Hey Everyone,
We've got great news, we're taking part in the MONSTER SUMMER Steam SALE!!!
Here's the skinny on the price drops:
Perpetual Licenses:
MARI indie - 40% off
MODO indie - 40% off
MARI indie + MODO indie Bundle - 40% off
Subscriptions:
MARI indie 3 month - 25% off
MODO indie 3 month - 25% off
MARI indie + MODO indie Bundle 3 month - 25% off
MARI indie 6 month - 25% off
MODO indie 6 month - 25% off
MARI indie + MODO indie Bundle 6 month - 25% off
The sale is on now and will commence at 10am Pacific on June 21st
MODO Indie:
http://store.steampowered.com/app/321540
MARI Indie:
http://store.steampowered.com/app/289550
Lets go create something together!
PS- More memes to come...
Sincerely,
BladeEvolence
MODO/MARI Indie Advocate
Replies
Is Modo Indie going to get the Modo 901 feature set? How much is it going to be to upgrade? Any ETA?
Since Modo Indie doesn't have 901 yet, it doesn't support baking Mikktspace normal map, how am I supposed to get around the 100k export limit to bake a high poly model in an application that supports the normal map tangent I need for a synced workflow?
Are you guys going to be improving the vertex normal editing? I've heard you basically need Farfarer's toolkit to have any real control over vertex normals, and as a game artist, that's an important part of my workflow. Are there going to be improvements to that with with Modo 901? Kinda sucks we can't use plug-ins to fill in the missing features for game artist in Modo.
Is Modo indie getting MeshFusion?
You could always break the high poly mesh into a few chunks, and export them separately, right? I mean, that sucks, but it's one of the limits of the indie version, so that may be the only way to export a very high poly out, and bring it into xNormal.
xnormal> set config/plugin manager to pump out mikkt > import low poly + object space nm, click convert.
Couple extra steps but it works well enough with Modo versions below 901 and Indie has no trouble with it. No need to worry about poly limit.
As for Indie itself getting an upgrade, the best guess is that we probably wont know the details until 901 gets around the service pack 2 area, they may try to keep indie on an annual update cycle like Modo proper. Brandon/Blade will grace us with such sacred knowledge once its available I'm sure.
For vertex normal editting without farfarer's plugin, there are a couple of techniques that can be used... not nearly as easy as what he has though. I know they want to include it at some point or something similar.
Also there is this manual approach, which should be in Indie if you want to check it out, I havent tried it myself yet personally. http://modo.docs.thefoundry.co.uk/modo/801/help/pages/modotoolbox/Vmaps/TransformNormals.html
Indie is based off 801 (modo) and I think Mari 2.5 its about half a year old. Doubt they will upgrade it to the latest versions until after a few service packs hit the non indie version of Modo.
Update will also probably have a cost associated with it, but it cant be by much. Only time will tell though.
You can try grabbing a one month sub of it or try the demo, and then decide if you want to jump on this steam sale. Its going until the 21st so you have some time. Its well worth it even if you just use it for the rendering & baking, retopo, painting and or UV editing.