The Foundry ha ufficialmente annunciato l'uscita di MODO 10, prevista per il secondo trimestre del 2016.
Andy Whitmore, chief product officer di The Foundry, anticipa una variazione nell'approccio, soprattutto in termini di interfaccia utente: "Abbiamo parlato molto con artisti e designer, per capire le loro esigenze per essere più produttivi, creativi ed efficienti. Con la MODO 10 Series introdurremo una serie di nuovi strumenti "artist friendly", per rendere intuitivi ed automatizzare il più possibile molte operazioni, lasciando all'artista ed al designer la massima libertà possibile in termini di espressività creativa".
MODO uscirà inizialmente con la versione 10.0v1 (probabile che sia ancora un codename, NdR), cui seguiranno le release MODO 10.1 e MODO 10.2, già pianificate entro il 2016.
MODO 10.0v1 introdurrà essenziali novità in termini di contenuti real time per giochi ed esperienze immersive, quali app per la realtà virtuale ed aumentata. Questo in termini pratici si tradurrà in una maggior facilità di scambiare contenuti da e verso Unity ed Unreal Engine. Con il miglioramento e l'automazione citata da Whitmore in merito ad operazioni che richiedono attualmente lunghi tempi di implementazione, come il texture baking, l'esportazione e l'aggiornamento dei contenuti delle scene, ecc.
MODO 10.0v1 succederà dunque quale versione commerciale a MODO 902, attualmente disponibile presso lo shop di Treddi.com
The Foundry ha rilasciato ulteriori dettagli in merito a quelle che saranno le novità introdotte in MODO 10.0v1. Riportiamo la lista integrale contenuta del comunicato ufficiale.
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.
MODO’s 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. What’s 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. What’s 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 export—matching MODO’s internal triangulation for GL rendering and ensuring a visual match—and there’s 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 move—enabling you to evaluate your scene as a player would see it.
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. What’s 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. What’s more, in addition to generating tangent basis data suitable for use with normal maps in Unreal, we’ve 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. Additionally, the Advanced GL viewport can now display multiple UDIM tiles, further improving parity with MODO’s renderer.
Everyday tools made better
MODO 10 continues to improve the tools you use everyday — from 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. What’s 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.