[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Board
Settings Home
/3/ - 3DCG


Thread archived.
You cannot reply anymore.



Can I get legit reasons why I should learn Maya instead of Blender 2.8 for modeling?

I already know blender is shit compare to ZBrush in sculpting
>>
You shouldn't. Learn whatever you feel is comfortable, and once you know one, you know how to use them all, the only difference is key-binds/shortcuts.

And you shouldn't really compare Blender to ZBrush, they are two vastly different programs that focus on different things.
>>
>UI
Blender is basically unusable without major ui modifications, even in the 2.8 beta you will need to setup your own pie menus to get anything done. Maya's UI just works, and although its not as enjoyable as modo, it works. Blender will give you a brain tumor trying to read black text on gray backgrounds.
>support
lots more maya tutorials than blender tutorials, and because of the pie menus you won't be memorizing crazy hotkeys. You can learn maya or modo a lot quicker than blender.
>modeling is basically the same in all apps, extrude, bevel, loop, boolean, over and over again. Maya's real strength is in animation and rigging.
>>
>>672390
>Can I get legit reasons why I should learn Maya instead of Blender 2.8 for modeling?
It's extremely much faster to work with. Maya relies on using a gizmo for every single little movement, and nested pie menus and long drop-down lists for very basic operations. Maya is also very buggy and will crash regularly, sometimes even corrupting saved files (do save under new filenames very often).
Blender also has way more tools than Maya.

>I already know blender is shit compare to ZBrush in sculpting
It actually isn't. They're quite comparable now, although you have more nice brushes directly available in Zbrush without any manual adjustment.
>>
>>672401
>It actually isn't. They're quite comparable now, although you have more nice brushes directly available in Zbrush without any manual adjustment.
no theyre not.
and you have the wrong impresion of maya modelling, and modelling in general. you dont use gizmos to shape geometry thats what the sculpting tools are for. which is what you do in blender too, you use the sculpting tools to shape the mesh. but max does this the best since its sculpting tools are dedicated for modelling which is why max is the best choice for fast modelling. with blender and maya you have to go into modes when in max its right there.
>>
File: 1543427492312.jpg (46 KB, 500x383)
46 KB
46 KB JPG
>>672405
>and you have the wrong impresion of maya modelling, and modelling in general. you dont use gizmos to shape geometry thats what the sculpting tools are for. which is what you do in blender too, you use the sculpting tools to shape the mesh. but max does this the best since its sculpting tools are dedicated for modelling which is why max is the best choice for fast modelling.
>>
>>672410
>he thinks pushing verts and edges is how to model
its not 2005 anymore buddy.
>>
>>672416
That's actually exactly how you model hardsurface shit, you dumb cunt.
You can also use the falloff selection mode or sculpting tools, if that's your preference. The sculpting tools in Blender are way better than anything you have in Max and Maya anyway, so I'm not sure what kind of retarded argument that is.
>>
>>672401
Its like you tried to set a record for the most incorrect bullshit in a single post.
>>
>>672419
Such as?

Did you even see this post?
>>672405
>>
OP here. I was originally going to thank >>672397
But now I'm more confused
>>
>>672418
>falloff selection mode
what do you think this tool was born from? sculpting.

> if that's your preference. The sculpting tools in Blender are way better than anything you have in Max and Maya anyway, so I'm not sure what kind of retarded argument that is.
its not a preference its how it should be done, sculpting tools dont change the amount of polys you have on ur mesh they just move/translate them. and sculpting tools in blender are no different than max and mayas since you use like 4 types, to pinch/grab 80% of the time, then you relax if u need to then theres scale and rotating. lol.
>>
File: 1542890871015.jpg (282 KB, 541x588)
282 KB
282 KB JPG
>>672435
>>672405
How are you real?
>>
>>672439
enjoy moving vertices with your "gizmos"
>>
File: Blender vs Zbrush 2.jpg (94 KB, 702x394)
94 KB
94 KB JPG
>>
>>672424
it doesn't matter what you use.
in blender there is an issue that your parameters are only displayed on the left panel and many users miss it.
you need to learn the UI more seriously if you are planning to use hotkeys and not buttons
>>
>>672446
wtf mate, learn to meme
both are bad
>>
>>672390

Maya (thy name be praised)
>proven industry standard
>standardized workflows
>jobs and future prospects
>3D wholesomeness

VS

Blender
>meme maker (doughnuts, anvils)
>3D communism
>broken features
>poverty
>>
>>672474
You must be a Blender user if you can't see the difference, kek
>>
>>672495
>being a maya paypiggy
>>
>>672514
>paying for Autodesk Maya
laughs in caribbean
>>
File: download.jpg (5 KB, 157x225)
5 KB
5 KB JPG
>>672514
>being a breadless wannabe-artist
>>
>>672514
>what is student license
>>
File: fascinating.jpg (60 KB, 699x470)
60 KB
60 KB JPG
>it's this thread again
>>
>>672401
Maya isn't any more buggy than any other 3d package. I also very seldom experience crashes unless I do something obviously retarded like hit 'undo' several consecutive times on a very heavy scene or don't manage my scene properly with render layers and good topology. I honestly don't understand why so many people on this board use blender if they intend on taking 3D seriously if maya is the industry standard.
>>
File: 1535889153014.gif (1.04 MB, 290x189)
1.04 MB
1.04 MB GIF
>>672592
>Maya isn't any more buggy than any other 3d package
>>
I've been using Maya LT almost every day for the last 3 years and it has crashed once or twice. I don't get the meme. Zbrush crashes more often.
>>
>>672592
>I honestly don't understand why so many people on this board use blender if they intend on taking 3D seriously
PROTIP: Most people on this board don't have any interest in 3D beyond the hobby level, so they don't have any need for the advanced functionalities of software other than Blender.
>>
>>672595
The funny thing is blender is ass backwards when it comes to 3D and especially 3D learning. i started 3D with autocad,Rhino and 3Ds Max in my highschool. Blenders ui is especially fucking stupid when it comes navigating while with others its easy to see where everything is. I tested this out too unintentionally. I first used Max in 2013 and did't touch it again till 2018, first used blender in 2015 and did't touch till 2018 aswell. I spent longer trying to learn where everything is on blender, and when i got back into 3ds max i was actually able to pick it up where i left off because it was easier to remember, when i when i tried to go back to blender i fucking had to relearn where everything is AGAIN its fucking atrocious man.
>>
File: 1482548033484.jpg (117 KB, 406x364)
117 KB
117 KB JPG
>>672593
it's really not, though
>>
>>672593
You should see how much Houdini crashes on me. Yes, I use daily builds, but still.
>>
File: 1512327933697.gif (438 KB, 300x300)
438 KB
438 KB GIF
>>672615
It really, really is. Have you even ever used any other software?
Maya is notorious for being a crashy, memory-leaky, bug-ridden piece of shit.

>>672619
>use nightly beta builds
>complain about stability
>>
>>672397
blender's UI is not bad
you're gay
>>
>>672674
>>complain about stability
I'm not complaining, just stating my experience. Which, by the way, is very similar to using production builds.
>>
File: 1552966189533.png (782 KB, 1280x715)
782 KB
782 KB PNG
>>672681
Homie, i'm using blender full time right now. No disrespect, but the blender UI team intentionally makes the software arbitrarily difficult as a form of job security. Programmers like to write obfuscating code that's intentionally hard for other employees to pickup, same thing with blender's UI. Basic shit from 1995 like pie menus or pop up menus aren't there on purpose.
>If I ruled the world I would put four little modes on blender you can pick at start that shamelessly match Modo, Maya, or Max UI
>I would say FUCK colorblind motherfuckers these black and white thumbnails are impossible to read make color coded icons.
>I would also make a learner's mode for blender with NO HOTKEYS and big boomer buttons to help beginners understand what pivot median/pivot cursor means before asking them to memorize shit.
>>
>>672619
>>672674

I love Houdini and would say it is the only truly great DCC, but yeah it crashes like a motherfucker and way more often than Maya. New versions of Maya (2018/2019) feel comparable to Zbrush in terms of stability. Frequent enough to be annoying, but not my #1 complaint like it used to be.
>>
>>672685
>or pop up menus
never felt a need for those
you must be a fgt
>>
File: 1550041540495.png (12 KB, 200x225)
12 KB
12 KB PNG
>Use Blender first because everyone, including the sticky, told me so. (Because its better to test your waters of 3d before getting into the big parts. Plus Blender is easier to install/load and overall good to learn the basics of 3d)
>get comfy with the UI/shortcuts after a couple of months, making a crapton of crappy models, learn from them and other 3d basics.
>get to that 'mediocre at best' point after a year
>okay I think I'm ready to learn to learn the softwares most pros use
>watch through Maya tutorial and learn some of the basic UI
>after a month, still can't get used to it- in fact I hate it
>even tried 3dsmax and I still can't through the fuckery of autodesk
>tfw still on Blender to this day
Oddly enough, I was able to switch to Zbrush just fine despite being the most unorthodox UI out there.

So yeah, OP you can use Blender- but be sure to learn bits of Maya on the side so you won't be sucked into the doughnut black hole. Or you can use Maya entirely.
>>
>>672708
*to learn the software
fuck I'm tired
>>
File: 1518826971886.jpg (17 KB, 319x268)
17 KB
17 KB JPG
>>672685
>Homie, i'm using blender full time right now.
>No disrespect, but the blender UI team intentionally makes the software arbitrarily difficult as a form of job security.
>Programmers like to write obfuscating code [...] same thing with blender's UI.

shit son, you dug way too many times in the chromosomes bucket
>>
>>672390
Straight up modeling? Sure, go ahead and use Blender.

Rigging and animation, or anything that requires plugins, pipeline integration, scripting? You'll regret choosing anything but Maya.
>>
>>672397
Maya's GUI design is pure garbage with functions all over the place that should be grouped
Also hotkeys > pie menus
>>
>>672405
lmao stop trying to spout your "hardsurface should be sculpted" rubbish in every thread
>>
>>672767
https://youtu.be/nOzpMJ65oNI?t=246
now sit down and learn
>>
>>672769
Where are the sculpting bits? I looked at different moments and all I saw was subdiv modeling.
>>
Blender and Maya are the exact same shit just with a different UI.
>>
>>672795
Only years of deepthroating Andrew Price could make someone this delusional
>>
>>672789
wow lmao
>he thinks sculpting tools are only for high poly mesh
>he thinks sculpting is carving into mesh
you do realize sculpting tools are mainly used to transform mesh right?
>>
>>672803
I think you missed the point of his post, anon
Also, not a very strong argument to say that it "transforms" meshes. It's a very generic term, especially in the field of 3D which has very specific technical words for everything you might want to explain.
>>
>>672811
theres not a single sculpting tool that adds or removes geometry. all they do is push the verts, rotate/scale or smooth/relax them. you people pretend they do.
>>
>>672819
>you people pretend they do
the fuck did I do now?
also what is sculptris, you mongoloid
>>
>>672821
sculptris doesnt define what sculpting is fagwad.
>>
>>672803
What leads you to assume I hold those beliefs about sculpting? That's not the case. Anyway, feel free to point at which moments in the video the author is using sculpting tools. Not saying he didn't, after all I just did a quick pass. But I'm interested in knowing what you see as sculpting.
>>
>>672823
from the 1 minute to 7 min mark hes using the transform tool to push the mesh, max's freeform tools, does the same thing it would in maya and blender, transform, smooth,rotate and scale the mesh.
>>
>>672830 (You)
>>672823
also its all under the paint deform tab thats what you use to sculpt. the conform tools basically skinwraps the mesh onto another mesh.
>>
>>672390
You want a job in the film or game industry? Learn Maya. You want to make models of monkeys and teapots for your personal entertainment only? Go with blender. End of story.
>>
>>672708
>>after a month, still can't get used to it- in fact I hate it
>>even tried 3dsmax and I still can't through the fuckery of autodesk
Nothing about functionality. Just raw, visceral reactions. No reason. Pure emotion.

Do you people need more to be finally convinced that Blenderianism is a cult?
>>
>>672739
Very true
>>
>>672390
>legit reasons why I should learn Maya instead of Blender 2.8 for modeling?
because there is no studio that will pay you for blender skills.
however, blender is used by pros as a "patch" to do quick things that other programs like maya can't do.
>>
>>673797
>blender is used by pros as a "patch" to do quick things that other programs like maya can't do.
Still haven't found a single instance of this.
>>
Maya 7 and up with NEX & X-frog + Zswitcher with Zbrush.
>>
>>672390
I'll say it's up to you but Maya is industry and blender is coming up but it's not gonna take time, big companies has their pipeline on maya they won't shift it until maya fucks up and Maya has more tutorials and better Ui. For students for 3year pack. You can use it for your work you don't have to buy the maya.
>>
>>672560
>what is CGPeers
>>
>>673802
Smash bros. 4 and Wonder Woman.

Honest opinion? Just learn both. That way you're not limited to knowledge of only one program.
>>
File: 000.jpg (284 KB, 1000x1407)
284 KB
284 KB JPG
Guys I want to make 3DCG for strictly erotic purposes. Can you guys please help with some broad answers?

I want to know how difficult it is to make animations.
Are there files dedicated to animations? For example can I download a facial animation and have it work for my character perfectly or can I easily use the same animation on another character?

Also want to know how hard it is to make my own custom physics or custom materials for rendering.

For example is there a way to render tight clothing without it looking like its just hovering over the character? Am I going to need super expensive to do this?
>>
>>676040
Not very if you copy them 1:1 from a reference video, it's mostly just time consuming
Yes but the skeletons/rigs have to match or you'll end up with weird shit (see Mixamo and other sites) and facial rigs are on another level entirely
Depending on the software, physics are fairly simple (select the thing you want, enable this and this, hit play, tweak the properties until it looks good) and there are entire libraries of premade materials for everything under the sun (yes, including cum)
You can use cloth simulations or rig the clothing and animate/deform it manually
Not if you pirate the software like everyone else
>>
>>676040
you asking for whole pipeline from concept art to grooming.

1) Animation - hard. Becouse animation itself require: Topology { For vfx or real time }, skinning, rigging.

2) "Are there files dedicated to animations?".
Depend of animation needs. If you want to make whole animated character like: Disk jumping around, fingers, eyes, hands. Only those tasks requre huge amount of time.

3) "can I download a facial animation and have it work for my character perfectly".

4) If you have good camera and pirates software with proper plugins and: facial capture in maya or Iclone 7 in this case you may try do download character from daz studio. Their morphs are rigged very well, especially if you don't know what to do. In other case: "Rigging" is a "leaf" of "tree" in pipline of "Animators" it's require practice. ESPECIALLY FACE rigging and animation
(c) So yeah, animation take time and it's hard even with proper tool set.

5) "can I easily use the same animation on another character"
Well, yes. just google it. I gues it works if topology of both characters are same. At least you can transfer animation in UE4. Never done animation transformation from one morph to other. but it's possible.

6) "how hard it is to make my own custom physics or custom materials for rendering"
"Texturing" is hard, "lightning" is hard, "Composition" require artistic practise.
"Custom physic" - vfx. and fvx is separater branch from "sculpting" and "animation". Depends of "physics" oyu need. if you want to make "cloth" moving around or "cum" shots. Just google it. not very complicated tasks. for shitty results at least.

7) "there a way to render tight clothing without it looking like its just hovering over the character"
Man like those questions i swear. Just start with making "donut"like really. There's no money in cgi porn. It's not 2014.

- At least take free animated characters from overwatch and try to animate your shit.
>>
>>676040
well it's not "one" month of work D:
porn is cool. but require time to study as everything else.
Animation - complicated
Texturing - complicated
Sculpting - eh, take time. not like sit and done
VFX ( physic ) - hard yes. well for simple cum not very.
Rendering - :D. Good luck
Grooming - Good luck :D
>>
>>676042
>>676043
what is grooming?
>>
>>676044
Hair, presumably. Also
>implying 3D porn artists do any of that shit instead of just ripping game models or using Daz
>>
>>676045
What's Daz?
>>
>>676046
The 3D equivalent of drawing something with a mouse in MS Paint.
>>
File: aquilin_full.jpg (351 KB, 1200x1705)
351 KB
351 KB JPG
>>676046
A high-quality doll house aimed at newcomers that produces 95% of the 3D porn of the internet. It is excellent, though more or less unusable for pure animation purpose.

In the typical slave mentality inherent to the profession of so-called 3D "artists", a lot of people are angry at DAZ because DAZ creators make thousand of bucks posing a character, setting three lights and producing the finest porn known to man. You can hear them seethe. They seethe and seethe and seethe, each time more desperately.

I pity them.
>>
>>672593
It's not. If you keep your scene and your object history in check, it's about as stable as every other 3D package out there. It's maybe not the best poly modeling package in the business because of this, and even though I use Maya I certainly think Max and Blender are better because of that. But the "Maya is a buggy piece of crap" stereotype stems from messy users who can't keep their scenes clean and tidy during certain parts of the modeling process.
>>
>>676091
>the finest porn known to man
Your claim requires evidence.
>>
>>676099
Are you sure you really want evidence of that?
>>
>>676105
Absolutely.
>>
>>676114
It might... stick.
>>
>>676099
https://www.patreon.com/elyriasteele

https://rule34.xxx/index.php?page=post&s=view&id=3170084

it's taked like 2 seconds to found someone whos using daz
>>
>>676091
>A high-quality doll house
The finest models money can buy wont make up for a shit sense of aesthetics. Deviant art's DAZ section is all the proof you'll need. It takes more then enterprise quality models to make a good looking render.
>>
File: RBullshit.png (728 KB, 1280x720)
728 KB
728 KB PNG
>>676099
>>676099
https://rule34.xxx/index.php?page=post&s=view&id=3170084

This gus is very lazy as well. He's using basic models: just puting them in scence and pressing "render" button.

1) You need daz studio

2) pirate or byed model w/e

3) Now you can create patreon D:

This picture cost me literally ( 2 ) min of my life.
>>
File: RBullshit_2.png (1.05 MB, 1920x1080)
1.05 MB
1.05 MB PNG
>>676099
quality here you go
>>
>>676196
Why is her dick holding its breath? I'd probably go to the doctor if my dick looked like it was asphyxiating.
>>
>>676195
Do people actually donate to patreons?
>>
>>672390
Maya is for animation. Modeling there is fucking hell.
>>
File: 68662239_p0.jpg (504 KB, 800x1200)
504 KB
504 KB JPG
>>676099
Just all the 3D porn out there that isn't specifically SFM (+Blender), or may God forbids and forgives me for my next utterance, XNALara.

Take your favorite 3D porn/erotic artist, if he's not a SFM guy he's using Daz.
>>
>>676195
>This picture cost me literally ( 2 ) min of my life.
...and all of you dignity.
>>
>>676195
Do you have discord?
>>
>>676222
>676222
yes i do.
for which reason you are interesting may i ask? D:
>>
>>676192
>>676195
>>676217
>the finest porn known to man
Y'all need some standards.
>>
>>676225
Want to talk to you more about the basics of DAZ
>>
>>676192
>>676195
>>676196
Really this is like 2003 good.
>>
>>676209
>Do people actually donate to patreons?
There are alot of stupid degenerates with money to part with. Some people genuinely don't know what to do with there money.
>>676217
Quite abit use blender and Maya.
>>
>>676097
Bullshit. I've had Maya crash on me for adding a cube primitive to an empty scene.
Maya is a shambling corpse of a program, held together by duck tape and prayers.
>>
>>676296
Okay.

What's your repro rate on that?
>>
>>676097
We started using Maya at work a few months ago. Before that we used Lightwave and I personally use Houdini. In a production environment, and in comparison to those two, I would say Maya feels extremely buggy. It's not just that it crashes more often (which it does), but it's also a lot easier to unintentionally break things. Not to mention odd things like plugins randomly not loading and frequent preference file corruption.

>Maya is a shambling corpse of a program, held together by duck tape and prayers.
Not a bad description. It feels old and rickety.
>>
Why do people bitch about software so much? Just make something and shut the fuck up.
>>
>>676296
Blendlet detected
>>
>>676330
this guy gets it
>>
>>672390
>I already know blender is shit compare to ZBrush in sculpting
sure is 2011 in here
>>
>>676317
Honestly as a beginner I've noticed too odd things that lead me to having to restart the app to get it to work properly.
Decided too start learning blender recently and have had no problems so far.
People say the hi and such is bullshit and such but it actually seems quite intuitive. Also the shortcuts are pretty neat, easy and straight forward.
The only thing I find funny is certain things about the model are set in stone at some places and you can't go back and edit it if you forget something.
I think you know what I mean(so if poor explaination) but is there anything around that?
I'm learning through blender guru and he reckons once you move the object you've created you can't edit those settings I mentioned. Is that true cause that sounds stupid.
>>
>>676535
>Is that true cause that sounds stupid.
Does it matter for destructive modeling? No, it doesn't. It would be a problem if you wanted to do procedural modeling, of course, but you wouldn't be using Blender for that. You'd use Max. For a neat middle point, Modo allows you certain proceduralism, but it's still a destructive modeler first. Much more capable than Blender, however.
>>
>>676042
>There's no money in cgi porn. It's not 2014.

Studio FOW just made more than $600 000 in kickstarter
>>
>>676040
Here's my broad answer: you're clearly a beginner so good job posting in the right thread. Like other people suggested, download some modified Overwatch models or whatever else you find available that has a pussy and a dick. Slap those onto SFM, or, if you're feeling REALLY brave, Blender or Maya. Then play around with them and try to make a 2-3 second render that doesn't look like crap.

That is already an immense task for a new guy like you. But it's more manageable than the absolute Mount Olympus that you're even thinking of climbing right now. Stick to the pre-rigged, easy-to-use stuff for now and build up your confidence a little before delving onto shit like face rigs, custom physics in-engine, materials and cloth simulation.
>>
>>676535
No, you can still move the object, but its best to think of the object as a container for a mesh. The mesh is positioned relative to its container, and the container is positioned relative to the world origin... Or, when you get into more complicated scenes, it is positioned relative to its parent... Which itself is positioned relative to its parent, or the world origin... Parents are just objects (read: containers) that contain another object. Parents can contain many objects or just one, and can also contain their own mesh as well as those objects, if desired.

Now repeat that paragraph, but with rotation... And then do it again with scale.

The mesh which is contained within an object has verts that are moved in "object space" which is like world space, but its origin is at the point in "world space" where the object is. These verts can be connected together with edges. These edges can be connected together to make faces (tris, quads, and ngons).

Everything I've just mentioned can be moved at any time either directly or by moving the items that build them. You can find the option to do this in the side bar of your 3D viewport or, in the cast of objects, you can ALSO move them in Properties panel. They will be under the title "Transforms."
>>
>>676862
Yes and they are being shutted down by politic censure now they are no longer on patreon and losing their customers just becouse porn finally started to generate money and here you go.
Me dictatorship me want to control the market and porn is censured smork, "disturbing content" smork.
So i gues i right that porn is no longer generate money as it was in 2014
>>
Hey guys, I need some assistance in getting this model:

https://www.deviantart.com/xocarbohydrateox/art/NieR-Automata-Commander-Remake-740305084

to load in XNALara. It keeps giving me a message that I'm missing the mesh file and it skips it everytime I try to add the model. In 7zip there's a Models folder full of .tga files and one .ascii file, and also a prev.png beside the Models folder. I feel like there's something obvious I'm doing wrong but I can't figure it out. Thanks.
>>
>>677254
>>677254
>losing customers
hyuck, they've already almost made a million bucks from their new porn spaceship game thing. Western porn like this as an industry is doing fine, business is booming for people who go at it.

>porn is finally started to generate money
>porn is no longer generate money

Goddamn, you're a mess.
>>
why are we still having these discussions?
>>
>>677367
money != customer.

being in trend in right time != customer.

The only reason those guys still making money is audience which they reach before in ancient times when 99.9% of porn were generated in daz studio.
Nowaday spending money on their product is like playng "fifa" yes, people do so, becouse they are attached to product from fucking 2013.

In other words you can pass a link the the fucking "Minecraft" with quote, oh look dude just sell this for 1.7b, lets make another one in 2019 you fucking moron.
>>
>>672390
Try both, choose what you find most fun to use.

Honestly, there's no objective answer here.
You should know, learning the tool is extremely trivial compared to gaining actual artistic skill.
The most important thing for a beginner is just being able to have fun so you can explore the fundamentals of 3D without wanting to kill yourself.
>>
>>677371
Money DOES equal customer, you retard. Who else is going to bankroll a porn game for a million dollars? Grandma and her couch fund? Daddy's credit card? Just a couple of REALLY well off people who happen to be interested in a spaceship xenophilia game? What are the odds? Of course there's a userbase behind it. And porn games aren't in "trend". Porn games are an ancient thing that's been around for a long-ass while. Why don't you go check something like ass hunter modified or the deluge of RPGMaker titles on DLsite?

Porn is an industry where the appeal of exclusivity helps to not just keep it afloat, but also open up wallets in a way mobile can only dream of. That's why the kickstarter, patreon and subscription models in random-ass websites scattered throughout the web have worked so well for so long. Users will continue to come in and feed into this model because the appeal of exclusivity is that strong, like it is with the new FOW game right now.

You sound like a bitter retard that didn't get into this massive porn gold rush you're adamant existed and now you're trying to handwave it off as a failed business opportunity because there's no more customers or whatever the fuck. Piss off.
>>
File: first sculpt.jpg (53 KB, 1132x844)
53 KB
53 KB JPG
>>676041
>>676042
>>676043
>>676870
>>676091

Guys I'm >>676040
Just finished my first sculpt.

DO U RIKE IT?
>>
>>672424
Personally, I've got my eyes set on Blender but it's in a bit of rough spot right now since if you start using 2.79 while most of the knowledge is going to carry over, you'll probably get a bunch of habits that have changed (for the better). You probably just want to hold off for 3 months until it's been polished and things have been established and are final if you wanna go for Blender.
>>
>>672766
This 100%
Mesh, Edit Mesh, Mesh Tools, Mesh Display
How the fuck am I suposed to know what these mean? They feel randomly grouped, not to meantion the god awful pie menu. If its not in the drop downs it in the pie menu, which pie menu? Hell if I know.
In comparison to this shortcuts just makes things so much quicker and generally easy to learn.
>>
File: tenor.gif (170 KB, 360x346)
170 KB
170 KB GIF
>>672495
Maya
>Creates Cube
>Thing fucking crashes with no warning
>>
>>675868
student license > cgpeers bro.
>>
File: 1553282161348.jpg (190 KB, 985x865)
190 KB
190 KB JPG
>>677673
i started learning animation in modo (yes i'm a retard), did a great mechanical rig, then after a half a year brake i went for character rigging. i've spent a month rigging my dude so i end up understanding that this piece of shit program(modo): 1. lacks many essential features that even 3ds max has 2. has absolutely horrendous rig and deformation performance across the board 3. everything about animation is unreliable, unstable and buggy as fuck which leads to literally losing your work.
of course blender isn't that much of a garbage like modo in terms of animation, but i didn't heard anything good about it either. my point is: slick, cool UI means jack shit when under the hood it's duct-taped, clunky, outdated piece of garbage. only retards on /3/ will argue about the UI when everything that matters are features, performance and stability.
>>
>>677746
lol, animating in Modo. Use Maya, you Foundryfag.
>>
>>677752
i'm jumping to Maya as soon as I'm done with the set I need. i'm a retard, but not THAT retarded to keep rigging & animating with modo in future.
>>
File: blenderguy.png (309 KB, 551x357)
309 KB
309 KB PNG
>>677674
Nice try Mr. Roosendaal
>>
Is there any way to convert Maya .mb files to some other format like .obj or .dae without having Maya? I found some online converters but they all seem to fail when fed a .mb file
>>
>>672390
Disregard what all the plebs here are saying, just listen to this >>672392 anon.
>>
>>672390
>post recommending blender
>>680908
>Post saying blender is bad

Followed by post chain. I just condensed the thread.
>>
Daz-let here.
How do Blender's asset libraries compare to Daz's asset library? What I've seen on their site wasn't much, or mabe their site was just too shit and I couldn't find them.
I'd mainly need it to make lewds, so I'd be interested in lewds mostly. And I'm fine with paying for stuff if piracy isn't available.
>>
>>680934
Blender doesn't have asset libraries. It's primarily software for making stuff.
>>
>>680937
Then what's that Blender cloud shit all about?
And why isn't there an asset library for it anyway? I'd pay for well made stuff.
>>
>>680722
Converters never work. Just bite the bullet and download maya.
>>
>>672390
because you'll look like a caved in head cunt if on your resume it has blender and no other software for an industry that doesn't use blender
>>
>>672390
Maya user here, meanwhile it barely matters anymore, just use a program you feel comfortable with and work with it

Maya is used way more often in the industry, but people mostly care about your skill as an artist, not how well you can handle a program

Just start creating my dude
>>
File: 1543090768784.png (13 KB, 1042x146)
13 KB
13 KB PNG
Which one should I get?

I'm a 2D artist wanting to improve my 3D perception of anatomy by sculpting a few humans. I learned how to operate Blender and do terrible point-by-point sculptures back in 2012 or so, but I don't feel like going back to it. Since geometry won't be a problem, mindlessly sculpting in ZBrush should suffice.
>>
>>682500

Not any of those anyway. 2019 is out.
>>
>>682501
Oh, has it been portabilized already?
>>
>>682503

No sorry, didn't know you just wanted portable.
>>
File: 1555769902894.png (595 KB, 734x708)
595 KB
595 KB PNG
>>672390
Because you hope to make money someday.



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.