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Announcing the MODO 10 Series

Hey indie’s!

Earlier today we released a press announcement citing the MODO 10 Series, more specifically the upcoming MODO 10.0v1 release. You can read more about it on The Foundry’s website: https://www.thefoundry.co.uk/about-us/news-awards/the-foundry-launches-modo-10-series/?utm_medium=social&utm_source=community.thefoundry.co.uk&utm_campaign=cpc-modo-10-press-release

MODO 10.0v1 is the first of three incremental releases we have planned for the MODO 10 Series. So what about MODO indie on Steam? We’re excited to announce that we’re planning to release MODO indie 10.0v1 shortly following the mainline release. Our “goal” is within 2 weeks, but issues may present themselves that delay that a bit more. This falls in line with my previous posting about working harder to stay on track with MODO’s core mainline release schedule.

We aimed to drastically improve the look dev and content creation workflows found in game development as well as AR/VR for this release. A ton of hard work has gone into improving texture baking, file i/o, the advanced viewport, vertex normals tools, and even plugins for the Unity 5 and Unreal 4 editors. This is a games targeted release which I hope many of you will be chomping at the bit to try out. More presentations and specific details regarding the release will become available within the week of GDC (March 14-18). Several of us from The Foundry will be at the show hosting a demo station on Unity's booth. Greg Brown will be doing a theater presentation there as well so be sure to stop by to check it out and say hello. If you haven’t seen Greg give a live demo in person, it’s quite the experience!

The biggest question that’s probably on a lot of your minds: “How will indie be different and will there be another charge for the upgrade?”

Just like in the past MODO indie 10.0v1 will feature match the mainline release with the exceptions that are already in place today:
• OBJ and FBX export limited to 100k polys
• Bake and render resolution limited to 4k
• Command eval options unavailable
• Command, scripts, and command history panel results unavailable except “undo” and “history”
• Python editor, third-party scripts, and third-party plugins unavailable
• Can import all formats, but can only save in .lxf format
• Export formats limited to OBJ and FBX
• Image save formats limited to .png, .jpg, .tiff, .tga and .exr
• Network Rendering is disabled

Upgrade pricing for MODO indie 10.0v1 hasn’t been decided at this time. Considering we recently released MODO indie 901 in late September 2015 we are keeping this in mind when making the final decision.

All in all, this is a big release for game makers of all kinds, especially us indie’s!

Sincerely,
BladeEvolence (Brandon)