Bilbo Swaggins Dec 6, 2013 @ 9:28am
Difference between this and standard?
I am assuming there are features that are missing from the standard version and I would like to know what those are. Also, is DOTA the only game this can be used for? I ask because I don't play dota.
Showing 1-15 of 91 comments
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modomation  [developer] Dec 6, 2013 @ 11:41am 
there's a lot there in the MODO Steam Edition. All the modeling, sculpting, painting and baking features as an example. Things like dynamics, animation, rendering, layout, python scripting, 3rd party plugins and kits are not supported.
the_grand_user Dec 6, 2013 @ 3:20pm 
Any chance that a future version or product could add rigging and animation capabilities? There's plenty of modellers on Steam, but no animation software except some motion capture apps.
Felix Dec 6, 2013 @ 4:36pm 
I'll have to back the question of "where else can I use this?",
'cause I don't play Defense of the Ancients -
nor do i have any plans towards modding it.

A purely modeling and texturing oriented modo however...
...might very well still be useful to me in great many of ways.
Last edited by Felix; Dec 6, 2013 @ 4:38pm
BubbleUpTheory Dec 7, 2013 @ 8:12am 
What Felix said, Modo focused on what it does best but not purely limited to this DOTA thingy would be right wicked.
Anomaly Dec 7, 2013 @ 2:09pm 
when is the official release date?
JohCar Dec 8, 2013 @ 10:57am 
Free or cost money? Price?
~ANUBIS~ 死 Dec 8, 2013 @ 1:52pm 
Very interesting!
If you add more DDS format!
-------
My love for the program is limitless!

http://cloud-3.steampowered.com/ugc/454033327142586844/526A835FB54587F3BEDDA2897797499008D6A139/
Last edited by ~ANUBIS~ 死; Dec 9, 2013 @ 2:15pm
modomation  [developer] Dec 9, 2013 @ 3:17pm 
MODO Steam Edition will have the ability to export to a limited FBX. It is limited to non-commercial use outside of creating and selling items in Steam Workshops.

Re Animation: Currently there's not a lot that you could do with custom animations within the context of Steam Workshops but we are evaluating adding some Animation capabilities as we progress with this edition of MODO. For now it's primarily targeted at creating game items for DOTA 2 and other Source engine games.
Raben Wulf Dec 9, 2013 @ 9:46pm 
You should take a page from Allegorithmic and have a more expensive version which can be used commercially outside of steamworkshop. Lets face it, Modo is shining the most with those film and vfx studios who rely mostly on those elements that are removed from the steam version. There is no way a steam version could replace the full thing since the markets and usage differ. While I wouldnt remove animation, current modo animation isnt all that great at the moment so its not much of a loss. In short you have to compete with Maya LT, and to quite frank I would pick Maya LT which can be used for any game than a gimped Modo tied to steam games.

Many of us artist also feel that by selling out to the foundry, you pretty much garanteed that Modo will become a very expensive application given a few years. Heck, its almost laughable that Mari cost $2000 just for texture painting. The trust fractor isnt there anymore, lots of skepticism. New 3d artist will probably be looking at other solutions first as long as its in their price range, and Blender is doing a pretty good job at that.

Just some 2cents.
modomation  [developer] Dec 9, 2013 @ 10:34pm 
Speaking of full MODO we currently have a great holiday deal running on our store. Upgrade or buy a new seat for 40% off! (£599 / $897 / €700) That's roughly the same price as other limited versions without any feature restrictions, and one of the most flexible licensing and rendering business models in the biz.
http://www.thefoundry.co.uk/about-us/news-awards/festive-savings/
Greg_Brown_Foundry Dec 9, 2013 @ 11:59pm 
Originally posted by CG Vitamins:
You should take a page from Allegorithmic and have a more expensive version which can be used commercially outside of steamworkshop. Lets face it, Modo is shining the most with those film and vfx studios who rely mostly on those elements that are removed from the steam version. There is no way a steam version could replace the full thing since the markets and usage differ. While I wouldnt remove animation, current modo animation isnt all that great at the moment so its not much of a loss. In short you have to compete with Maya LT, and to quite frank I would pick Maya LT which can be used for any game than a gimped Modo tied to steam games.

Many of us artist also feel that by selling out to the foundry, you pretty much garanteed that Modo will become a very expensive application given a few years. Heck, its almost laughable that Mari cost $2000 just for texture painting. The trust fractor isnt there anymore, lots of skepticism. New 3d artist will probably be looking at other solutions first as long as its in their price range, and Blender is doing a pretty good job at that.

Just some 2cents.

Thanks for the feedback. Whether it be concerns or praise we need this feedback because we want to provide something that artists are happy with. Particularly artists new to Modo. This is very much an experiment for us. What we are trying to do is provide a large selection of our tools for a very low price to allow artists to use, learn and try a professional tool set. We have lots of plans for the future. We really aren't quite giving you enough information to go on right now so let's continue this conversation tomorrow after we release. I am curious how you feel about it once we can really show you what we are offering. Keep the feedback coming. We want this to be awesome and your thoughts will help us get there. Videos will be out tomorrow.

Last edited by Greg_Brown_Foundry; Dec 10, 2013 @ 12:02am
the_grand_user Dec 10, 2013 @ 10:22am 
yeah, a direct competitor to Maya Lt would be very welcome, which this could be the start of.
modomation  [developer] Dec 10, 2013 @ 10:25am 
video guide now posted
Raben Wulf Dec 10, 2013 @ 1:17pm 
Originally posted by Greg_Brown_Foundry:

Thanks for the feedback. Whether it be concerns or praise we need this feedback because we want to provide something that artists are happy with. Particularly artists new to Modo. This is very much an experiment for us. What we are trying to do is provide a large selection of our tools for a very low price to allow artists to use, learn and try a professional tool set. We have lots of plans for the future. We really aren't quite giving you enough information to go on right now so let's continue this conversation tomorrow after we release. I am curious how you feel about it once we can really show you what we are offering. Keep the feedback coming. We want this to be awesome and your thoughts will help us get there. Videos will be out tomorrow.


I hope the feedback wasnt seen as attacking Modo by any means. I know Valve went out and contacted just about every major 3d application developer (including the guys at blender) to get their stuff on steam, and Luxology/Foundry was the first to really rally to that, which is good.

It says there is interest in the game development market, which many of us on the outside thought Modo people didnt give 2 craps about. There is almost one consistent element to how we look at software these days, and that is trusting in the application but not necessarily the company or corporation behind it. When the aquisition with the foundry happened, many artist kind of felt like Modo just got gobbled up by another autodesk entity. So, its up to the modo team to kind of show us that they are either not the same or that they do have an interest in game artist as well. The foundry is of course notoriously film and vfx minded.

With that said, the game industry is a completely different beast from the film studios and vfx houses. Our culture/market is not one to believe in the mentality that leads to high costs associated with Foundry products. The film side will shell out tons just to keep the licenses active or invest quite a bit on a set of Mari seats, but game devs..especially in the indie seen cant and wont.

Thats why if you can have modo steam exist in a way that cant compete with the film and vfx varition of modo and foundry products, you can have it exist cheaper but sell in higher quantity.

With that though we do need certain things to be present. Plug ins... Steam sells Substance Designer for example. If modo steam cannot have the plug in for that, it puts a crank in the pipeline possibilities and expecations for the user. There are also some more game art friendly plug-ins present from the modo community itself. Perhaps offering them as some type of DLC (which you can at least benefit from ) would be a good move.

Looking through the manual now I dont think its strong enough to have some of us switch, and we need to see it really show how its pro game both indie and small studio. How it can fit into our larger pipeline. This of course is also in hopes that it wont just be tied to Dota and some other steam games, but allow the artist to work outside of it as well.

The benefits of steam, which draws some of us in, is that its pretty much a like a floating license. Its a bit empowering.
tmacdevitt  [developer] Dec 10, 2013 @ 1:36pm 
MODO Steam Edition is not meant to replace MODO as a professional tool for your game development. It is intended to allow for the creation of workshop items.
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