros:
- 3D concept arts
- 3D modeling (catmull-clark, edge weighting, rounded edge shader, MeshFusion, etc.)
- 3D sculpting
- Retopology
- UVing
- Texturing
- Baking maps
- Rendering
- 3D animation
- Rigging
- Customization (UI, custom scripts, record macros, etc.)

Cons:
- Viewport - Low performance when moving and deforming heavy meshes
- Crashes form time to time
- 3D sculpting tools, but no dynamesh
- Not fully functional rounded edge shader, there are still some artifacts at certain angles
- MeshFusion isn't yet ideal for game art
- Not a ton of tutorials just yet

If you are not familiar with Modo, you can read more about it by clicking on the following link. It is still work in progress, but it should give you a decent amount of information about Modo.

Great modeler, animation still needs work especially compared to something like Maya or even Blender or Lightwave.

Because Tor Frick!

People use modo. Why?

Modo is a sect :>

Dataday polycounter lvl 4

A major factor in Modo adoption has to with the fact you dont get punished for not upgrading between versions and it is cheaper than going with Maya or Max. In short the licensing is very pro consumer. Many of love the fact we can skip upgrading, and then upgrade to the latest version at no added cost, its the same price for everyone regardless of version.

Beyond the sheer pro consumer mentality, Modo is by far the best modeling application I have seen so far. Part of the reason for this is that its very smart in its design, everything is tightly integrated as well. You can create and combine various tools from other tools, macros and custom menu's/pie menus are easy to create.

Modeling does not destroy the UVs but instead the UVs adapt to the users actions. Like Maya, you use the right tool for the right job, but many of them are unlike anything we have really seen before. They just work and there are many layers of functionality tied to each tool. The Dynamic workplane gives the user a secondary grid they can apply to any surface or direction with a click of the button. It is insanely powerful. Next up is the action center for advanced global, local transform options. and then the falloffs act as modifiers which can create fields that effect everything from geometry to particles.

Selection features are also probably the best in the industry. Whether its selecting edge loops, patterns or just painting a selection. its almost automated due to the ease in which its been implemented.

The Item Tree and Shader Tree is a unique take on the outliner/material organization, it uses an advanced layer system which is far superior to any outliner I have seen so far. Mesh layers can include as many meshes as you want, they can easily switch between layers or even nested layers. Copy, cut, paste, the usual hotkeys work mesh items too. think photoshop but made for a DCC package.

The workflow is rock solid, modeling I already went over, but after that you have a tab dedicated to retopology (its tools can work in any mode) that specializes in intuitive retopology (think topogun/3d coat). The UV editor is a kind of black magic, same intuitive consistent controls but the unwraps are nearly perfect with very little editing required. Again your UVs are preserved if you begin modeling or editing the topology. You could even decimate the mesh and the UVs will be preserved as close as possible. Great for making LODs with a click of the button.

Baking is powerful but it can be a bit convoluted. The short of it is that you can say, create an image layer set as a normal map then right click on the layer and tell modo to bake the normal map information onto it. Thats it. Simple, but the challenging part is just getting familiar with the types of bakes it can do and what the settings are to get the best results. There are however some kits that streamline the process (think xnormal) so its not so bad. Did I mention its fast?

The sculpting and painting tools are also consistent with the rest of the application. They work very well given that they are part of a larger 3d package, but will pale in comparison to Zbrush/3D Coat. Still you can get some great results and the tools work regardless of what mode you are in. The sculpting HUD is extremely easy to work with. With 901 there are now sculpting layers as well.

Its also growing up pretty fast, with each year offering a handful of significant improvements. The new advanced viewport is built on top of whats being done in Mari, and both viewports will be developed together as one bigger area of development (parity).

Game studios and publishers have shown an interest in Modo, and you can find a handful of artist using it as their primary driver at the studio. Everyone from Blizzard to Valve, Id and Gearbox. ect Its a great game asset creation tool. Is it anywhere as popular as Maya or Max? No but its working on it. There is still a lot of ground to cover in terms of wide spread studio adoption.

There are a lot of reasons to use Modo but the only way to really show off how great it is to use it. Try the demo or grab indie for cheap ($10 a month or $299 perpetual). I recommend switching it to the maya control scheme and turning off track ball rotation, this will make it conventional and familiar. Alternate keymaps (navigation) are included with Modo and they are officially supported.

I would like to highlight an important point here, because people ask the question all the time. Some people just don't grasp what is cool about Modo and that's fine. But I'll try to explain it.

If you use 3DS Max for a while, at some point you'll probably start to feel that some things were poorly designed, possibly even missing, not well put together and could be slightly simplified. When I switched to Modo and started to grasp what it was all about, it totally felt like "3DS Max 2.0". In other words, Luxology either took the time to carefully study past softwares, fix what was broken and build on top of that or they were operating from a higher mindset and just knew what needed to be done to create a next gen full feature 3D application that could also evolve through various upgrades over time to become what it is now. Modo keeps getting better every year and Luxology has been doing it since 2001.

Not only Modo now does everything very well, but it also allows artists to combine different tools from different departments together for different tasks. Use sculpting tool for subd modeling, use curves as guides to paint or sculpt, use sculpting tools to retopo in subd or extract shapes, use modeling tools for rigging or animation, use morph map for cage, etc. And on top of that artists can record macros or create custom scripts to further improve their workflows.

And again on top of that, The Foundry has the ability now to combine the strengths of their softwares, by example. Modo 901 and Mari 3 will share similar new viewport technologies. That's a whole new level of multi-specialization that can only be achieved, because The Foundry is now big enough to pull it off.

When I invest my money in Modo, it's not just a business deal; it's a long term partnership that keeps evolving over time. They give me a good software, it saves me time, makes my life easier, I'm happier, I'll create art to promote Modo, create tutorial about Modo, give them feedback to improve Modo, etc. It's a fully sustainable relationship, because on both sides I know that we are working our ass off to make the future of 3D brighter.

I cannot WAIT for modo to roll the 901 updates with the indie. Im hoping around the same time as steam sale for cheaper

I come from Max and Maya ages ago, and I've been using Modo Indie for a few weeks. My thoughts as a modeler:

- The Ui is fantastic, it just feels really modern. Reminds me a bit of XSI Ui with how slick things look.

- The layer system takes a while to get used to. The fact that every separate mesh object gets treated as one Item is a bit odd. Copy paste is also strange at first.

- Because of the layer system, booleans can be convoluted unless you use Scripts. Indie doesn't allow scripts so I used a macro that does same thing.

-Selection options are fantastic! Much faster than max and Maya

-Default tool settings are very different from Max or Maya. You will drive yourself nuts the first few models wondering why you're moving the pivot vs an element. For example in maya or Max its very easy to extend edges. In max you hold Shift, and as long as you hold SHift you can keep extending. Let go of the mouse button, you start a new poly. Sounds easy enough, not in modo with the default options. You have to keep clicking Z and dropping the tool. Dropping tools is a another strange concept that takes a while to wrap your head around.

- Pior mentioned this once before and I agree with him. 801 at least feels a bit finicky. For example when you're first creating a basic primitive, things get choppy while adjusting the dimensions. Same with some other random operations. I'm not sure if this was fixed with 901. Also there is general lack of solidity when you first start using it, hard to explain. In maya/max the things feel a bit more stable.

-The hotkey system is awesome, its so easy binding commands and macros. This may seem like a small thing but coming from max, it's great!

-The tools! you can spend days just playing around with all cool slices,bends,twists,and clones available. Love action centers and the Construction plane, handy stuff.

Overall I think it's very good application, better than Max/Maya in somethings, and different in others. Honestly if you're a freelancer modeler,Concept designer or hobbyist, Modo INdie is a great value. Blender of course is the best deal out there imo, I just couldn't get a handle of its UI.

-Default tool settings are very different from Max or Maya. You will drive yourself nuts the first few models wondering why you're moving the pivot vs an element. For example in maya or Max its very easy to extend edges. In max you hold Shift, and as long as you hold SHift you can keep extending. Let go of the mouse button, you start a new poly. Sounds easy enough, not in modo with the default options. You have to keep clicking Z and dropping the tool. Dropping tools is a another strange concept that takes a while to wrap your head around.

Actually you don't have to drop the tool, you just extend the edge, shift+click, extend, shift+click, etc.

Shift+click will always apply the current tool without dropping it.

What is the feature or function when Tor Frick too a box at the 10 second mark and rounded the edges into half a circle, that is so useful i dont think MAX has anything like that


It is just the Bevel tool (Chamfer in Max).

It's amazing how simple tools like Bevel looks so awesome when it's in the hand of Tor Frick right?

It's amazing how simple tools like Bevel looks so awesome when it's in the hand of Tor Frick right?


Ha i guess im just a max peasant. So does this make MODO the Master Race ?