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Instead of having 20+ different threads arguing about which is better, let's contain all that into a single thread.

That's not to say this thread is for shitposting, but I think it's worth discussing the differences between each program along with their merits for an artist.

Some baseline questions:

What do you use for polymodeling?
What do you use for sculpting?
What do you use for retopology?
What do you use for rigging and/or animation?
What do you use for vfx?
Which do you think offers the best value for money?
Do you combine any for your personal pipeline? If so, which ones?
>>
>>590641

What do you use for polymodeling?
sketchup
What do you use for sculpting?
i dont
What do you use for retopology?
sketchup
What do you use for rigging and/or animation?
i dont
What do you use for vfx?
i guess vegas pro counts? not a lot of vfx used in archvis showreels
Which do you think offers the best value for money?
sketchup
Do you combine any for your personal pipeline? If so, which ones?
skp, maya, unity, daz

skp for main modelling, sometimes i put more complicated stuff in maya for uving, use daz for people all ends up in unity for vr cash money
>>
>>590642
Post pics
>>
>Rhinoceros
>Autodesk
>What do you use for polymodeling?

What about CAD? I guess we need a CAD board for there to not be Blender vs X arguments.

>What do you use for polymodeling?
A more accurate modeling method called NURBS
>What do you use for sculpting?
No real engineering needed. Outsource if necessary
What do you use for retopology?
Real geometry
>What do you use for rigging and/or animation?
Keyshot
>What do you use for vfx?
Sony Vegas for occasional clips. I don't do video.
>Which do you think offers the best value for money?
I think Blender is a piece of shit after using it for just a couple of days, but you can't compare the value of something that;s free to something that costs money. Blender is shit, but is also priceless when compared to the value VS another app that costs $0.01

>Do you combine any for your personal pipeline? If so, which ones?

Rhinoceros and products Autodesk make are the only ones worth a damn in the real world. They also happen to be what I use. Also fuck you for not including more CAD programs into a general 3D/CG thread. I guess I'm just jealous I can't sculpt a flawless dragon dildo myself
>>
>>590641
Isn't Lightwave dead? Does anyone on /3/ still use it?
>>
>What do you use for polymodeling?
Maya
>What do you use for sculpting?
Zbrush
What do you use for retopology?
Zbrush or Houdini, no hand-retopo because I don't make characters
>What do you use for rigging and/or animation?
Maya if I have to
>What do you use for vfx?
It's FX, and Houdini
Which do you think offers the best value for money?
Blender if I'm honest, since it's very capable but it's still a piece of shit in my eyes usability-wise
Do you combine any for your personal pipeline? If so, which ones?
I usually just use Houdini, Nuke and Photoshop. Not too interested in polymodeling or character animation, more into FX stuff
>>
>>590641
>What do you use for polymodeling?
Max
>What do you use for sculpting?
ZBrush
>What do you use for retopology?
Max & ZBrush
>What do you use for rigging and/or animation?
Max
>What do you use for vfx?
I don’t do VFX
>Which do you think offers the best value for money?
Substance Painter
>Do you combine any for your personal pipeline? If so, which ones?
Max, ZBrush, Substance. Always trying out new tools that I could work into there, but those are the mainstays. I’ll consider UE4 once I have a PC that can actually run it.

Why these programs? Started with GMax (remember that shit?) when it was the only way to get some semblance of Max for free, but figured out how to pirate soon after and Max was the easiest to crack, also everyone and their dog uses it where I live. Just made sense.
ZBrush because it immediately became obvious when it released that sculpting was essential for the future of 3D, as much of a pain as it was (and still is somewhat). Then Allegorithmic came out with Substance and it was the ZBrush of textures, so that was a no brainer too. Mari was around before that, but it was impossible to pirate at the time because it was secret sauce.
>>
>>590649
Did you ever try Quixel Suite?
>>
I use Blender for everything. This is a hobby for me, I don't need professional highest tier expensive software.

Although I've never sculpted, retopologized, or used any vfx.
>>
>>590641
>What do you use for polymodeling?
Blender, C4d, Max
>What do you use for sculpting?
Z-brush
>What do you use for retopology?
Z-brush/Maya/Max
>What do you use for rigging and/or animation?
Maya/Houdini
>What do you use for vfx?
Houdini/Nuke/Fusion
>Which do you think offers the best value for money?
I sail under the black flag, i take value, i don't give money.
>Do you combine any for your personal pipeline? If so, which ones?
Yes, all of them.
Not mentioned: Substance Designer and Painter for Surfacing.
Arnold, Renderman or Clarisse for CPU-pathtracing.
Cycles and Redshift for GPU-rendering.
Fuck V-ray.
>>
>>590656
Why not Mantra?
>>
>>590659
Too slow even compared to Arnold/Renderman.
I also don't render in Houdini.
>>
>>590650
Heard about it, but never got around to checking it out, for the time being the Substance stuff is good enough for me.
>>
>>590641
>What do you use for polymodeling?
Max or Maya.
>What do you use for sculpting?
Maya sometimes Mudbox. Even Max has some sculpting tools.
>What do you use for retopology?
Don't need. All my models are perfect
>What do you use for rigging and/or animation?
Max or Maya.
>What do you use for vfx?
Houdini, PS or AFX
>Which do you think offers the best value for money?
??? never paid for this shit
>Do you combine any for your personal pipeline? If so, which ones?
see above
>>
>>590641
>let's contain all that into a single thread
no.
have you forgotten the domain you're posting on?

still, i will answer:
>What do you use for polymodeling?
blender.
>What do you use for sculpting?
blender, however i can't get too crazy with my sculpts as i'm using a 2009 emachines with a gt430.
>What do you use for retopology?
i don't.
retopo is for people that can actually sculpt shit.
>What do you use for rigging and/or animation?
blender.
>What do you use for vfx?
i don't because i have zero interest in vfx.
i enjoy making game assets.
>Which do you think offers the best value for money?
blender because it's free,.
houdini because fuck you those are amazing particle sims.
>Do you combine any for your personal pipeline?
blender is all i need for game asset creation.
i could get a program like maya or max but i would just be wasting money and time since blender is free and a million times faster with polymodeling because keyboard shortcuts.
>>
3d Coat or Substance Painter.

I'm doing Characters, And rarely do any hardsurfaces. What would you suggest?
>>
>>590671
>What do you use for retopology?
>Don't need. All my models are perfect
wut. retopology is to get really densely detailed meshes to be usable with rigging and animation tools or into game engines, there aren’t many people who are so shit at modeling that they actually have to retopo just because the initial model was so bad.
>>
>>590641

>What do you use for polymodeling?
Modo, Blender and rarely Maya

>What do you use for sculpting?
Zbrush

>What do you use for retopology?
Topogun

>What do you use for rigging and/or animation?
Maya

>What do you use for vfx?
I don't do vfx but if I would I would use Houdini

>Which do you think offers the best value for money?
Zbrush and Substance Painter

Do you combine any for your personal pipeline? If so, which ones?
Modo for modeling and uvs, Zbrush for sculpting, Substance painter and Mari for texturing, Maya for rigging and rendering, Marmoset for realtime showcase, Photoshop for texturing and PP. I also use Marvelous Designer for clothes and Knald for baking stuff
>>
>What do you use for polymodeling?
Blender

>What do you use for sculpting?
Zbrush

>What do you use for retopology?
Blender (lazy), 3Dcoat (serious), Zbrush (automatic)

>What do you use for rigging and/or animation?
Blender

>What do you use for vfx?
u wot?

>Which do you think offers the best value for money?
Substance Indie Pack

>Do you combine any for your personal pipeline? If so, which ones?
Yes, all + Unity3D, Krita
>>
What do you use for polymodeling?
Maya and Blender.

What do you use for sculpting?
Zbrush and Blender.

What do you use for retopology?
Zbrush (I'm a lazy retopo fag and I poly model my characters as much as I can to avoid that)

What do you use for rigging and/or animation?
Maya

What do you use for vfx?
I don't do VFX for now.

Which do you think offers the best value for money?
The indie substance suite. $20 per month for 4 amazing software, you own them after 12 months. Can't beat that.
>>
>Which do you think offers the best value for money?
The answer you're looking for is XNormal
>>
>>590641

What do you use for polymodeling?
Maya. (I use C3dCprefs which add a bunch of good polymodeling keyboard shortcuts.)

What do you use for sculpting?
Zbrush.

What do you use for retopology?
Maya.

What do you use for rigging and/or animation?
Maya.

What do you use for vfx?
Maya and Marvelous Designer.

Which do you think offers the best value for money?
Blender or Zbrush.

Personal pipeline?
Substance for textures, Natron for compositing.
>>590656
Character animation in Houdini? How is that going? Been looking to try it out. Any tutorials?
>>
>>590741

Could you give a link to that C3dCprefs?, I can't find anything.
>>
>What do you use for polymodeling?
Zbrush
>What do you use for sculpting?
Modo
>What do you use for retopology?
Sketchup
>What do you use for rigging and/or animation?
Daz
>What do you use for vfx?
3ds Max
>Which do you think offers the best value for money?
Keyshot
>>
>>590747
Poly model a base with Zmodeler, send it over to Modo for sculpting, then retopo in SketchUp with quadface tools, rig and animate in Daz and send it over to Max to render out with the scanline renderer.
>>
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>>590748
>Poly model a base with Zmodeler, send it over to Modo for sculpting
>sculpting in modo over zbrush
>>
Maya, Zbrush, Marvelous Designer, UE4, Daz, Substance Painter, Gimp.
>>
>>590750
You've never sculpted in Modo, have you?
>>
>>590753
I think you're the only one in the world who has.
>>
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>>590641


>What do you use for polymodeling?
Zbrush

>What do you use for sculpting?
Zbrush

>What do you use for retopology?
Zbrush

>What do you use for rigging and/or animation?
Zbrush

>What do you use for vfx?
Zbrush

>Which do you think offers the best value for money?
Zbrush

>Do you combine any for your personal pipeline? If so, which ones?
Zbrush
>>
>>590646
Rhino is shit for CG and very outdated and the only remotely good things about it are make2D and Grasshopper
>>
>>590764
You are pants on head retarded. Rhino is CAD first and your glorified triangle pushing bullshit second.

Since clearly you have more experience than my 5 years of using Rhino almost daily, how is Rhinoceros outdated in any way? Don't involve triangle pushing trash. No one that uses Rhinoceros professionally gives a fuck about polymodeling or sculpting perfect scales on your dragon dildo except the occasional need to convert NURBS geometry to a mesh for rendering. Also not typically needed for any real world engineering project Rhinoceros is typically used for.
>>
>>590778
Can you not read?
I said Rhino is shit for CG, which it is.

Also it's outdated, which is a fact.
>single threaded
>no BIM tools
>UV tools from the 90s

Don't be so assblasted because you can't into polymodeling. I too thought Rhino was the shit once, until I tried using it for CG, for which it's objectively shit, so I learned Max.
>>
>>590743
http://create3dcharacters.com/package-courses/

$10 for a one month subscription to the tutorials and you can download the preference/hotkey pack.
>>
>>590641
What do you use for polymodeling?
blender, sometimes Rhino
What do you use for sculpting?
blender
What do you use for retopology?
sketchup
What do you use for rigging and/or animation?
Blender
What do you use for vfx?
Rhino
Which do you think offers the best value for money?
sketchup
Do you combine any for your personal pipeline?
blender, rhino, sketchup
>>
>>590784
You are stupid if you are trying to use a program focused on CAD to mash around triangles. The abilities Rhino has for poly nonsense are simply a bonus to CAD functions. This is like saying z brush is outdated because there is no built in substance designer. They're totally different and if you use the program for one of those two reasons you are fucking dumb.

No one that uses CAD is jealous of your triangle pushing. While you learn some imaginary geometry that might one day make it into a shitty video game you don't even own the rights to, people using CAD will be designing the world around you.
>>
What do you use for polymodeling?

work - max home -modo
What do you use for sculpting?
zbrush
What do you use for retopology?
3dcoat
What do you use for rigging and/or animation?
only limited exp rigging in Maya. at work - max
What do you use for vfx?
max, after effects
Which do you think offers the best value for money? substance probably
Do you combine any for your personal pipeline? If so, which ones? modo/ max, zbrush
>>
>>590763
If you're so confident in zbrush, why are you posting someone else's work?
>>
>>590855
>You are stupid if you are trying to use a program focused on CAD to mash around triangles

I'm not, you doofus. That's the fucking point.

Pretty hilarious tho how you can't read for shit and get so hung up on your CAD meme. Where do you work or what do you work on btw? Must be pretty hot shit if it's giving you such a hard on.
>>
>>590873
>>590904
You both need to get on my CAM level
>>
>>590764
Rhino is mainly for CAD and 3D printing.
>>
I only use Fusion 360. I have tons of complaints but for my work I don't see better options really.
>>
>>591073
I know
I used it a lot before getting more into cg and realtime archviz, and being the program I knew, I tried using Rhino for those things but quickly stopped when I realised that it's not a good tool for that.
And at least in AEC, people are now modeling with more AEC specific programs instead of Rhino.

Also the fact remains that it's bad for producing CG content (obviously) but also outdated because it can't into multithreading.
>>
Why do we like Modo better than 3DS and Maya?
>>
>>591100

We don't. Modo is a pain in the ass.
>>
>>591292
>Speaking for all of /3/
Why do you idiots think there are so many X vs Y threads?
>>
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>What do you use for polymodeling?
c4D

>What do you use for sculpting?
c4D

>What do you use for retopology?
c4D

>What do you use for rigging and/or animation?
c4D

>What do you use for vfx?
c4D / After Effects

>Which do you think offers the best value for money?
blender. or autodesk if you're a student.

>Do you combine any for your personal pipeline? If so, which ones?
I want to learn a better workflow. Im at school for Graphic Design but have been self teaching 3D for about 3 years now. I use cinema because it allows me to integrate my work with aftereffects quickly--though Ive been curious about other programs because cinema isn't great for some of the above tasks. I do some work with VR at my job and aftereffects 2018 has some really strong tools for it so the cinema integration is useful. pic related ive been doing stuff with c4d and after effects dithering shaders
>>
>>591309
wow the webm compression fucked that video hard my b
>>
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>>590784
I think that they will be adding multicore support to rhino 6. While lots of the basic operations like drawing a line don't benefit, iirc it should really speed up stuff like 3d intersections. also it should really speed up grasshopper and stop it crashing all the fucking time.

i dont think adding bim tools is really neccesary, it seems kind of hacky to use rhino for bim when there are programs which are much better suited for that.

Also theres a geometry kernel plugin being released soon which seems to combine nurbs and polymodelling. Looks like it could be pretty good.
>>
I need a suggestion for sculpting program.
I tried Zbrush And really didn't like the work flow. I come from Blender; Dyno-poo. is there any sculpting programs that would ease going into?
>>
>>590641
>What do you use for polymodeling?
3dsmax
>What do you use for sculpting?
Zbrush
>What do you use for retopology?
Zbrush
>What do you use for rigging and/or animation?
3dsmax
>What do you use for vfx?
3dsmax, particle illusion and After Effects.
>Which do you think offers the best value for money?
Zbrush and 3dsMAX.
>Do you combine any for your personal pipeline? If so, which ones?
Zbrush and 3DSmax goes hand in hand.
>>
>>591482
what industry do you work in?
>>
>>591478
ZBrush is one of those things that is so good, despite being shit at the same time, that your best option is just sticking to it. This is normally in opposition to my usual suggestion of “use what you feel works best for you”, just because in the long run it’s objectively the best choice.

If you still really want to try something else, 3D Coat also offers sculpting with dynamic geometry, and then there’s Mudbox, which is the fastest and simplest of all the sculpt packages, but it lacks dynamic geo; you have to model a base mesh first and then sculpt. On top of that both 3D Coat and Mudbox also offer painting and retopo tools, which are shit in ZBrush.
>>
>>590641
>What do you use for polymodeling?
SketchUp like the clueless babby I am.
>What do you use for sculpting?
I don't.
>What do you use for retopology?
I had to google that.
>What do you use for rigging and/or animation?
I don't.
>What do you use for vfx?
I don't.
>Which do you think offers the best value for money?
I have no bloody idea.
>Do you combine any for your personal pipeline? If so, which ones?
No.
Really lads, what should I pick up after SketchUp, in your opinion? I use it because it was incredibly simple to learn, but I really need to step up to something better if I want to do anything worthwhile.
>>
>>590641
Whatever gets the job done.
>>
>>591487
I think it's pretty obvious he works in archviz, other archdude here, workflow is pretty much the same with some rhino for parametric modelling
why do people here hate 3dsmax doe?
It's pretty much the only real option for archviz
>>
>>591505
Assuming you want to do archvis, Max is a great option, add in VRay and you’ve got the 101 package for architecture.
Blender is always an option if you’re poor but don’t feel like pirating, and C4D is also known to be really easy to use, but less powerful than the other options. Other software worthy of mention would be increasingly more complicated to use than these.
>>
>>591321
I am excited for GH2 and Rhino 6.

I just have a bit of a personal beef with Rhino right now. It's all the rage at my arch uni for some retarded reason, and now we get more and more people modeling in Rhino to do something in Unity.. it's just a mess.
So I like to emphasize the difference between Nurbs/cad and polymodeling and that its important to pick the right tool for what you want to do.
>>
>>591519
yeah man same, over the past few years its suddenly become the thing to use. i think part of it is that its pretty useful if you want to make shit with it, 3d print, cnc , laser cut ect. make2d is also a great little tool for producing drawings with, seen loads of really nice stuff from it.

its pretty shit for anything vfx though. i guess people don't want to have to learn to use another program.
>>
>>590641
>What do you use for polymodeling?
Max or Maya

What do you use for sculpting?
Zbrush

What do you use for retopology?
Max or Maya or Zbrush

What do you use for rigging and/or animation?
Rigging always Maya, Animation may be Max and Maya. Depends really

What do you use for vfx?
Uh...

Which do you think offers the best value for money?
>Paying for software in this day and age
>>
>>591521
it's just out of place for architecture imo
it used to be great and with grasshopper you can still do very useful shit. It will continue to be useful for a long time because of that.
But these days, modeling is more efficient in actual arch software, and so is creating plans.
And then when you must render outside of your arch software or even want to go realtime, there is no way around Max.

So it's really annoying to me to see so many architecture students waste their time with rhino, all because none of the teaching statt at uni know anything else.
>>
>>591528
it think it has its uses, especially at early conceptual stages of a project. ideally you'd want to be switching between the different tools when you need them. when i was a student i would switch between hand sketching and rhino early on, then use revit to resolve those early stages into something more rational and work out the details ect.
i've seen people do all their final work out of rhino, modelling everything in detail super slowly, and it was fucking painful to watch.
>>
>>591528
>So it's really annoying to me to see so many architecture students waste their time with rhino

Literally the ONLY fucking use Max has for Rhino is to render objects with much more complicated UV maps a little easier than with PS/real time render engine of your choice. Once again. No one using Rhinoceros uses it for strictly CG purposes. The meshing abilities are simply a bonus to be able to have to option for more control to render after already having real geometry. you know, NURBS. So you are telling us to design real world objects with triangles?? GO FUCK YOURSELF.

>it's just out of place for architecture imo
Then use a tool specifically designed for architecture and quit complaining you stupid fuck.
>And then when you must render outside of your arch software or even want to go realtime, there is no way around Max.
Ok, this is like arguing with a brick wall. Completely incapable of doing basic research. Fuck you and the degenerate mental retardation that is this thread. I'm done.
>>
>>591512
I work in arch box - max vray too. I was just wondering if anyone uses max for anything else. people used to say that max was better for games but everyone I know in games uses Maya. I don't enjoy working in max but it's the best tool for my job, unfortunately.
>>
>>591559
arch viz
>>
>>591487
Games and animation, actually.
And i HATE maya interface, been using max since forever, and i´m still adapting to most Zbrush new techniques.
What makes me mad is that every time a "new software for animation and modelling" with 'amazing' features launch, is actually some bullshit that max does with a few deformers. Zbrush was the only one who really blew my mind with the auto retopo and UVW tools, aside for the neat organic modelling.
3dmax was a pain in those areas, and Zbrush filled the gap - of course autodesk wanted you to use their mudbox and other shits, but i learned zbrush first and now i stick to it.
>>
>>591553
Instead of spectacularly failing how to read over and over again and being a complete fucking retard, why don't you tell us about your amazing real life achievements?
>>
>>591516
That's really helpful, anon. Thank you.
I'm mostly trying to do some space fighters for an idea I've had. Keep in mind that I'm a complete spanner, though. I'm struggling to do a wing with a particular shape, and I do not know how to connect it to the rest of the fuselage.
>>
>>591692
Throw on some screenshots and I’ll see if I can help.
>>
>>591559
Software preference depends on where you are in the world as well, some programs seemingly have better regional support than others.
In any case, Max is perfectly fine for games, so I’m not sure why Maya is such a mainstay. One possibility I’ve heard is that it’s easier to manage when working on large multi-person projects. Maybe it’s just the thing they’re teaching a lot these days and people generally come out of school with Maya experience.
>>
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>>591693
Alright. I think you can see what sort of idiocy I'm doing.
I'm making and connecting airfoils through its length. Someone told me to think about wing structure before doing it. In particular, I focused on the ribs and made them because I don't know how to make the wing thinner as it goes from root to tip.
>>
i'm trying to get into MODO, but how shit, it's so fucking messy. i mean, right now i'm kinda neutral on the interface because MAYBE it's better 3ds max, and most likely it is, but
this fucking shit crashes on something basic like moving a poly or just using pan button
i'm used to 3ds max crashing with boolean or editing uvs, but this garbage goes CTD right off the bat with a fucking cube in the scene

it's fucking laughable
>>
>>591702
Try Blender.
>>
>>591696
Haha, okay now I have a... very vague idea about what you’re doing, even with pictures. Conceptually I think I get the idea, it’s just that your model isn’t following the concept very well.
In a proper 3D software you could draw splines for the structure and generate topology from them if you followed a similar line of thought to what you’re doing, or go freehand with edge-extrusion and refine the shape as you went along. As it is you look like you’re doing something overly complicated with the tools you have.
I’d say try downloading Max and watch this first thing: https://youtu.be/oaUzfqZFWBA If you want to learn more specific modeling features there’s Arrimus3D on YouTube. There are a ton of ways to make something like this in higher-tier software and so it’ll easier to find your groove.
>>
>>590641
1.Zbrush....
2. Zbrush...
3. Maya..
4. Maya..
>>
>>591727
>As it is you look like you’re doing something overly complicated with the tools you have.
That's what I thought.
I'll check out all those things, I'll put effort into it and hopefully git gud. Thanks anon.
>>
>>590641
>Cheeta
kek
>>
>>591758
No, check out Rhino.
>>
>>593128
stay away from Rhino if you want to make gaem
>>
>>590641
>What do you use for polymodeling?
3d Max.
>What do you use for sculpting?
Zbrush.
>What do you use for retopology?
Zbrush.
>What do you use for rigging and/or animation?
3d Max.
>What do you use for vfx?
3dmax, particle illusion, After effects.
>Which do you think offers the best value for money? 3D Max
>Do you combine any for your personal pipeline? If so, which ones?
Zbrush and 3ds Max goes hand in hand.
>>
Blender, 3DS Max, Zbrush, SP, SD, UE4, WM, ST, xN, and soon possibly Maya for animation and maybe particles. Also maaaybe Houdini one day.
>>
Why do so many people prefer 3DS Max to Maya?
>>
>Engineer
Inventor. Just inventor...
>>
>>593311
Because it only crashes 10 times a day while Maya crashes 100 times
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>>593366
Then people should actually use C4d and Blender which do not crash AT ALL.
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>>593369
But then you can't yell out 'motherfucking nigger dick cunt' at work...
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>>593373
Can't really argue with that.
>>
>>593366
>>593373
This.
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>>593311
I don´t know about other people, but i´ve been using 3ds max since it´s 3d studio for DOS version.
I hate Maya interface, and since max does everything with almost no crashes at all, well...
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>>591727
>>591758 here, I've downloaded Max. I can't select the edge and extrude like at 4:00 in the video, and the interface looks very different. I'm loving what I've seen so far, but those two things seem very important. What's wrong?
As for the first point: when I try to select one edge of the rectangle, it selects the entire thing.
Shift-clicking it does nothing, while shift and hold clones it.
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>>593892
Hey, I’m that same anon.
>I've downloaded Max. I can't select the edge and extrude like at 4:00 in the video, and the interface looks very different.
The video was made on an older version of Max, but honestly the UI hasn’t changed *that* much. If it bothers you that much, check out his newer hard surface tutorial series, I think the first four episodes are free.

>As for the first point: when I try to select one edge of the rectangle, it selects the entire thing.
>Shift-clicking it does nothing, while shift and hold clones it.
That’s because you’re either in poly or element mode. On the right hand side where you have the editable poly tools, below the modifier stack, one of the first rollouts should be selection mode, where you can pick what type of sub-object it want to edit. You can also use the 1-thu-5 number keys to cycle between them (1-vertex, 2-edge, 3-loop, 4-polygon, 5-element).
In order to edge-extrude, you have to be in edge mode, select the edge, and shift-dragging makes a new poly. The same thing goes for loop mode, but doing it with any other type of sub-object will just make a copy of it.

Just a quick tip, but stretch the right-side panel out to be at least two strips wide, makes it much easier to take everything in at a glance.

Another tip is to install rapidTools, which is a free script collection for Max, most importantly is has both edge loop regularize and quad cap, which are fairly useful to have. Bind them to some keys or throw them into your quad menu (thing that pops up when you right click).
In this video Grant still uses an outdated method for getting circles into quads, since then the edge loop regularize script came out and you can just select any arbitrary edge loop and it will turn them into a perfect circle.
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>>593904
Oh, another quick tip is to often make use of snaps when you regularly find yourself needing to align stuff, vertex snap being one of the most useful.

I should mention at this point that when you right-click on many tools, you get a pop-up where you either can configure how that tool works, or get an extended version. For example, right click on move tool gives you a box where you can dial in relative transforms, so if your geo is at some random distance like 234.67 but you need to shift it exactly 47.5 units back, instead of having to do the math, you can just enter the relative value.

With that said, right click on snaps gives you a menu where you can pick which types of sub-object your geo will snap to, but more importantly the next menu over has the constrain axis option, which is god-tier. Basically, whenever you have snaps turned on plus constrain axis, if you click on X, Y or Z arrow and drag, the object will ONLY move on that axis (or combination of axis), which means that you can do stuff like align one vertex to be on the same plane as another only along the planes of your choosing.
This also works on the object level, so you can snap an object to the vertex position of another, meaning you can model out a stair, and then shift-drag it with vertex snap in the up/forward direction, snap the bottom of the new step to the top of the previous one, and you’ll copy out a whole set of steps that are perfectly aligned without having to use the array tool.
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>>593908
Okay, one more quick tip! lol So, you manipulate the pivot of the object(s) that you have selected through the third tab in your tool panel (hierarchy), and setting move pivot only to active. Snaps works when editing the pivot, so you can can easily align it to any part of your mesh if you need it there for a specific reason. Like when building modular components, I find it’s often convenient to have the pivot near one of the edges of the object where it connects together, rather than in the center.
>>
>>593904
>>593908
>>593913
Okay, perfect! It's pretty late here, so I'll check these out tomorrow.
>>
>>593928
It’s late here too (1:30am), but night is mostly when I’m free to shit around on /3/, so all of this is coming off my phone - excuse any typos or false autocorrect.

One quick tidbit I want to add regarding the post about snaps and constraints before I forget - you only need to click once on the axis you want to constrain to, and then any object you move after will stick to it, even if you’re not using the gizmo.
This is important if you want to move a whole group of verts, but snap all of them relative to the position of one vertex to another.
An example would be extending an object to match the width of another, while shifting any surface details that were modeled in on its surface.
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>>593941
Alright, I'm retarded. There's no "Selection" section under the modifier stack (currently using "Main toolbar- modular" workspace). I've seen it in the video, but I can't find it. I've googled and found out how to edit my key bindings, and 1 through 5 are assigned to their respective sub-object levels. What should that say instead?
Also, how do I install rapid tools? Should I put it in >3ds Max>Max Creation Graph>Packages?
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Where the fuck is Milkshape 3d?
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>>594445
Are we there yet?
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>>594444
1-5 should be the sub object stuff.
They will show up when you actually select an object and go into modify mode.
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>>594444
Eh, I’m already home so I won’t be able to do a webm or anything, but just follow these steps and also an image I found for good measure.
1. Click create tab (first tab on right bar)
2. Draw a plane, or any other object you want
3. Right-click on the object and select “convert to”, and then pick editable poly
3.5 Alternatively, after making the object, click on the modify tab and in the drop-down, add a new edit poly modifier.
4. Once the object is either an editable poly or has the edit poly modifier, it will have a new “selection” rollout, controlled by the 1-5 num keys or you can just click on them.
5. If you have edit poly as a mod, you can collapse it down into a full editable poly by right clicking on it and selecting collapse to or all.
When selecting between modes, many of the hotkeys and functions in Max change depending on your selection. So connecting vertices with ctrl+c will not connect edges for instance. Pay attention to the tool ribbon as well, as tools swap to ones appropriate for your object.
Sometimes your model will end up as an editable mesh, this is kind of a legacy thing in Max and you generally shouldn’t try to use it for modeling, however the performance overhead for meshes is much lower, so like when animating a character, it’s preferable to convert them to a mesh first before skinning.

To install rapidTools I think you just drag the file into the viewport and it auto-installs and puts a new menu in the top-right of the screen. If you want, you can then go to customize and bind somebody the functions to your quad menu (right click) or maybe hotkeys. The really important one is rapid edge regularize, which can be used in loop, edge or polygon mode. Quad cap is also nice. The others are a bit more complex and it’s preferble if you maybe watch some videos where they’re used or read up on it. Nice to have either way.
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>>594471
>>594456
YEHS
Thank you so much! I'll make good use of all this.
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>>594471
So, some things I want to mention ahead of time. In that screen I posted you’ll notice that there are modifiers right above the stack. This is called a modifier set, and it can be created and managed by the button to the lower-right of the stack that looks like a window with four squares in it.
This is useful because instead of opening the drop down and scanning for the mod you need, or even bothering to type in the name, you just click the button and it applies immediately.
Which mods you’ll deem important enough to use up screen real estate all the time is up to you, but as you go along and find yourself using the same thing over and over, consider adding it to your set.

The next point I’ll get out of the way before you pull your hair out. Max has a system called XForm that keeps track of local transform changes to your model, so that if you scale it by 1.25x on Z, it remembers that it’s scaled by that much. The issue is that some things like rotating and scaling the mesh while being in sub-object mode don’t update this, or alternatively, you might have started with an object by drawing it out on the ground plane, and later moved/rotated/scaled it into place; it’s origin has been modified, even if it’s now in its “rightful” place.
As you mess around with your geometry, over time the XForm can get screwy, leading to weird transforms or modifiers that don’t work properly, because they think the local transform of the object is different. In that case, go to the last tab on the right hand panel and select Reset XForm, which will zero out all transforms to world coordinates.
Local transform includes crap like normals, so sometimes reseting XForm screws up your normals, sometimes it fixes them, just Max things.
The important thing here to remember is that any time you’ve made some major changes to some geometry, reset the XForm and collapse the mod it creates. Don’t try and undo or remove it or your model will shit the bed.
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>>590641
>What do you use for polymodeling?
Maya/3DS Max
>What do you use for sculpting?
Maya
>What do you use for retopology?
Maya
>What do you use for rigging and/or animation?
Maya
>What do you use for vfx?
After Effects
>Which do you think offers the best value for money?
Depends on your workflow. Maya does basically everything I need so lets go with that.
>Do you combine any for your personal pipeline? If so, which ones?
I rather use Maya exclusively, but work has me using 3ds max.
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>>591528
Have you tried looking after some plugins? VisualARQ, for example, has BIM, automated level plan creation, grasshopper elements and 2D plan view linked with the 3D model.

And you can integrate any Rhino geometry easily, export it as IFC, etc.
>>
bamp
>>
What do you use for polymodeling?
Maya and Zbrush

What do you use for sculpting?
Zbrush

What do you use for retopology?
Zbrush Zremesher (using guides to preserve important shapes, it always gives amazing results)

What do you use for rigging and/or animation?
I hate rigging so I use epic's ART inside Maya, export the robot guy and retarget inside unreal.

What do you use for vfx?
Nothing

Which do you think offers the best value for money?
The indie substance suite
>>
>>590641

>Vertex modelling
Hexagon

>Scultping/Retopo
3D-Coat

>Cloth
Marvelous Designer

>Rigging/Animation
Daz Studio

My workflow for sculpts usually has me starting by building a quick and simple shape out of reshaped simple primitives in Hexagon (just because I find it faster for that sort of thing than doing it in 3d-Coat). Then I import the rough figure into 3D-Coat, voxelize it and do the detailed sculpting. Then retopo it and if it needs any fine tuning or additional hard surface accessories I'll send it to Hexagon. UV mapping is done in 3D-Coat with fine adjustments done in Hexagon. The finished product is sent to Daz Studio and rigged.

For tight fitting clothing I'll just sculpt it in 3D-Coat because Marvelous Designer doesn't do a very good simulating fine details on tight fitting, stretched fabric. For loose clothing I'll make it in Marvelous Designer and then send it to Hexagon to add details like snaps and buttons, belts and other hard surfaces. I used to sculpt all my cloth in 3D-Coat but I recently purchased MD7 Steam version.

I rarely ever render or animate, I'd say 90% of what I like to do is make clothes for existing figures.
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>>597870
>Hexagon

that still exists, huh?
>>
>>598244
It's free now. It's still used by some DAZ users.
>>
>What do you use for polymodeling?
Maya
>What do you use for sculpting?
ZBrush or 3DCoat
>What do you use for retopology?
Maya or 3DCoat
>What do you use for rigging and/or animation?
Maya
>What do you use for vfx?
n/a
Closest thing to vfx would be particle/other effects in UE4.
>Which do you think offers the best value for money?
Substance, without a doubt.
>Do you combine any for your personal pipeline? If so, which ones?
Hand painting:
Maya->3D Coat
Sculpting/Hardsurface:
ZBrush or Maya->Possibly 3DCoat for retopo->Substance

>>591478
I'm not super deep into Sculpting and I can already feel the limitations of 3DCoat. It's capable, and way more intuitive than ZBrush, but like every other sculpting package it starts to chug really quickly. ZBrush is probably going to stay on top even if other packages get better tools purely because it can handle modifying extremely high poly meshes without slowing down all that much.
>>
>>What do you use for polymodeling?
max
>>What do you use for sculpting?
i dont sculpt
>>What do you use for retopology?
max
>>What do you use for rigging and/or animation?
max
>>What do you use for vfx?
i dont do vfx, but if i do, its usually engine tools.
>>Which do you think offers the best value for money?
all of the software have pros and cons - i have lifelong licence for 3ds max that cost me 1/3 of my flat, but it ROI itself in 1 year.
Someone would say blender as its free, but the learning curve before you get actual money is so long and hard that its actually bad investment unless you can live off your parents.
>>
No love for Metaseq I see.
>What do you use for polymodeling?
Metaseq.

What do you use for sculpting?
http://store.steampowered.com/app/571890/ShapeLab/

What do you use for retopology?
TopoGun

What do you use for rigging and/or animation?
Metaseq, Unity.

What do you use for vfx?
I don't, yet.

Which do you think offers the best value for money?
Everything except shapelab is free - and shapelab is like 8 dollars. (plus a 1500$ vr setup huehuehue)

Do you combine any for your personal pipeline? If so, which ones?
sure, I'll move stuff from shapelab into meta and rig.
>>
>>590641
>What do you use for polymodeling?
3dsMax, trying Modo because why not
>What do you use for sculpting?
Zbrush
>What do you use for retopology?
Modo seems to be fine but I should try Topogun someday
>What do you use for rigging and/or animation?
3dsMax. Akeytsu seems to be solid enough so I may get it eventually. Heard Houdini is getting solid on it too
>What do you use for vfx?
I dont do much of it but I've used Adobe AE/PR before, mirin' Houdini but I don't have a good machine for it sadly
>Which do you think offers the best value for money?
Zbrush and Substance Suite. I got Substance cheap on Steam
>Do you combine any for your personal pipeline? If so, which ones?
3dsMax, Zbrush, Substance, pretty straightforward
>>
>What do you use for polymodeling?
blender
What do you use for sculpting?
blender
What do you use for retopology?
blender
What do you use for rigging and/or animation?
blender
What do you use for vfx?
blender
Which do you think offers the best value for money?
blender
Do you combine any for your personal pipeline? If so, which ones?
substance products and xnormal when i need it
>>
>>598244

They have a series of updates planned for it. The first will be in early 2018 and will be making it 64bit and fixing the stability issues and a few minor updates but later in 2018 they plan to bring it up to modern specs to make it a serious modelling program.
>>
>>598668
>Modo
How is it? Everyone seems to have a different opinion.
>>
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Whats the best program for modeling and animating? Like a free program with an clear ui
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>>600774
>a free program
>an clear ui

Choose one. Seriously.
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>>600774
A cracked version of Maya
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>>590641
You left out 3d coat...:(
>>
>>600844
Look a little closer, hint it's on the right column. And the point of the picture was to list some of the most popular 3D modelling programs, not all of them. If you use something that's not listed, that's fine.
>>
>>600774
there's no "clear UI" in 3D softwares
they all have thousands of functions
>>
>>600850
>they all have thousands of functions
I guess it depends on how things are presented to you by default.
ZBrush has thousands of functions that are all useful at any time, but hides everything in layers upon layers of nested menus that are difficult to access, forcing you to reconfigure the entire interface.
Maya has thousands of functions and throws most of them at your face, making it hard to get in to even with all the attempts at mitigating this with various things like shelves, the hotbox and marking menus.
Houdini is not dissimilar to Maya in clutter except everything is laid out better so things make more immediate sense. 90% of everything is done through the flow graph and attribute panel, so you can safely ignore most of the interface anyway.
Max is the most context sensitive to your current task, and hides everything that isn't relevant to your current selection, so I guess in that sense it's the cleanest UI.
Haven't used Modo nor Blender, so I can't comment on them.
Substance Painter & Designer are dead easy to use though, assuming you're already familiar with graphic software like Photoshop and have an understanding of layers and blend modes and such.
>>
is there a way to dynamesh in maya?
>>
>not going the open source route in 2018
>>
>>590641
>What do you use for polymodeling?
Lightwave
>What do you use for sculpting?
Zbrush
>What do you use for retopology?
Zbrush
>What do you use for rigging and/or animation?
Lightwave
>What do you use for vfx?
After Effects/ Lightwave
>Which do you think offers the best value for money?
Lightwave 2018
>Do you combine any for your personal pipeline? If so, which ones?
Lightwave, Zbrush, Substance Painter, Affinity Photo
>>
>>590647
Not dead. I love Lightwave — best community too.
>>
>>600853
>Haven't used Modo nor Blender, so I can't comment on them.
Some of my friends use Modo. It looks really intuitive but i haven't had it in my own hands.
Blender's UI is what you make of it. It's configurable and can be made a complete utter clusterfuck or you can strip it down to next to nothing and just use hotkeys once you've gotten familiar with them. This is basically how my UI looks when i'm modelling. Hierarchy, UV, and 3D.
>>
i learned 3dsmax and moved to blender then stopped moving.
blender does all what i need to do. there is no absolutely no purpose to waste time learning 5 different programs. i'd rather learn piano or gamedev. whatever you're comfortable with, that's what you should be using. create art instead of argue and jump between programs

rant over
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>>603442
sorry for the shit grammar. my son took away the backspace key
>>
>>603416
Are you fucking kidding me? The LW forums are full of drama, especially after the CORE fiasco.
>>
>>603436
did you make that in sketchup
>>
>What do you use for polymodeling?
I use Maya, but I want to learn more about Blender and MODO soon.
>What do you use for sculpting?
ZBrush
>What do you use for retopology?
ZBrush and Maya
>What do you use for rigging and/or animation?
Maya
>What do you use for vfx?
I used AE and Premiere before I stopped doing VFX, but I heard NUKE is the best now.
>Do you combine any for your personal pipeline? If so, which ones?
Maya, ZBrush, Substance Painter and Designer.
>>
>>603446
>Are you fucking kidding me? The LW forums are full of drama, especially after the CORE fiasco.

It's true that the Newtek forums can get toxic. However, LW Next aka v.2018 was finally released. It's good software and a full-fledged animation suite to boot. Cheap alternative to Autodesk as well. In conjunction w/ Zbrush & Substance Painter, Lightwave is a beast.

Also, Discord has great LW groups.
>>
Has blender's sculpting improved at all? Are there any plans for dynamic mesh smoothing?
>>
>>603578
>Has blender's sculpting improved at all? Are there any plans for dynamic mesh smoothing?

No. Buy Zbrush. Fuck Blender sculpting.
>>
For those using Substance Painter can you give me your experiences using it on low end GPUs if you're using one? How is it with exporting textures at 4096 or with lots of materials?

I'm talking about GPUs such as:-

1030 2GB
1050 2GB/4GB
RX 550 2GB/4GB
RX 560 4GB
>>
>>604170
This sadly. I use blender for a lot of stuff as well, but blenders sculpting system is terrible when there are options like zbrush.
>>
>>604213

10 series aren't low end.
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>>604213
I have a GTX960 and it is exporting 4k without any problems. I don't think that even 960 is a low-end, though (considering it never caused bad performance in programs and I can still play on high/ultra). Everything works like a breeze still.
>>
What would be a good program to use for product design? Looking to go to college for it and I'd like to get a head start.
Thanks
>>
>>604289
>What would be a good program to use for product design? Looking to go to college for it and I'd like to get a head start.

Universities and industries use Autodesk and Adobe products. Go to autodesk.com to look for the appropriate software.
>>
>>604213
amd 270
it's alright right now, but year ago it was horrible. probably it was something with the driver
>>
>>603578
Unless your only plan is to make blendshapes for animation rigs, don't bother unless you get add-ons.
>>
>>590641
>What do you use for polymodeling?
maya

>What do you use for sculpting?
zbrush/mudbox

>What do you use for retopology?
maya

>What do you use for rigging and/or animation?
maya

>What do you use for vfx?
houdini/realflow

>Which do you think offers the best value for money?
maya, its free for students

>Do you combine any for your personal pipeline? If so, which ones?
zbrush with mudbox so it can have an actual functioning UI, and a real camera, and some of the best baking features.
>>
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>What do you use for polymodeling?
Sketchup
>What do you use for sculpting?
I don't
>What do you use for retopology?
Wings3D, but rarely do I ever need to
>What do you use for rigging and/or animation?
I don't
>What do you use for vfx?
Photoshop, Pens, Chartpak AD Markers
>Which do you think offers the best value for money?
Sketchup
>Do you combine any for your personal pipeline? If so, which ones?
Pen/Paper -> Sketchup -> Photoshop for rendering -> AutoCAD for detail drawings




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