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I have been out the loop with 3D for quite some time but now i need to create some 3D models for some gayms. What in the year of our lord almost 2019 is the most comfy and fun/easy to use software for 3d modelling and sculpting, is it Blender which now i heard has a cool new version?
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>>658787
>comfy and fun/easy
>Blender
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>>658789
For only modelling or sculpting Blender is top tier comfy
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>>658787
Blender is trash and you're a fucking idiot

Hire a professional and stop wasting everyone's time
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Blender is hell in terms of "fun/easy", but once you get used to it and learn the ropes I can say modelling in Blender is pretty damn comfy. Blender sculpting is adequate, though I'd suggest Zbrush for that. Its UI is also hell, but functionality and flexibility far exceeds Blender's in current states.
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>>658793
>but functionality and flexibility far exceeds Blender's in current states

Blender has much better tools or should i say less cancer (Zmodeler was actually made by retards) for creating base models and to be honest if people can create things like this then most indie game developers should be fine
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>>658794
lol your example is total trash in every possible way
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>>658787
Modeling: 3ds Max, perhaps Maya, acceptably Blender
Sculpting: ZBrush
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>>658799
Forgot Modo, though I don't have experience with it, but it has a pretty good rep for modeling
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>>658797
Post your sculpt
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>>658801

Modo is freaking awesome. Can't wait until a non-douchebag company buys it from them though.
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I don't care about Dynamesh, the only zbrush function I need for sculpting is Zremesher followed by detail projection.

Does Blender have that?
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>>658988
No. ZRemesher is proprietary to ZBrush.
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not op, happened to stumble into this board by accident, but if anyone wanted source for op pic here ya to
https://instagram.com/_elena_deligioz_official_
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>>659003
Interesting gal. I'd smash.
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>>658990
But does Blender allow for instant retopo of the base mesh in order to keep sculpting at high levels on a better/more even surface?
It's not important if it's called Zremesh, Bilbo Baggins, suckmydick.exe or BlendletMesh or whatever
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>>659165
Nope. One of the biggest downsides to Blender is the lack of automatic retopology
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>>659170
there is pretty good retopoflow though
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>>658792
How is he wasting everyone's time by wanting to do it on his own?
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>>659165
>instant retopo of the base mesh in order to keep sculpting at high levels
Not as ZRemesher, with ""clean"" topology, but it has dynamic tessellation, which allows adding mesh density where required. The other sculpting mode (Multires) in Blender uses a subdivided base mesh, no dyntopo, which is only good for final detailing in my opinion.
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>>659170
Ow, that hurts.

Okay, what are the other big downsides?
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>>659210
Incomplete OpenSubdiv implementation.
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>>659170
neither does maya?
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>>659210
Lack of support for standard, open source exchange formats such as USD.
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>>659210
Bad (terrible) viewport performance in Edit mode, at least up to the 2.79 version.
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>>659210
It uses their own reverse-engineered FBX implementation, instead of the standard one from Autodesk.
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>>659210
No support for loading of OpenVDB files.
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>>659210
Lack of professional support for when a problem arises in production, having only a community of (mostly amateur) volunteers to come up with solutions.
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>>659210
No proprietary-licensing-compatible bridge for third-party render engines, which leaves only a few options, prone to being abandoned or put in low effort maintenance (case in point, PRMan).
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>>659223
this is why autodesk fbx converter exists, you fucking moron. its not like blender foundation didn't want it in their product, its fucking closed source.

>>659222
not true.

pic related you fucking weasle
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>>659210
No support for animation layers.
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>>659210
Clunky color-managed workflow.
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>>659210
Lack of UV functionality like straighten, alignment, proportional area scaling, etc.
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>>659210
Restrictive set of procedural modeling tools -- modeling is almost exclusively destructive.
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>>659210
The built-in render engine, Cycles, has difficulty with producing clean caustics.
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>>659210
Andrew Price
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>>659210
Slow solvers for pyro, fluids, and cloth.
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>>659210
No built-in face-weighted normal smoothing.
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>>659210
Monothreaded rig evaluation in an interpreted language (Python).
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>>659210
Lack of built-in retopology tools.
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>>659210
No support for UDIM loading in Cycles, nor in the UV editor.
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>>659210
No UV-based transfer, such as for grooms.
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>>659210
No support for render snapshotting and continuation. No support for distributed network rendering.
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s-stop
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>>659210
No per-light AOVs.
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>>659210
Slow animation playback with active subdivision.
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>>659210
No support for Cryptomatte as of 2.79.
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>>659219
Maya has a remesher, but it is only accessible via script console.
>>659228
Doesn't matter since most Render engines bring their own VDB support.
Arnold, Renderman, Redshift all read VDB out of the box.
>>659239
2.8 has this covered.
>>659249
Cycles can Cryptomatte now. Should be in 2.8 and 2.79 master (not sure about the last one).
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>>659232
>like straighten, alignment,
You can do this by scaling in reference to the cusor after setting its position
>proportional area scaling
wut? just enable proportional edit mode and scale, retard
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>>659251
im pretty sure that pencil dick never used openvdb or remesher of any sort.
that fucker is rambling over hollywood-level tools for about a year now, and we don't even know if he can model a cube. just ignore him
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>>658789
2.8 is decent even in beta, but only for modeling. Sculpting I'd rather pirate Zbrush than deal with Blender.
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>>659259
>hollywood-level tools
Uh, Anon... the ones mentioned here are basic tools.
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I'm an Architect so I use Rhino because of Grasshopper a lot.
Nobody uses Rhino here?
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>>659228
Yes it is. Please show me an edit mode screenrecording of someone working on a smoothly running 0.5mil or above vertcount mesh in Blender edit mode. Any version. 0.5 mil can barely even be called high poly these days.

I'm usually one of the types defending blender but the high poly performance is a serious issue with the software.
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>>660247
subdividing a cube to 1mil polygons doesn't count.
im probably the only person on this board that makes big scenes and sculpts with blender (no offense to doughnut and anvil fags). i also own a midrange nvidia card and an average cpu. never had performance issues to the point where i was forced out of using blender. 99% of the arguments made here stem from lack of experience with software and 3D in general
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>>660264
Read: Edit. Mode. Object/Sculpt mode performance is super smooth way into the millions of polygons (given you don't have dyntopo active) but accidentally hitting Tab (i.e. entering edit mode) with your sculpt active just makes Blender slam real fuckin' hard into a brick wall.
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>>660265
and?
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>>658789

> Blender is hard

Literally how?
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>>658787
Blender is the GIMP of 3d, with all that that implies.

so very no.

try sculptris instead.
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>>660268
This. People say Blender is hard, but aside from the peculiar interface, it's probably the easiest to learn. Simply because it has less functionality and fewer options per tool.
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>>659210
makes bad donuts.
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>>658790
this. See I do architectural visualisation in blender, and I find in the easiest program to use compared to the others just to model. I've used 3ds max and I dont really understand why people think its good. I guess everyone has different preferences.
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>>660220
I'll jump in and say I use rhino.
But I wouldn't recommend it unless you need precise specifications. These other programs use mesh modifiers that are just better at dynamic adjustments than Rhino is.

NURBS modelling is like vectors, Mesh modelling is like rasters.
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>>664820
I believe 3ds Max is pretty much king in the archviz industry. How do you interop with that? Do 3ds users insist on using their own scene formats, or are they amenable to sending FBX/OBJ?



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