Moi Modo Magic

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 From:  MarkBTomlinson
9253.1 
After getting the UI figured out I am now concentrating on a Moi Modo workflow, and getting some very nice results.
The main thing that I discovered was to use the LWO as the export format from Moi and not the more obvious OBJ format. Using LWO results in near perfect imports to Modo where OBJ often had errors, slight ans fixable though.
One thing I am not certain of is how the UV's are projected as they are over packed and when unpacked they are often not proportionate which is even odder as Modo doesn't seem to be able to stretch to the right proportions. The solution I found is to select and Island and re-project to correct the shape, this works pretty well if a little long winded.
Anyway I am finding Moi to be one of the nicest tools for my hard-surface work and have used it for all my recent work. It is an amazingly fun tool to work with, thank you Michael.



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


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 From:  nameless
9253.2 In reply to 9253.1 
Hey Mark!

This is great stuff. I really like the precision look that you get in your hard surface.

Something really magical happens when two programs fit into an interesting workflow. I am currently having a similar back and forth with Zbrush and MoI. MoI's Obj export quality is stellar. In my opinion, part of why MoI fits so well into combined workflows is because of a) how natural and fun it is to work in it due to its philosophy and b) what it brings to the table in terms of versatile design approach. Your brain starts to spin in different ways the more you spend time in MoI. That's my experience at least.

Thank you for sharing your great work and looking forward to more!
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 From:  MarkBTomlinson
9253.3 In reply to 9253.2 
Thank you nameless appreciate your comments.

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

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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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