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…
ZacD, before 901 the usual approach for game artist was to bake out an object space normal map inside of modo and then covert the normal map in something like 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…
Got some Modo questions. 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…
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…
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.
I mainly use 3ds max for hard surface but after seeing so many modo video's i cannot help but somehow thinking modo is more intuitive at least to me. People model how i feel it should be cutting shapes out and such