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File: ncc1701test.jpg (1.1 MB, 3153x1776)
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got bored and made box-modelled the enterprise in about 4 hours give or take.

no references used, made it from memory.

how bad does it look?
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>>606137
Why did it take you 4 hours to model four cylinders and three extrusions?
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>>606138
because bevelling on 3ds max doesn't make everything round enough.
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>>606137
Besides it taking four hours you have a nice base to build on. Keep going (and speed up a little bit).
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>>606138
He didn’t use Blender or Modo.
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>>606150
This.
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>>606156
Wait for triggered Autodesklets who have to click through what feels like 6 menus to execute a simple bevel operation.

For all that is great in Maya (Unwrapping, Animation, scene organization) it has horrible areas (general modelling). No idea about max, never used it.
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>>606166
Yeah, people should stop being cucks and just use a combination of programs. Blender and Modo are Gods at modeling and you Autocucklets have to accept that. Maya rules at animation and unwrapping, Max is the best at crashing and losing your progress etc. Use the program for the part it does the best.
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added the bridge dome, I only realised it would've been easier to take a sphere object and cut it in half, and weld it on the model instead.

god I am out of touch with max
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also added photon banks even though this should really be on 1701-a.

I guess this is close enough.
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>>606170
>Max is the best at crashing and losing your progress etc.
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>>606137
Wait, that initial model took you 4 hours?
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>>606174
Is there a specific reason why you're struggling with max instead of just using blender? Do you wanna get into the "INDUSTRY" and you think 3dsmax will be more useful or you're avoiding blender/modo/whatever because someone told you that autodesk is better?
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>>606189

I've used blender before and I think it's way better and more user-friendly than max, I only got max, maya, etc. as part of a uni course, because fuck spending $200 a month on this.
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You guys are really annoying with the way you push blender on people. I think I see now why people here hate you.
I even use blender occasionally for certain things, so I don't hate the software, but coming into a random thread and shitting on someone for using a program you don't like is fucking stupid.
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>>606221
Stop lying. This thread is one of the RARE ones where nobody actually attacked the OP because he uses an X program. A lot more people talk shit about Blender btw.
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>>606174
>>606175
I like where this is going.
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>>606221

Blendlets feel insecure about their software, that's why they try to push it down everybody else's throats.
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>>606221
It's just that it took OP 4 hours to make a simple model like that, when he could have done it in 10 minutes or less in blender.
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>>606137
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>>606294
Well wether you fight Mayas UI to insert simple edge loops or not, 4 hours for a simple box model is absolute beginner tier.

I guess OP is just very new to all of this, and considering that the model is well done and clean.
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>>606166
>six menus for a bevel

O-oh... takes you that many to do it, huh? If you're feeling strange things, maybe you should see a doctor.
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>>606483
Well, to be honest, compare that to a single click in Blender. So you have to move your mouse away from the model and then move it 3 more times for a single bevel? Imagine how much time it would take if you had to do multiple ones, one by one.
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>>606488
Cmooon, mate... I'm not gonna be the idiot to argue that Blender isn't faster than Maya for modeling but there's no need to move the goalpost like this. We're talking margin-of-error differences between the two here for some of these operations. Moving the mouse around the screen doesn't take that much time and you'd have to do it anyway to adjust your modifier in Blender.

I didn't want to feed into this dumpster fire but some things stated on these threads leave me with my mouth agape enough to shove a pornstar dick into.
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>>606483

And besides, you could have pressed ctrl+b to create the bevel.

But thanks for exposing this blendlet. They always talk shit about Maya but they never bothered using it for more than 5 minutes because it's different from what they'Re used to. Typical baby donut boomer mentality.
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>>606490
I don't want to start a fire either. That guy was exaggerating. That being said, fuck it, call me an autismo, but tiny things like that mean a lot to me. Having to constantly move the mouse to the other side of the screen and adjust some sliders, having to constantly click everywhere makes my fingers hurt when I do it for multiple hours. And I'm slower in the end.
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>>606494
It’s no small deal. Seconds saved here and there, over and over again, lead to lower production costs.

It would interesting to compare Maya-centered studios against Blender-centered studios in terms of cost per production unit.

My hunch is that, as Blender becomes easier to integrate with other tools, it will begin to displace Maya and others as the pipeline hub. License savings would not be the main reason, but the increase in labor productivity, which amounts to lower costs and higher profit margins.
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>>606502
>Blender-centered studios

HAHAHAHAHAHAHAHAHAHAHAHAHA
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>>606504

Perhaps you should have a look at this: >>606452

Sorry to burst your bubble, mate.
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>>606501
Yes, I was showing you don't need more than a menu to do an operation as simple as a bevel. If I use shortcuts this is about as fast as I can reliably do it I guess, without using the little pop-up menu that opens in every operation (it's super squirly and awkward to use, the attribute editor is much better).

At the risk of sounding like a massive backpedal though, raw speed in small things like this is cool but it's still a human using the software at the end of the day. Personally I am not a quantum computer so I don't jump from mesh operation to mesh operation with 100% efficiency, I like to zoom out, look at my work so far and see if anything looks off, and think about my next step. At that point, there's really no difference between Maya and Blender to me and scoffing at the fact that Blender can chamfer a vertex about two seconds faster is frankly some truly petty shit.

Undeniably this will earn you some time overall but fuck me if it's worth it to get this pedantic over it.
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>>606137
I hope you heavy a steady job and you're doing this as a hobby. 4 hours is wayyy too long. that should take 10 min max, even with 3dsmax
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>>606506

Funny how you always quote the same few studios and movie along the years. We get it, man in high castle, hardcore henry and spiderman credits. Same when we ask unitlets to show us unity games with good graphics, the only thing they can come up with is escape from tarkov.
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>>606513
because not everyone is a namedropping piece of shit like you. we explore capabilities, not anything beyond that
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>>606510
Perhaps it depends on a person. I admit it sounds stupid when said like that, but in reality it matters to me, personally. You use move/rotate/scale all the time at least, and that is also faster (and is also at the same time one of the things that you can't really speed up with any hotkey in other programs) in Blender, IMO. And to test that, I tried redoing some gun blockout in Blender which I started in another program. I finished it so much faster that I actually felt stupid for wasting my time modeling in the software I'm slower at, all because some people on the internet make me feel bad for using the "Donutmaker".
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>>606513
Blender increasing use in mainstream works is recent. Not a surprise, then, that only relatively few productions have used it so far.

If you take care to read some of the articles posted, you will find that a common issue is the difficulty to find highly skilled Blender artists. That’s an issue caused by industry inertia, and it’s bound to lessen as the software continues to improve and economic reasons make the case for its adoption stronger.

As >>606515 points out, we discuss capabilities. Blender has proved itself capable of taking a core role in a major production pipeline. What is missing is enough talent, but once that arrives, Blender presence in the industry will only grow.
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>>606510
I am sorry that you got to see a post which I immediately found rude, and thus decided to delete. If it gave you even a tiny sliver of bad mood, I apologize. I was honestly intrigued that you were moving that slowly – I thought that this was the thread about speed modeling, so the blame is on me for not being observant enough.

I appreciate you taking the time to explain your workflow. I do that too, quite a lot, looking around for imperfections or mistakes. There is almost always something to improve.

I still believe that modeling in Blender (or Modo, for that matter) helps to speed up iteration, and affords great savings at the end of the day. But this is my subjective impression.

It would be great to have hard, properly measured data, for entire production projects. Maybe some big company will at some point wonder if it makes sense to change their pipeline, and will research and publish such kind of data.
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>>606170

>Blender ever being better for modelling than Max

>Mfw struggled to learn how to extrade a cylinder in Blender when it only took me a second in Max
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>>606522
That's your problem. I haven't figured out how to even rotate the viewport in Maya at first. Doesn't mean it's bad.
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>>606483
sometimes I wonder how much RSI I've avoided by using Blender
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>>606522

Thats because you're a genetically inferior brainlet. Dont blame the program
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>>606522
>moves to different software with completely different set of hotkeys and workflow
>wtf I can't do what I did before!
>that must mean this program is shit!

Everything has a learning curve, anon. Just because you have difficulty doing something you could do with ease using a different tool doesn't mean that it's automatically inferior. There's a reason why one program is called "3ds Max" and the other is called "Blender", y'know? It's like claiming gel-cartridge pens are a million times better due to that one time you spilled a fountain pen's ink cartridge because you didn't know how it worked.
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>>606137
Try again in Cinema 4D, like Alex




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