I am feeling ambitious today. Far too ambitious for my own good probably, and certainly more ambition than I could possibly use up in a single day.
And because I am a huge geek, with way to much time on my hands because of a fairly light course load this semester, this ambition doesn't have to be focussed on schoolwork. Instead I have chosen that it is about time I actually learn to make some 3D models. My overall goal for learning this skill would be so that I could create some models to import into games and create mods.
I told you it got to ambitious for one day.
I am primarily interested in making starships so I don't believe animation is going to be as important as if I was making a person, or any object with more moving parts.
What program do I use though? Maya, 3ds max, Mudbox? Some of these and more are on my school computers, and others I can get a pretty sweet student discount on at the campus bookstore.
So here is a short list of what I want to be able to do.
Make models that look pretty badass (this will require some texturing I imagine)
Export these models in a wide array of formats so that I can try to get them into a format different game engines will recognize(Maya seems to be missing this functionality!!, but I may just be not seeing it)
Possible animation for down the road (Battle Damage and the like)
So HA what is the best 3D software that fits my needs?
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I use Max daily at my work and while I do enjoy using it, sometimes i wish I'd picked up Maya instead. I'd say Max is slightly easier to use, but Maya is a lot more powerful when doing organic modelling and has much better UVW Unwrapping tools (for texturing). Either of them have 30 day trial downloads and plenty of tutorials on things like building spaceships. So really, either is a good option.
Super high-poly sculpting (for making normal maps, or just super pretty shit you have no intention of animating): ZBrush, Mudbox (I think, this one I've never used)
Blender is a free modeling program, but a few people in my course (we all use 3DS Max 2009) found Blender to suck. I haven't used it but I imagine it's not so bad if you start with it and then move up to Max or Maya.
I haven't used Maya before but I'm planning to learn it over the summer. I'm more familiar with 3DS Max. It was completely alien at first but after getting used to the interface I find it super easy to use for both modeling and animation.
As far as texturing goes, you absolutely need textures for your models to look awesome. This is where I have a problem since I never know when to stop adding details in the model and leave it up to the textures. It'll come with practice I s'pose.
In any case, I can heartily recommend Max for your modeling and animation needs. Just be super sure you want to stick with it because that is a lot of cash to drop on a program.
Do... Re... Mi... So... Fa.... Do... Re.... Do...
Forget it...
However, the user interface is a bit confusing and hard to get used to.
Still, it's free so I'd go with that.
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp
Also, check out the area for lots of tasty tutorials on just about anything owned by autodesk:
http://area.autodesk.com/
If you are going to be doing high poly sculpting, I'd reccomend Mudbox for a first time user. Mudbox is very much a pick up and use software as opposed to zbrush; zbrush has a lot of great tools but it's UI is rather confusing at first. Also, if you have the cash and want to unwrap things quickly get yourself a copy of UV layout. It is unwrapping software that makes unwraping a million times easier.
This is of course assuming that your school has Max and Mudbox. If it doesn't I'd recommend blender. Blender has a lot of great tools for being a free 3D package.
I like drawing, cartoons, cookies, and shiny pointy objects.
If you want to learn to texture you'll need to know how to use Photoshop too, but beyond that you sort of need to know how to draw. So you should probably also learn to draw.
This is no longer true. Maya 2009 only has a 30 day trial and they've removed the free edition of 8.5
Personally, I enjoy working with Maya a lot more. There are less visible menus and animations are a bit easier to control (again, opinion).
Max and Maya are both great for games honestly. Many studios use Maya only. I think Insomniac Games is one. Blizzard uses a combination of Maya and Max.
Maya is hard to start with if you have the clear intention of doing games, though. Maya has weird things like making the base unit centimeters instead of meters (Max), as well as Z facing up, instead of Y facing up (Max). Once you understand a lot of the basics of 3d modeling, it will be easy to compensate for these things and be comfortable digging through the menus, but until then, Max works pretty standard out of the box for games. Some engines even support Biped skeletons without questions.
Ignore this dude if you want to work on games; Rhino won't let you make game models and Alias has been replaced by Maya.
Ah, I wasn't sure, I've just had experience with them from school and only know them from a 3D modeling angle.
Both produce DVDs that are comprehensive and slow enough to learn for the first time. You can look around at beginner tutorials for free online, but their starter tutorial DVDs are pretty good.
If your school owns the programs, there's a good chance your school library will have some of these DVDs. Mine had their entire collection, and I went crazy watching them all. They are GREAT resources.
If not, check your public library. After that, you'll have to buy them
Bear in mind 3ds Max have just released 2210 which has a dramatically different GUI than version 2009 (they have implemented the Windows 'Ribbon' design used in Microsoft Office. I want to groan, but as I haven't yet used it I'm withholding my opinion. Just be aware because Max 8-2009 didn't look very different, but now you might need to scout out options and features when following old tutorials.
The Gnomon tutorials might be a bit advanced at this stage. Honestly I would just spend a day doing any of the zillions of spaceship tutorials and see how far you get. It'll give you an idea of box modelling, editable polygons, the viewports, basic materials, basic lighting, basic uvw unwrapping. It'll end up looking like a 1993 cg spaceship, but thats really all it is! Start small, and be proud of what you accomplish in a day. It can get very addictive.
If you have any 3ds max questions let me know and I'll see if I can answer them.