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?
>>658787>comfy and fun/easy>Blender
>>658789For only modelling or sculpting Blender is top tier comfy
>>658787 Blender is trash and you're a fucking idiotHire a professional and stop wasting everyone's time
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.
>>658793>but functionality and flexibility far exceeds Blender's in current statesBlender 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
>>658794lol your example is total trash in every possible way
>>658787Modeling: 3ds Max, perhaps Maya, acceptably BlenderSculpting: ZBrush
>>658799Forgot Modo, though I don't have experience with it, but it has a pretty good rep for modeling
>>658797Post your sculpt
>>658801Modo is freaking awesome. Can't wait until a non-douchebag company buys it from them though.
I don't care about Dynamesh, the only zbrush function I need for sculpting is Zremesher followed by detail projection.Does Blender have that?
>>658988No. ZRemesher is proprietary to ZBrush.
not op, happened to stumble into this board by accident, but if anyone wanted source for op pic here ya tohttps://instagram.com/_elena_deligioz_official_
>>659003Interesting gal. I'd smash.
>>658990But 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
>>659165Nope. One of the biggest downsides to Blender is the lack of automatic retopology
>>659170there is pretty good retopoflow though
>>658792How is he wasting everyone's time by wanting to do it on his own?
>>659165>instant retopo of the base mesh in order to keep sculpting at high levelsNot 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.
>>659170Ow, that hurts.Okay, what are the other big downsides?
>>659210Incomplete OpenSubdiv implementation.
>>659170neither does maya?
>>659210Lack of support for standard, open source exchange formats such as USD.
>>659210Bad (terrible) viewport performance in Edit mode, at least up to the 2.79 version.
>>659210It uses their own reverse-engineered FBX implementation, instead of the standard one from Autodesk.
>>659210No support for loading of OpenVDB files.
>>659210Lack of professional support for when a problem arises in production, having only a community of (mostly amateur) volunteers to come up with solutions.
>>659210No 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).
>>659223this 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.>>659222not true.pic related you fucking weasle
>>659210No support for animation layers.
>>659210Clunky color-managed workflow.
>>659210Lack of UV functionality like straighten, alignment, proportional area scaling, etc.
>>659210Restrictive set of procedural modeling tools -- modeling is almost exclusively destructive.
>>659210The built-in render engine, Cycles, has difficulty with producing clean caustics.
>>659210Slow solvers for pyro, fluids, and cloth.
>>659210No built-in face-weighted normal smoothing.
>>659210Monothreaded rig evaluation in an interpreted language (Python).
>>659210Lack of built-in retopology tools.
>>659210No support for UDIM loading in Cycles, nor in the UV editor.
>>659210No UV-based transfer, such as for grooms.
>>659210No support for render snapshotting and continuation. No support for distributed network rendering.
>>659210No per-light AOVs.
>>659210Slow animation playback with active subdivision.
>>659210No support for Cryptomatte as of 2.79.
>>659219Maya has a remesher, but it is only accessible via script console. >>659228Doesn't matter since most Render engines bring their own VDB support. Arnold, Renderman, Redshift all read VDB out of the box. >>6592392.8 has this covered. >>659249Cycles can Cryptomatte now. Should be in 2.8 and 2.79 master (not sure about the last one).
>>659232>like straighten, alignment,You can do this by scaling in reference to the cusor after setting its position>proportional area scalingwut? just enable proportional edit mode and scale, retard
>>659251im 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
>>6587892.8 is decent even in beta, but only for modeling. Sculpting I'd rather pirate Zbrush than deal with Blender.
>>659259>hollywood-level toolsUh, Anon... the ones mentioned here are basic tools.
I'm an Architect so I use Rhino because of Grasshopper a lot.Nobody uses Rhino here?
>>659228Yes 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.
>>660247subdividing 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
>>660264Read: 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.
>>658789> Blender is hardLiterally how?
>>658787Blender is the GIMP of 3d, with all that that implies.so very no.try sculptris instead.
>>660268This. 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.
>>659210makes bad donuts.
>>658790this. 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.
>>660220I'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.
>>664820I 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?