

but if you choose to do that, you do have access to whats called the "form editor" in Modo Indie. You also are not stuck to using a hotkey heavy workflow. They are nice to have, and can really help improve ones workflow in some areas, but I cannot stress this enough.Modo by default is extremely solid in what you are given. Gamby hit the nail on the head in regards to plugins and scripts. I know this is all opinion but I really don't think you can find a better commercial app that has all the bells and whistles for this price.

I guess if i did work for one, I wouldn't need indie. I don't work for a game studio, or any studio for that matter. To be perfectly upfront with you, I'm a hobbyist and have had success importing modo assets into game engines. In fact, everything that I did in the short could've have been done with modo indie w/out a hiccup. (auto character setup) ACS was just used for speed so i wouln't lose any time having to rig my character. I managed to create an entire short film in under 30 days with modo 801 using no scripts and only ACS kit. While I do miss a couple scripts, it really hasn't hindered my workflow to the point of abandoning the indie package. I've been using modo indie also just to prove if the script theory is accurate. I've been using modo edu version for a couple years now and most of my workflow improvements have been with the use of macros which are enabled in modo indie. I have to disagree with your comment stating that modo's fast workflow relys on scripts. While I agree that that script support would be a welcomed feature. Glad to see, the you guys made an Indie verison - was about time :) I mainly work on Unity 3D based games/assets) (I use 3D Coat for sculpting and retopo, Substance Designer and Painter for texturing, Marmoset Toolbag2 for render/testing and now MODO for modeling and animation (used Blender before). These are very essential scripts to me (worked with them when I was on MODO 801 trial) Other really helpful ones are: Quad Caps (veeery handy), perfect circle, flatten. Would be cool to have them supported (or even better build in by the MODO-dev team)

I think Vertex Normal Toolkit and Texel Density Toolkit are the most important ones. to have some of the community created scripts/plugins up and running in MODO Indie: Sorry, did not see, that you wanted feedback posted in a new thread, instead of reply to "Feedback Thread"- so here we go:
