What do you think of this new tool (assembly) that lets you Straighten a Source Photograph using curves as guide ?
Much better than Perspective Warp in Photoshop, as the line are well….Curves
Best regards, Franck.
AR / MR project using Hololens and Mobile done on the last 2 Weeks.
Model built from scratch in Modo, UVpacked in RizomUV, Pixaflux normal map Bake, textured in Substance Designer and Painter, integrated in Unity.
Animation of build up process will be show off in MR or AR device.
Wireframe in Modo and Color ID in Modo:
3 UV maps done in both Modo and RizomUV.
(3 Maps: 4K, 2 K, 1K )
SMO GAME CONTENT Kit is Out.
This kit focus on creating Kitbash of assets and Game Content development for Unity.
(UE4 preset are currently in dev).
I want to point out also that it could help a lot your production on other stuff than Game Content.
I’ve built it up over years of daily work in Modo, to speedup my workflow as well as avoiding any issue when dealing with new release of Modo.
As always, nothing could be done without the support of all the community over the years. I want to thanks again, William V, Seneca M, Cristobal V, Adam O’H , Mario B, Yazan M, Richard Y, Ymmanuel F, James O’H and every other Kit Developers that have empowered Modo along the way. It is an inspiration for everyone.
For a short period of time and as it is still a Beta,the price tag will be at 15 $ till 4st April 2019,
then i will grow it up to is standard price at 20$.
The Main Animated MeshOp Exporter as FBX or LXL is at least Gold Ingot, but there is so much more in the Kit.
As usual, i’ll release it as a Beta, starting from release 1.30. I’m currently cleaning, adjusting and converting or removing scripts, depending on the interest of users as well as their perspicacity for this Master Kit. It’s the biggest kit for me in terms of content. It’s far more easy for me to do Meshops preset for sure, but the challenge worth it i think for the pleasure of everyone here.
Best regards, Franck.
It comes 3 different Key Topic in mind.
1: Improving the Procedural MeshOps integration to your pipeline.
Having the opportunity to speed up Asset modeling iteration via Procedural workflow can be really powerful, and give you more time and flexibility.
2: Understanding how Modo works, in order to tame it easily.
It include bunch of commented Fragmented Config file that will help you understand how Preference / Keymap / and UI works in Modo.
3: Improving Workflow via Pie Menus, Macro and Scripts.
A Master pie and a set of other sub Pie in it. All Key mapped, with loads of Script and Macro to speed up everything you may need during Assets Development
les and for LXL Mesh Preset files.
2019/03/15 – Beta 1.35 – Compatibility Improved
Test passed on Modo 12.0v1, 12.1v2, 12.2v2 and 13.0 RC0
2019/03/14 – Update: Installation walk through video
First of all follow the video below. and take a moment to copy the code right here.
this is the Hexadecimal color chain for the Sidebar color preference.
For their Awesome blog post thanks a lot to siecledigital.fr
@vblanchot Good job.
DyneRR Update 1.72
Foundry Dev Team is aware of those things, just to keep informed Modo users. I hope they will be fixed soon.
Bug 55319 – Let users add grouped mesh items to the sources of MergeMeshOps
Bug 55386 – [Regression] Bake to Render Output from Shared UV Map causes Incorrect Results via Network Rendering
Bug 55429 – Hard Edge Smoothing is not Preserved onto a Procedural Layer when the Source Meshes have Rotations Applied
Bug 55477 – Using a procedural Boolean operation after a Transform operation causes Display Errors in the resulting mesh
Bug 55478 – Snapping to Intersecting or Overlapping Components Does Not Work Reliably
Bug 55517 – Boolean subtract of intersecting meshes produces bad result
Bug 55522 – Baking AO via Network Rendering does not Work
Bug 55550 – Snapping to Components in a Scene with Dense Items can cause Erratic Snapping Behavior.
Bug 55554 – [ER] Allow Replicas contained in a Replicator to be defined as the source of a MergeMesh operation
Bug 55663 – Motion Blur on a curve inside a MeshOps no longer works
Bug 55744 – pMods Simulation is very slow when driving an animated MeshOp, even when there is no collision
Bug 55745 – [Feature] Allow the Curve Rebuild Procedural to rebuild the strips of a Mesh Fusion item as a curve.
Bug 55755 – Clone on Curve Procedure does not update live if the source mesh is altered