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Modo - what can it handle


bavanor
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For the few that are using modo, how is it with handling huge poly count models? Can you file link items (like an xref) to keep file sizes low? How is it on producing 3d topo from contour lines imported from either GIS or AutoCAD, with the contour lines in the correct Z-access? What about render times and animations? Does modo interact with Lightwave?

 

I have a big project that will be coming up and have the time to pick the correct software for it. The project, for the University of Georgia, will entail the 3d modeling of certain parts of campus, with still renders, both sketchy and photo realistic and then animations.

 

Currently we have all the campus done in GIS (topo taken care of). But, some buildings are done in AutoCAD or Microstation (2d only) while the majority of the buildings are just on blueprints. So, I will have to model all of the buildings into 3d. I want to do these building right the first time, probaly with 2 versions, a simple model and a detailed model. I am afraid with the detailed models combined with the placement into the 3d topo of campus will make any software come to a crawl.

 

Thus my questions for modo users. Especially since i have heard it can handle high poly count models easily.

 

Any response will be appreciated,

 

Aaron

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  • 2 weeks later...

Hnadles high polycount models very well, compared to other applications. I've only been in the 550-750k range on polys. Attached City Hall image. You can whip around in orbit and turntable just about as fast as you can move the mouse on my system. Radeon 9800 250. There might be a slight lag...but this scene was almost impossible to work with in Max 6.0 for comparison.

 

No file linking, doesn't really seem to be a need. Having unselected layers ghost (wireframe) in the view port removes 85% of the strain on the openGL rendering. Turning layers on and off is as simple as clicking the eyeball.

 

Topo...GIS & AutoCad ain't happening. If you can get the 2D data out as .eps it may work OK. Unfortunately you need to re-create it. Depending upon how clean of a mesh you need, Modo can do a pretty decent job time wise and if you know how to modeling it right a very very clean mesh.

 

Render times...so far seem comparable or better than many render engines.

Animation-none at this release.

 

I don't use lightwave, however the lwo export works flawlessly with C4D. I understand it behaves well with lightwave though.

 

 

Both of the screen captures used MODO as the modeling tool only. City Hall was obj out to Max and the Residential complex was lwo out to C4D. Both were done in MODO 103 and animated in other applications. If you can export out obj or lwo of your existing models MODO could work well.

 

The one thing I've found about Modo that any AutoCad users may appreciate is it's about as close to the speed of command line entry and general feeling of AutoCad than any other 3D application. The short cut keys are all generally at your left hand, the number of clicks and functions is equal or less than Max and beats the crap ot of C4D. Both presets for those funtions in those apps actuall get me crossing my wrists, reaching with my fingers and just generally pecking-mouse can be often faster.

 

Modo is my modeling application-application of choice period. I really like Max's tool set for modeling but Modo either does it slightly better or slightly faster, imho. My workflow is polygonal so Modo is a perfect fit. It Does take some getting used to but once you see how the tools work, the ease of use, depth of functions and functionality...it can grow on you fast. It's also a great tool for cleaning up meshes.

 

Lightwave users seem to take to it very well and....and Dan Ablan has a very rich set of training material avialable now for Modo and like an hours worth included with Modo.

 

The rendering aspects are very powerful, although only stills. The material and render tree are very capable, from limited use. The uv mapping and painting abilites you don't need bodypaint for this application. The UV tools are just easy to use too. Not a big ArchViz requirement for most, though.

 

LOL I like Modo. Individual results may vary.

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wda,

 

thanks for the response. Those were some of the answers I was looking for.

 

Bummer about importing dxf or dwg files. Glad to here about the keyboard entry part, I do that all the time with autocad.

 

Now I will just have to wait for the demo version to be released and play around.

 

Tecton3d,

No new computer yet, funding in the higher education environments seems to happen slowly. I might find out soon (month or two).

 

Aaron

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You can download it now...

 

www.luxology.com

 

You have to register or something....maybe even click on buy, don't remember just went to my accounct when I upgraded. You get the demo version (the actual working version) & demo key until they generate a permanant one, if you actally bought it.

 

The command line.... it has that kind of flow/feeling to. It can be there at your finger tips, shortcuts, tool drops (space bar)...it has much of the same feeling but it does not have the hit a key and your typing in the command line type function. Haven't touch AutoCad to model anything that was not given to me already done in AutoCad, since Modo. Used to do all hard surface work in there, like everything. Even if it had to go through Max and out obj to get it into C4D or other compatibilities.

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Check out the Null Institute Podcast (Google that) - it's a video podcast of Modo tutorials and they have a series on getting from CAD contour lines to topography in Modo. Yazan who posts here is one of the people who work on it. Also worth watching is the 5-minute video on architectural modeling - it's like a 3D modeling music video with dancing.

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I have tried to download the demo version, but lugology still says it is not ready.

 

thanks AjLynn for the podcast link, but for some reason I have problems viewing the longer tutorials. The 5-minute one is no problem to view though. Will have to try again later.

 

Aaron

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