Moi Modo Magic
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 From:  mantaskava
9253.4 
Hello Mark!

Nice job there.
What I want to ask is if you are able to further modify geo created in MoI later in Modo without breaking the shading (explicit/custom normals I think it is called?).
Because I tried this workflow with 3DS Max and it seems that you can't modify geo (like add new cuts etc) in it without breaking vertex normals/shading, which kinda limits all the potential of this workflow. And I wonder if this is Max's problem or I just want too much.
Thanks!
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 From:  MarkBTomlinson
9253.5 In reply to 9253.4 
Thanks
I export from Moi using LWO which is basically the same as a native Modo LXO format. The mesh normals are all good the only thing I do it unpack the UVs as they are basically packed over each other. The projections aren't the best as they aren't proportional but this is easy fix.
If I use OBJ I don't have as good a result when I use N-GOns so I use LWO.
I would suggest you try using triangulation and not just n-gons or FBX it may work better for you in Max.
I don't use Max often so can't really say.
Mark.

3D Hard Surface
https://mbt3d.com
https://www.artstation.com/artist/markbtomlinson

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 From:  raytownmike (HOPPER)
9253.6 In reply to 9253.5 
Can you elaborate on that easy scaling comment using moi and modo?
Thank you.
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 From:  Michael Gibson
9253.7 In reply to 9253.1 
Hi Mark, another thing with using MoI and Modo in combination that you might be interested in is getting contours around areas that belonged to one NURBS surface in MoI. See here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4936.2

PaQ has used this to do some cool linework renders:
https://community.foundry.com/discuss/post/1092610

- Michael
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 From:  MarkBTomlinson
9253.8 In reply to 9253.7 
Thanks Michael I will certainly look at that one...

Oh wow they are very nice!
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 From:  MarkBTomlinson
9253.9 In reply to 9253.6 
Sorry I don't understand which scaling comment?

3D Hard Surface
https://mbt3d.com
https://www.artstation.com/artist/markbtomlinson

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