Thank you all for your kind words and the support you have shown me at one point or another. To say that it means a lot to me would be an understatement… I feel incredibly grateful for being part of this Community alongside with so many incredibly talented and passionate people, and everything I do is only thanks to them (to you).
It was a true pleasure to have had the honor of meeting and speaking to some of you personally, and something I hope will occur more often in the future, if the odds are in our favor
Thank you for everything!
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Woop, more candidates!
@Tomislav thanks for your clarification! Yeah, totally hear you on the user-friendliness factor To my defence, I’m too stubborn for that to be a real issue (provided I’m not under time pressure – which is not the case).
I’ve tried 801 with the production trial for 30 days and I must say I’m almost comfortable using it, as much as I was with c4d Funny thing about the render engine… I tried to use the PR on c4d on my MBAir with moderate to really, really bad results, but the modo one just flies (with some proper tweaking of course). Not sure what black magic they used on that one, but totally blew my mind.
I love your render! Of course, product-viz is product-viz, but you managed to make a toothpaste seem interesting, well done!
@Amardeep zbrush was also somewhere high on my list, but due to the different approach to modelling, I feel it requires a much stronger paradigm shift to get used to it… and let’s face it, the UI, as much as it has improved over the years, it’s still quite abstract, compared to any of the above
If I ever get a year to just play around with it, I would totally dive into it. Pricing-wise it’s also quite well balanced (and quite cheap, if you look at what can be produced with it alone).
@Hiu_workshop – Blender has improved exponentially over the last couple of months, and I’m sure there are amazing artists out there that can create awesome work using it As the only free alternative here, of course it wins some brownie points… however, I found it about as difficult to adapt to as Zbrush, in terms of UI… maybe it’s just me though Still… Blender cycles with openCL does open up a whole world of fast-preview possibilities on a budged workstation!
Thanks so much for your input, really appreciate it!
I’ve been steering away from a subscription model at this time, as I most likely don’t have the time to take on much freelance work to make the investment worthwhile. I can cover the Adobe CC subscription in a project that takes a few hours, in a single day on a weekend… and then be in the positive area, but any other single project I’d take on for 3D costs way more time… I know, it’s counter-intuitive in this context to invest in a full-license, but at the same time, that is a one-time cost and you can know if you have the income now, to cover it in the following months or not, whereas a subscription usually ties you with the obligation to pay it.
Cinema as a package would’ve been my immediate pick, based on personal pleasure in using it, feature set (especially mograph and AE integration), however the cost is prohibitive at this stage, seeing as I’d “objectively” compensate the investment in a few years
I’ve used both c4d and Max prior to this, and I agree with everything you have said. Don’t really have a major preference in terms of modeller, because I feel comfortable learning a new UI, and that happens fairly fast. The render engine however takes a bit longer to understand in-depth. You can of course say that GI settings and sample density is the same across whatever program you are using, but the way texture, lights, render engines can be manipulated and how they will end up looking within an identical scene setup in all 3… whole different can of worms
That being said, I’m looking to hear if there are any actual, experience-based observations speaking against Modo on this account, specifically in terms of render output. From my trial usage I only find positive stuff to say about it, and even the modeller / feature side seems to be all that I need and more. I’m trying to understand if the preference for c4d / Max in this case is habitual, or otherwise experience based and due to the lower price, not sufficient
I can live with having to trade off, paying a lower price but dealing with a steeper learning curve, if the end-product will look as good as the more expensive counterparts. If that’s not the case… I might as well hold off on purchasing, until I can buy one of the other packages (or go for a subscription model, when I eventually have the time).
Tomislav, you mentioned Modo was lacking that certain “something”... If you could hint a bit more towards the specifics, I’d be really thankful! Was it the “feeling of using it”, as it wasn’t as inviting as Cinema? Was it the output not being exactly as straightforward and did not correspond with your expectations, even though the live-preview should help avoid that?
Thanks again guys!
p.s: this thread is more of a general discussion about your favorite tools, don’t want to hijack it by specifically only asking Modo questions. I’d love any other mention about what you specifically love within your tool of choice, and why you feel this is equal to none! This type of information would be helpful for anyone else looking to either start learning a program, or maybe make a switch to a different one, professionally.
Does the marketplace affiliate program work with Envato Studio URL? For example would this work – https://studio.envato.com?ref="visualkicks"Any information will help, thanks. Jesse
That will not work, considering the Market affiliate program is completely separate from the Studio one (as per information found here).
You can check the specific FAQ addressing this here.
You could rotate the object in the desired position, then rotate just the object axis to be vertical. If you export your object after this operation the import process will treat your object as if the rotated angle is the default 90* position.
If you’ve done this, say you’ve exported the model with a 45* rotation, and then proceed to apply a rotation in the editor after importing, it will be ‘n‘+45=visible angle of your item, where n is your rotation angle, if the rotation is applied in the same direction of course.
Now the bounding boxes may still behave as static, perfectly aligned 90* boxes, but then that would be the engine limitation, and not likely something you’d be able to override.
Hope this helps.