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Home Software Modo
Modo 15 released

Modo 15 released

by Paul Roberts
March 22, 2021
Reading Time: 1 min read
9

Foundry has announced the release of Modo 15. New features include:

RELATED POSTS

Foundry announces Modo 17.0

Modo 16.0 released

Modo 15.2 released

  • New Unsubdivide direct modelling tool. 
  • Improvements to Chamfer Edit
  • Support for overlapping boolean islands
  • More curve types supported by Offset Curves
  • Procedural Modelling tools now support Loop Slice and Unsubdivide
  •  Completely revised Mesh Fusion workflow for improved ease-of-use. It also now supports accurate edge weighting and low resolution meshes.
  • mPath interactive adds preview rendering to the new physically-based path trace renderer.
  • Rig Clay animation feature enables user-defined gestural control and supports control of meshops.
  • Command Regions are now easier to use/manage enabling users to create a curated environment based on viewport interaction.
  • Support for Python 3 and QT5
  • Several UI improvements

Read more about the latest release on Foundry’s website. 

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Paul Roberts

Paul is the owner and editor of CGPress, an independent news website built by and for CG artists. With more than 25 years in the business, we are one of the longest-running CG news organizations in the world. Our news reporting has gathered a reputation for credibility, independent coverage and focus on quality journalism.

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Ruteger
4 years ago

Meh.

Reply
hOLY pOLY
4 years ago

It’s dead. Next.

Reply
Damm
4 years ago

This software died the day the foundry bought it….

Same story EVERY TIME:
A small company does good on it’s own.
Then a big mercantile corpo buys it.
Then the small company feel lazy after getting rich and secure.
Then the corpo just want to spread the RnD investments over the maximum time possible so it’s cheaper and put a marketing team at the top so customers get fooled by the shit improvements as much as they can.
Then customers that are not stupid are just disappointed.

Same sh*t over and over……..

Reply
MauricioPC
Reply to  Damm
4 years ago

Well, to be honest and if you follow modo for a while, the core in modo before Foundry was a mess. That’s why the software was so unstable. Like several crashes per hour.

Development is slow but they are reworking on the code and improving. Modo is a lot more stable nowadays. But there’s still things missing that they are addressing in the architecture. It’s a shame because the software is so good, but has some strong shortcomings.

Reply
Igor Posavec
Reply to  MauricioPC
4 years ago

“…, but has some strong shortcomings.”


  • Buy €1,717**
  • Single user license for individual professionals
Reply
Philipp
Reply to  Igor Posavec
4 years ago

I like Modo coming from a individual license to subscription its fair enough. I like the ACS3 Auto Character System (Plugin) and the Mesh Fusion is well done. Wait and join with the next promo.

Reply
Igor Posavec
Reply to  Philipp
4 years ago

Gladly, but I have lately started, after 30 years, to cut back my costs. I pay Autodesk Sub, Adobe Sub, Substance, Updates for Vray, Marmoset, Lightwave, Marvelos Designer, dozens of extra tools, landscape generators, texture generators, few dozens plugins…. I do not need on top of it another 2000 US Dollar App that does the same thing. Modo is maybe when you start and have nothing else (and this is the $2k problem – when you start and have nothing else, you take Blender, naturally).

Reply
MauricioPC
Reply to  Igor Posavec
4 years ago

It also depends on what you do. If it’s mostly product viz and maybe possible arch viz, Modo is quite capable. Also for assets for games.

Blender is good, but not everybody loves it’s UI or workflow. If you look at the list you gave, you could possibly substitute most of it for Blender, but you prefer those other apps.

The rent at around 50/month I find it ok. And you can also use (to learn and projects within Modo the Indie version).

Reply
MauricioPC
Reply to  MauricioPC
4 years ago

Just an update on the Indie/Steam license. It still has the 100k poly limit export which make it a bit useless depending on the game asset you want to do.

Most tutorials use the high poly to low poly workflow so you can paint and bake the textures and with modo indie that isn’t possible. I did ask them about increasing this limit but they never replied. For games, better to just use blender.

Reply

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