The end of January...
...marks my first month with MODO. What a momentous occasion, right? In that time I've made a whole model and unwrapped and textured it.
100% Procedural /s
That went... well it was overall pretty challenging tbh. But let's talk about the struggle in a bit.
But first, the easier part: unwrapping and macros!
Feels like I'm understanding more about getting faster in MODO. Specifically I'm running with macros in my crew now. So I know what macros are in a general sense and have used them to automate repetitive tasks in other programs, but MODO makes these a lot more user friendly to setup. Basically, you record macros the exact same way you record "Actions" in Photoshop. Then you can map them to menus or hotkeys. And since mapping to new menus looks kind of complicated (meaning it doesn't look as easy as Maya or even Max where you can drag and drop) I went the hotkey route.
I wax on about macros because my first reaction to unwrapping started at "WOW this is slow" and ended at "Gotta go fast". All because of a few macros. My favorite so far is a macro that flattens UV shells based on hard edges, relaxes, orients shells, then packs em.
Overall, I don't think I'm any faster unwrapping than using say, Maya. But probably quite a bit faster than Max.
Awesome UV features include:
- Rectangle - makes an all quad UV shell rectangular! Works on multiple shells! Invaluable for poly loops.
- Orient Pieces - automatically rotates shells to lay flat on a perfectly horizontal or vertical edge. I run this on many shells at once!
- Align UV by Edge - Aligns the shell to the U or V axis using the selected edge. Like Max's but works consistently!
Other stuff to explore:
- How does one handle stacking UV shells in MODO?
- Can I get better packs? Max wins here as far as auto packs go
The Struggle
The struggle is real.
If unwrapping, the part every artist wants to skip was easy, what was hard?
Surprisingly... baking! I struggled so hard to bake this prop and I got stressed about it.
I studied a ton of tutorials and pored over documentation concentrating on how baking in MODO is intended to work. In reality, I could never get an acceptable bake out of MODO particularly using the Bake Wizard particularly. Each time I tried I ended up with bakes so bad, you'd think me a'learning 3D all over again like a young pup. It was demoralizing. It took so many tries to begin to understand what could be wrong and the particular peculiarities of this pipeline in MODO. I still very much don't understand a lot of the behind-the-scenes things going on with this process.
My troubles came mostly from trying to bake the rounded edge shader. Easy modeling sure, but boy did I lose all that time to baking! After around 50 bakes i finally got something not horrible and I still threw it out. It's worth mentioning that I got a very good bake on a simpler test object so there was something that I didn't understand going on with my model. It was very frustrating! But frustration is part of learning. Next time, we do it twice as good and twice as fast, promise.
So what I actually ended up doing was baking in my old pal ̶A̶l̶l̶e̶g̶o̶r̶i̶t̶h̶m̶i̶c̶ Adobe Substance Painter. (That was some big news, huh) This meant I had to do some real high poly work in MODO and Zbrush. Why Zbrush? I used Zbrush for the motor to create bevels and welds for the small doodads that I previously clipped together hoping the rounded edge shader would do that work for me. I could have learned some Mesh Fusion for this, but I've got another MODO project on the horizon for that...
I also ended up texturing in Substance Painter because it's a JOY.
Just so you know, the actual tutorial covered modeling, simple materials, and rendering. All of this unwrapping and texturing is extra credit
What's Next?
I didn't do everything I wanted to do in MODO. And while staying in one package is never a goal for me as an artist, I'm still eager to learn more about the tools I skipped over. I could walk away right now knowing I can make some cool geo in MODO fast, unwrap it fast, and take it into Painter to texture. This is precisely my pipeline no matter what I use to make the geo.
But then I'd miss out!
Also there's a good bit of fundamental MODO features that I interact with but don't understand at all. The List panel and Channels panel are probably chief among these.
So what's next for me is making another prop with a focus on:
- Mesh Fusion
- Shader Tree learning
- Rendering inside MODO
- Making a Maya style marking menu
- Finding solutions to pain points from the previous project (mostly baking)
- Customization: stage one
- Understanding Lists and Channels
I might end up following another of Vaughn Ling's sweet tuts, since I bought all/most of them. hint: they're gooooood
- Pittskrieg



