Jump to content
  • Advertisement
Sign in to follow this  
the incredible smoker

Planning on using Blender

This topic is 570 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement

My opinion : Blender is better, but it takes time to learn it. 3dstudio max is easier to learn, more intuitive. It is a classical approach, and you wont be lost.

 

In Blender I save a lot of time. One of the strong features amongts others, is that you can lay down UVs with ease and speed.

Share this post


Link to post
Share on other sites

Pressing G_Key (grab) twice in edit mode enables edge slide.

Well, I just learnt something new. Thanks! :D

Share this post


Link to post
Share on other sites

Hi, thanks for the reply`s.

Looks like i can use Blender without problems when reading Scouting Ninja`s post.

The UV coordinates has unwrap ?, that is very nice, if i have to, i will fill in the UV coordinates manually since i only do low-poly stuff.

The boolean is also not perfect in 3dMax, still have to remove sudden vertices sometime, it is a very nice inspiring usable feature for the rest, max aint perfect also, especially if you look to the price.

There are always other methods to make the same without boolean, and will be more perfect, so i can live with that.

I,m surely i going to use Blender, if i have some question i will post them in this forum.

thanks

Share this post


Link to post
Share on other sites

The good thing is that it supports .X files for use with DirectX.

The X file format is part of the D3DX library, which is used by the example code for D3D9. It's not a common or good format for games.

Share this post


Link to post
Share on other sites

Hi, i know Hodgman, i like to make a very simple game for once, nothing more.

Microsoft makes all that stuff in dll, so you cannot see the actual codes and maths.

By example they have this nice function also : CheckIntersect.

 

I was planning on using all the DirectX stuff, i dont know how to make all functions myself,

i better wanto avoid all, only i dont know how ?

Ok a 3d fileformat aint that hard to make.

I,m also gonna use the fixed pipeline, i realy have no clue else what to do, i,m a total beginner with the goal of making some games.

I only wanto invest 1 year for all music/artwork/programming.

 

The big problem is that i cannot optimize the functions i use : adding integer math / adding lookuptables.

Edited by the incredible smoker

Share this post


Link to post
Share on other sites

Which program is better is a matter of opinion. I prefer Blender because it doesn't cost as much as a used car and I do tutorials where I want people to be able to follow along without having to go buy thousands of dollars worth of software.
 
I used Max for awhile. I started with Max before I knew how to do much, mostly following tutorials. I wouldn't mind using it again as long as I don't have to buy it.
 
But I really love Blender. There might be other software out there that does things better. There's a lot of software I've never tried. I had a lot of trouble with animation in Blender, but that may be simply because I haven't learned to use it well yet. However, when I worked in Poser years ago it seemed like animation was an order of magnitude easier.
 
So far, animation is really the only issue I've ever had with Blender. I'm not sure how much better Max is at it as it's been many years since I've done any animation in Max and I think that was just a tutorial or two. I think Poser was easier for humanoid animation than either of them, if I recall correctly. Even my Poser experience was several years ago.
 
I'm enrolled in a 3D art program where I'm learning 3D modeling and we're using Blender for the class. My DeviantArt site shows some of the finals I turned in for the class including a bucket, Mons Meg, and a Cold Blast Lamp. I did the modeling in Blender, then I exported them to Substance for painting/texturing, then I imported them back into Blender to render them in Cycles. The backgrounds are HDRI environment maps. Basically, they are 360 degree spherical photographs. Blender Cycles uses the photo for lighting, which is a big part of what makes everything looks so realistic.
http://virtuallyprogramming.deviantart.com/
 
If you are coding DirectX, you may want to check out my simple DX 11 engine on my website. The entire Visual Studio project is there for download including all art assets and such. For example, the Python code for the Blender exporter is in the download. I made a Blender model exporter written in Python (forgive my Python code as I literally taught myself Python just for this project - the exporter code works, but has room for improvement) and the source code is there to load the model file and create a model object from it. It should work well for rigid animation, although it doesn't support skinned animation. But it's modifiable so you could make it do whatever you like. There is a video of my OpenGL engine on my website. You can watch that and get an idea of what the DX engine does without having to actually download the DX project. The OGL engine is basically the same except I never got around to adding the code for models and all the models in the OGL code are hard coded. My modeling skills weren't all that great back when I programmed this stuff; they've gotten a lot better in the past year as I've been in this art program.
 
I think a lot of people use ASSIMP to load models and I think it supports a lot of different formats. I assume it supports skinned animation as well.
 
I started with XNA and then went straight to DX11. So, I skipped DX9, but I guess it natively supports .X files? They took the whole model class out and such in DX11, so it no longer natively supports much of anything although I think it will natively support .DDS images.

Edited by BBeck

Share this post


Link to post
Share on other sites
Blender is something you will hate with a passion, until you finally, after many hours of pain, get used to its perverse user interface and keyboard shortcuts.

At that point, Blender suddenly becomes the most awesome modelling software you have ever used (I'm not really interested in raytracing, so the fact that the Cycles renderer is about as poor as it can be performance-wise is not an issue for me, and I couldn't say anything about Blender's built-in game engine either).

Tasks that seem to be trivial but are excruciatingly difficult with most modelling software are surprisingly easy in Blender, if you know how to use it. But... plan to invest a few weeks of learning.

Share this post


Link to post
Share on other sites

I started with XNA and then went straight to DX11. So, I skipped DX9, but I guess it natively supports .X files? They took the whole model class out and such in DX11, so it no longer natively supports much of anything.

 

Oh, does D3DXMesh still exists ?, do you have to figure out now yourself how it works ?, thanks for the examples then.

I still use DX9, i wanto upgrade to a better version maybe if its better, i still use XP, visual C++ 2005, can i install a better DirectX with that ?

I dont wanto download a free compiler since i have professional package and can legally sell with this eventually.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!