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Igor

Release of Modo 13.1

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Hey folks, here is the list of new Modo 13.1 enhancements.

 

https://thefoundry.s3.amazonaws.com/products/modo/13.1v1/Modo13.1v1_ReleaseNotes.pdf

 

What do you think? Nothing revolutionary on their side too as it seems.


| MAXON Quality Assurance | 3D Artist | C4D Cafe Manager | Gamer in Heart/PS4 ID: SIgor420 |:compEnjoy:

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Looks like id be waiting a very very long time by now to still not have NLA, upgraded hair system, and significant updates to their re topology tool set.  I left at Modo 901.  Looks like Blender this year has really pushed ahead, and soon Redshift with some cool features.

 

Dan

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They got VR.  That's pretty cool.

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I'm happy with Modo development. Remember that Modo puts out 3 updates per year so rather than one big one once a year you get smaller incremental upgrades 3 times a year. The procedural modelling system keeps getting better and better. Stability isn't that much of an issue now.

 

On the horizon is a new render engine that can use GPU, CPU or both. Simplified settings as well. 13.1 includes performance improvements with more to come as Modo is getting parts of its Core rewritten similar to C4D except we won't have to wait 10 years and The Foundry isn't as secretive about development as MAXON is.

 

Plus Modo is still available with a perpetual licence. I pay $399 per year for a yearly maintenance contract. Similar to C4D's MSA. Modo users are a much happier bunch of people at the moment compared to Cinema 4D users. I haven't regretted jumping ship when I did after the rather mediocre R17 came out.

 

But of course like all 3D software there's stuff that users want fixed or updated yesterday in Modo. UV mapping tools is not one of them. Modo has excellent UV mapping tools plus supports udims.

 

Yup Blender 2.8 is great but it's modelling tools I still find a bit clunky to use and well behind Modo. That said it does superb procedural / live booleans and there are some outstanding modelling plugins / addons available. 

 

Nigel / 3DKiwi

 

 

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I still have modo 801, I really liked it, but haven’t used it much since I bought C4d. 

 

If they could add the foundry’s camera tracker and implement some sort of fluids and smoke and if they could improve the already robust particle system I’d happily upgrade.

 

If modo was a bit more versitile and still reasonably priced it could be a very attractive and dangerous application at a fraction of the price of C4d or a maya rental.

 

 

 

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Modo maintenance for existing perpetual licence users is reasonable at £399, more so if they didn't hold you to such harsh consequences for leaving the maintenance by raising it to £599 for life there after.  Modo strengths have remained the same for me, its modelling, UV tools, and action centres.  Since version 901 I have not seen a single feature or update thats made me sit   up and think, "this is the one iv been waiting for"  Thats said being that C4D has most of whats missing in Modo iv not been able to say that for C4D either  other than a few things here and there since r16.  This is is why Modo remains to be in my tool set, it compliments what C4D lacks.

 

Dan

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Subscription is the pest of modern times. Else I keep both Modo and C4D in my workflow. In Modo I can edit meshes and shade like 20 times faster the C4D. The workflow with instances and group is much smoother and free of problems. C4D does so many things wrong here. However when rigging and deforming or doing FX C4D is way ahead of Modo. Its kind of sad that none of the two tools are complete for my work. To much CAD to much modeling and C4D is out of the game. In Modo I just stopped to use deformers, except spline deformer (which is better but different then in C4D). I wish both tools could work stronger together. C4D is really bad with FBX sometimes and there is no way yet to get shaders and render settings across platforms (except 3dsmax to Modo using V-Ray). 

I can hear the whole price discussion along Blender anymore. You can buy a fast GPU machine? Spend a few thousands and then work with Blender. That sounds greedy. In Blender you will invest a lot money into add-ons to do some of the basic stuff you get free in other apps. After buying a dutzend of them, you might realize Blender is not free. So, the professional level is alway money intensive, only it sucks that you need to spend money to keep a software, instead of just own it.

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If you want to avoid almost all plugins and had an industry standard DCC, consider Houdini. The real cost of that is time and effort learning it. I have Blender and am fair at it, but  Houdini is actually easier once you get its mindset.

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