Modo Indie and Mari Indie now avalable on Steam
by Benjamin Stanley · in Torque 3D Professional · 12/16/2014 (6:02 pm) · 3 replies
Hey everyone,
Just thought I would share this since it relates to PBR, Modeling in general and Since Torque is transferring over to a PBR pipeline I thought I would share this :)
The Foundry has released Modo indie and Mari Indie. Both of which are awesome.
Mari is a Texture painting application used by the likes of WETA Workshop.
MODO is a modeling App that is basically modeling nirvana once you get the hang of it.
Click Here for MODO/Mari indie
That said the Indie version only exports only to .FBX and .OBJ
Which should not be a problem since we have a plugin for Assimp which supports FBX.
This is a really great app and well worth the money. :)
- Ben
Just thought I would share this since it relates to PBR, Modeling in general and Since Torque is transferring over to a PBR pipeline I thought I would share this :)
The Foundry has released Modo indie and Mari Indie. Both of which are awesome.
Mari is a Texture painting application used by the likes of WETA Workshop.
MODO is a modeling App that is basically modeling nirvana once you get the hang of it.
Click Here for MODO/Mari indie
That said the Indie version only exports only to .FBX and .OBJ
Which should not be a problem since we have a plugin for Assimp which supports FBX.
This is a really great app and well worth the money. :)
- Ben
About the author
My name is Benjamin Stanley. I am a Procedural World enthusiast, 3D artist, and Generally Awesome Guy. I have worked on various projects and Modifications in the past and I am currently looking at making a Free Game with Torque 3D or Torque 2D.
#2
http://www.garagegames.com/community/forums/viewthread/136389
First thing is first Deferred rendering and then PBR. :)
From what I understand deferred rendering would help out with allot of lights and better performance overall. :)
That said - I am going to be on the Wiki doing some work :)
EDIT: Here is the Github for the deferred rendering :)
I think it is the right one at least.
https://github.com/Azaezel/Torque3D/tree/Deferred_Shading2
12/17/2014 (4:37 pm)
Here you go Ron :)http://www.garagegames.com/community/forums/viewthread/136389
First thing is first Deferred rendering and then PBR. :)
From what I understand deferred rendering would help out with allot of lights and better performance overall. :)
That said - I am going to be on the Wiki doing some work :)
EDIT: Here is the Github for the deferred rendering :)
I think it is the right one at least.
https://github.com/Azaezel/Torque3D/tree/Deferred_Shading2
Associate Ron Kapaun
3tdstudios.com
Ron