tigerAspect | ||||||
Posted: January 24, 2009 11:43 am | ||||||
StevieJ
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I have no clue why.....but I wanted to inquire about "Modo"??? Dilla mentioned it before.....and I had no idea what he was talking about.....
![]() Steve
"Buzzards gotta eat...same as worms..." - Clint :) |
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Posted: January 24, 2009 2:46 pm | ||||||
Amethyst
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What is Modo?
Sorry I cannot be of help either as I haven't used FF with modo yet. In fact, I am still a novice with both modo and filter forge. Hopefully someone will come along and help us both. ![]() |
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Posted: January 24, 2009 2:57 pm | ||||||
tigerAspect |
Luxology's Modo
It's a polygon modeller, and has extensive painting and Vector displacement tools. I just can't figure out what it wonts for the Vector stuff, and how I'd get that out of FF |
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Posted: January 24, 2009 3:01 pm | ||||||
StevieJ
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Thanx for the info....
![]() If you guys don'r mind another question.....How does Modo stack up in comparison to other similar programs??? tigerAspect, Dilla should know the answer to your question.....or you can ask FF directly with the "Contact" tab above.....there should be someone there who can answer it as well..... Steve
"Buzzards gotta eat...same as worms..." - Clint :) |
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Posted: January 24, 2009 3:20 pm | ||||||
Crapadilla
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That's because FF does not output vector displacement maps. ![]() However, bump maps rendered in FF (at 16bit or 32bit) are perfectly usable as displacement maps in modo, and normal maps work fine as well when their Effect type is set to 'Normal' in the Shader Tree. --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: January 24, 2009 3:36 pm | ||||||
tigerAspect |
*headdesk* Of course. FF is 2d. *smack smack*
Yeah, Bump maps as displacement works great. Thanks! |
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Posted: January 25, 2009 9:43 am | ||||||
CorvusCroax
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Yep, what 'dilla says. Load your FF 'bump' map as the displacement image. Load the FF normal map as 'normal'. Also, if you're using a bump map to displace the polygons of your object, I've found it works better (in zbrush anyway) to keep the maps at a power-of-2 resolution, like 512x512 or 1024x1024, not 600x600. I think it's because of subdivision modeling... if it's at power of 2, then the pixels line up better with the verticies. Would you guys recommend Modo? I've been hearing such great buzz about modo, I've been thinking about picking it up. Downloaded the demo, but haven't really done much with it yet. |
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Posted: January 26, 2009 1:51 am | ||||||
BenBeckwith |
Modo is awesome! The poly tools are far superior to apps like Max and Maya. The interface is also way better. Max meanwhile is still building off a base that was made, what, 15 years ago? I use Max currently but I've dabbled with Modo. Pretty soon I'll try and make the switch lol. However, in my experience (it's been a little while), modo isn't set up well for making large scenes (maybe this has changed). It's just really great for making individual models.
I recommend trying Mudbox as well. It's got great sculpting tools (it's like Zbrush but with an interface that doesn't suck). Modo + Mudbox is a great combo. |
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Posted: January 27, 2009 5:00 pm | ||||||
tigerAspect |
Modo is, as they say, the shiznit, (or "shizzy" if you will). The polygon tools are second to none.
Ben, you absolutely must try Modo 302, the sculpting tools are phenomenal, with some really crazy useful stuff related to Vector displacement, like unwrapping geometry into displacement, or mixing multiple displacement images at different resolutions, all really good stuff. |
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Posted: January 27, 2009 6:40 pm | ||||||
Crapadilla
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Crapadilla says: "Modo rules!"
![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: January 29, 2009 3:16 pm |
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