So the first thing that I notice is that I generally find the LW bridge to be faster at updates, as Modo version does not stipulate (as far as I can tell) the setting of Unreal to use full CPU and requires me to push changes. That's great, it seems more immediate and I much prefer the auto push so the two apps become one. (this is really what the LW hub should do - it could be a connection between multiple apps and a real selling point for LW but i digress)
Second thing of note. Modo's instancing system translates very well, this is similar to layouts duplication but because it is basically modeller, with modellers tools to replicate, it is a lot easier to get results predictably and quickly. Layout NEEDS this type of functionality badly to allow things to be... laid out!
My third thing of note straight off the bat (and the biggest); Layout really needs a snapping system. The ability to snap and orientate duplicated items together in predictable increments, to points, edges, angles of degrees, etc is a significant workflow enhancement. This really cannot be stressed enough.
I much prefer Lightwave's ability to specify a sub-directory in the Unreal Content path, this makes it easier to split up content to environments, character etc. I would like to see this extended so that a more granular approach could be adopted, allowing for a customised, organised project structure to be developed. Mainly so that the lightwave content and content folders generating the unreal data can match the unreal contents sub directories and everything stays neat and tidy. When generating large amounts of content, a LW content director structure for the main character is handy, one for props, with sub-folders etc can be useful so things are not on top of themselves. This also organises Unreal content.
Lights seem to work a lot better in lightwave, modo stuffed them up straight away. I think some sort of link that matched as many settings in layout to unreal would be fantastic, even to go so far as a simple unreal panel that provided easy to set scene settings that made lightwave approximate Unreals real-time version or vise versa with image world or textured backdrop, gradient backdrop etc.
that's it for now, only just started
Please chime in, constructively with your experiences of the two.