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What is your opinion on each of the top 3D modeling software packages?
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They are pretty cool.
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They all suck.
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>>705126
What's your point?

>>705131
The grass is always greener on the other side.
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>>705126
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>>705126
Yea Houdini and Blender are amazing. Other ones still need some work. That being said, I feel like ZBrush shouldn't be that low.
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What's LightWave like? What are its strengths/selling points? For some reason I thought it's dead like Softimage, but it isn't.
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>>705126
>Houdini
The best software for fat nerd coders with no artistic talent but like to make meme explosions and shit
>SketchUp
Premiere architectural modeler, nothing comes close any more
>Blender
Things are looking good for it's future I think, it's a good sign. Due to its spike in popularity there's a bunch of good PR with "buzz" like people openly saying they ditching Maya/max for personal projects and using blender. Autodesk needs to step it up and really bring something new to the table to stay ahead cos blender is rising fast.
>3D coat
It's losing a lot of market to substance and personally I haven't used it in years, at least 3 years. Beyond some niche uses it really needs to innovate.
>C4D
Great software. UI is on the better end compared to competition as well as having that integrated octane really makes it amazing for production and marketing shots.
>Zbrush
Nothing comes close when it comes to sculpting. However, if blender fixed it's sculpting performance it would be a real contender. As it is, zbrush is standard for a reason. Has really transformed the industry.
>3dsmax
Personally, I fucking hate max. Shit UI, conveluted workarounds to everything.
>DAZ
Been in a standstill for years desu, their dforce addition was nice but the new big thing, their hair sim from hexagon is fucking garbage. High hopes since they have decided to delay Genesis 9 instead of just shitting it out for no reason. Hopefully, this means they are working on something good.
>Maya
Best for animating, no competition. Modeling is much nicer than max too.
>Cheetah
Not gonna eat ya
>Modo
Good for shoes I heard
>Softimage
No idea
>Lightwave
Needs to innovate
>Wings
Dunno what it is
>Rhino
Worse than revit and SketchUp

Now here's a few honorable mentions you didn't say

>Twinmotion
This paired with skp is really bringing new life to archvis and ending jobs for pajeets. Now anyone can into archvis!

>Marvelous Designer
Truly amazing program. Unmatched speed and quality for clothes
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>>705140
>Yes Houdini and blender are amazing

Bait? You can't even bevel in 2.8 it's fucking shit I don't know why they would remove it
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>>705139
>trash
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>>705142
It's in use for productions with fast turnarounds, mostly TV/broadcast. I'm using it since version 3.0, back in the Amiga days. I'd recommend you stay far, far away because at this point only veterans know how to maneuver around all its shortcomings.
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>>705147
>>Rhino
>Worse than revit and SketchUp
>fucking Sketchup
Your opinion is trash
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>>705139
Once again, Blender comes out on top!
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>>705126

3d Coat has god tier uv and retopology tools. Zbrush ate it's lunch and stole dynamesh and Booleans so it's no longer the king.

Max is the best all round of the poly pushing apps but is lacking in things like non destructive symmetry and basic sculpting tools that maya has. They should honestly integrate mudbox into it.
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>>705152
Speak on that
You clearly have no experience with any, the two big architecture firms iv worked at ditched rhino at some point. Ones on SKp and ones on Revit.
Most architects I know use Revit or SketchUp or both.
Most prefer skp for larger urban areas, resorts, hotels, shopping centers or apartments while Revit for smaller single unit projects.

Rhino, lol.
Go on, tell me how it's better you fucking loser.
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>>705139
Man like Rohan Dalvi cutting right through the middle.
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>>705187
They are closer than it seems.
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>>705148
Well yea, that was weird, but look on the brighter side - so many people learnt how to do it by hand with sculpt-to-retopo method. While not as fast, it's definitely a fun and learning experience.
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>>705134
>What's your point?
OP was asking a question you braindead idiot.
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>>705139
Isn't Cinema4D extremely beginner friendly and easy to use?
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>>705148
>>705200
Are you guys literally retarded? Ctrl + B still bevels.
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>>705207
You're not on the latest version of Blender, then. Plus, beveling is overrated. A true artist doesn't trust everything to blind algorithms, and seeks to do things herself.
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>>705207
nah it was a whole deal dude even pablo tried defending it i dont think they are gonna bring bevel back though

dont spread misinformation
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>>705209
>You're not on the latest version of Blender, then
Yes I am, unless you're talking about an alpha version or some shit.

>A true artist doesn't trust everything to blind algorithms
>"B-Blender is shit! Y-you can't even bevel!"
>"W-what? You can bevel? Well a t-true artist doesn't use bevel anyway!"
ok
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>>705217
ok idiot
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>>705221
There are some idiots trying to stir some shit for some reason. They also tried it in the Blender thread and even mailed fucking Ton

>>704817
>>704784
https://twitter.com/tonroosendaal/status/1183067541255655425
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>>705222
so that's the power of the industry standard professionals...
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>>705221
This is an older version, sadly if you update the bevel functionality is gone.
Please don't spread misinformation
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>>705222
What is a rounded rectangle cube?
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>>705222
Fuck off, we are just trying to find solutions to a problem.
I still love blender, that's why I feel like it adds to the artistry when it forces you to come up with unique results.
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>>705222
No wonder they bash blender all the time, I'd be mad too if it took me half an hour to press F3.
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>>705222
Jokes aside, I'm surprised how small 3D community is.
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>ITT: Mayalets crying after they realize they can't do shit without a bevel tool

Pathetic.
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>>705222

Speaking of which, does anyone have that "How to make a cube in Blender" gif where you start with a Utah Teapot?
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If 3ds max actually had blenders, shape key functionality and mayas rigging and animation capabilities combined with cat's procedural animation it would actually be insane... as of right now its just a good hard surface modelling suite.
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>>705147
A well written although mostly ill-informed opinion, but I've seen much worse here.

Also, blender ever being a contender against zbrush in the sculpting department...that will never happen, zbrushes sculpting performance is the result of proprietary tech owned by pixologic, that's why it can push millions of polys on a fucking toaster. If anything could come close it would be 3d coat which you have an outdated opinion about. 3 years old in fact. This coming from someone with a huge hard-on for blender.

Also comparing rhino to sketchup and revit is apples and oranges, sketchup is strictly a polygon modeler (and a shit one at that) and rhino is a surfaces/solids/polygon hybrid used for much much more than architecture. The only reason architects touch rhino is because they just cant help but cream themselves over grasshopper.

If anything a comparison between Revit and sketchup is more appropriate, but which do you think would come out on top there?
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>>705222
BRAVO NOLAN
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>>705126
I'm only experienced Houdini, Sketchup, 3D Coat, Daz3D, Maya, C4D and zBrush. You can do pretty much everything really fast in Houdini, Maya and zBrush, the other software is just bloat
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>>705318
Rohan, is that you?
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Houdini and Maya are all they really use at the top industry level, and zbrush I suppose.
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>>705316
How is 3D Coat's sculpting better than Blender's? 3D Coat seems like weird software to me; doesn't really know what it wants to be.
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>>705398

3Dcoat's sculpting is great. Not as many features as Zbrush but it's a hell of a lot easier to use. It has a nice, intuitive UI that's easy to figure out with trial and error.
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>>705401
> Tries to learn cg software by trial and error

You are so retarded it is worthwhile to believe the opposite of whatever your opinion is.
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>>705316
Fuck you're right. Tested it out on 12 mils and it was like 5 fps. Granted, I'm using an old 960 but it's a completely different story in zBrush.
That being said, I feel like blender is still fine for the small projects. Fuck no wonder most blender works are low poly cartoons.
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How are 3D Coat's texture painting and UV editing tools?
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In the past month I’ve been asked to teach Blender classes to a police force for forensics, a major mobile game developer in Europe, and a prison for inmate skills. There’s a huge demand for Blender educators right now, so put yourself on Blender Network if you want work. #b3d

from donut guy

get on it
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>>705398
The way it incorporates voxels is a huge advantage. The closest thing is Dynamesh but even that requires editing the model first then executing dynamesh, whereas 3d coat creates and subtracts form on the fly. You can literally make stuff from empty space, I havent seen anything else quite like it.
There are a lot of other smaller advantages in the sculpting department imo, but that's the big one.

And yes it occupies a weird space in the market, it does everything well but other specialized software does it better so not many people buy into it I guess.

I just use it sculpt bob and vagene to spite the christfag devs.
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reminder that you cannot pirate 3dcoat
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>>705418
Most definitely, I dont think a lot of people realize it but...zbrush has been around since the turn of the millenium.
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>>705436
>>705418
Blender's sculpting is fine. Just because it's not as powerful as ZBrush doesn't mean you can't sculpt great things.
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>>705437
No one really criticized the tools, performance is the issue.
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>>705417
Literally the test of a good UI is the user should be able to play around with it and in 15 minutes have something to show for it. You can do that with 3DCoat.

You'll still want to use the tutorials to learn the software more in-depth but if you have a basic knowledge of 3D then you should have some sort of crude sculpt going on just by playing around with the software.
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>>705420

Good. Way better packing algorithm than max or maya that hasn't been updated. the texture painting is per pixel too which is way better than zbrush.

>>705432

Well you shouldn't because every version of it online has some kind of miner or trojan.
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>>705205
Suck my cock you little faggot
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>>705163
Go fuck yourself you stupid mongrel

Clueless assclown no good motherfucker
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>>705222
If you use blender there's a high chance that you also touch children.
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>>705465
>Well you shouldn't because every version of it online has some kind of miner or trojan.
That's precisely why it can't be pirated.

If you pirate, you're basically paying for it with your PC being mined.
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>>705401
>>705452
Reminder this guy has never actually used Zbrush due to the autistism he has described in his posts and has no valid software opinions
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>>705126
I am a Zbrush and 3ds Max user myself, for as long as i can remember, so i can endorse those.
The GOZ plugin from Zbrush seamless integrate both, and Zbrush can solve sculpting of organics, UV creation and retopology, while max handles rigging, boxmodelling and animation perfectly.
... i´ve tried to incorporate other softwares to my pipeline, like DAZ, but the darn thing simply doesn´t accept anything exported from max, substance is for exported FBX (good for realtime game engines only) and i stopped using Rhino and Maya when i dropped NURBS modelling thanks to Zbrush years ago.
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>>705126
Houdini is pretty nice.
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>>705526
weird flex but okay, ambyr
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>>705147
>>Maya
>Best for animating, no competition. Modeling is much nicer than max too.

You have never used max. It's probably the faster modeler out there, and much nicer than maya, that's for sure. And that's not even taking into account it has the best modifire stack implementation ever.
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>>705158
>Max is the best all round of the poly pushing apps but is lacking in things like non destructive symmetry

What? what's wrong with the simmetry modifier? I only wish max had a GOOD paint selection tool like modo's and that you could create ready to edit primitives in one action, but I agree, it's the best vertex pusher.
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>>705437
isn't that retopo'd? I don't think blender can make something as polished as zbrush.
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Oh look another of these threads
>>705163
Working in a AV team so can speak for in-house workflow but the majority of the models we receive from clients are rhino files, next to 3d export types like DWG so who knows what they made it in, I think in 4 years I only ever got 2 sketch up files from clients. What sort of architecture you normally doing, mostly residential?
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>>705529

Max has amazing tools but it's workflow is from the stone ages. The UV mapping part is also a pain in the ass because it's done in modifiers and the unwrap algorithm often fucks up.
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>>705485
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>>705564
>t. brainlet
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>>705533
>isn't that retopo'd?
What's your point? ZBrush sculpts have to be retopologized to be used in production too.
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>>705531

>what's wrong with the symmetry modifier?

You have to delete half the model to use it. Sometimes you want to make changes from a zbrush go z and doing that messes up the vert order.
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>>705126
I wish 4chan had a 3d board for people who do technical shit like solidworks
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Max - Great for modeling, ok for UVs, shit for everything else.

Maya - Good for animation, so-so for everything else.

Modo - Good/Great for modeling, decent for retopologizing, shit for rigging/animation, so-so for everything else.

Blender - Great for modeling (especially with a few add-ons), awesome looking viewport, but performance sucks, and terrible for UVs.

3DCOAT - Good for painterly textures, retopology stuff is ok, but the workflow is a train wreck (needs a proper Ouliner really badly).

ZBrush - Super powerful, but sculpting still feels very unnatural due to the lack of stylus tilt support.
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>>705595
Yeah, but they look better not retopo'd. The thing is no other sculpting program has brushes that feel as good as zbrush's.
Also, who gives a hist about production?

>>705660
>3d coat
>Workflow is a train wreck
>Outliner
Could you elaborate?
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>>705660
Maya has been excellent at UVs since Maya 2017
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>>705475
A Rhino user in the wild
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>>705729

I thought the only breeding pair left was in captivity.
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>>705535
Resorts, Large Urban Areas, Hotel & Apartments, Shopping centres.
We don't do small residential jobs and only bid for large projects.
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>>705437
its the performance, not the tool mate
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>>705741
That's what she said... before being touched by the grace of ZBrush.
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>>705670

Sure. So basically 3DCOAT is split up into separate 'rooms', each of which acts like its own unique program, including; Painting, Retopology, UVs, Sculpting, and Rendering. While working in a single room everything is fine and dandy, but as soon as you try to go into another room (like say retopology or UVs) things can get really messy really fast. Because of the way rooms are separated switching to a different one will often result in a blank viewport and then you need to transfer your model over from the old room to the new one, and load it up into a different set of menus. This can get very confusing, and data between rooms is not always synchronized. So the more you move around the program the more menues you need to juggle to see all the models data.
An 'Outliner' refers to a single universal list showing all the asset data in the program, as opposed to having it split up across multiple menus. Max, Maya, Modo, Blender, etc. all have their own Outliners because it makes it very easy to manage your scene no matter where you are or what you're doing in the program, but 3DCOAT does not.

TLDR; Stay in one room/tab of 3DCOAT and everythings fine, try and use more then one though and managing your scene becomes a total nightmare.
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>>705763
I have never once had that happen in all the years I've been using 3Dcoat.
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>>705763
sounds like a blender's retarded brother
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>>705764

Never had what happen? The scene become difficult to manage?

There are quite a few users who want an outliner, and the official forums have had threads and posts about it for years. Theres even a mantis request for it iirc.
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>>705740
Huh, so you are doing the jobs we get, strange!
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>>705768

I've never had the viewport problem you describe.
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>>705139
>zbrush dull
More like you idiots can figure out the shortcuts
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>>705660
What's the main problem with Blender's UV editing?
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>>705942
It's very bare bone. Old algorithms, bad packing, lack of quality of life tools.
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>>705935
I think you don't really understand the intended meaning of the graph.
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>>705139
Correct.
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>>705942

The uv packing algorithm is so bad it can't be used in production. It wastes like 50% of resolution, forcing you to double the texture resolution of your materials or pack everything by hand (eventually wasting hours and hours you could have spend creating more assets).

UV packmaster pro 2 takes care of this, it's really amazing. But as usual, it's not officially supported so if the developper gets tired of it we're fucked.
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>>705942
Look at just one single menu from Maya's UV editor. Does Blender have even 20% of this functionality? Note that Maya's Layout and Unfold use best-in-class algorithms.
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>>705981
Damn, how do you get anti-aliasing that good? My Maya UI text looks like crap.
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>>705981
Blender does have 20%. If you install the free addon textools you are up to maybe 40%.
But that doesn't make up for bad algorithms...
The only major DCC with a worse UV toolset is Cinema 4d.
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>>705163
Dear lord are you wrong. Even on your characterization of the programs, it's the exact opposite.

Sketchup is like modelling with playdoh. It's basically only useful for the most retarded euclidean archviz. Any architecture firm using Sketchup is dead in the water. The only firms using it are doing small residential projects, and doing most of their drawings in 2D in AutoCAD, or microstations, or something archaic. Administering a large project with Sketchup is impossible, let alone designing anything as intricate as a staircase, especially when you are constantly receiving change orders because of regulations.

Revit on the other hand isn't a 3d modelling program, and shouldn't be used for design, or for arch viz, or for fabrication, or for producing anything other than construction diagrams and documents. It's BIM software, that creates a 3d model of the building, in order to produce 2D drawings, organize them, and export them.

Rhino on the other hand is the architectural designer's jack of all trades.
It can export for 3d printing, laser cutting, rendering software, illustrator, handle CAD drawings/layouts internally. The ability to have it crunch data from GIS, or parameterize data in grasshopper gives it a level of precision that sketchup won't ever have. Even it's mesh handling capabilities are better than sketchup and revit, albeit it wasn't built for that.
As a design software, meant for working through the design process, nothing else has as many capabilities, even while it doesn't excel at any single capability.

But yeah, god help you if you're trying to construction documents in Rhino, especially on a project as large as a hospital or airport.

Now please, don't go talking about something you know absolutely nothing about.
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>>706003
>It's basically only useful for the most retarded euclidean archviz.
As opposed to non-Euclidean ArchViz?
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>>706006
Well yeah, actually, there's non-euclidean archviz out there, and Sketchup can't handle it.
But I originally meant cartesian geometry.
Just take a look at https://www.mir.no/ and tell me any of that stuff could be figured out in Sketchup.
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>>706003
Im the head visualizer in a large firm. I work in 3ds max. Most of the sketchup files i receive I need to remodel in 3dsmax because they are so messy. However I understand that all architects and interior designers arent completly CG savy and they need to get their ideas out quickly. Sketchup is good for this as its easy to learn and fast. We document in revit and i would prefer to work with clean revit files than sketchup. Not enough people know Rhino that are talented designers but if they are then they are free to use itSo imo,

Sketchup best forCG unsavy designers,

Revit best for documentation

3dsMax best for visualization

Rhino if you are in to generative design
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>>706013
>need to get their ideas out quickly
lmao, my dude.
If their ideas are so rudimentary, that they can be gotten out quickly in Sketchup, you've got problems.

But yeah, that's exactly what I mean, rhino is the jack of all trades, for the design process.
If you want a render that's going to win the competition or sell some condos, you've gotta go into a big boy software. But if you want a visualization for a design meeting, or for some sort of internal decision making, rhino gives you more options.
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dont mind me just bevelling in the lastest version of blender. whilst I drink champagne and eat caviar in my luxury mansion.
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>>705970
So it all comes down to the automatic unwrap?
Don't most high level artists like to manually unwrap anyway?
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>>706039
based beveler
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>>706015
whatever dude. its a tool in the end. They can draw well so doesnt matter anyway. sounds like you havent been in the industry very long.
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>>706061

That's not what I meant. Auto unwrap is shit for anything else than boxy models. I'm talking about packing the UV islands. You want them to take as much place as possible to get the best resolution you can. This includes stacking identical UVs for repeating meshes on a model.

Blender's UV packing algorithm wastes so much space it's almost a joke. I gain 50% more space when using UV packmaster pro. I really hope they'll integrate it natively in blender like they did with other plugins in the past.
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>>706102
Just use texture atlus bro
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>>706061
Automatic unfold and layout, not automatic unwrap. Of course seams are placed manually for anything serious.
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>>706073
>hangs out with people who use sketchup
sounds like you've been in the industry too long
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>>706104
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>>706117
sounds like you dont know what you're talking about. no one cares what design tool you use. if you are in love with rhino good for you.
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>>706123
no argument no problem
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>>706003
Here's how I know your full of shit. Right off the back you are conflating archvis with architecture. They are different things. No large company does their renders inside any of the 3 programs mentioned. They all have archvis teams to take care of that.

We use a mixture of Vue, Twinmotion, 3dsmax and for internal concepting we have started to use enscape because our pipeline has been AutoCAD to sketch for a while and enscape works great with it.

I'll repeat what I said above, we only do large scale projects, resorts & hotels, residential areas, districts and urban planning. Rhino and Revit do not cut it for large projects and have much poorer organizational tools and have many more issues when it comes to teams working on the same files, passing it back and forth and adding to them. In skp it's literally a copy past from one window of skp to another. Revit doesn't even come close to that kind of team functionality and it's essential for any serious large company and grasshopper is nice but it does nothing that skp can't do.
Also yes because we are not retarded, we use plugins some paid for skp. It's one of its biggest assets. We also have in house programmers to create new ones if they are necessary.
>>
cuck software
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>>706404
Who gives a shit? 95% of the heavy duty work is done by men anyways...
>>
Is Modo really that bad these days?
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>>706412
Modo is a solid modeller, but not much else. I wouldn't say it's bad, but it hasn't fulfilled its full potential and is kinds moving very slowly forwards.
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>>706404
Even the audience of this talk is mostly men lmao
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>>705126
Where's MMD?
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>>706438
Isn't that purely used for porn now?!
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>>706404
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>>706404
Wow it's so amazing that they are able to manage working in vfx while having the horrible disability of having a vagina.
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>>705147
>if blender fixed sculpting performance
it's going to be fixed in the next update

>>705148
you literally have one giant button for bevel you goddamn mongoloid
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>>706469
Yeah, they are re-adding bevel for 2.81.
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>>706392
we use sketchup and enscape in the design process, 3ds max for viz and revit for documentation. recently we have been using revit in the design process once ideas have been sketched out in sketchup because we have a very good clean modeller in revit. i usually hate receiving sketchup files because most people dont know how to model cleanly.
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>>705148
>>705200
>>705222
I picked up Blender and 3DCG like a week ago. I didn't even know what "bevel" was and I found it and applied it to a cube in less than 10 seconds in 2.8
Is this a desperate smear campaign by autodesk?
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>>705206
So-so, the UI is very easy to interpret. Absolute fucking walk in the park when it comes to animation.
>>
Attention please

You are all faggots

thank you

t. Maya chad
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>>706513
Go back to playing with your bevel tool, faggot.
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>>706533
At least I have a working bevel tool
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>>706547
Blender does not only has a working bevel tool, but an unbevel-tool.
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>>706552
Amazing. So it just selectively merges vertices, yes?
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>>706558
No. It does some magic under the hood and can recreate the original shape exactly as it was before beveling an edge keeping 90° angles (or any angles).
You would loose the shape and exact angles if you just merge vertices.
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>>706562
but how does blender know what a bevel is?
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>>705126
tfw no houdini qt girlfriend, why live?
>>
Depends on your 3d needs and workflow preferences.

That being said, after having tried almost all of these I love wings 3D!
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>>705155
You mean most people have that IQ? The scale in the image means that blender is the most average middle of the road program to use and Houdini is on top. And it shows since you don't know how to read the chart.
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>>706819
yeah whatever houdinifag
your little memesoft has its days counted now with all the money going into Blender. its just a matter of time
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>>706854
GPL consigns Blender to irrelevancy for decades
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>>706505
>I usually hate receiving SketchUp files because most people don't know how to model cleanly

Yeh I get this and understand completely if you were a small studio getting files from all over how much of a pain that would be. However since we have used skp so long, we have a good workflow with it and all modelers are aware of where their work goes in the pipeline and know how to model properly

I find this issue with skp rises from people with total inexperience in any other 3d software so not understanding they can just make everything a component inside more components being obvious of faces being the wrong way and not adding in supporting geometry loops in larger complicated flat planes.
>>
>>706867
no
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>>706552
>unbevel-tool
What now?
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>>706854
Unlikely. Blender can't hold a candle to Houdini when it comes to sims of any kind.
>>
>>706909
you just wait a few years and see. what's the power of a company in comparison to the community?
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>>706910
>you just wait a few years and see.
SideFX is not Autodesk. In a few years Houdini will have evolved a great deal, each major version release has been pretty significant.
People seem to have a misconception about Houdini’s strengths, it doesn’t really come from any one solver. Other softwares and plugins are capable of great fx like Phoenix FD. Houdini is as powerful as it is because of its procedural nature and the fact that you have access to a ton of data and can push it around freely within the different contexts of the software. No other application is going to “surpass” Houdini without essentially becoming Houdini.

That said I’m glad Blender is becoming more viable, if only to provide more competition and to put the squeeze on the shitters at Autodesk.
>>
>>706910
"A few years"

This line has been the same the past five years. I want to have the best simulations on the market now, not in 2040. Autodesk has just released Bifrost Graph which is like a mini-Houdini inside of Maya and Max. How can you advocate Blender the gap between it and the rest of the industry gets any smaller?
>>
>>706955

He's just another deluded blendie, nothing new.
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>>706392
>he doesn't know architecture is the idea, and when it conveys the idea, arch viz is architecture
>he still mentions autocad as if it's some sort of badge of honor
>he thinks sketchup is the best because you can copy and paste
>revit doesn't have team functionality, even though it's designed to be primarily ran on a network server
>grasshopper can't do anything sketchup can't do
>he doesn't even hear how retarded his own words sound

The office with the biggest kahones don't even use revit these days. They have a team of indians do CDs while everyone else asleep.
But again, go look at what Morphosis, or Zaha Hadid, Frank Gehry, Coop Himmelblau, UN Studios, or Jean Nouvel is putting out these days and tell me that can be modeled with your little push/pull tool. Even try to tell me how you would accurately draft that in Autocad.
>>
The future of architectural design is ZBrush. Praised be ZBrush.
>>
>>707103
retard
>>
Anyone use Lightwave? How is the latest update?
>>
> ZBrush
For organic modelling.
>Rhino
For everything else.
>Blender
Why.
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>>706404
Oh... I was scared of that. It is cucked then.
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>>707650
>Anyone use Lightwave
Since the very first version

>How is the latest update
Don't bother if you're not a LW veteran, knowing your way around all its limitations and quirks
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>>705126
God tier: Houdini
Shit tier: Everything else
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>>708174
Isn't it mandatory if you want to work in the TV show industry?
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>>708242
Is that from a real, unironic portfolio?
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>>708295
Some time ago maybe...because the renderer was/is fast and it offered an environment & workflow that many boomer artists/filmmakers intuitively understood - plus LW always worked well with NewTek's other TV/Broadcast tools, like Aura and SpeedEdit on the software side or the VTs/TriCaster hardware.

Doesn't matter much now, every 3D package is used in TV production.
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>>708316
It got a top grade in my Houdini course and earned me a written recommendation from that course teacher, so yeah.
Let me guess, you are just some blendlet, who can't handle quality and has to attack other people.
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>>708324
No, it was a serious question, because that's amateur-grade work. And no, I don't use Blender.
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>>708328
What's amateur about it?
I've studied several years, but I haven't worked for a AAA company yet, so you can't reasonably expect some Marvel movie level quality.
Besides it was done in Houdini, so companies are desperately searching for new talents. And if you compare it with other students from my Houdini course, I'm clearly ahead. Have you even noticed the details like the grooves in the edge and the elegant curves.
If you weren't a hater, you'd be more constructive!
I bet oyu'll complain about lack of texture, but that was a modeling course!
>>
>>708333
Ugh. I've made so many typos!
Fucking blendlet stupidity is infectious!
>>
>>708333
>that was a modeling course
...a modeling course using Houdini, eh? Sure, mate.

Don't make it that obvious.
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>>708333
>What's amateur about it?
Everything.
The amount of time you spent studying something is irrelevant, only the quality of end results is important.
Your stuff looks exactly what a Blendlet noob would produce after a week of learning. Maybe even worse.
SideFX should sue you for tainting their brand with that ugly shite.
>>
>>708337
No it was a Houdini course focused on the modeling nodes.
The regular (basic level) modeling course was obviously using Maya, but it was all about polygonal modeling and other outdated techniques.
>>
>>708342
Just name a few things.
Typical /3/ screeching. "You are not using my software? Then EVERYTHING you've done sucks!"
>>
don't take such obvious bait
>>
>>708344
>You are not using my software?
I am using all kinds of software. Maya, Blender, ZBrush, Houdini...etc.
>Then EVERYTHING you've done sucks!
Everything you've showed so far does suck.

First the whole presentation is really bad. I don't know where to start. I have lots of questions.
Whats the green stuff?
What's its purpose except being smeared on the screen?
A creative expression of your overflowing desire to spill creative juices everywhere?
Why does it intersect with the sword?
Does it taste like coins and old milk?
Why is the text covering 15% of the image?
Why did you choose such an ugly font?
Why are the Logo's this big?
Why do you mention hiring details?
Why would you trust somebody that would hire you when you have THIS in your portfolio?
>Extreme details allow close up panning shots.
Where are the extreme details?
Did you ever learn something about design?
Why didn't you use a concept from somebody who knows how to design stuff?
Why aren't there any textures/shaders on the model?

>>708345
Why not? My medication just kicked in.
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>>708349
So your whole criticism is about everything but the model, except:
>Where are the extreme details?
>Did you ever learn something about design?
>Why didn't you use a concept from somebody who knows how to design stuff?
Which has zero constructive feedback in it.
It's nothing more than "hurr durr this bad. u no nothing bout design. so bad. much bad. me good"
If you knew anything about design, you'd say which specific parts needs to be improved.

>Why aren't there any textures/shaders on the model?
It's modeling, not texturing.

>I am using all kinds of software. Maya, Blender, ZBrush, Houdini...etc.
"Jack of all trades, master of none" as your comment has shown.
>>
>>708343
>>
>>708242
>Houdini (3 years)
Post SOP network.
>>
>>708319
Why are they still selling it then?
>>
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>>708364
>>708349
>>708342
>>708337
>>708328
Here you go, blendlet haters.
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>>708376
This is such obvious bait lmao
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>>708377
>"muh software can't do basic shit... THIS IS SUCH OBVIOUS BAIT!!!!!!"
Fucking trolls, why you so mad?
>>
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>>708377
>>708364
>>708349
>>708342
>>708337
>>708328
Such bait...
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>>708376
>>708380
And yet, you won't post your SOP networks. Not even a glimpse.
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>>708380
This is the only impressive one and I'm unsure how much of it you actually did in houdini.

I would roast you exclusively for saying theres high detail in that sword lmao it maaaay be suitable for a low poly if it isnt beveled to shit topology.

Making a high poly in Houdini would be impressive. Though, im not sure if its even capable of handling the polygon count expected for baking.
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>>705155
kek
>>
>>708384
There's nothing impressive about this lmao, this guy is obviously a Blender troll trying to shit on Houdini. No SOP networks, nothing.
>>
What are the best alternatives to Substance now that it has been Adobe'd?

I heard 3DCoat sucks for PBR texturing.

ArmorPaint?
Mari?
Substance?
>>
>>708579
Just get a perpetual license for Mari.
>>
>>708644
Is there a decent Substance Designer alternative?
>>
>>708655
no
>>
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>>708657
guess im an adobe slave now lol that shit is too useful
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>>705147
>Maya
>Best for animating, no competition
is that the reason why studios that do animation in any nontrivial capacity write their own tools?
it's best out of the listed tools, it most definitely isn't "the best, no competition"
>>
>>705126
blender is good but with hard ops it is king
>>
>>708682
Where did you pull that one from? Pixar and Weta are the only shops with proprietary animation software. It is very unusual not to use Maya.
>>
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>>706006
TFW your program can't even klein bottle
>>
3ds Max is nice for game content creation but it is far too expensive. Cheapest license is 200 dollars per fucking month, so you are pretty much forced to use some kind of cracked version made by Pajeet and probably loaded with spyware, or use an old version that was cracked by more reliable groups.
>>
>>709046
Indie license is 250/year dumbass
>>
>>706010
>https://www.mir.no/
more than a half of their works are fucking fugly as hell who even approves that shit
>>
>>709053
it's per month
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>>709046
CGP license is 0/year dumbass
>>
What was the deal with Softimage?
>>
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>>709071
nope
>>
>>709629

It's been dead for 5 years and it's still better than blender.
>>
>>705126
>top 3d
>wings, softimage, cheetah3d
well, hmm, who even uses these in 2019?

max, maya, modo, houdini, c4d, are the top dogs, with plugins

zbrush is the best for sculpting high res stuff,
3dcoat fails at its core purpose, voxel sculpting, it doesn't feel good with a mouse or a pen.

blender is good for its price for single users and getting into 3d.

guess mudbox is dead
>>
>>709810
You sure are bitter about some free software hey
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>>710071
>you pointed out x is better than y so you are bitter about y
why is this "logic" so prevalent online?
>>
>>710072
Because it isn't better, you're just an idiot suffering from some serious post-purchase rationalization.
>>
>>710072
Believing such things is what gives hope to Blendlets -- in a world of astronomically superior commercial software.



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