We're proud to announce that the new update is here: MODO indie 10.0
MODO indie 10.0 is chocked full of all the awesome new features and goodies that the full version has to offer. The same indie restrictions hold though:
- OBJ and FBX export limited to 100k polys
- Bake and render resolution limited to 4k
- Command eval options unavailable
- Command, scripts, and command history panel results unavailable except “undo” and “history”
- Python editor, third-party scripts, and third-party plugins unavailable
- Can import all formats, but can only save in .lxf format
- Export formats limited to OBJ and FBX
- Image save formats limited to .png, .jpg, .tiff, .tga and .exr
- Network Rendering is disabled
Let's get into the pricing since this is a factor for everyone as well.
If you already own a perpetual license of MODO indie 901 or are on subscription… guess what? You get MODO indie 10.0 for free! We only released MODO indie 901 six months ago and felt that it wouldn't be right to charge you for an upgrade again so soon.
If you still own the earlier perpetual versions of MODO indie (801) and the older bundle and have not yet upgraded then there will still be an upgrade fee of $29.99 for just MODO indie and $37.99 for the bundle, but this was the same for 901 so no big news there.
New perpetual licenses and subscriptions are not discounted or on sale at this time.
The team and I here want to thank you all for your feedback and patience awaiting this release. Link to the Store Page:
http://store.steampowered.com/app/401090/Sincerely a very ecstatic,
BladeEvolence
Replies
I am one of those that can totally live without the Modo renderer, and would trade it for a higher poly cap, or no poly cap any day (especially now that you've got the new PBR viewport). Many of us bake in substance designer, and we can't do that with Modo indie, thanks to your poly restrictions. I was unable to export some meshFusion models for instance, and that was infuriating. Also, you've started to incorporate natively some of the useful community scripts like perfectcircle and vertex normal toolkit, please continue that and include more modeling essentials like quickpipe, quadcaps, bools kit, eterea swiss knife and UV, etc.
But I suspect that for most people, Modo indie is just a cheap way to learn Modo, and not a permanent production tool. They plan to upgrade to full Modo as soon as they can afford it. So in that sense, the restrictions are working, as they lead to more sales of the full package... and I just realized that it's not likely to ever change, so I should stop typing now.
Stay sexy, Brandon.
From the pov of indie developers and small time freelancers Modo isn't in competition with Max or Maya but with Blender which is free and without limitations.
Absolutely agree here.
I don't understand why those limitations. The basics behind "indie/solo" is that you make less that X money per month or year.
Why you restrict "indie" to make any money and be able to buy next tier of license is beyond me. Is like directly encouraging piracy from vendor. Is very simple, if you don't have money for full license, what's left for you? Piracy or open source tools. I just wonder how many zillions are loosing company's like Autodeks or other big dudes, totally ignoring "indies", and keeping prices so high.
It would be great if they open Indie up a bit more or just made Modo cheaper as a whole, but I am not sure thats a risk they can take... nor do I see many win win solutions. Something would have to be cut.. Its tough. Very tough. Perhaps the answer is some kind of deviation from Indie and Pro... make Indie focus on the game dev arena... and focus pro on product design, archviz and advertising... for example.
The Foundry and Autodesk are literally the only fools I know of taking the approach of managing two separate versions of their software so they can hamstring one of them.
- They would be able to market the Indie license as full featured, thus convincing many new users to give it a try and buy it.
- They will then be able to fully focus their ressources on making one single app as powerful as possible.
- Users of the full license making less than 100k/year will be able to downgrade their license (these will be very happy customers !)
- Users already making over 100k /year will keep their high end license, since it is not in their interest to game the system in the first place.
- Some people using a pirated version of the app might even decide to go clean and get the cheap license.
Just guessing here of course.
Whatever way they do it, it can't be as ridiculous as Adesk breaking Max into Max/Max design, wasting resources for several years, and then unifying it again....