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MODO 10.2 - Individual License (Upgrade)

MODO 10.2 - Individual License (Upgrade)

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Mfr PN: 5142081
Our PN: FOUN0300030
Manufacturer: The Foundry
Platform(s): Mac & Win

Availability: Orders after 3PM CST may not be invoiced until the following business day.
Product Type: Electronic Download
Time to Delivery: Please allow up to 24 hours for delivery
List Price:$499.00

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$490.00

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Quick Overview

Creativity starts here. Upgrade from any previous version of MODO.

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Manufacturer Part Number: 5142081

Creativity starts hereWhether youre creating real-time content for immersive experiences like games or virtual reality; iterating on concepts or crafting final production meshes for product design; using 3D to communicate, visualize or sell an idea; or taking the plunge into film or video production, MODO is your starting point for creative exploration.

The MODO 10 Series delivers valuable new feature sets in a series of three installments, for a single priceyou can choose when to upgrade from 902 or earlier or purchase a new seat, and youll receive all three installments as they become available. With the MODO 10 Series, youll get the tools you need to create top-notch design and entertainment content todayand youll be more prepared to tackle tomorrows evolving production requirements.

The first installment, MODO 10.0v1, offers significantly enhanced workflows for creating real-time content for games, or for other immersive interactive experiences like virtual reality. Highlights include the ability to author in MODO and be confident that your assets will look virtually the same in Unity or Unreal; a streamlined, repeatable texture baking workflow that takes the pain out of putting realistic detail into your real-time assets; and new ways to export to popular engines featuring simple, automated steps that minimize the need to recreate work.

MODO 10.1, the second installment, introduces a powerful, fl exible and robust new procedural modeling system that works side by side with MODOs best in-class direct modeling toolset. The nondestructive workfl ow lets you iterate more freely; create more variations in less time; and accommodate change requirements without having to start from scratch.

What's new in MODO 10.2

As the third and final installment of the MODO 10 Series, MODO 10.2 extends, optimizes and integrates MODOs existing features to offer an unmatched set of production and pipeline-ready asset creation tools. With MODO 10.2 you can:

  • Iterate to your hearts content as you freely cut, combine and intersect meshes with an easier-to-use, performance-enhanced MeshFusion
  • Explore, shape and refine your design, with an extended procedural modeling system, enhanced modeling UI and workflows, and new automatic retopology
  • Bring your work to life in a flash, with accelerated rendering and animation playback, and an exciting new workflow that lets you model your lights.

Key new features in MODO 10.1

Nondestructive procedural stack
With MODOs procedural modeling system, you can model nondestructively. Each successive mesh operationsuch as Bevel, Extrude, Merge, Reduce and Thickenis added as a layer to a procedural stack, which you can modify, reorder, disable or delete at any time. You can view the state of the mesh at any point in the stack, with future operations shown as ghosted. You can also freeze the stack up till any chosen point for improved performance.

Selection operations
Selection operations let you control which mesh elements are affected by subsequent operations in the procedural stack. By default, elements you select are automatically added to a Select By Index operation; you can add or remove elements from the selection at any time. In addition, you can define other operations to select elements procedurally. Selection operations allow selections to be rigged, animated and dynamically updated as the input mesh changes.

Procedural variations
Procedural modeling in MODO allows you to easily create an almost infinite number of variations. For example, you could construct a procedural road, and then easily change the number of lights, the width of the road, or even the path that the road follows. You can even use textures as inputs to modeling operations; simply by changing the texture, an entirely different effect can be achieved, while all of the subsequent operations continue to be applied.

Animation and falloffs
MODOs procedural system lets you easily animate almost any parameter within the stack. Falloffs can be used to modulate the behaviour of tools within the stack; the placement of the falloffs can even be animated for interesting effects. Whats more, its now possible to modulate the effect of a direct or procedural tool or deformer using a textured falloff; textures can be connected to the falloff directly in the schematic or in the mesh operation stack.

Procedural text
MODOs procedural system makes it easy to create a style for a piece of 3D textadding thickness and bevels, for exampleand then simply change the input string or the font to create new variations as required. Text can also be rigged in the schematic view, allowing the source text to be driven and dynamically changed. Whats more, the Text tool can now directly output Bzier curves that can be used to drive a new Curve Fill operation, providing an all-quad mesh.

Curve enhancements
MODO now offers B-Splines as an alternative to Bzier curves; Theres also a new procedural Curve Fill operation that lets you fill a closed curve with quads; a Curve Particle Generator that lets you easily create and adjust duplicated geometry along curves; a Curve Rebuild operation that resamples a curve into an evenly spaced set of points; a Lacing Geometry operation that extrudes a profile shape along a guided curve; and an Edges to Curves operation.

MeshFusion enhancements
The advanced MeshFusion Boolean modeling toolset now offers better control of mesh topology and density for individual strips. In addition, you can now intuitively create, edit and analyze simple Fusion models in the schematic with extended support for drag-and-drop editing, while enhanced placement options let you easily place and fuse multiple copies of preset meshes. Procedurally modelled meshes can be used as inputs to MeshFusion.

UV Transform, UV Constraint and Push Influence
Making a 2D shape accurately conform to a 3D meshfor example, when attaching a decorative stripe to a shoeis now a quick and easy process, thanks to a new UV Transform operation. In addition, a new UV Constraint makes it easy to constrain both the position and the rotation of objects to an arbitrary position on a 3D surface. Meanwhile, a new Push Influence deformer pushes geometry along its surface normal.

Key new features in MODO 10.0v1

WYSIWYG look-development workflows
MODO 10 delivers a WYSIWYG look-development experience for games authoring that lets you work in the context of your final delivery platform. Now you can develop and view looks for game art that correspond to lighting and surface details in real-time game engines, with two new physically based material types which closely match the materials in Unreal Engine and Unity; several enhancements to the advanced photorealistic viewport, including support for viewing and exporting the Unity and Unreal-compatible PBR materials; and the ability to work with the Unreal Editor 4 and Unity 5 base shaders directly in MODO.

Enhanced baking
MODOs baking workflow is now more automated and streamlined. New Bake Items let you store bake-related parameters for reuse, so you can initiate a bake process with different input data, but using exactly the same bake settings as previously. Whats more, when preview and RayGL baking, you can now take settings from a Bake Item, so you can tweak settings and see the results before executing the final operation. To make baking even easier, a new Bake Wizard streamlines the setup of Bake Items and baking, and offers customizable output presets.

Streamlined export to games engines
Now you can transfer assets between MODO and Unity or Unreal Editor 4 with shading information intact, eliminating the need to recreate shading work in the games engine editor. Whats more, exporting to games engines is now single-step operation, thanks to a new preset mechanism with ready-made presets for Unreal and Unity, and the ability to create custom presets to target additional engines. In addition meshes are now automatically triangulated on FBX exportmatching MODO's internal triangulation for GL rendering and ensuring a visual matchand theres now direct support for a range of common DDS image formats.

Real-time content creation workflows
MODO 10 offers workflows specifically targeted at artists creating content for real-time applications. The Games Tools layout is centered around the everyday tasks of vertex normal editing, texture baking and exporting to game engines, while still providing quick access to modeling tools. In addition, you can now navigate through your MODO scene as you would a video game level, with a new FPS (First Person Shooter) mode that uses the mouse to look around, and the keyboard to moveenabling you to evaluate your scene as a player would see it.

FBX enhancements
Delivering better compatibility for real-time engines, a new FBX 2015 plug-in offers support for the widely-used FBX 2014 format; the ability to export UV sets alphabetically; and automatic application of default (linear) color correction to vector maps in all loaded clips including FBX and other non-LXO formats. Whats more, animation from FBX files can now be imported and merged onto items in the scene, or applied to actors as actions, while instances and replicators can now be exported to FBX.

Enhanced control of normals
Now you can explicitly manipulate vertex normals to control shading smoothness on low-polygon assets, with a series of tools that let you select individual edges to be smoothed or unsmoothed, constructing a vertex normal map on the mesh. Whats more, in addition to generating tangent basis data suitable for use with normal maps in Unreal, weve added the ability to create data suitable for use in both Unity and Source.

Enhanced UV and UDIM workflows
A new wizard makes creating UDIM image sets a breeze; UDIM textures can now also be baked like any other texture. In addition, you can now export UVs to the widely-supported XML-based SVG vector graphics format; the feature includes the ability to export a selected of range of UDIMs either spread out or in separate layers. Moreover, the advanced photorealistic viewport can now display multiple UDIM tiles, further improving parity with MODOs renderer.

Everyday tools made better
MODO 10 continues to improve the tools you use everydayfrom modeling, to texturing, to painting, to dynamics, to color selection. For example, the vertex map painting toolset now offers a choice of blend modes, as well as the ability to mask vertex colors by color channel and by polygon selection, and a new option to view each channel in isolation. Whats more, you can now keep your meshes closer in size to the original when using the Smooth Tool, thanks to a new Volume Preservation option.

Customer quote
The game changer for MODO is just speed all the way across the boardtexturing, rendering, lighting, surfacing, building, modeling,everything. Its just fast.'
Alex Patanjo, director of CG and technical art, PLAYSTUDIOS

Requirements

  • Windows 7, Windows 8 or Windows 10 (64-bit only)
  • Mac OS X 10.9 or later (64-bit only)
  • Red Hat Enterprise Linux 5.4 or later (64-bit only)
  • Minimum hardware requirements
    • Intel processor(s), Core i3 or higher
    • 10 GB disk space available for full content installation
    • At least 4 GB RAM
    • Display with 1280 x 800 pixel resolution
    • Internet connection for product activation and online videos access

The Advanced viewport mode requires an NVIDIA or AMD graphics card with at least 512 MB of graphics memory and drivers that support OpenGL 3.2 or higher.

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