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As for what it can offer?
You just get things done faster, It is more User friendly in terms of UI, and Lots of awesome modeling tools :)
That said: modo, in my eyes, is all about its ability to be extended (by scripts, macros, KITs, plugins). It is exactly this major feature that is blocked in the Indie version. So modo Indie should be considered a DIFFERENT tool to the "normal" modo (let me repeat that this is a very personal point of view).
If modo Indie (not the "full" version) suits your needs, id est: if modo Indie without KITs, plugins, scripts etc. helps you make money faster, easier and maybe with more fun: GO for it.
But do not compare "modo full" to "Blender" if your option right now is to buy modo Indie. Different product.
If you are looking at it from a hobby point of view, I'd say perspective changes. modo's workflows (to me) seem more USER oriented than blender's. Sure, that can be discussed in length (and is). But to support this, look at modo's philosophy of being "integral part in a larger pipeline with many different tools" (which, of course, refers to the "full" version, but still applies to workflows and usability). This, to me, seems like the exact opposite of blender's philosophy of "doing everything in one application and not needing any external tools".
This, also, could be discussed. I am trying to paint a picture here :-)
Which suits you better? An all-in-one application that makes it difficult to be incorporated in a pipeline (even if that pipeline only involves 3-4 other apps), and be it only for its workflows and user interface logic? Or a tool, that (even if its functions are limited to be "Indie priced") is MEANT to be used closely with other tools?
Quintessence: I'd give a trial version of modo a go, walk through a real project and see, if modo suits your specific needs. The Indie version is by no means "a full modo", right now, as it lacks the key feature of modo of being extendable and extremely pipeline-friendly (by means of its API), but it does give you a great start in its UX and maybe paves the road for better paid jobs :-D
Sorry for the long text.
Marc
Thanks!
I have a background in Maya, switched to Blender for a bit before settling on Modo. Out of all 3, Modo has been liberating to say the least. It empowers the user in a way that the other two applications cant. You really have NOTHING to lose by adopting Modo, but everything to gain... in a way, it kind of show's you where Blender needs to go in regards to its multi-feature workflow.
Pick up Modo, you will start to love it and in turn be able to influence or critique blender's direction with more well rounded expectations. =)
that, Sir, made me laugh :-)
This sounds very valid. But are you mean the experience with the full version of Modo (Addons, scripts,...) or also the limited version here on steam. If it is the full version maybe we could be some kind of dissapointed to not enjoy the full power of the program. :)
Everyone has access to the developers.blender.org page, some ppl have been giving valuable feedback and or design recommendations which have been adopted. For example the new keymap which will be tested in 2.74, the change with tabs, their layout and even their behavior was directly influenced by discussion on both developer.blender.org and the forums.
So its not hard to influence direction right now, but its more likely to happen if more people are well rounded with other applications and not stuck in a blender only worldview.
It applies to both the full version of Modo and the indie version.
It's slightly annoying to see people put so much importance on the lack of plugin support. Modo is not Max, it doesnt rely on or need 3rd party plugins to be good. Modo is extremely good right out of the box, with its default tools. Sure plugins help a lot, but they are not as necessary as some make it out to be, and there are always work arounds if the need is great for some reason.
With Indie you really are getting the closest to the full version. Think about that for a second... Modo @ $1500 is being sold for $299 with limitations. This means the cost of those limitations is this:
100k export limit (OBJ/FBX), Save files tied to account, No plugin support, 4k image resolution = $1200. You are literally getting $1200 shaved off just for those limitations. Obviously those are not work $1200 on their own merit, so negative reactions towards the current limitations for $1200 being shaved off seems kind of silly.
Modo, unlike a lot of 3d applications, is an extremely solid application on its own merit, and one of the reasons it stands out from the rest. Plugins/scripts at this point are unncessary, they are good and help, but not necessary. The good news is, they are exploring ways to get some of the most used scripts and plugins into Indie without opening it up for exploitation.
Leet-Pro CGI Ninja Response: "OP - You made me laugh so hard! *Every* commercial package offers more than Blender. Unless you're poor/noob/unpopular/generally-like-things-which-are-inferior. If that describes you, then I think Blender is a great tool and props to the developers for their charitable contribution to society. Look, the following equation demonstrates it clearly: $^$ == X, where $ is the cost of *literally anything* (in this case, your modelling package) and X is an arbitrary variable indicating the relative integral value of said item. As you can see by this model, Autodesk products are the best, and I highly recommend them both as a professional, and as a very special snowflake."
</sarcasm>
Hope that's wasn't too cringey. I've (very) recently switched to Blender in my studio workflow, after years of curiously approaching it in my off hours, only to bounce off and go straight back to 3ds Max... I feel like my sarcasm response sums up a lot of random CG forum opinions I've read in that time, which did little to encourage further research. Only within the last year have I begun seeing the beginnings of a noticeable shift in attitude toward acknowledging the merits of Blender in a real-world professional studio environment - it's reaching a point of arrival, it would seem. So I decided to re-open my personal investigation into the matter over the last few months and have been very impressed with what I've experienced so far - to the extent that I've begun using it in my daily work (the studio I work at is small and quite flexible). Still, it's early days, and I'm not a fanboy of any software - I'm still assessing which direction to take, and now Modo Indie has suddenly registered on my radar. ZBrush is my main tool, so whichever package I use for poly-modelling/texturing/rendering is supplementary (but still very important!) to my workflow. I don't really want to be an Autodesk user in the future if I can get around it without alienating myself from the pipeline (not an issue at my current job, but could be elsewhere down the line?)
The cost of the software is a factor for me because I want to own my own copies of my tools, to use whenever/wherever I want, and not just rely on working somewhere that provides everything - who can ever tell what the future holds? Modo Indie is affordable, so it's piqued my interest. But then, it has more limitations in some ways than Blender does - for example, I have GoZ working with Blender, and somebody has written a PBR shader for it that's compatible with my Substance Designer/Painter software. Modo Indie doesn't have any scripting or plugins to allow this kind of thing yet, but maybe that will change? Also, I love hotkeys, and hate clicking interface buttons... something I've read Modo has you do a lot? I have demo'd (full) Modo in the past, but I didn't have the dosh to splash out for it, and I haven't touched it in almost 3 years. If you do decide to give Modo Indie a go, I would be interested to hear your opinions, as an individual giving both packages a fair shake without prejudice.
Cheers
Last I've had my hands of Blender, it was barely useful for anything at all. From that perspective it's a no-brainer, though it seems times have changed. I can still say Modo is still a package that does everything well enough that usually takes other packages lots and lots and lots of plugins and third-party programs to even come close.
More of the opposite: you'll get nowhere fast without memorizing two dozen hotkeys to begin with.
Though a lot of key operations are logically impossible to perform on a keyboard. You wouldn't want to use arrow keys to select and drag material layers, for example. One-off functions are also often unmapped, like the solid sketch tool.
There are also pie menus, which are a middle-ground between a hotkey and interface button. Super-handy.
Modo by default does not rely on a ton of hotkeys, but its also not very clicky either. I don't know where that myth came from. Modo is fairly smart in its design, so you can generally combine multiple functionality into less keys. For example, why face extrude when Bevel can do the same? The same key had a different effect based on what component you select. In that way it reduces the convoluted nature of many hotkey heavy setups.
Thats said, there is the Form Editor (which is going to be toggled back on for the Indie version). This will allow you create your own menus (pie or listed) that can be called up with a hotkey, in addition to that the input editor makes it extremely easy to map needed functionality to whatever hotkey you wish.
Thus it sets you up with the basic, lean hotkey setup and gives you room to customize your own from that point forward.
Coming in from Zbrush you will really love the retopology and UV tabs.
Hi Raben,
i really appreciate your long and detailed answere. This are really good points and I agree with you, that Plugin support is nice to have, but should never be mandatory. My question also was not against the value of the Indie version, just about the whole workflow.
In my opinion, the Indie version is perfect for me as an Indie Gamedev. 100k poly (200K tris) is far more then enough for me. OBJ/FBX is all I need. Since I do most of my work in Unity, and Unity has a native import for the modo file format (I guess not for the Steam encrypted) that would have been nice to have it. And also 4K Textures are not really the bottleneck in Gamedev.
So yeah, this version sounds really good to me. I have just experiences with Blender, Substance Painter and Designer and Sculptris. I really would love to expand my knowledge of other professional tools to be more flexibel and this seems to be a good opportunity.
There is just one question left. I read somewhere in a forum, that a new version is close (don't know if true or not) is this version updated, or do I have to pay for 901 shortly again?
Thanks so far!
Cheers
> I read somewhere in a forum, that a new version is close (don't know if true or not) is this version updated, or do I have to pay for 901 shortly again?
This has been answered in various wordings, the following link is to what Greg Brown says.
http://steamcommunity.com/app/321540/discussions/1/619573787588970032/#c619573787590212374
In short: With a subscription you get all updates, with a one-time-pay you don't.
Marc
Thanks, that was waht I guessed. Makes sense.