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Is there anything modeling wise that can be done in 3dsmax/Maya that can't be done in Blender?
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>>700259
No, but in much the same way you can produce any picture you can create in Photoshop using MS paint.
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Betcha can't model a banana in blender.
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>>700259
depends.
Maya & 3ds max are far slower than blender modellingwise, but modo fucks vanilla blender without hardops.

There is 1 thing though.
maya & max can be non destructive, you can use the editable poly modifier and edit your object in a non destructive way.

Blender can't do that.
Every single polygon edit you do in blender is always going to be destructive.

if you're going for pure modelling speed, you should still stick with blender due to its base controls being so intuitive.
It's learning curve is trash though
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>>700272
Still can't do a banana in blender tho.
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>>700272
>Maya & 3ds max are far slower than blender modellingwise
[citation needed]
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>>700272

It doesn't matter if it's faster, it's the tools that matter. And Blender doesn't have what it takes to reach top quality level.
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And which tools would that be?
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>>700277

You'd know if you had enough skill to need them, but you don't just like every other blendlet. I'm tired of having to quote what's missing to every single clueless blendlet, especially since they don't want to hear it.

But there you go.

Bad, very bad UV tools (No UV relax, terrible packing algorithm that wastes lots of resolution, No UV stacking unusable for anything serious.)

Horrendous performance in edit mode, they still haven't done anything about this. Try moving vertices around with 50-60k polygons on your mesh. What a joke.

No good retopo tools, the new poly draw tool still requires you to create a plane, place it on your mesh, toggle 2 snaps modes. Compare this to Maya's quad draw that takes a second to set up and it's clearly a joke.

Animation system is not compatible with most engines.

Blender relies on tons of third party plugins to be nearly as good as the competition, even with that it's still missing lots of tools. If third world third party devs decides they're tired of maintaining their plugin, then you're screwed (see retopoflow 2 for blender 2.8). Yes, it's open source and you can modify it, but nobody does that and many artists aren't programmers to begin with.

Blendlets think blender is killing the competition just because of a fancy PBR renderer and a non retarded UI, but the software is still shit under the hood.
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>>700278
i agree, i use mostly blender and this update didn't fix anything important
for people doing visualization mainly, there is still no any kind of proper mat/obj library and even 3rd party plugins suck dick
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I'm speaking strictly modeling here, but you mentioned some valid points, especially when it comes to moving around vertices in really high poly meshes.
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>>700259
Automatic retopo that’s actually good. Editing more than 100k verts.
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>>700259
As far as modeling goes, some might say Blender is on par.
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>>700285
Programs doing the art is pretty trash. Topology used to be the entire basis of 3d modeling, now the programs do it all. 3d jobs are going down the shitter.
*3d scans
*photorealistic textures
*regular animation mocap
*facial mocap

This will be your job soon, cleaning mocap. That's all there will be left for humans to do.
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Sooner or later there's gonna be an AI that can generate 3d models just by looking at 100-200 dataset images.
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>>700290
mocap is nice, but at the current state, and even if it's somewhat better, it's just that. nice.

There's no fucking way you can use mocap the way it is in a finished product without it looking shit. you would know that if you ever animated.

3d Scans are nice, but guess who's gonna be the one who scans?
that's right - the 3d artists.

photorealistic textures are substance designer, guess who makes those? texture artists.

facial mocap still needs rigging & setup, and guess who makes those? technical artists.

You're a fucking moron talking out of your ass
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>>700278
and then again

If you work for a studio, and you know your shit around blender, they happily spend those 300$ (which they don't really have to pay anyways since it's a business expense) and buy all the 3rd party addons you need + you get the undeniably incredible control & speed that blender comes with.

There is a spot for blender in the industry - it's definately not with pixar animators, nor is it with Blur Studio highpoly modellers.

The spot for blender is mobile & games industry, because that's where huge polycounts don't matter once you've got all the important maps rendered out.
And it's just fact that blender, WITH 3rd party addons, when it comes to low - mid poly modelling, even leaves modo in the dust.
Modo can't do this, it just can't:
https://www.youtube.com/watch?v=Z1ta37oAe8w&t=1930s

Obviously, this means blender isn't free anymore, but no professional would ever give a fuck about that.
What matters is speed and speed alone. You know that, I know that, everyone knows that.

There's a good reason why epic games & ubisoft put money into blender - do you think they did it out of the goodness of their hearts?
They did it because it has the potential to make them money.
Blender crashes less than maya / max, blender has more tools than modo. If you dent out all the garbage that blender comes with - you got a perfectly usable program.
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>>700302
>If you work for a studio, and you know your shit around blender, they happily spend those 300$ (which they don't really have to pay anyways since it's a business expense) and buy all the 3rd party addons you need
No they fucking won't.
No, it's not the cost, it's the licensing and support.
Goddamn deluded blendlet.
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>>700302
>Modo can't do this, it just can't:
Collapsing face selections?
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>>700259
NURBs in a way that actually fucking works without addons.
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>>700302
>If you work for a studio, and you know your shit around blender, they happily spend those 300$

No they won't. They'll hear that other guy that can use Max/Maya like the rest of the team.
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>>700317

hire*
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>>700302
>There's a good reason why epic games & ubisoft put money into blender

And yet, Epic still use Maya as their main tool. Ubisoft still use Maya/Max for their games. And speed isn't an argument. Maya is just as fast as Blender when you know how to use it.

>Blender crashes less than maya / max
Max never crashes. Maya barely crashes anymore with 2019+.
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>>700321
>Max never crashes
it just surprise restarts
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>>700272
>Maya & max can be non destructive
>Blender can't

Dude what? I'm only Standardlet status 7 and Blendlet status 3 and even I know that's horse crap.
One advantage blender has over the other softwares when it comes to standard modeling is how much easier and better it is with it's non destructive workflow.
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>>700278
Sorry but new retopo far outweighs maya with 2.81
Sure it takes 5 seconds longer to set up, but after that you speed ahead like a bullet train tasting cummies due to the superior viewport navigation and snapping in blender
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>>700420
>non destructive workflow.
Do you really use Max or Maya and think that Blender's workflow is non-destructive? Are you on some shit?
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>>700441
Where the fuck is Maya non-destructive. And yeah, by using the correct modifiers in Blender you have a much better non destructive workflow.
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>>700259
Getting paid for your work.
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>>700299
>Mocap isn't good enough, admits an animator's job is mocap cleaning
My point exactly.
>you would know that if you ever animated
I have animated, never used mocap. So clean those animations wagie faggot.
>scans done by 3d artist
There is no artistry involved in using 3d scans, it's pure technology.
>texture artists
There is no artistry involved in using 3d scans, it's pure technology.
>mocap needs rigging
Yep. Once. And there's nothing artistic about a rig, or rigging. Try and keep up.
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>>700299
>artists
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>>700482
I thought that was a joke, but it's real. Holy shit.
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>>700482
Making sandwiches is true art
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All this thread about software pedantics and I still haven't seen a single polygonal banana coming out of blender.
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>>700482
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>>700290
But you're only talking about photorealistic subjects that you can only find in the real world? What about anything outside that very narrow subject matter like any number of different characters and styles.
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>>700657
As far as modelling and texturing goes, there will always be stuff to do. Animation is doomed to mocap though.
>>700629
I wonder how many foot longs he ate and took in prison.
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>>700676
I don't think that's really a bad thing though. But then again i'm not an animator so that's probably why. Tech is always going to advance and I think if that's the case then its just a different job for you to interface into. Plus I think there's always going to be a small market for hand animated stuff. Especially if projects like the spiderverse film and disneys 2D/3D blended shorts pave the way for a new market for 2D/3D mixed media which I could see happening.
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>>700676
>Animation is doomed to mocap though.
How do you mocap squash and stretch?
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>>700259
no of course not. Likewise, the final renders are just a collection of pixels, so there isn't anything you can make with 3dsmax/Maya that you can't make with MS Paint. Autodesklets btfo yet again d:-)
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>>700676
Commercial animators are doomed. Everyone else will keep animating by hand because it's what they want to do.
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>>700259
Oh look blender cultists are at it again
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You'll find cultism/elitism in all niche communities.
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>>700807
>mfw somebody walks in the room while you're motion capturing porn scene in front of a kinect.
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>create a landscape in Zbrush using DEM
>export .OBJ at 4 million tri's
>runs perfectly in Maya
>Blender runs at 5 FPS and editing is impossible



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