And for what it advertised I thought it was excellent VFM. Now I came to modo because i started out with lightwave on the amiga and liked the look of modo videos. On most of my scenes hitting f9 and rendering out a turntable with produce very different renders. Hit f9 and looks fine, move lights and objects into a new scene and same thing. Get the look I like ( not necessarily the look I want ), ignore the preview renders as they always look colder than the final render F9.Ĭreate a turntable and bang, render is way darker - but not always. So i fought Modo to get my objects to the textured stage, place my lights and hit f9. The way panels use constantly resize themselves on selecting options, that causes them the flicker and just looks messy. Rotate and Scale are fine but i always have to use the top/left/front views to move verts polygons.Īnd the way it deals with pivot points is a mess after coming from other apps. Ĭan't move in the perspective view accurately, acts if so snap is on when it's not. More often than not drawing in the Uv view will not display in the Uv view but updates on the model ( ive double checked the options to show textures etc). Painting in a uv window, some of the time on first click by brush size gets scaled up so big that the view is taken up by the centre pixels. Same experience with painting, tools always get rest and you spend a lot of time re adjusting brush size, opacity hang on it shows … … … in the colour field? You also have to select the light material, it's very easy to change another lights materials. All good, select the first light in a 3d view and change its colour. Put a directional light down, change its colour to yellow, create another and change it to blue. Something seems broken to me, even some of the shipped objects in the space folder will not atlas correctly unless undo/redo. I have spent a fair bit of time, and for the most part it seems random ( even with wacking up the number of planes) I mostly somewhere get overlapping polys, and undoing and redoing until it works. Maya has an automatic mode that just works, modo has similar modes called atlas that for a large part of the time don't. Only way I could find to stop that was to only create rgb images and not with alpha. What happens is the falloff of the brush messes up and I just get solid disks inside of a nice brush. More time waste bringing them back in photoshopĬreating an image with an alpha in modo for painting causes a load of issues in that I can't actually paint until I take it back into photoshop and floodfill it a solid colour. Same for all the painting, the colours are not the ones I picked. Surely I shouldn't have to arse about with Alphas in Modo if I flood fill a colour from within Modo and save it. Modo also got some serious memory leaks and often I have to shut it down as Modo has 99% of the memory ( and were it lags ).Ĭreate a new image, fill it with a colour save and open in photoshop - the image is washed out. Lag happens all the same in viewports are just wireframe or shaded Double click to change the gamma of an image - lag, select item lag, go to rotate a viewport lag, select off an item Lag ( CPU ramps up to 30% and modo does it stuff ).įirst stroke of a paint is impossible after a certainly count and using the program is a drag, I changed over one of the machines to mid range nvidia cards and ATI and still the same. Been using it on two of them but same results, once it gets to say reasonably sized subD model ( though 600k can cause it ), the UI just freezes for 12 - 15 seconds on selecting anything. I have fast PC’s been doing dev work for long enough to know don't have slow kit. Lag, Lag, Lag to the point of frustration and time waste. So before I stop wasting any more dev time I thought I would ask some questions as Modo does not have the best of UI experiences ( and I have pretty much used them all at sometime). I am currently having some serious issues with Modo indie that has me on the verge of moving back to Maya or investing more time into blender :-o