Overall Rating: SWEET

Summary
Luxology Modo 201 is an industrial strength modeler, UV surfacing, 3D painting and rendering tool. Update 202 offers greatly improved render speeds and a range of feature boosts across the entire package.

Target Apps
For gaming, film and broadcast animation 3D pipeline work. Also for 3D matte painting work, design and architectural visualization.

What It Costs You
$895 (new); $395 (to upgrade and no annual service fee)

What's Cool
Modo offers a brawny modeling package. As a UV surfacing and 3D paint tool, it’s extraordinary. Modo’s GI renderer ranks at the top tier. Modo may be a setup tool but it’s one with a large footprint and capabilities missing from other programs. A 30-day evaluation copy is available as a download. Modo’s online community is helpful and active, too.

What's Missing
The obvious answer is animation. Modo is a setup tool for downstream animation packages. A simple design UI and features for production designers, architects and other pros who use 3D for real-world applications are not present and would be a big improvement.

RATINGS: Products are rated for features, performance, ease of use and overall value.

Specs

Mac: G4, G5 or Intel Mac; Mac OS X 10.3.9 or later
- Minimum 512 MB RAM
- Minimum 100 MB available hard disk space
- OpenGL-enabled graphics card
- Monitor resolution of 1024 x 768 or greater
- DVD-ROM drive (for support materials)
- Internet connection required for product activation

PC/Windows: Intel Pentium 4 or AMD Athlon processor - Microsoft Windows 2000 or Windows XP - Minimum 512 MB RAM - Minimum 100 MB available hard disk space - OpenGL-enabled graphics card - Monitor resolution of 1024 x 768 or greater - DVD-ROM drive (for support materials) - Internet connection required for product activation

www.luxology.com

Smart Advice

  • Modo is used as a front-end for other animation programs. This is typically done through "baking" its Shader Tree textures and effects to a single image map into a model for export. Modo's baking system can handle all textures, procedural shaders, effects, Open EXR and HDRI.
  • As with most 3D programs, Modo is extremely customizable and can adapt to virtually any workflow imaginable.


Luxology Modo 202

The words "easy" and "3D" don’t often come together. Hence, tools promising a better path for 3D tend to get plenty of attention. For its part, the Luxology team behind Modo is essentially the same one that brought Lightwave to the masses. Obviously, it has good standing in the community it serves (this team was among the first to bring SDS or subdivision surface technology to the 3D crowd). Of course, there are no guarantees, as 3D artists look to their own niche needs from gaming and film to broadcast. That said, some things remain constant: most 3D pros want a package that’s reliable and potent at modeling, animation and rendering. Alas, Modo is not an animation package.




Modo does modeling. Since 201 it also does 3D painting and rendering with strong export ties to Maya (through.obj,.ma Maya ASCII and.FBX) and Lightwave (.lwo) for finished animation. 3D Max is supported primarily via the FBX (Filmbox) format. In other words, Modo is used as a front-end for other animation programs. This is typically done by "baking" through its Shader Tree textures and effects to a single image map into a model for export. Modo’s baking system can handle all textures, procedural shaders, effects, OpenEXR and HDRI. Model objects can also be baked so that a low polygon count object can be substituted for a high poly count object, complete with other baked-on Modo surfaces. This is definitely a robust feature from 3D gaming to film.



Modo Under the Hood

Modo has the look and feel of clean, well-thought-out power. Modo’s default UI puts its Tool Bar and Render Settings to the left and most selection controls over a view port layout at the mid section. The management and accounting end of Modo is to the right where an Item List, Item Properties, Info and Statistics, Vertex Map List and Color Picker, etc. are positioned. As with most 3D programs, Modo is extremely customizable and can adapt to virtually any workflow imaginable.

Modeling tools in Modo are muscular and offer good implementation of subdivision surface tools. New features here are Mesh Paint, for actually painting geometry on models, and Mesh Instancing, for altering one model that updates changes to tens or even thousands of objects. A fresh Pen Tool to add vertices, lines or polygons on the fly is another new feature, along with the Slide Tool that allows for literally sliding and repositioning any kind of 3D geometry from edge loops to polygons. Building in Modo can take time to master and, although there are tutorials available from the package (an F1 key hit), I would recommend Dan Ablan’s 3D Garage Modo 201 Signature Courseware DVD-ROM trainer with its 15 hours of hands-on training. It’s a lively learning experience and hits most bases from scratch level to more advanced modeling, painting and rendering.

Hands down one of Modo’s key strengths is its UV surfacing interface. It actually works as advertised to make texturing models far easier with a very interactive Open GL unwrap and alignment UI that is relatively simple and logical.

Note: Better UV mapping is no petty trait when most 3D people spend as much (or more) time texturing their creations as they do building them.

What really struck me was Modo’s Paint Tool system, which is strong enough to stand as a UI and application on its own. Although a good deal of that clout is owed to Modo’s powerhouse UV editing capacity, this tool is more than clever at taking the mystery out of 3D paint with procedural style and a good bit of very pro fun, to boot. Next to get kudos is a fine GI (global illumination) renderer that is industrial grade and fast, even on massive scenes.

Upshot

New packages in the 3D realm are rare, and for good reason. To build an audience they need to offer unique technology and a compelling path for artists to get their tasks done. Modo does this with a tasty modeler married to a world-class UV and Paint system that takes a good deal of pain out of surfacing 3D. Put another way, industrial strength modeling, GI rendering and UV Paint make Modo a triple threat and a tool to watch. For now, work built and surfaced out of Modo has to be finished in Maya, Lightwave, etc., for animation. But since Modo comes from a team that made its name in 3D animation, this, too, will no doubt change.


<i>UV Edit Tool</i><br>
This is clearly a top performer for Modo. Unwrapping and surfacing models are greatly simplified here. Modo succeeds at taking one of the thorniest ends of the 3D business and taming it to the point of another straightforward art task. For this reason alone, Modo has earned serious attention from anyone working in 3D.

UV Edit Tool
This is clearly a top performer for Modo. Unwrapping and surfacing models are greatly simplified here. Modo succeeds at taking one of the thorniest ends of the 3D business and taming it to the point of another straightforward art task. For this reason alone, Modo has earned serious attention from anyone working in 3D.

<i>Paint Tool</i><br>
An exceptionally good feature in Modo, the Paint Tool offers a wide range of options for interactive procedural painting styles, including painting with bump maps and parametric brushes.

Paint Tool
An exceptionally good feature in Modo, the Paint Tool offers a wide range of options for interactive procedural painting styles, including painting with bump maps and parametric brushes.

<i>Modo Modeler</i><br>
Here you’ll find a robust subdivision surface flavor modeler, complete with an expansive battery of tools from primitive stage creation through modifying and deformations. New here are Mesh Paint (for \"painting\" on geometry), Pen Tool, Mesh Instancing (for making changes to any number of model clones by altering one) and UV improvements.

Modo Modeler
Here you’ll find a robust subdivision surface flavor modeler, complete with an expansive battery of tools from primitive stage creation through modifying and deformations. New here are Mesh Paint (for "painting" on geometry), Pen Tool, Mesh Instancing (for making changes to any number of model clones by altering one) and UV improvements.

<i>Modo Render</i><br>
A simple non-textured render by the reviewer shows the results of a basic GI render on a reasonably large final scene (over a million polygons) that includes direction and area lights as well as reflected light from all sources for a preliminary lighting pass.

Modo Render
A simple non-textured render by the reviewer shows the results of a basic GI render on a reasonably large final scene (over a million polygons) that includes direction and area lights as well as reflected light from all sources for a preliminary lighting pass.

<i>3D Management</i><br>
Managing 3D in Modo is done from the Item List. Open GLshaded previews are available within any of the viewports. The Render Tree offers edit control of objects, lights, textures, procedural shaders, GI lighting and more.

3D Management
Managing 3D in Modo is done from the Item List. Open GLshaded previews are available within any of the viewports. The Render Tree offers edit control of objects, lights, textures, procedural shaders, GI lighting and more.

<i>Baking Function</i><br>
Users can infuse low-polygon-count objects with \"baked-in\" Modo surfaces to emulate the look of much higher-resolution models for anything from film and HD to practical 3D gaming projects.

Baking Function
Users can infuse low-polygon-count objects with "baked-in" Modo surfaces to emulate the look of much higher-resolution models for anything from film and HD to practical 3D gaming projects.



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