Hi Darren,
I wouldn’t be concerned with the length of development cycles. Here’s why:
MoI is simple, you won’t need much in a way of a manual.
MoI is dedicated to performing very specific tasks, and it performs exceptionally well.
Because of these two things, the scope of community expectations is narrower than Modo’s. So when updates are released, they’re typically much more meaningful to all users.
Most importantly, MoI a joy to work with.
I use Samuel Zeller’s dark UI. Installs in seconds, and it’s beautiful. The application virtually disappears and suddenly it’s just you and your work.
If Modo is your main modeler, there’s something you might consider: in many situations, the proper time to generate polygons is in the end stages of content creation. If your projects are vast and complex (or a product that gets built), then you’re probably already working in industrial CAD cloud-based or enterprise applications.
If so, MoI is perfect for this ‘alternate’ workflow because its simply the best mesher I know of.
A 64-bit version will take this to a level because we’ll be able to work with much larger assemblies.
But don’t wait for it. The current version of MoI provides value well beyond its cost.
Darren, I used to be purely a polygon subdivision modeler using 3ds Max for quite some years. But these days I'm mainly using MoI 3D and ZBrush, simply because both programs allow you to freely focus on shaping your ideas, without worrying about setting up a correct polygon topology. Subsequently you can generate a nice polygon topology to top it off.
MoI 3D has a very lively and helpful community, which includes the developer himself, Michael, who seems to never become tired of helping his users on a daily basis.
In short: don't hesitate to purchase MoI, you won't regret it. Version 4 is nearing the public beta stage, so you're stepping in at the right moment.
Thank you, everyone, for your answers! And thanks, Michael, for putting my mind at ease. I'm using MoI on a PC (haven't modelled anything on a Mac for years), but it seems to be really solid, and as others have pointed out, very easy to use. MoI, so far, appears to be a great companion to Modo, especially for those objects which are just a little too tricky to model in SubD. OK, so I'll end up using Poly and SubD objects together, but I'm happy with that.
Same here Darren, I forgot to mention that I also use Blender a lot, alongside MoI and Zbrush. I love Blender's Dyntopo sculpting technique, which also allows for shaping without worrying about topology.
:) I hear you, Darren. One of the first things I did was setting the preferences option to left-click select.
The Blender UI can be a bit intimidating at first, especially when compared to MoI, but once you've binge-watched some video tutorials and get to know Blender, things get more and more logical.
Having said this, I still prefer the MoI + ZBrush combination for modeling stuff free of topology worries.
Yep, I really hate the whole retopology thing. I'm hoping someone creates a bullet proof retopo tool with full support for poly count targets and SubD. Probably needs AI and/or Deep Learning.
MoI's modeler has enough control in it's export tools to manage poly targets pretty well. Plus, it has great workflow for baking high poly to low poly, in that you can export at both resolutions with only a few mouse clicks.
The reason I'm not using it in my Alamo project is that I really need the component (instancing) and iterative architectural editing capabilities of SketchUp. Looking forward to MoI v4!
VR and AR is a dramatically better experience for 3D content creators, and will certainly win out in the long haul. That said, the current offering for VR 3D creation is limited relative to its windowed 3D predecessors, but development is happening rapidly, the cost of gear has been cut in half, and people are adopting in droves.
Watch out! VR CAD is coming for us all, and I couldn't be happier about it.. :)
Keith and Chip, retopo can be a pain indeed, but I often get quite good results in ZBrush using ZRemesher with a low poly count and low adaptive size, then perform a Project All, subdivide, Project All again, and so on.
Routb3D and PaQ, I already got RSI from a Wacom Cintiq (sold it again after half a year), so I'm afraid VR creation is not the way to go for me personally. I do love the immersive 360 degrees 3D experience though.