In Modo importing CAD files that have been converted to a Polygon format such as LWO FBX or OBJ often contain a Vertex Normal Map. Exporting from Moi3d as LWO works well for example until you change anything on the imported mesh.
I got a nice tip today from @funk on the Modo slack group it basically replaces the Vertex Normal map with a Standard (as of 13) Hard edge workflow.
To convert open the Game Tab in Modo and click on the Convert to Hard Edges, set both options to true if you want to remove the existing Vertex map, which is the the whole point here so you do.
Next you need to Change the Smoothing setting in the Modo Material Properties to: clear Crease by Smoothing Angle and Set Weight by Polygon Area and Weight by Polygon Angle.
Pretty nice and quick way to set up hard edges for smoothing in Modo if the imported mesh already has vertex normals
After years of avoiding weapons I have just completed my first one an Assault Rifle concept of my own design. I did all the work in Modo including the concepting while I modelled this meant it took a bit. I may do some more in the future as I learned a few tricks in doing the piece.
more on artstation
The name schnuller is a play on words from the US English translation.
To quickly space out items in the Item List in Modo you can use the Curve Transform Tool under the Duplicate Tab in the Model Palette F2 shortcut.
In this video William Vaughan demonstrates how to use:
Toy Robot modelled in Modo textured in Substance Painter and rendered in Marmoset Toolbag 2
Concept and design of a retro style radio receiver. PBR Modelled in Modo textured in Substance Designer, Substance Painter, rendered in Marmoset Toolbag and Nvidia iRay.
Continue reading Blauhaus Retro Radio
Modelled in Modo textured in Substance Painter and rendered in Marmoset Toolbag.
Continue reading Tin Rocket and Ramp PBR