I got into modo, just because MAX licencenses were round 4k $. So I tried it on the company I was working with at that time. I went trough a solid -day and night even weekends- month watching Modo tutorials (without installing the demo) just to get my mindset around what it did. 30 days later I decided I was ready (Pathway: Modeling, Shading, Baking, Sculpting, Schematics, Render Channels, Channel Haul, Rigging, Hair, Particles, constraints) so I took it for a spin on a couple of projects, it delivered: great lighting, rendering was fast, stable except for high poly count assets.. But Animation was (still is?) a pain. Playback was sluggish even with a brand new Quadro 4000 (new at the time) but I liked it because the compo team used Nuke and we never suffered troubles for color space or naming channels...I left the company and Modo as well. Brief experience.
I was watching a couple of HU videos, they all say: "you want to get into the game, you need to learn how to code". So I guess this is a pretty nifty time to ask "Where do I enroll to learn HU at a TD level?". I need to get my head into coding. Where do I start? I know there should be graphical math in the program - somewhere- as well as specific function driven formulas. I thinking (at the back of my mind) if I don´t get to know those things, I´ll just be a HU ocean operator :( (at most). So if anyone could help me out with some pointers....I´d deeply thank them. I was at the top of the mountain with ICE. Took me 7 years to do so. Then EOL. I don´t want that with HU math. Thanks. :D On Thu, Feb 16, 2017 at 9:35 PM, Tim Crowson <tcrow...@gmail.com> wrote: > Honestly I can't even say "come back in 3 years." That's basically what I > said 3 years ago. If it was still Luxology and not The Foundry, then maybe. > But at this point things are dragging on and getting a bit long in the > tooth. I don't want to go ranting. All I can say is I still can't recommend > Modo as a production backbone app with the kinds of productions I know are > done by folks here. > > -Tim > > > On Thu, Feb 16, 2017 at 5:47 PM Jonathan Moore <jonathan.moo...@gmail.com> > wrote: > > I (alongside Tim Crowson from this list) have been a long term beta tester > for Modo, so I'll shoot from the hip here. I think Tim shares many of my > own thoughts and impressions and I'm sure he'll pipe in if there's any > aspects he disagrees with. > > First the good part, Modo remains as it's ever been the best direct > modelling package on earth! A mighty claim but I think it's well deserved. > Only recently the team at ILM used Modo for all of their kit-bashing on > Star Wars 'Rogue One'. And to build on it's strengths as a direct modeller, > Foundry moved to an incremental development strategy for the 10 series and > Modo has now managed to remedy that equally deserved reputation of being > the most unstable DCC money can buy. They're looking to carry on with this > incremental development approach going forward to help ensure big new > features aren't partnered with a stability nosedive. > > Now comes the downside, once you go past Modo's core strengths as an asset > creation tool due to it's great modelling texturing and rendering workflows > (once you submit to the shader tree approach!), it barely scratches the > surface of what's required for a pipeline animation toolset. Now that > stability has been fixed, animation and solid pipeline credentials are the > next target. There's so much to be remedied here it's going to be a number > of years before it's even ready for consideration. > > If you can afford the luxury of using Modo strictly for its asset creation > strengths, it's a great weapon to have in your armoury. If you're looking > for an XSI replacement, come back in three years. > > On 16 February 2017 at 21:15, Eugene Flormata <eug...@flormata.com> wrote: > > for people who transitioned to modo > how's the stability in that program? I bought modo indie on steam when it > was on sale with the idea to learn it on the side, > but I barely got to use it. was still getting used to maya which i use at > work. which although I like the tools. everything like explode for reasons > I couldn't figure out. > > my plan is to jump on the houdini wagon come the new apprenctice, then > jump on indie and learn that till I'm comfortable enough to get work to buy > full licenses. > I hope it's stable > > > On Thu, Feb 16, 2017 at 11:15 AM, Jordi Bares <jordiba...@gmail.com> > wrote: > > Below > > Sent from my iPhone > > On 16 Feb 2017, at 18:47, phil harbath <phil.harb...@jamination.com> > wrote: > > I am very curious on how people feel about houdini’s character animation > tools. I am reluctant to move on from Softimage until there is something > out there that is at least close to being on par with it. > > > It is pretty similar and although you will miss a few things (like the > mixer) you will get others (like muscles, advanced rigging, chops,...) > > Don't worry and give it a go > > Specifically the Shape Manager, non-destructive weights, and the animation > mixer really help me get the job done, and when it comes to the negative > things I hear about Maya it has kept me from making the leap in that > direction even though I theoretically own 2 copies, I really am hoping > that Houdini is close because I really only want to make a change once. > > > Shape management you do it out of the box through nodal workflow. Not as > slick but more powerful. > > Non-destructive is the name of the game. > > No mixer but you have animation layers (although a bit wonky) > > Rigging is way way better in Houdini > > Hope it helps > > Jb > > > thanks > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- Portfolio 2013 <http://be.net/3dcinetv> Cinema & TV production Video Reel <https://vimeo.com/3dcinetv/reel2012>
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