Hey Everyone,
My name is and I am the MODO/MARI Indie Advocate for The Foundry.
I want to start off by saying that we have a lot of respect for Blender. We love what they’ve done to further 3d and opensource communities. I do want to clarify that MODO is and always has been a “create from scratch” solution. MODO offers modeling, sculpting, painting, effects and animation tools in one cohesive, easy-to-use content creation package, with unlimited network rendering capabilities and MeshFusion Boolean tools included.
So is MODO right for Game Development?
Let’s here it straight from some developers themselves and see some artwork samples:
Tor Frick (Also known as Snefer on TF forums)-
Drone
Some of the art I made for Wolfenstein: The Old Blood. Most of the game was created in modo, both assets and levels.
Wolfenstein: The New Order
UDK- Space Station
Joel Mongeon (The Foundry Forums)-
Halo 2 Anniversary Master Chief and Hunter
I had the pleasure of remastering Master Chief and the Hunter for Halo 2 Anniversary which is included in the Halo: Master Chief Collection on Xbox One.
High res, in game mesh, unwrapping and baking all done using modo and MeshFusion. Textured using dDo and Photoshop.
fattkid (The Foundry Forums)-
Halo 4 Assets
Tidal Blast- (Unreal Tournament Contributor)
Sanzaru Games-
Sly Cooper: Thieves in Time
Gearbox Software-
Borderlands 2
Naughty Dog-
Pre-Visualization for Games
I don’t want to start a software war here at all because MODO has always worked well with others, but if you haven’t heard the news yet, MODO 901 is coming out tomorrow with a much cheaper price point then 3DS and Maya: click here for more info!
We’ve added things like mikkt normal baking, an Advanced PBR viewport, and there’s a lot more game specific stuff coming down the pipe!
And since Jurassic World is coming out soon which I’m super excited about here’s some Jurassic level sculpting from Kenneth Finlayson
901 Sculpting and Layer test
Here is an asset I made completely in Modo to test the new multi-resolution layered sculpting in 901. I personally had not made any serious sculpting attempts in Modo for a few years, but I am happy to say with each iteration of Modo the sculpting has continued to be refined and the capabilities improved. If you have not played with Modo’s sculpting for a bit, it is certainly worth another play. P.S. The render is still only a 750K poly version with a generic layer noise on top.
PS: Check out our developed to help all levels of users gain access with low priced subscription and perpetual license options.
MODO/MARI Indie Advocate
The Foundry
Try not. Do or do not, there is no try.
~Master Yoda