Modo 10.0v1 released
Apr 06, 2016 by CGP Staff
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.