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Looking for the right 3D modelling program.

donhonkdonhonk Registered User regular
So I'm looking to learn up some 3D soon, I have been trying out 3DS Max 2009... So far its been a good experience. Until I find out all the tutorials on the site are for the new 2010 one, and I hear nothing but bad things about Max on forums / youtube. As far as I know there are 2 more, XSI and Maya. Both I know close to nothing about, but I'm looking for one that would export stuff easily into Source or Unreal Engine 3 for I'd like to be making some game assets. Which one should I trial and invest in?

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Posts

  • TheUnsane1TheUnsane1 PhiladelphiaRegistered User regular
    edited April 2009
    If I am not mistaken Maya is the answer for Unreal Engine use. I am fairly sure the last UT game I bought included a dvd of tutorials to learning Maya for using the UT editor.

    TheUnsane1 on
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  • xzzyxzzy Registered User regular
    edited April 2009
    Oh good, no one's mentioned Blender yet.

    http://www.blender.org/

    I can't claim you can use it for UT mapping, but it's my current favorite 3D program. I bought 3dmax as a student about 8 years ago, figuring if I made the investment I would be able to use it for years. Fat fucking chance, it was obsolete by the time the next version came out and I was unwilling to pay their retarded prices more than once.

    So, Blender it is. It's like the Linux of modelling programs.. painful at first, but give it a chance and it'll treat you right.

    I'm sure there are exporters for UT and Source, but the downside with them will be they'll be made by amateurs and could be hard to use, buggy, incomplete, or a mixture of all three.

    xzzy on
  • WassermeloneWassermelone Registered User regular
    edited April 2009
    donhonk wrote: »
    So I'm looking to learn up some 3D soon, I have been trying out 3DS Max 2009... So far its been a good experience. Until I find out all the tutorials on the site are for the new 2010 one, and I hear nothing but bad things about Max on forums / youtube. As far as I know there are 2 more, XSI and Maya. Both I know close to nothing about, but I'm looking for one that would export stuff easily into Source or Unreal Engine 3 for I'd like to be making some game assets. Which one should I trial and invest in?

    3ds max is a pretty common program to be used at game companies, the modding community etc. If you end up at a game company that uses 3ds max you will just have to use it anyway.

    Wassermelone on
  • The Reverend Dr GalactusThe Reverend Dr Galactus Registered User regular
    edited April 2009
    donhonk wrote: »
    I hear nothing but bad things about Max on forums / youtube.

    I think pretty much any industry standard tool is like this, whether in 3D, post, animation, sound, graphic design, or web development. Flash, for instance -- It's amazingly powerful and a lot of the old annoyances have been fixed in later versions, but as with any software package with that much freedom, there are always going to be some things that just end up difficult to do with it.

    I don't really know a lot about the current state of the 3D industry, but my guess is that Max is a well-rounded package that has some long-standing quirks, just like all the other packages.

    The Reverend Dr Galactus on
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  • xzzyxzzy Registered User regular
    edited April 2009
    From general chatter I hear from people who are getting employed with game houses, Maya seems like the top dog these days.

    I don't think that makes 3dmax a poor choice, just that if you're looking to get a foot in the door at a game company, Maya might be better.

    xzzy on
  • LittleBootsLittleBoots Registered User regular
    edited April 2009
    If you're just doing this as a hobby go with Blender. It's free and the interface is about 1billion times better than anything else out there and it's also an extremely powerful and feature rich program.
    (You can 3D model, Animate, Use the Physics Engine, Use the Game engine, And use the Sculpt mode, as well as video and audio sequencing all in the same program)

    I use it to make HL2 props, never made anything for UT but I'm sure there is an exporter out there. As far as exporters being buggy... some are but they get fixed pretty quick. There is a big community out there using blender many being very experienced programmers, so there is a big library of neat little scripts that can do all sorts of things.

    Also, it's free.

    Honestly, 3D modeling is 3D modeling. If you're just wanting to make models there is no reason not to use Blender. If you're wanting to learn the work flow of a certain program used in the industry then by all means get that program.

    Blender Links:

    http://www.blenderunderground.com - Fantastic site for learning Blender. Very thorough video tutorials on the interface and introduction to modeling. Watch these and you'll be zooming around Blender like you know what you're doing in no time (you'll also begin to see the genius of the interface design, may seem like a small thing but a clunky interface (XSI!) makes modeling a chore.

    http://blenderartists.org - Great sight with an awesome forum full of threads with helpful info.

    LittleBoots on

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  • Mr.BrickMr.Brick Registered User regular
    edited April 2009
    The Max vrs Maya thing in terms of game creation is one I get asked about a lot by friends as I used to want to make games. From what ive seen its a pretty even split in terms of who uses what. It might be leaning a bit towards Max for higher end stuff. My advice would be to learn one inside and out. then learn the others. The tools are basically all 100% the same, just with diferent names. The methods and ideas behind them both are exactly the same basically. Also once you learn one inside and out- you will be able to pick up the other very very quickly.

    I do film vfx / motion graphics (design) and use mostly MODO and Cinema 4D only. used to use max and maya but I became frustrated with their ancient UI's and the ancient methods of doing things.

    I got to say though- if it wasnt for learning Max inside and out- i would never been able to pick up the easier to use programs or be able to trouble shoot / do difficult things because of the inner workings of 3d understanding I gained from learning one of the big 3.

    Once you know the complicated ones you can move on really let your work shine. SILO is also a really good app but its strictly for modelling and nothing else.

    Mr.Brick on
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  • Mr.BrickMr.Brick Registered User regular
    edited April 2009
    Also if you can master blender, switching to Max or Maya is also not hard. Blender has a lot of the same tools / methods and is a great way to get into this whole 3d world.

    Mr.Brick on
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  • GrimReaperGrimReaper Registered User regular
    edited April 2009
    xzzy wrote: »
    Oh good, no one's mentioned Blender yet.

    http://www.blender.org/

    I can't claim you can use it for UT mapping, but it's my current favorite 3D program. I bought 3dmax as a student about 8 years ago, figuring if I made the investment I would be able to use it for years. Fat fucking chance, it was obsolete by the time the next version came out and I was unwilling to pay their retarded prices more than once.

    So, Blender it is. It's like the Linux of modelling programs.. painful at first, but give it a chance and it'll treat you right.

    I'm sure there are exporters for UT and Source, but the downside with them will be they'll be made by amateurs and could be hard to use, buggy, incomplete, or a mixture of all three.

    I've only ever done 3d modelling and rendering as a hobby over the years, but I have to really emphasize that the interface to Blender is like having somebody drill a hole in your head through your eyeballs. It is horrendously awful torture.

    I miss Imagine, that was such a funky ray tracer. What's Cinema 4D like these days? I've not used it in years.

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  • xzzyxzzy Registered User regular
    edited April 2009
    I disliked Blender at first but it really grows on you. The thing is fine tuned for efficiency.. one hand on keyboard, the other on a mouse. You can really work fast once you learn the keybindings.

    xzzy on
  • Mr.BrickMr.Brick Registered User regular
    edited April 2009
    Cinema 4D is pretty rad these days. I just upgraded to R11 and it is pretty kick ass. I bought almost all the modules too.
    Thinking Particles are easy.
    Mograph module makes me very happy.
    Having everything integrated with After Effects makes me even happier. So happy that I now have tunnel vision.

    Mr.Brick on
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  • ElJeffeElJeffe Registered User, ClubPA regular
    edited April 2009
    Yeah, Max vs Maya vs whatever is pretty much irrelevant. They're both excellent, powerful, and expensive packages. Max has an advantage on price (or at least used to; this may no longer hold) because it doesn't require you to purchase all of the extra bells and whistles out of the gate. Maya is pricier, but can do all kinds of crazy shit right out of the box.

    None of which really matters. If you're learning 3D modeling, you want to worry about techniques and theory, not user interface. Any decent package - including Max and Maya - will teach you about things like sculpting polys, extrusions, hand-manipulation of vertices, morphs, yadda yadda yadda. And once you learn how to model stuff, you can transfer your skill set to any modeling package out there with little difficulty. If your goal is to get into professional modeling, don't sweat what package you use too much. A company that uses Maya is not likely to pass over an excellent 3D artist who uses Max. Because that excellent artist can probably pick up Maya to the point where he's producing usable artwork inside a couple weeks.

    ElJeffe on
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  • xzzyxzzy Registered User regular
    edited April 2009
    Yeah, the modeling portion is relatively easy. Intimate knowledge of anatomy? That's where the time investment comes from.

    Ray tracing is pretty difficult, in terms of setting up lighting, but even that can be learned through lots of trial and error. Creating and animating an organic creature is what separates the men from the boys.

    xzzy on
  • ElJeffeElJeffe Registered User, ClubPA regular
    edited April 2009
    Actually, I think animating - particular organic critters - might be one of the few things that's somewhat platform dependent. Modeling them isn't - a mesh is a mesh. But getting the software to properly weight the influence that each bone has on each vertex is something of an artform, and how those tools work - I think - varies substantially from package to package.

    I could be wrong. Animation was never my strong suit, except animation of rigid bodies (machines, etc), and that's pretty damned trivial in comparison.

    ElJeffe on
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  • Mr.BrickMr.Brick Registered User regular
    edited April 2009
    Animating is more or less the same.
    A bone is a bone no matter what its name is. I used to do a fair amount of character rigging- but since found my niche in the more abstract parts of animation.

    Most of the big packages do it all the same but get from point a to point b a tiny bit differently. mathematically they are all based on the same ideas and theories that cross all forms of 3d. This will be changing in the next few years though as some pretty amazing research is being done on how to deform meshes in different ways with different algorthims. But thats a whole different topic.

    Most rigging is the same in packages. the big ones like xsi, max, maya, lightwave are all better at it than the lower end ones though. there is some pretty complicated math under the hood and the tools are just better developed in them.

    that being said though you wont find anything all that different from package to package though. they all use the same methods. bones, weight maps, vertex maps, morphs, rotation wiring, ect... some apps just have better tools.

    Mr.Brick on
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  • Mr.BrickMr.Brick Registered User regular
    edited April 2009
    ElJeffe wrote: »
    Actually, I think animating - particular organic critters - might be one of the few things that's somewhat platform dependent. Modeling them isn't - a mesh is a mesh. But getting the software to properly weight the influence that each bone has on each vertex is something of an artform, and how those tools work - I think - varies substantially from package to package.

    I could be wrong. Animation was never my strong suit, except animation of rigid bodies (machines, etc), and that's pretty damned trivial in comparison.


    youd be right though. a fair amount of apps dont even offer you bones. Modo for example can animate, but has no bone system.

    as for the technical things- the tools are slightly different but all do the same things. its harder to be an expert across all the platforms in this field though as opposed to being able to model like a super star in max, maya and xsi. but if you learn how to be good in one, you are not going to have too much trouble figuring out how to do it in others. just got to do a bit more under the hood digging.

    edit: the big challenge in animating and rigging comes in being efficient. each app has different languages. max has max script, maya has yada, xsi has yada ect... thats where it starts to get difficult.

    Mr.Brick on
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  • GihgehlsGihgehls Registered User regular
    edited April 2009
    Some artists at my work use strange tools here and there but every single artist has a copy of maya, zbrush, unwrap3d, and crazybump.

    edit
    ElJeffe wrote: »
    And once you learn how to model stuff, you can transfer your skill set to any modeling package out there with little difficulty. If your goal is to get into professional modeling, don't sweat what package you use too much. A company that uses Maya is not likely to pass over an excellent 3D artist who uses Max. Because that excellent artist can probably pick up Maya to the point where he's producing usable artwork inside a couple weeks.

    I liken it to driving a car. Once you learn how to drive your own car, learning to drive someone else's is much easier. You just have to figure out where your familiar controls such as the turn signals are and maybe learn some new idiosyncrasies regarding how to start the engine or use the gear selector.

    Gihgehls on
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  • narv107narv107 Registered User regular
    edited April 2009
    I was about the recommend Maya because of the Personal Edition 8.5 that I had downloaded before I installed win7 on my desktop. I hadn't gotten around to downloading it again because work has kept me from continuing to learn Maya and it appears that they no longer offer the free personal edition and now only do a 30 day trial.

    Massive suck.

    narv107 on
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