Game and Real-time Title Development

modo is used by: Level designers, modelers, technical artists, environment artists, animators, art tool developers, multimedia developers.

for this stuff: Creation of 3D models, environments and maps of all kinds for games and other real-time titles.

World In Conflict trailer, Massive Entertainment

Making of God of War: Chains of Olympus, Sony Computer Entertainment

John Carmack discusses new Rage game on GameSpy

Tiberian Wars Trailer Casey Benn Eden FX

modo was the winner of the Frontline Award for Best Art Tool in 2006 by Game Developer Magazine and was a finalist in the same category again for 2007.

Game Development Video Tutorials
Check out The Alley - two albums of video tutorials for game artists by Andy Brown. Learn more.

modo Advantages

By Mark Daviesh

World-Class Modeler
modo's hybrid polygon/SubD modeler has proven to be one of the world's great modelers, allowing rapid ideation of virtually any manmade or organic shape. modo produces models that are clean and have great flow, which makes them easy on the polygon budget and appropriate for downstream uses like rigging and animation. Its artist-friendly tools can be used in a variety of modeling workflows including loop modeling, poly-by-poly, and true 3D sculpting. Topology recreation, symmetry and vertex mapping workflows are fully supported too. There's even a Game Units option and a Power of 2 grid. Simply put, modo is ideal for producing game characters, props, tiles, levels and other assets.

Get Your Data In and Out
The modo File I/O SDK has what you need to get data into your game engine. Create loaders and savers for both geometry and images that run inside of modo. The File I/O comes packed with examples and is included with every license of modo.

UV Editing and Retargeting
UV editing is not an afterthought in modo, it is an obsession. We are on a mission to nail UV editing for even the most complex objects with cavities, overhangs and differing levels of geometry detail. We offer automatic tools that are complemented by the down and dirty tools like pinning and move-and-sew that you need to get it done. And if you need to go back and adjust your geometry later...in modo you can often do it without breaking your UV's!

If you need to retarget your UV's for a different platform—no problem. In modo you can create your assets however you like with huge texture maps and as many UV maps per mesh as you like. Then when it is time to export to your target platform, just create the UV configuration you need and bake your textures out—diffuse, color, normal maps, specular maps, all of them.

Render It. Bake It.
We almost called our renderer "the baker" because that is really what it is. So not only can you get awesome final renders from modo for cinematics, you can also use it to generate maps that you can then reapply to your characters, props or backgrounds in modo or in game. Outputting a normal map or an ambient occlusion map from modo is no afterthought, it's built in.

Baking Normal Map

QuickTime 1.6 MB

Normal Baking

Image

3D Paint
modo lets you paint right on top of your 3D model to get exactly the right look or add surface bump/normal details that are ultimately baked as maps for your game. modo is also great for creating world textures by pumping up the 3D-ness of your textures so they really pop. The “image ink” feature in modo lets you paint details from any image right onto your 3D object. Adding scales, scars and battle damage is as easy as finding the right texture and brushing part of it on your model at the size, angle and location you want it.

Customization
modo can be customized and adapted to the needs of your game or title with ease. modo is fully scriptable in PERL, Python and LUA. Plus, you can literally completely revise the modo user interface in minutes with its totally configurable viewports. Once you have the configuration you want, save it to a file and share it with the rest of the team. And the modo toolpipe lets you create an almost infinite set of new tools by modulating how commands work in terms of selection behavior, area of influence, workplanes and axes. If you want a tool that is ideal for painting vertex map values on the tips of radiating antennae, you can create it in modo. Or, check the Internet; the tool or script you need may already be out there. Here is a cool site for games-oriented modo scripts.

"modo is sure to fit in most any pipeline due to its strong feature set and an application environment that allows those coming from other modeling applications to transition easily."

- Patrick Noland, SubdivisionModeling.com

Luxology also makes the best seamless texture generator for Photoshop. Read all about the imageSynth plug-in for creating tiling textures here.

Overview
Model
Sculpt
Paint
Render
Animate
Who uses modo?
  Print CGI
  Product Designers
  AEC Visualization
  Package Designers
  Game Developers
  Film and Broadcast
Advanced Ergonomics
Learning Path
User-Friendly Policies
Tech Specs
  What‘s new in modo 302
  Developer Resources
imageSynth Plug-in
Rhinoceros Translator
SketchUp Importer
Experience modo 302

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Apple Design Award 06
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modo is a registered trademark of Luxology LLC., in the USA and/or other countries.
All products or brand names mentioned are trademarks or registered trademarks of their respective holders.