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The Foundry Modo 10.2v4 Win/Mac/Linux

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Program Name: MODO 10.2v4
1 X- ?0 J- H$ L  U5 IProgram Type: 3D Model/Render
1 g6 o4 H- Q6 b8 {7 pDeveloper: Luxology LLC. | The Foundry Visionmongers Ltd.
  U! d: y0 k$ i0 m( w8 X* oHomepage: www.thefoundry.co.uk/products/modo/, D' i" E6 B% b) H! P5 t
Release Date: 22.02.2017; C2 E# Z. r: `# o
Interface Language: English( q5 f8 |* I# ~5 c1 _5 }
OS: Win/Mac/Lnx
, z# S% i( |$ NFile Format: .run, .pkg, .exe
9 B( `* J1 Y8 _0 n: p5 C( x3 x- O2 oFile Size: 408.24 MB | 381.38 MB | 404.1 MB
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/ T+ \& @$ h5 e. ?- ^& X3 vMODO is your starting point for creative exploration. Whether you’re creating addictive real-time experiences, innovative product designs, compelling advertising images, or engaging film and video content, MODO’s artist-friendly tools let you iterate freely to realize your ideas’ full creative potential.
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New features in Modo 10.0v1
" E1 J1 u: D0 R! s7 }7 S4 HWYSIWYG look-development workflows+ q* G5 }5 R# g! Y6 ?# _% }
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.: o* n) k5 ~% Y4 n6 @" Q" D
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Enhanced baking. w* H! _6 b' A- H/ K! \
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.
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! F" I. m9 C: r; p6 c) p2 MStreamlined export to games engines  X5 t4 E: Y4 w0 d' ~' n
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.
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Real-time content creation workflows
: L  ?) e/ F+ p1 UMODO 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.- T4 t. u: g; z8 I$ F

9 e4 H2 B& @/ n' x/ tFBX enhancements, L. F8 }7 K9 ^( m  o# z
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.
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Enhanced control of normals
& K) _0 C  a8 y0 V! kNow 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.
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Enhanced UV and UDIM workflows
; U& Z9 ~3 K2 c& a! [7 J- N- {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.
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Everyday tools made better
& M  L6 E, V% j/ tMODO 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.
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  K4 T  s- x4 b7 l: f! x, F  MSystem Requirements
' Q6 W5 X- i$ [+ dMinimum hardware requirements. ?5 `% [. Y* G1 [' m' ]
- Intel processor(s), Core i3 or higher, b* \% }- G6 E4 H  h: Z
- 10 GB disk space available for full content installation
; m% P1 g4 S' c: t9 e9 ?. A! p- At least 4 GB RAM3 E# T! b  A/ `! a% N
- Display with 1280x800 pixel resolution2 ?2 d  b  f4 ^" B* x4 N+ G
- Internet connection for product activation and online videos access
/ d% L4 y2 Z' p6 dThe Advanced viewport mode requires an NVIDIA or AMD graphics card with at least 512 MB of graphics memory and drivers that support OpenGL 3.2 or higher., `$ P7 y" q/ D& [' \

0 H5 n) r& l2 E" d6 R9 HRecommended system requirements3 X- y6 b/ q  C  f
This information is our best recommendation for the average user. Requirements vary by usage, and individual users may have different requirements from those listed here.: J4 A$ |4 O% ~2 {8 C$ n
- 2.5+ Ghz quad-core processor5 u0 O6 o1 v# {& F. ^
- 250+ GB disk space available for caching and temporary files. SSD is preferable.; |( ]' A1 m, N% Q
- 16 GB RAM with additional virtual memory*
( n9 [1 {( h; C  Q$ `4 |- Display with 1920x1080 pixel resolution
7 ~6 M& |3 {2 f; V- An NVIDIA or AMD graphics card with the latest drivers
3 Y2 M! r! T1 }' T* h- 2+ GB of graphics memory
9 V! S* R$ L  ?" T2 _- OpenGL 4.4 or higher support.
8 u  \6 O7 t+ ]' G3 e0 J$ b6 G3 I*The use of virtual memory improves stability and helps prevent data loss on large projects.
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Tested graphics hardware
& Y# r4 R4 i1 E, V% u% @- AMD Radeon HD 1900 XT/HD 2400 XT/HD 2600 Pro/HD 3870  q) N2 h; f7 K: T
- AMD FirePro W4170/W5000/W8000/W2100/W5100/W4100/W7100/W8100/W9100/ _% E  h5 L4 |" {' O5 |
- NVIDIA Geforce GTX 680/Geforce GTX Titan/Geforce GT 650M2 {: e4 l% v1 |3 n
- NVIDIA Quadro K6000/Quadro K5000/Quadro K4000/Quadro K2000/Quadro K600/Quadro K5200/Quadro K4200/Quadro K220/Quadro K620/Quadro M6000/Quadro M5000/Quadro M4000/Quadro K1200$ v1 D6 a) B# z+ s
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Download:
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4 [5 Q* l" w$ q* j/ C+ d* J! r+ ZContent 1,2 & 3
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