Hello,
If you've ever wanted a version of Mari and Modo for personal and Indie use you're in Luck!
We've just released Mari and Modo indie on the Steam store.
Modo Indie On SteamMari Indie on Steam
Get more information from our website
here
With Mari at $149.99 and Modo at $299.99 (or less with our 25% launch discount) these version provide the all of the tools of the commercial versions with absolutely no commercial limitations if you're an indie (more information in the link) (i.e. if you earn a million bucks using them, good for you
)
You can even get both as a bundle for $379.99 (or less with the %25 launch discount)
I'll be hanging around for a while to answer questions.
[ame="
https://www.youtube.com/watch?v=RtiLp_lUiQg"]Mari Indie Preview[/ame]
[ame="
https://www.youtube.com/watch?v=dklWENcYnX8"]Modo Indie Preview[/ame]
Replies
There are some software restrictions in both Mari and Modo but the tool set is the same as the full version.
Mari
Project file (.mra) linked to Steam account / cannot be shared with other users
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
2 Texture patches per object, but unlimited channels and layers.
Object count is limited to 3 objects
Custom shaders not allowed
Modo
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
Source (.lxf) files are encrypted and locked to an individual Steam user ID/license
Limited Bake and Render resolution to 4k
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
If you want details on how to put together a shader with a metallic and specular-tweak map like UE4 has you can PM me or ask for it in this thread. I'd be happy to help in any way I can, as I've implemented something like it before.
Cheers, and thank you for the reasonably priced releases.
Glad you like it. I've been spending a lot of time lurking on here and talking to people to put this together.
Modo SE isn't even being sold anymore; Indie replaced it. You should already have the Indie version in your library.
We are happy to help out all of the loyal MODO SE users. We listened to your concerns and have brought out MODO and MARI Indie!
Even better, you get Modo Indie for free! It should be added to your stream account automatically.
I just checked and it seemed to work when my Wifi was turned off.
https://support.steampowered.com/kb_article.php?ref=3160-agcb-2555
Also, in Modo, no saving to .tga format? That's always what I've been saving as
Anyway, thanks for putting together a deal like this, I'm definitely interested, but I sometimes hesitate when there are little restrictions like that...
Other than that; sounds like a winner to me, even at the non-discounted price. I suppose a way around the issue MeshMagnet is talking about, is to learn Modo's baking tools?
This is a good intro into Modo and Mari, both commercially viable. Sub or perpetual license. Its not as ball breaking and limited at the Steam Edition, all Steam Edition owners get auto upgraded to Indie.
My sources say theres a planned full version upgrade path probably in the works so, for those of you who are modo curious... this is perfect.
Now Maya LT will have to catch up a bit with the competitive pricing.
You can't register custom GLSL shaders with Mari via the Python API. This is an advanced feature in the full version that lets people match the Mari viewport to their in game shaders .
Scripting is disabled in Modo Indie. Could you explain a bit why this is a show stopper for your friend?
edit: WarrenM beat me to it, quite sad news. I can't think of making my way with modo without using scripts (hint: farfarers vertex normal toolkit, seneca scripts), and some of other game-devs I know would think the same.
Modo Indie doesn't currently support scripting.
I mean, I'm talking from an eval point of view. It's certainly usable without scripts ... it's just not a good eval version which is what he'd be buying it for. :P
But maybe that's coming at it from the wrong angle.
These versions are based off Modo 801 and Mari 2.6. They will be updated in parallel with the full versions but not always at exactly the same time.
ok cool, thanks for the answer. I'll consider picking it up
Thanks for the feedback. We are listening and I'll make sure your comments are noted.
Maya LT now has scripting right? If so I wonder how they found a workaround to keep export limits from getting bypassed... unless its strictly MEL.
On that note:
There's also a Q and A going on via the steam chat in the Modo Indie hub. Feel free to join in as well. Its also a good hang out spot.
Something that you could do if you want to limit scripting while preventing people from circumventing the Modo Indie limitations via scripts would be to create a repository of white-listed scripts on your website. You could compute and encrypt the hashes of these scripts and compare those hashes to those of the scripts in the repository that Modo and Mari are able to run. Since you'll only have access to the secret key for adding new script hashes, only you will be able to add new scripts and addons. It's still not an ideal solution, though, because you'll then have to have some way to know if a script is updated and it could take a bit of time to re-review the plugin and get the update out. It's a high-cost, heavy-handed solution, but it would help placate those of us who would like to run some plugins. Maybe you could alleviate the cost of building a new part of your website for whitelist approval and updates by using the steam workshop for plugin curation instead, but you'd definitely have to build some functionality on top of that.
Scripting would also be nice to have in Mari for custom noise generators, although it's much, much less of a show-stopper.
I know that for me Blender with no addons is nicer and more capable than Modo with no addons, and Blender does have some pretty nice addons and you can both run and write scripts, so please pardon me if I only get a Mari license for now. :>
https://community.thefoundry.co.uk/discussion/topic.aspx?f=3&t=94645&page=1
its been quite a bit of fuss around Modo lately.
We are listening though. Coming up with a solution that meets everyone's requirements might take some tuning. Your feedback is key to that process.
I fit perfectly within the scope of the target audience, but not being able to exchange native files with regular Maya users + the arbitrary export limitations basically made this limited version of the program pretty much unusable for me. I powered through a test project with it, but eventually ended switching over to Blender which seems to be able to cover all my needs without any arbitrary limitations.
I'd go as far as saying that I don't see any good reason for such limitations in the first place. I think It could all be solved by requesting big studios to purchase fully priced licenses, while letting indie users enjoy the full feature set at a lower price point.
Having to launch a 3D program through Steam can be a bit of an issue too. I understand that it comes with the territory, but I know that I do get a weird feeling every time I launch ModoSE because I have to make the extra effort of disabling game alerts for it.
That being said, I hope I didn't sound too aggressive ! I sincerely wish for a good solution to be found.
Well, naturally modeling on its own is a pretty big pull. Modo's modeling tools are extremely good. Really just all of the tools are very smart in their design.
Um lets see, the retopology tab gives you that 3d coat like retopology functionality, can be used in the normal modeling tab as well via the topology pen. Texture painting which, even though you mention isnt in Maya LT. It has some decent multi_rez sculpting tools as well which allows for very clean sculpts, not on par with zbrush naturally.
Full Animation and Rendering, which you mention is still worth noting since they are not fully featured in Maya LT.
You get particles and dynamics to work with as well. The layer stack and shader tree offers a unique workflow over Maya LT. Since Modo indie is built off 801, you can also work with nodes.
Really you just get so much more, all tightly integrated and intelligently designed. Not to mention that that smooth edge shader that pretty much lets you bake out maps that make your low poly look welded together and with subd.
I'd say the most notable thing Maya LT has over Modo Indie is the real time viewport rendering, viewport 2.0. Modo is still running an older version of openGL, no real time shadows or any of that snaz. I'm going to guess that might be address with Modo 901, which if its like last year will come around Marchish maybe?
I could be wrong on this, but I believe the polycount limit, at least for Maya LT wasnt arbitrary (at least in its current form) as its limitation is based on what Unity/Unreal4's import limitations. If that were the case, then it makes a bit of sense.
Regarding Blender's arbitrary limitations... it does have them but its more along the lines of design choices. For example, why is there no true grid snapping? Extremely limited outliner, no decent layer system for painting...ect Some of them have to do with just not getting developed properly, others have to do with some arbitrary design choice by ton or someone else which makes no sense. Thankfully things are changing, and you really should get involved with the developer.blender.org site. Your feedback will be very useful to them.
For what its worth, Modo Indie seems like a great compromise thats not too limiting considering the price. On the other hand, with the sales that pop up (40% off), Modo still ends up being one of the cheaper commercial applications on the market...and those dont have any of those pesky limitations. Plus, not to mention all those "get a free copy" contests. Its pretty accessible these days.
Buying so many people without income from 3d Industry a modelling tool?
I mean many people doodle around, have no time or real ambition but think that 3d art is fantastic. When i looking at Snefers Modo works i say "yes let me doodle with Mesh fusion!" but then i see the price tag. I have no problem to buy games because i consume them but buying a programm to create content with no posibility and skill to monetize it?
Why not simple two licences.
1. Non profit hobby doodle around version for 20 bucks for the servers
2. Make money version for the people in the industry
I mean why not 1 version in every candy cone for the kids? They use it and when the hobby is the career they are fixated on the product and buy it. Look at Unreal with the UDK community.
This means I will not be able to modify anything (or even open the project files) that my teammate creates?
You'll also probably find that a lot more scripts and extensions will get published in the long run for Modo and Mari if you make those SDKs and APIs more easily accessible.
As far as Steam/always online goes, Steam has an offline mode that you should be able to use for at least a month at a time, and although it doesn't always work right, I've not had problems with it in the past two years or so. I think publishing this software through Steam is a great idea, and if nothing else will at least increase the visibility of your products in the public eye.
I think that's exactly what happened in the past with cracked versions of Autodesk software. Things are different now since, if I understand correctly, newer educational versions are free of charge. But the earlier generations of CG artists in training overwhelmingly used unofficial versions of the programs as learning material. This solidified a huge user base. And then of course later on studios hiring these artists purchase real versions of the program for their employees.
I think Autodesk has always been very much aware of this. It played in their favor !
I hope that bringing up this point is not violating any forum rule. If so, feel free to let me know... I am not advocating piracy ; I just want to somehow point at the elephant in the room.
You will be able to share textures models and renders that you create but not the original source files.
Actually it appears Tor Frick (Snefer) does not use or even need Mesh Fusion. Everything he is doing, which in some ways is arguably better than MF, is with Modo's booleans and the built in smooth edges shader option.
This means he can keep his poly work low and even overlapping, then bake out maps that make it look smooth and welded together (like one would get with Mesh Fusion). With Mesh Fusion, you still have to do some cleanup work, work with subd models, and retoplogize. So it takes considerably longer with Mesh Fusion depending on what your goals.
Technically, we are also at the point where games can be monetized. I mean look at PewdiePie, guy makes well over $4 million a year just for uploading videos of him playing the games. Twitch also has a program in which with the right amount of viewers and subscribers you can make a living as well.
So we are at that cross road where even simple games can be seen as tools for monetization. Its all software at the end of the day, we can use it for entertainment or revenue.