3DS MAX vs BLENDER for GameDev
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Posted 01 July 2012 - 05:33 PM
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Posted 16 July 2012 - 02:53 PM
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Posted 16 July 2012 - 08:54 PM
If you're serious about teaching yourself to create high end art, by learning these 3 pieces of software you can create the highest level of art for the least amount of money. Using online tutorials and 10 000 hours of dedication to the craft you'll build a body of work no one can ignore. (it takes 10 000 hours to master anything, it'll probably take you a couple of weeks to wrap your head around each piece of software and a few months to build anything you're happy with)
The skills you learn from GIMP and Blender can carry over to photoshop and any of the Autodesk 3D modeling programs, by figuring out the differences in terminology and interface. Zbrush is like no other software and handles 3D in a unique way. If you're serious about learning high end modeling its the one to spend money on once you understand the basics of modeling, shading and textures with Blender and GIMP.
Edited by Mratthew, 16 July 2012 - 08:57 PM.
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Posted 16 July 2012 - 11:37 PM
It is a question of carree. Do you want to be a professional artist or just using it to model something for your game, maybe testing it out ?
Not just for simple models but like intense ones like extreme detail in characters, airplanes, guns, etc. What do you think and why?
Hi-detailed models are really hard to create, compare it to music, you can't buy some expensive piano and expect to start and learn faster with it compared to a cheaper keyboard. Once you have mastered the art of playing music, an expensive piano could be a good choice.
Sculpting: zbrush modelling: maya or 3dmax texturing: photoshop costs: ~ 5000$
Sculpting: scluptris or blender modelling: blender texturing: gimp costs: 0$
My game: Gnoblins
Developer journal about Gnoblins
Small goodies: Simple alpha transparency in deferred shader
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Posted 17 July 2012 - 01:30 AM
So I am going to learn a 3D modeling program for the UDK. I am wondering which program would be the best to go with. Not just for simple models but like intense ones like extreme detail in characters, airplanes, guns, etc. What do you think and why?
The tool doesn't really affect the quality of the end result when it comes to modelling (You can type out perfect models in notepad using an ascii format if you spend enough time on it), 3dsmax is $3500 for a commercial license, Blender is $0 , If you're a student you can get 3dsmax for $0 aswell but can't use that version commercially.
The main advantages you get with 3dsmax is:
Higher productivity (You don't have to save that many hours for the $3500 to pay off and some things are alot easier with 3dsmax(I havn't been able to test 3dsmax for several years so i don't know how it stands now, but even 6 year old versions of 3dsmax are easier to rig and animate models with than blender is))
Better rendering and post-processing of rendered images. (Great for pre-rendered cutscenes, irrelevant for game models)
If you're on a tight budget i think you should consider putting your money on photoshop first as i think it will give you the highest productivity gain per $ spent. (Allthough it depends on what kind of work you do with it) (For textures its primarily the content aware brushes that simplify things for you)
Edited by SimonForsman, 17 July 2012 - 05:28 AM.
The voices in my head may not be real, but they have some good ideas!
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Posted 17 July 2012 - 02:30 AM
Take into consideration what Mratthew wrote.
You can also sculpt inside of Blender the last I saw. Sculptris is an excellent alternative to Zbrush if you would like to use similar tools features in Zbrush. Both are made by Pixelogic. You can create "extreme detail" in all 3D modeling applications that allow you to extrude edge, vertex points, and faces.
As SimonForsman said, the tool doesn't really effect the quality at which you can produce models. I've seen great work come from people who use Wings3D. Models that consisted of almost half a million polygons. All extrusions however. Time, and willingness to learn a program and find which programs best suit your available resources will help you determine which program you should continue with.
Note that most programs, Zbrush, 3DSMAX, Maya, Blender, and I would think Sculptris can export normal maps, along with bump, and height maps. Normal maps may be essential for you to make if you're going to be making models for use in the UDK. I'm not sure if UDK supports displacement map rendering for LOD rendering.
You may find that Sculptris, or Z brush are easier for making hard surface modeling which a lot of character assets use, such as clothing. Hard surface, and organic modeling can be done in all the programs listed above. Take your time to familiarize yourself with formats supported by the UDK.
As for images. I agree that gimp is a good program. As is Paint.NET (not Microsoft paint). You don't need Photoshop, but Photoshop is something I recommend having.
Edited by Aerin, 17 July 2012 - 02:31 AM.