IPackThat & Modo Flavor.

Having so much fun with the « Copy/Paste UV position » in Modo 901 and IPackThat. It’s been a long time since i wait for that features in Modo, as it’s in Maya since a long time (« Transfert Data »). With IPack That on the side, it’s so sweet and quick to layout UV’s perfectly. Also Color’s UI look like they match closely between the two ;^D

ModoSP_17

 

The process is easy.

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Publicités

Matching Render in Modo as well as in Sub Painter. « How-to » – First Try = FAIL

Hello.
I’m experiencing some issue displaying the same PBR Rendering as SB Painter in Modo. I’m looked into some forum thread like those from Wes McDermott here and some on modology.fr (Modo French User Forum), but didn’t found how figured out the same render in both software. So here i’m trying to find a workaround to this challenge. I’m probaly doing it in a wrong way but that is a good way to get involved with tools. So feel free to comment on the original forum Allegorithmic.

Setup both Software to Match the same result of Sub Painter viewport and Modo Render. Lire la suite

Enhanced PipelineIO_Menu by Smoluck for Ariel Chai

Extended PipelineIO Menu for Modo 701/801

I’ve made a « tweaked form menu » for the PipelineIO (InOut) from Ariel Chai scipt suite. For more information about that script and that tweaked form you should go to the TF community forum.

Thanks Ariel

Thanks Ariel

 

Before installing this form, you should create a new directory « TEMP_OBJ » in order to export you resulting meshes to your C:\TEMP_OBJ\.

(if you’re on a mac, edit the cfg and define the output directory you want & save it)

This enhanced Menu is composed with many combination for exporting your meshes. You will export the mesh named with some suffix related to the way you’ve exported them. It export files as OBJ or FBX.

Final_OBJ_BVSTM.OBJ will got those settings:

  • B_UVBorder (Sets “HardEdges” selection set to selected UVmap borders. (used for vertex normals) Edges in “SoftEdges” selection set wion’t be effected.)
  • V_UseVertexNormal (Uses selection set « HardEdges » to split vertex normals, for custom .obj format.)
  • S_SplitHardEdge (Splits “HardEdges” selection set on the geometry.)
  • T_Triangulate (Triangulates mesh – since it randomizes vertex order, exporting cages should be used with the PP tag.)
  • M_MorphmapExplode (Apply Morphmap named “Explode”)

ExtendedPipelineIO_Menu

Vehicle WIP

Un ptit post pour mettre en avant des modèles (une citerne d’essence et un tracteur agricole), pour lequel j’ai vraiment pris du plaisir pendant la modélisation.

Il me faudra certainement revenir dessus pour en faire des modèles HD dignes de ce nom, mais la composition principale est là.

Citerne_HD1

Quelques câbles électriques, de la boue, quelques logotypes, de la rouilles et de la saleté par endroits, voilà ce qui manque bien sûr.

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