loved Modo :/ Been using Max, May, Blender and Modo throughout the years, and Modo was by far the most underrated and effective of em all.
@Auji_CGАй бұрын
Topology Pen Tool, Rounded Edge Shader and the sexy UI
@ArmoredColonyАй бұрын
I remember all of them; no complaints here.
@ZeroDeanАй бұрын
I agree, this would be nice to have in Blender. The cool thing is all we need is someone to implement it... As it's very doable.
@ArmoredColonyАй бұрын
yup yup
@seokinchungАй бұрын
I miss modo bevel. One command does it all.
@ArmoredColonyАй бұрын
@@seokinchung haha, I remember. Lets extrude... *Activates the bevel tool*
@kolbeinnhugiАй бұрын
MODO is the best modelling tool I have tried. Blender is amazing at many things, but the modelling workflow in MODO was incredibly well thought out.
@ArmoredColonyАй бұрын
@@kolbeinnhugi yeah, it had so much cool functionality. But I think I prefer Blender overall, even though it lacks in some areas, simply because of its very active development. I like seeing new stuff every 4 months.
@AB-vy1zvАй бұрын
I ran into that a couple of times but couldn't find the right naming to even search for that ... very cool that there's actually an implementation that makes controlling it that easy.Thanks for showing that!
@ArmoredColonyАй бұрын
Glad I could help!
@cowblessАй бұрын
Geonode tools can help with this, and you'll be able to set a falloff you need too. Also if you hide all except for the faces to scale, you can use proportional editing. The trapezoid example is even more trivial - loop tools. You move only the bottom vertices closer and then apply gstretch. Know the tool first, these things (except geonode initial setup) are a few clicks away.
@ArmoredColonyАй бұрын
I will give geo nodes a try, I'm just not familiar with the system yet. I actually tried the trapezoid example with Proportional Editing first but I couldn't explain why something so simple didn't work (the border edges were curving), so I left it out of the video. Turns out I forgot to constraint my selection to an axis so I was just being stupid. But yes, Prop Edit works perfectly with that example. Thanks for the info. The Gstretch name confused me so I never used it, but now I know.
@cowblessАй бұрын
@@ArmoredColony I wish we had simpler things like a gradient tool you showcased, actually! But I imagine it's either going to be a mod, that's annoyingly going to have sketchy update schedule, or it has to be some form of a compromise with default tools, GN and core plugins like looptools. GN being preferable since they can even draw their own UI that's not python dependent. I know what it's like to move software so I hope wherever you end up you enjoy even more and find all the substitutes easily!
@ArmoredColonyАй бұрын
@@cowbless Ah don't worry about me, I made the switch a long time ago. I'm super comfortable with Blender now. The only reason I made this video is because they announced Modo is officially dead and won't be getting any new updates; so I got nostalgic about it. Thank you for the support my friend
@A-n-t-o-n-yАй бұрын
Yes, modo's falloffs are really powerful. Miss them so much... Especially when it comes to creating a bevel with various radius. Regarding your example at 2:28 - it's possible to do it in Blender. Steps: 1. hide everything but the selection 2. Select 5 edges at the border 3. Scale these 5 edges using proportional editing. I can record a short vid (let me know if you need it). There is also some sort of analog for falloffs - Mira tools addon (free)
@ArmoredColonyАй бұрын
I actually did try that but it wasn't giving me a straight taper and I didn't realize why at the time, so I left it out of the video in case it was my fault (which it was). I didn't press X to constrain in the X axis while using the falloff, and that's why my shape was curving, so I was just being stupid XD I've only ever used Mira Tools for shaping selections into curves.Thanks for letting me know about the other options.
@A-n-t-o-n-yАй бұрын
@@ArmoredColony Well, mira's falloffs isn't so powerful as modos. But it's something. I'm glad it was helpful. It's good to be able to share info also, and not consume only great tips from your channel :)
@A-n-t-o-n-yАй бұрын
@@ArmoredColony By the way, you might want to check "Hide Only Vertex [Lock Vertex] " addon. With it you can avoid hiding(step 1), and lock/unlock points instead. As I remember, there was the same isolate tool in Modo(lock/isolate? - forgot its name)
@ArmoredColonyАй бұрын
@@A-n-t-o-n-y For sure. There's just so much to 3d software like blender that you can spend your entire life using it and still not know everything. I always love when people teach me stuff I didn't know. It makes me more powerful!
@mezzdezz3437Ай бұрын
Maybe now that we have a 10 year license for MODO and everyone can use it you could make some tutorials, just because it's fun to model in MODO.
@ArmoredColonyАй бұрын
I haven't modeled in Modo in years. I don't remember how D: I do remember spending a lot of time setting up hotkeys, installing Seneca's scripts and watching some Tor Frick tutorials.
@ShrikeGFXАй бұрын
Cinema 4D has a extremely powerful "Fields" structure which is what you describe. You can do even noise fields, or audio, or mix them together and change vertex colors with it and much more.
@ArmoredColonyАй бұрын
@@ShrikeGFXI heard than in C4D you can add stuff like a SubD modifier to a group of objects, right? In blender each individual object needs the modifier, you can't add it to the group/collection. C4D looks really cool to me, I just never got into it because I heard it was better at motion Graphics than 3d modeling.
@ShrikeGFXАй бұрын
@@ArmoredColony Yes exactly. C4D also has parametric primitives which you can still change. Also C4D has Volume Builder which is a game changer in modeling
@ArmoredColonyАй бұрын
@@ShrikeGFX I'm looking at volume builder videos, but I'm not sure I understand exactly what it does. It looks like you can use it to remesh objects together and smooth the result. So maybe a non-destructive Boolean, Remesh and Smooth in a single tool?
@ShrikeGFXАй бұрын
@@ArmoredColony In basis its a voxelizer but it is much more powerful than lets say basic voxelization in blender. You have layers like in photoshop where you can put in your objects which will then be voxelized. You can smooth the connections individually, also you can apply noises or fields to the surface, this way you can make a highpoly concrete or other damaged surface without any sculpting. Since its voxelized you can also boolean and smooth together anything without any topology issues. Often I just make volume builder highpolies and then polyreduce them for final lowpolies. Also since its parametric you can also just turn it off and you still have your lowpoly meshes and use these for baking down the highpoly. Also since its voxel info you can turn it off and your highpoly file can only be a megabyte or so instead of hundreds.
@ArmoredColonyАй бұрын
@@ShrikeGFX smoothing the connections individually sounds fantastic. I wish they had a license like Unreal does, so I can comfortably learn the software first without worrying about the price.
@SrObserАй бұрын
I tried geonoding this into existence, but it's not there yet. Geonodes gizmos aren't supported as tools yet, for what I understand, but that will probably be coming up real soon.
@ArmoredColonyАй бұрын
@@SrObser I'm sure blender will get there one day. Blender devs always come up with cool stuff in such a short time.
@ratus69Ай бұрын
yes the falloff of modo was great and I miss it a lot when modeling but perhaps one day with an addon ?
@ArmoredColonyАй бұрын
Id buy it
@ratus69Ай бұрын
@@ArmoredColony me too
@Isag0Ай бұрын
Geo nodes with extrude 0+ scale elements with scale=area sample by face index
@ArmoredColonyАй бұрын
I'll try it out, thanks
@piker78Ай бұрын
DAYYYYMN man, I really need this in Blender, can't someone write this? I'd gladly pay for this functionality!
@ArmoredColonyАй бұрын
Haha, same
@hoodboyslimАй бұрын
That could work in combination with geometry nodes.
@stevejjdАй бұрын
Take what you miss and show Alexey who is making Modeler for houdini
@ArmoredColonyАй бұрын
That sounds good, but I dont even use houdini :p
@AlexMorellonАй бұрын
What about proportional editing? With correct placement of the 3D cursor and masking the vertices you don’t want to affect you could get something close, I think…
@ArmoredColonyАй бұрын
for the example where I simply tapered the squared selection, you actually can use Proportional Editing just fine, but I couldnt seem to make it work for the large pattern I had at the beginning.
@triple7evennАй бұрын
Blender has been(especially recently) leaning more and more into Geometry Nodes-based type of tools for such operations. Does MODO have it as a native tool? Yes - however, I'm more than certain that anyone who is at least at an intermediate level with Geo Nodes can basically "make" the same tool from scratch. I'm saying all this because I think it's just a matter of different approaches from both softwares towards these topics. And I'm also saying it cuz I have seen people literally re-create and improve Blender's native modifiers through Geo Nodes lol
@ArmoredColonyАй бұрын
@@triple7evenn oh yeah, I've seen some videos, it's super powerful stuff. But I wouldn't hold my breath my breath for this one, simply because I don't think there's a demand for it.
@khellstrАй бұрын
I assume that it would be possible to do different kind of GeoNode Tools that would have Falloff build in, but I assume it wouldn't be possible to do a “general” Falloffs that you can use with existing Tools. In Modo the Tool and Falloff is separated thing, you can drop the Tool, and keep the Falloff, and use it with something else. For example, taper something as seen on the video, and then us same falloff with Bevel (yes, it works), Or move Locators (empties?) with same Falloff. Modo has 15 different Falloffs. Maybe 4 of them are mostly used, Linear, Radial, Soft Selection. Even making only those 3, implemented in Tools like Move, Rotate, Scale, would mean 9 different Tools. And then you have bevels, extrudes, loop slices and so on... impossible :) But, maybe it would be possible to do a system where you activate 2 Geo Bode tools same time ( I'm around 10th day in Blender, so my knowledge is quite thin yet). So, you would have Any GeoNode Tool active, and then you could add Falloff Geonode to that, to modulate the effect of that GeoNode Tool. I think it could open huge possibilities, and go even further what is possible in Modo.
@MrDammed1Ай бұрын
not to say blender is better but for the first example: wouldnt it be possible to create a shape key where the holes are big and have the shape keys value be dictated by a driver thats calculating the distance or even do some geo nodes magic?
@ArmoredColonyАй бұрын
@@MrDammed1 oh yeah, I'm sure there's more than 1 way to do it. It's just nice to be able to do it as easily as it is in Modo, with minimal knowledge and a little gizmo.
@MrDammed1Ай бұрын
@ArmoredColony i understand, blender really isnt a plug and play type of software like that, annoyingly
@ArmoredColonyАй бұрын
At the same time, their python API is the reason we see so many add-ons for different things. If anything is missing or neglected by the devs, people can create a plugin for it. Now with geo nodes it should become easier to create new tools, so I think the future is bright.
@3dkiwi920Ай бұрын
Same as soft selection in Maya?
@ArmoredColonyАй бұрын
@@3dkiwi920 similar, but not quite the same implementation.
@MeshVoidАй бұрын
Good software, pity it's out of service now... Would have been great if they opensourced some of the stuff to be integrated to blender.
@MetalGearMk3Ай бұрын
Maybe someone can write a addon for the falloff ?
@ArmoredColonyАй бұрын
@@MetalGearMk3could be, but I think the reason we dont have it already is a lack of demand for something like this.
@khellstrАй бұрын
@@ArmoredColony Or, it can be that the way Blender operates with Tools ( I don't have clue about how) makes it really hard to to intervene or modulate the output. But, maybe wiht GeoNode tools. If it were possible to Modulate a Geonode Tool with other Geonode setup, the you would have a Falloff. Idea that I think would be good to present the developers of Blender.
@MoidMxАй бұрын
😭😭😭Also learning blender, but there are a lot of stuff I miss. hope Modo will last teh 10 years they ae saying.
@ArmoredColonyАй бұрын
It's easy, just learn little by little. Open blender every now and then, test how 1 tool works and then close it. One day, you will suddenly realize you're familiar with a bunch of different tools and already know how things work. There's no need to learn it overnight.
@MoidMxАй бұрын
@@ArmoredColony Thank you for the response! That's exactly what I've been doing. As I learn, I really appreciate Modo, just like you mentioned in your video. However, it's all about adapting, and I love picking up new programs and tools. There are definitely some features in Blender that are fascinating me right now. BTW your work is amazing!
@ArmoredColonyАй бұрын
@@MoidMx same for me, every software has its charm... and its annoyances. At the beginning, I was very frustrated with blender, now I'm super comfortable. And thanks for letting me know you like my work. That's always nice to hear.
@mishafbxАй бұрын
First comment so you owe me a hug 😊
@ArmoredColonyАй бұрын
*hugs* 👻
@mishafbxАй бұрын
@ArmoredColony yeeey 🥰 btw i back to the 3d again so it's a sign you should keep going man seriously you were so great 🐢🥹