![modo 801 replicators modo 801 replicators](https://imagizer.imageshack.com/img921/7291/6SA63v.jpg)
Modo 10 also introduces a new Game Tools layout centred around everyday tasks in real-time workflows.Ī series of vertical tabs on the top left of the screen switch between vertex normal editing, texture baking and export options, while tabs at the foot of the screen provide access to modelling, brush and setup tools.
#Modo 801 replicators update#
The update also adds support for the DDS texture format commonly used in games. Meshes are now automatically triangulated on FBX export, matching Modo’s internal triangulation for GL rendering to ensure that assets look consistent in the viewport and in-engine. There are FBX export presets for Unity and UE4, with the option to create custom presets for other engines. The release also introduces new material import scripts for Unity and Unreal Engine which export assets with shading information intact, reducing the need to rebuild shading networks in-engine. Users can also export baked textures for an asset “in a single click” for export to the game engine.īaking as whole has received an overhaul, with a new Bake Items option for storing baking parameters for reuse between assets.īake Items can be set up through the new Bake Wizard, which provides presets for common baking tasks (diffuse, AO, surface and segment ID, world space and tangent normal, roughness, displacement, and so on).ĭifferent Bake Items can be assigned to different objects within a scene and individual Bake Items can be used to batch bake multiple outputs.īake Items can be previewed in Modo’s preview and RayGL baking modes, enabling users to tweak settings or manipulate cages before committing to a baking operation. However, some are games-specific, like the option to use UE4 and Unity shaders as viewport shaders (above) – which also opens up the possibility of using a metalness shading workflow within Modo.Īnother interesting new feature is the ‘Swizzling’ option, which lets users assign different shading effects to individual RGBA texture channels, enabling them to toggle the effects on and off in the viewport. Some of the resulting new features will also benefit artists working in other market sectors: for example, the Advanced viewport now supports image-based lighting and material roughness. The first few are specific to real-time workflows, so if you don’t work in the games industry, you may want to skip ahead to ‘Enhanced UV and UDIM workflows’ which is where the more general-purpose tools start.Īs shown in the video at the top of the story, Modo 10 is designed to reduce the disparity between the way assets look inside the viewport and the way they look in-game when exported into engines like Unity or UE4.
![modo 801 replicators modo 801 replicators](https://www.iamag.co/wp-content/uploads/2014/04/modo-801-Animation-2-360x240.jpg)
There are also a set of ‘Quick Clip’ videos on YouTube, designed to help users get started with new tools.īelow, we’ve picked out some of the highlights, along with a brief summary of what each new toolset does.
![modo 801 replicators modo 801 replicators](https://makerbot-blog-old.s3.amazonaws.com/wp-content/uploads/2014/04/FOUNDRY_FACEBOOK-1.jpg)
![modo 801 replicators modo 801 replicators](http://modo.docs.thefoundry.co.uk/modo/801/help/images/shade_render/ReplicatorDefault.jpg)
The Foundry hasn’t posted any written documentation on the new features on its website: only demo videos. The 10.0v1 update “delivers a WYSIWYG look-development experience” when authoring content for Unity 5 and Unreal Engine 4, and improves workflows for editing vertex normals and generating UDIM textures.
#Modo 801 replicators software#
The Foundry has shipped Modo 10.0v1, the first in the Modo 10 series: a set of three linked updates to the 3D modelling, rendering and animation software that “open new doors” for creating content for games and VR.