Advanced Member geo_n Posted December 12, 2014 Advanced Member Report Share Posted December 12, 2014 https://www.youtube.com/watch?v=RtiLp_lUiQghttps://www.youtube.com/watch?v=dklWENcYnX8 http://www.thefoundry.co.uk/about-us/news-awards/the-foundry-launches-modo-mari-indie/ Competition vs Autodesk is heating up, 1 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted December 12, 2014 Contributor Report Share Posted December 12, 2014 (edited) Thanks for sharing. Here's the list of limitations: http://steamcommunity.com/app/321540/discussions/0/617321352414734044/ Edited December 12, 2014 by ajz3d Quote Link to comment Share on other sites More sharing options...
Advanced Member Denis Posted December 12, 2014 Advanced Member Report Share Posted December 12, 2014 Being a 60+ retired hobbyist I don't always understand the technical Jargon. So my question is, would the Indie version work for what I need? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 12, 2014 Report Share Posted December 12, 2014 This opinion for me is valid When I saw Mari indie I got really excited... but then I read that it is limited to 2 UDIMs and 4K maps. The only reason I wanted Mari was because I wanted to use it with Amplify Texture for Unity. I wanted to paint up some really high-res, large set pieces to bake into the Amplify virtual texture. For that you need many UDIMs, and big maps (8k-32K). The more you can get in one material, the fewer the draw calls. With Amplify Texture, more UDIMs let you get more into one material. IMO, the only big advantage that Mari has over 3D-Coat or Substance Painter is it's ability to handle really massive texture data. That's Mari's thing, the thing that it does well. You pull that out and Mari doesn't have it's edge anymore. After killing Mari's biggest strength, they didn't add anything to help it better compete with substance painter and 3D-Coat like true multi-channel PBR painting with a material-centric workflow (yeah, I get it, Mari has shared layer masking to sort of, kind of achieve the same thing), and a Unity and UE4 compatible shader and easy export to those engines. Substance painter and 3D-Coat will do the channel packing for you on export like packing the gloss into the alpha of the albedo map. The competing packages are designed specifically for games, and are very good creating game assets. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted December 13, 2014 Author Advanced Member Report Share Posted December 13, 2014 I can't complain. I bought Modo SE a year ago for home use to explore dota asset market. But it was severely lacking! Now I get free upgrade to Modo Indie perpetual license. That's very generous of the Foundry. Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted December 13, 2014 Contributor Report Share Posted December 13, 2014 No Mesh Fusion allowed in Modo Indie right? Quote Link to comment Share on other sites More sharing options...
Javis Posted December 16, 2014 Report Share Posted December 16, 2014 Hey man, no plugins are allowed with the Indie version, or scripts. Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted December 16, 2014 Contributor Report Share Posted December 16, 2014 Hey man, no plugins are allowed with the Indie version, or scripts. Thanks! I just wanted to make sure. Quote Link to comment Share on other sites More sharing options...
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