Hey everyone,
Just wanted to point out that the Steam Summer Sale has arrived and that Modo SE, our Steam edition of Modo is 40% off right now bringing the price down from 150 USD to 90. It's a pretty sweet deal some of you might think is worth checking out.
Modo SE on Steam:
http://store.steampowered.com/app/244290/
Replies
Hmm the usual. Limited export options, polycount limit. Dynamics and rendering tab not available as its focused on game art. Comes with some options that make setting up and exporting into Dota a breeze.
Possible upgrade path to the full thing in the future.
Its a great way to learn and play with the application without breaking the bank. Once I started using it, I honestly wanted to upgrade to the full thing... The only thing I risked with using SE was time spent learning it (which wasnt hard at all with proper changes to the controls and viewport navigation).
Dataday pretty much covered it but I should also mention that it does not have the animation capabilities present in full modo and rigging is limited to rebinding for existing rigs in games like DOTA.
The features that are intact and pretty much unchanged from Modo 701 are Modeling, Sculpting, Painting, Baking, Topology, Preview rendering, and UV's. It's a pretty substantial set of tools to get started with. Also while we do not have a system in place for upgrade directly to full Modo, we are willing to work something out with you if you decide to move on to the full commercial version.
Another thing worth pointing out is we also have a .blx loader for full Modo which lets you bring over any assets created in SE so you don't lose that work when moving to the full version.
What is the polygon limit, would it be able to handle subd work for say a detailed gun. close to a million polys?
EDIT: Ah found the big limitation, no commercial use so cant be used by a freelancer
As far as i can tell, the only advantage MSE has over MLT, is the price tag.
Technically, commercial use is ok if its specifically for steam workshop items. Same thing with the $99 3d coat license on steam, and previously the substance designer ones (though they changed that with their new indie licensing, which is awesome).
As far as comparing it to LT, Modo SE is more feature rich and carries a lower price tag, but as is theres a limit on commercial use. Thing is though, a full license of Modo (especially when they have the sales going on) is roughly around the same price zone as Maya LT. Modo will have updates that dont penalize you if you skip a version or two, LT wont have any at all unless you are a subscriber.
So in the long run a full Modo license is still cheaper than even Maya LT. Lots of pros and cons to consider with each version. Modo SE is strictly geared towards learning and SteamWorkshop use, but its not much more expensive than one of todays video games. Like Greg Brown from the foundry said, they will work out an upgrade path if one desires it.
Anyways I recommend it if someone is modo curious, otherwise they might not see the immediate value in SE if they dont work with the steam workshop.
How severe do you think that is? I heard it was very dependent on scripts and plugins, but 801 have implemented a lot of that stuff natively?
Awesome! I loved that, when I used the trial of MODO last month!
I'm trying to see if some plugins will be allowed to work - some kind of whitelist. Mostly for my vertex toolkit and some UV stuff I'm working on that's useful for games.
Im really grateful for all you are doing, Farfarer.
Is it confirmed that they will remove C++ plugins later as well? I start to believe buying modo SE was a mistake
7k is way too low, I want to export highpoly models, and games are starting to use up to 80k+ tris for a single character.