Game Development Community

3D Painting with Modo

by Cinder Games · 01/03/2008 (1:15 am) · 8 comments

I should state for the record that i suck at textures. The whole concept is hard for me. So typically in my works i've had rather bland textures. I think the way you create textures is just too unnatural. So i decided to give 3d Painting a shot. I knew the concept of how it works and decided to just give it a shot.

subvoicestudios.com/~ramensama/brickwall.jpgSo here goes a "typical" wall i'd make. it's more then just a flat wall, but even so it just looks so plain.

So i spent no less then 5 minutes in modo and "painted" some details in.

Here's a couple variations
subvoicestudios.com/~ramensama/modowork.jpgsubvoicestudios.com/~ramensama/mossywall2.jpgLooks better!


www.luxology.com/whatismodo/

I tried out modo because it supports the LWO Lightwave format file, natively loads and saves instead of importing.


I think this is the most natural way of texturing. it works just like spray painting in a viewport you can rotate/zoom however you like. it's definately cool.

and for a final image, a render in lightwave of the walls
subvoicestudios.com/~ramensama/lwrender.jpg

#1
01/03/2008 (2:53 am)
Looks nice, but $895 for a license is a lot though.
#2
01/03/2008 (2:54 am)
Indeed. I might look more into some plugins for lightwave itself. But you can get up to 60 days or so trial with modo.
#3
01/03/2008 (3:04 am)
$25.00 for a 30 day evaluation license. YOU"VE GOTTA BE KIDDING ME. Every other modeling program gives free evaluations, so you at least try it before you buy it.
#4
01/03/2008 (8:03 am)
The reason it is $25 is because it also includes training videos. It's the price of the videos. The older versions were free but did not have video training. EDIT - or at least not training at that price.

I absolutely love Modo. It is one of the most intuitive modeling programs that I have ever used. That it works seamlessly with Lightwave is an extreme plus. I believe its integration in Max and Maya are also seamless (I know that it is supposed to be with Maya from the glowing reviews I've read from the Maya community). I also love the interface design and workflow abilities. If it is not working for you, you can completely redesign it around your modeling/animating style.
#5
01/03/2008 (9:29 pm)
Ramen,

i look at your art and i think it sucks.

lol - kidding -> what happened to your 10,000 triangle dress for the anime chick that your were working on?

I think some day you will have to learn blender since the exporter seems to be updating.
#6
01/03/2008 (10:38 pm)
Well, that 10k dress was just an experiment to show the exporter is broken.
#7
01/04/2008 (3:04 pm)
So i take it you do your work in this Modo thing, which is like 3d max anyways and save it to a max format and export it from max to a DTS shape for TGE? Sounds like something to look into... looks neat. I'm more of a music guy myself and a texture artist but still might be worth looking into if its as easy to use as it sounds...

Will
#8
01/04/2008 (3:39 pm)
@Will I do my modeling work in lightwave.
Modo is another 3d modeling application. It loads various model formats. Loads nativly, not imports. So it'll save a LWO file, with perfect compatibility with lightwave.
To export it, i'd load it back into lightwave and export it to DTS.