I appreciate your support. I am trying to transition my school over to Modo. If I can achieve this I plan on developing a series of videos for that product. I gave Maya a good long look, and could not, in any decent way, switch over to it. Besides the convoluted workflows, there are too many ways to do the same thing. And then there are all the Maya-only hangups that make learning 3d harder than it has to be: fear of non-manifold geometry, the whole must-be-quads thing, no floating point frame rates, the lack of a production usable integrated renderer, at least 3 (and maybe more) particle engines, none of which have anything to do with the other, a scripting language (MEL) with the complexity of c++ but none of the functionality, etc,
I don't want to teach 3dsMax as we get into issues with plugins. I like Houdini but the procedural modeling, while impressive, would be a bear for new users to tackle. Modo appears to be the best thought out and most current modeling environment I have seen in many years. The sculpting tools eliminate (for me) any need to introduce ZBrush or Mudbox. Most importantly I think I can, in one semester, get a student from 0 to making production quality modeled, textured and rendered work.