Modo 10.0v1 released
Apr 06, 2016 by CGP Staff
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The Foundry has released the first installment in the Modo 10 Series, the new version of its flagship 3D application. New features in Modo 10.0v1 include: assets created in Modo look virtually the same in Unity or Unreal Engine, get realistic detail into real-time assets more easily through a streamlined texture baking workflow and new ways to export to popular engines featuring simple, automated steps. Read on for more.
New features list:
New features list:
- Enhanced control of normals – new vertex normal tools allow you to explicitly manipulate vertex normals to control shading smoothness on low-polygon assets
- Streamlined export to games engines – you can more easily and reliably transfer assets between Modo and Unity or Unreal. With the new Material import plugins for Unity 5 and UE4, you can transfer the shading information from Modo, eliminating the need to rebuild shading in the game editor.
- Real-time content creation workflows – Modo 10 offers workflows and refinements specifically targeted at artists creating content for real-time applications
- WYSIWYG asset creation experience for games and VR authoring -the advanced viewport has received several significant updates. The addition of image-based lighting, support for material roughness, and substantial performance enhancements introduce a completely new interactive experience.
- FBX enhancements – a new FBX 2015 plugin offers support for the widely-used FBX 2014 format, delivering better compatibility with popular real-time engines. A number of enhancements are also included with this update.
- Efficient baking – a high-efficiency texture baking workflow lets you easily transfer lighting and shading details to your real-time assets using automated steps
- Enhanced UV and UDIM workflows – a new wizard simplifies the process of creating UDIM image sets that appear in the shader tree as a single image. These UDIM textures can now be baked like any other texture.
- Everyday tools made better – various improvements to modeling, texturing, painting, dynamics and color selection tools. For example, the vertex map painting toolset now offers a choice of blend modes, as well as the ability to mask vertex colors by color channel and by polygon selection, and a new option to view each channel in isolation.
Source: Jason
seems like the time has come to pick up modo.
i am liking that list.
can anyone list the downsides of modo?
It tooks me 8 month of customization and learning from tor frick workflow to understand why it is so good for modeling, bakes, product viz etc…however modo is still a young app, so there is still some basic things missing. example:
– Very poor splines. Only very basic stuff here.
– Lack of modifiers: It manage to compensate this with very good and fast tools, however a chamfer,mirror,shell,array modifiers makes life much easier sometimes.
– Animation. His rigging and animation system actually looks promising and well designed. But it has very poor fps at playbacks. They need to optimized their deformers.
– Viewport is very comfortable to work with. But It strugles with large objects and scenes with a lot of objects.
I personally compensate Modo weakneses with blender-theres an exchanger-
Anyway, were it shines is so good that i stronggly suggest you to just go and try it 🙂
thank you friend.
i will defenitely try it out.
…looking at these videos again.
man i am truly embarrassed for 3ds max.
You must be kidding.
if/when you get modo…take a look over on the ‘user only’ forum called direct connect…Modo is going all “3ds max” for 10.1 and beyond.
hi steve,
i will definitely look into that direct connect even before making the purchase.
cheers,
Check out blender too, it could fill your needs and it’s free, and you can “guide” it’s development, even spend the money you usually give to Autodesk in Blender evolution, specifically for a feature for your needs.
For example Cycles doesn’t have a proper Shadow Catcher, and i’m willing to invest a bit in that feature as soon as I have some money.
Anyways, Modo seems cool, but Blender is too, and as I said… it’s free.
If you have any questions you can ask me here and I’ll try to answer whatever I can 🙂
Really? I don’t get why people feel excited about this release.
Ok, perhaps it’s a good release for who works in the game industry, but those *new* features (normals, baking and uvs) don’t personally appeal myself, not even one bit. In the motion graphics industry I don’t care too much about modeling, and when I need it Blender has all I need.
At one point it seemed that Modo was getting some mograph attention with new particles tools, but then what happened?
The way I see it, the industry is stagnating, no one is really innovating. And is not that ideas aren’t there, there are cool papers around.
I’m not ok with AD business model, but this doesn’t seem better to me. At this point if C4D really becomes multithreaded and I can play stupid amount of mograph in the viewport, then it will get my attention again.
Nothing personal against Modo, I’m just looking at the situation from the perspective of someone who, if all of a sudden should jump the ship, I personally wouldn’t know where to go.
Perhaps it is one of the reason why AD doesn’t do much either, knowing that competitors are quite on the same page?
In fact I’m sure we can find users in any 3d app’s forum complaining about the same matters.
It looks ok. I wish 3ds was available for osx.
not being a Modo user, I personally find this release a bit poor for a whole new version. If maya/max users would get a few game-oriented tools for the year release they(we) would be screaming in pain as usually. I guess it´s never enough for anyone.