MODO indie 901

MODO indie 901

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MODO indie 901 > Support > Détails du sujet
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FAQ - MODO indie + MARI indie
BASICS

Q: What are MARI indie and MODO indie and how are they different than the full versions of MARI and MODO?
A: The indie products are available at a fraction of the cost but contain the full toolsets of MODO and MARI with some functional adjustments meant to service individual production needs. There are no individual commercial limitations on these products and can be used for paid projects.

Please see product comparisons below for a more detailed functionality comparison.

AVAILABILITY

Q: Where can I purchase MODO indie or MARI indie?
A: You can only purchase MODO indie and MARI indie on the Steam store at this time.

Q: Will you be offering a free trial any time soon?
A: We are currently in the process of measuring the demand for a free trial.

FEATURES AND FUNCTIONALITY

Q: What versions are MODO indie and MARI indie built off of?
A: MODO indie: MODO 801 SP4
MARI indie: MARI 2.6v5

Q: What is the feature comparison between MARI indie and full MARI?
A:
  • Project file (.mra) linked to Steam account / cannot be shared with other users
  • The UDIM patch count is limited to 6 patches per object, unlimited channels and layers
  • Object count is limited to 3 objects
  • Export texture resolution size limited to 4k and 8-bit color per channel
  • Allowed export formats: .psd, .png, .tga, .jpg
  • Output formats no longer available .exr, .tif, .tiff, .hdr, .dds, and .ptx
  • Python scripting disabled
  • Custom shaders not allowed

Q: What is the feature comparison between MODO SE, MODO indie and full MODO?
A:

MODO Steam Edition
  • EULA: Personal, recreational and non-commercial use, except only if Licensee uses the
  • Software to create assets and content Licensee may sell such assets and content through Valve’s Steam Workshop.
  • OBJ and FBX poly export limit 7k
  • .blx files not encrypted/tied to Steam ID
  • No Bake or Render limit
  • Dynamics disabled
  • Animation disabled
  • Rendering disabled, except for bake options under Bake menu
  • Command eval options in the system menu disabled
  • Command History panel removed
  • Form Editor removed
  • Layout menu disabled
  • Python editor and third-party script loading disabled
  • Third-party plugin loading disabled
  • Kit management options from the system menu disabled
  • Export is FBX and OBJ only
  • Prevents saving as anything other than .blx format, although can still import all formats
  • Direct export to Dota 2 functionality
  • Available on Win only
  • Limited stock content available for download
  • MODO Steam Plugin allows loading of .blx files into Full MODO

MODO indie
  • EULA : Commercial for-profit use allowed for individual use, or individuals of a sole-proprietorship organization where only one license of each variant is allowed
  • OBJ and FBX export limit expanded to 100k polys
  • .lxf files are encrypted and locked to an individual Steam user ID/license
  • Limited Bake and Render resolution to 4k
  • Full dynamics toolset
  • Full animation toolset
  • Full rendering toolset
  • Command eval options in the system menu disabled
  • Remove Commands, Scripts and results from Command History panel removed except Undo
  • and History
  • Form Editor disabled **Note: this will be made available in first update
  • Form Layout added
  • Python editor and third-party script loading disabled
  • Third-party plugin loading disabled
  • Kit management options from the system menu disabled
  • Export is FBX and OBJ only
  • Can only save in .lxf format, although can still import all formats.
  • Image save formats limited to .png and .jpg, .tiff and .exr
  • Dota 2 Export functionality removed
  • Available on Mac and Win only
  • Full stock content is available for download
  • MODO Steam Plugin will only work with MODO SE and not MODO indie

Q: Is MODO indie replacing MODO SE?
A: Yes, we have discontinued the sale and support of MODO SE.

Q: Will I still be able to use my MODO SE?
A: Yes, you own your MODO SE license and will still be able to use it through Steam. We will no longer support the product, however.

Q: I own MODO SE, can I upgrade to MODO indie?
A: Yes, the upgrade to MODO indie is free and is already in your account. Yay!

Q: Will I be able to load my MODO SE .blx files into MODO indie?
A: Yes.

Q: Does the MODO Steam Plugin work with MODO indie?
A: No, it only works with MODO SE.

Q: Will there be a new plugin that allows MODO indie owners to load their .lxf files into full MODO?
A: No.

Q: Can MODO be used for baking and can it bake normal maps that are properly configured for the major game engines?
A: MODO can be used for baking. We are currently improving our baking features to allow for baking of normal maps that are compliant with game engines.

PURCHASE AND PRICING

Q: How much does a new seat of MODO indie and/or MARI indie?
A: $299 and $149, respectively.

Q: What are the subscription term options?
A: You can purchase a 1, 3 or 6 month subscription.

Q: How much is saved on a 3 month or 6 month subscription?
A: You save 20% per month for a 3 month subscription and 33% for a 6 month subscription.

Q: I own MODO SE and want to purchase MARI indie, will I be able to do so at a discounted/bundle price?
A: No, you will have to pay full price ($149) for MARI indie.

Q: I own MODO SE, will I get a discounted upgrade rate if I want to a purchase MODO indie subscription or a MODO indie + MARI indie subscription?
A: Unfortunately we are not able to offer an upgrade discount on subscriptions.

Q: Will I be able to upgrade from MODO indie or MARI indie to the full version of MODO or MARI?
A: Yes, you may upgrade to the full version by contacting our sales department and providing proof that you own an indie version.

Q: What is the subscription cancellation policy?
A: Customers are allowed to cancel their subscription at any time through their Steam account. Users will be allowed to access their products until the subscription period has ended and will not be refunded a prorated amount.

Q: Is there a free demo (trial) of the product I can try?
A: We currently are not offering a free demo of the product.

SYSTEM/HARDWARE REQUIREMENTS

Q: What platforms does MODO indie and MARI indie support?
A: MODO indie will be available on Windows and Mac. MARI indie will be available on Windows, Mac and Linux.

Q: Will a Linux version of MODO indie be available soon?
A: We are in the process of evaluating the demand for a Linux version of MODO indie.

Q: What are the specific hardware requirements for MARI indie and MODO indie?
A:
MODO indie:
Windows
  • OS: Windows 7 and 8 (only 64-bit supported)
  • Processor: Intel Xeon/Core 2 Duo, Quad/Core i7 or AMD Opteron/ Phenom processor(s). Must support SSE2 instruction set.
Mac
  • Mac® OS X 10.7 or later (only 64-bit supported)
  • Intel processor(s), Core2Duo processor or higher.
General
  • Memory: 2 GB RAM
  • Hard Drive: 2 GB available space
  • Graphics: OpenGL 2.0 accelerated graphics, at least 1280 x 800 resolution
  • Network: Broadband Internet connection
  • Additional Notes: Mouse or pointing device, including pressure sensitive tablets or 3Dconnexion 3D mouse
  • Internet connection required to access Steam
MARI indie:
Linux
  • 64-bit operating system (Ubuntu 12.04 LTS)
Mac:
  • OS X 10.8.5 or above
Windows:
  • Window 7 64-bit.
General
  • Quad-core x86-based processor.
  • A minimum of 5GB disk space available.
  • At least 4GB RAM.
  • Display with 1366 x 768 pixel resolution.
  • NVIDIA or AMD graphics card with at least 1GB of RAM and OpenGL 3.2 support.
  • Internet connection required to access Steam

IMPORTANT MARI indie GPU REQUIREMENTS:
MARI indie works best on non-integrated graphics cards and requires the latest available drivers in order to work correctly. MARI indie GPU requirements will likely experience problems with integrated graphics cards such as the Intel 3000-5000.

Please ensure that your GPU is capable of supporting OpenGL 3.2 or above, with at least 1GB of GPU RAM and the latest release drivers installed.
Dernière modification de Rachel; 11 mai 2015 à 5h14
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Affichage des commentaires 1 à 12 sur 12
Sladus 11 déc. 2014 à 19h34 
What game engine would this be aimed more at? I am working with Unreal Engine 4 right now, but I can't afford Maya.
@Sladus, I'm a UE4 user also. Modo and Modo indie can not create normal maps that are sync to any game engine(i.e. Source, UE4). This is something they will need to address in the near future if they want to be taken seriously by game dev. With that said, the animation tools are pretty good and they will export via FBX to UE4 or any game engine that support FBX. Modo modeling tools are great IMO. The painting in Modo is still meh since it hasn't gotten a upgrade since its introduction in Modo 201. I recommend Substance Painter if you are aiming for UE4. The sculpting tools is really basic, slow and needs more refinement/features.

Also I think Modo indie is limited to 8 bit bakes....they need to allow 16 bit bakes and why not support TGA also?
Dernière modification de Son Kim BTC/LTC/ADA/DGB; 12 déc. 2014 à 12h05
You need to bake in Modo in Object Space and then use Handplane to make the conversion to tangent space synched with Unreal Engine 3 & 4.

Substance Designer + Painter for game texturing. Definitely. But maybe Mari could be cool... didn't try it yet.
Dernière modification de 3Dsavage; 12 déc. 2014 à 16h40
You'll need 16-bit for world/object space for precision. Also currently handplane doesn't support UE4, Xnormal is the only option right now.
You are wrong. Handplane does support Unreal Engine 3 which is same as Unreal Engine 4 normal map. That's precisely how the guys on polycount are doing it (Tor Frick, etc.)
Dernière modification de 3Dsavage; 13 déc. 2014 à 7h51
Sladus 13 déc. 2014 à 17h48 
Thanks. Yea UE4 has had major issues importing normal maps. There is a ton of problmes mentioned in their forums and support. They seem to encourage use of Autodesk products. I have had very little success making anything usable in 3d-coat to UE4.
@Sladus, I'm a UE4 user also. Modo and Modo indie can not create normal maps that are sync to any game engine(i.e. Source, UE4). This is something they will need to address in the near future if they want to be taken seriously by game dev. With that said, the animation tools are pretty good and they will export via FBX to UE4 or any game engine that support FBX. Modo modeling tools are great IMO. The painting in Modo is still meh since it hasn't gotten a upgrade since its introduction in Modo 201. I recommend Substance Painter if you are aiming for UE4. The sculpting tools is really basic, slow and needs more refinement/features.

Also I think Modo indie is limited to 8 bit bakes....they need to allow 16 bit bakes and why not support TGA also?
Hi there, on how many PC's am I allowed to install and run MODO INDIE and MARI INDIE?
Tidal Blast a écrit :
You are wrong. Handplane does support Unreal Engine 3 which is same as Unreal Engine 4 normal map. That's precisely how the guys on polycount are doing it (Tor Frick, etc.)

Handplane does not support UE4, straight from the horse mouth:

http://www.polycount.com/forum/showthread.php?t=116899&page=14

"UE4 is something we would like to add but it is going to be a while. Luke and I each have newborns, I have a full time job, and Luke is busy with Banished. Few people used the UE3 output so I have little reason to believe the UE4 output will be more popular."

UE3 normal map not the same as UE4 normal map, but UE 4.7 will be sync with MikkTSpace(Xnormal):

http://www.polycount.com/forum/showthread.php?t=141659


@Sladus, Modo normal maps do not sync with UE4 as mention in the FAQ. However the normal map baking issue should resolve in UE 4.7 if you are baking with Xnormal!


@dalibor.kalna, you can install it on as many computer as you like.

Dernière modification de Son Kim BTC/LTC/ADA/DGB; 15 déc. 2014 à 21h09
I would just like to say maybe MODO and MARI developers should take lessons from Epic Games and allow people to use the software even after the subscription is cancelled and be able to use it for as along as developers want, and not until the subscription ends, not to metntion that the Steam version of these two products is severely limited to where it will turn people off to the idea. I'll just stick to my other tools.
Dernière modification de Fabled Sentient; 25 déc. 2014 à 11h24
The Lord of Pies a écrit :
I would just like to say maybe MODO and MARI developers should take lessons from Epic Games and allow people to use the software even after the subscription is cancelled and be able to use it for as along as developers want, and not until the subscription ends, not to metntion that the Steam version of these two products is severely limited to where it will turn people off to the idea. I'll just stick to my other tools.

You can't compare MODO and MARI with UE4 since:
1. The one is a game engine whereas the other are content creation tools.
2. UE4 takes a percentage of your profits which is why they don't have to rely on the subscrption income.
3. Maya LT is a content creation tool and also only lets you use it when you have an active subscription. It's also a lot more expensive than MODO Indie mind you.

Also to call these two products severly limited is uncalled for. It's amazing what we are getting for the price. For me the only thing that's limited as a hobby game developer is that some scripts are not allowed. But the developers listened to us and will allow for some signed scripts in the future.

So, The Lord of Pies, you are welcome to stick to your other tools. (Blender?) And there's nothing wrong with that. But you are missing out.
how to cancel a six months subscription of modo indie?
carlestenorio a écrit :
how to cancel a six months subscription of modo indie?
You spammed this message like 4 times. Considering the small size of the forums and low post count, it was pretty easy to run into your 4 messages. Next time... please, just create thread, post it once and wait. They read everything :)
Dernière modification de 3Dsavage; 9 juin 2015 à 19h03
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MODO indie 901 > Support > Détails du sujet