Thought I would pop back in and clarify some stuff regarding the 10 update, whats in it, what it means and where they can go from there.
To get this ball rolling, lets talk about the significant difference with 10 rolling out the way it has and with the specialized focus Ace noticed.
901 or (9.01) was a mess when it launched, too many bugs, too many features promised to come along later. They had to spend a significant amount of development time juggling between getting those new features in plus fix bugs, while a lot of the new developments would cause more bugs. It just wasn’t efficient. Modo is getting bigger, covering far more areas it started with (as a dedicated modeler).
Previously, their approach has been to focus on generality, meaning try to get in a bit for every field and prioritize general features as opposed to specialized ones. This ultimately came to bite them in the ass, as it meant they couldnt do some things as well as they needed to be, in addition to that, it was causing far more bugs and instability that necessary (harder to manage).
So with 10, they are trying to do focused releases in increments. This will allow them to release more fleshed out features for a particular field (with a greater priority given to its development), release it when its ready as opposed to hitting a magical annual release point, and test out specific builds through (beta team) while reducing the likelihood of a bug ridden launch.
Whether this works out as intended remains to be seen, but so far its been good. There will be 3 major development releases (with service pack updates inbetween) during 10’s annual (post annual?) cycle. 10.0, 10.1 and 10.2. The service packs will be labeled as v1, v2 v3…ect So for this launch we have feature update 10.0 v1.
This leads me to what exactly is in 10.0 v1?
Generally speaking:
- Real time game asset authoring.
- The initial VR implementations.
With the Game Asset Authoring features, we get:
a) Greatly improved real time viewport that has surpassed Mari’s VP in terms of technical achievement. It was built off what Mari had accomplished in their VP. There is now parity in development between both application’s viewports.
b) Starting off, there are new materials native to Modo that mimic the exact look and style of Unity and Unreal. When mixed with sculpting, painting, and the various baking features… this becomes a very powerful combo for authoring assets intended for those engines (all in real time).
c) Potential for an updated Substance plugin which can take advantage of the new viewport without relying on the preview renderer.
d) Fly/walk mode within the viewport. Yes, WASD controls for those who do level design or just want a different mode of nav.
e) Vertex shading toolbox. This was previously a plugin made by Rockstar’s Jame’s O’ Hare, who eventually left Rockstar and began working for The Foundry on Modo. Now his work is a native feature built into Modo.
f) A streamlined game tools tab, which should remind Blender user’s a bit of their interface a bit. This combines everything from a baking wizard, normal manipulation tools, the ability to toggle UV/preview render, nodes and timeline all within the same layout…and more. Its really the most efficient way to work in Modo now, and this applies to those not merely doing game art.
There are also various other additions that slide in with the “games” focus, though not specifically being for them. This includes soft body improvements (cloth, hair…ect), mesh painting enhancements, more robust color management…ect See more here (http://community.thefoundry.co.uk/discussion/topic.aspx?f=3&t=121498)
So where is this going to go? Well I cant spill the beans on that just yet, but the next feature update (again there will be a total of 3 big ones for 10), 10.1 will include the start of something that some users (from all major 3d applications) will say “its about damn time”. If you have access to the direct connect section of Modo’s forums, you can see video of this development now.
There is also the presence of 3rd party tools, mods and development that occur alongside Modo. The new viewport, the new materials, and some of tools really open up the opportunities for some nice 3rd party additions to the mix. I can see the ZEN UI mod doing very well with these new additions.
Furthermore… and this is a BIG ONE. Modo Indie should be prepping for its own 10.0 release soon. This means access to Modo 10 for an extremely cheap price point or as low as $9 a month through Steam. This is commercially viable software with a few restrictions on export size.