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/3/ - 3DCG


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442853 No.442853 [Reply] [Original]

For an absolute beginner at 3D modeling, what is the best program to start with?

>> No.442854

Blender 3d.

>> No.442857

>>442853

I started with 3ds max. Rough start but independently of the software you choose, hand drawing and a sense of scale and proportion is a must.

Don ´t choose the easiest software, choose the most challenging that will learn you ho to navigate in a complex user interface.

Maxa, Modo, C4D, Houdini, Blender, Alias, 3ds Max.

Sketchup can suck my dick.

>> No.442866

>>442853
>>442854
What you need to know first is what
industry you want to be in, then you choose your software.

Film
Maya most used, also 3Dsmax

Games: 3dsmax most used, also maya, and lastly MODO

Motion Graphics/tv
Cinema 4D

everybody here are think like edgy teenagers that put feelings on top of reason

>HUUUR DURR i wanna do motion graphics but Maya is what i like

>HUUR DURR i wanna do film but Cinema 4D is what i like

Then you will have a really hard time finding a job, because you chose a tool that is not a standard on the industry you chose to work in.

now what about Blender? Blender is not standard on anything, anywhere, not even a single industry uses it on great scale. do not consider it. if you do, it will not be hard to find job, it will be imposible, enjoy being unemployable forever.

Reason over emotions, Always.

>> No.442867

>>442866
Nope. It doesnt matter what soft you use. It matters how talented* you are as an artist.

*talent usually doesnt mean sculpting orcs, spikes, guns, or some combo

>> No.442869

I tend to recommend C4D to people looking to start out as hobbyists. The gui is laid out well and is pretty intuitive.

If you actually have a goal job in mind, use the program that is the industry standard.

>> No.442870

>>442869
there is no industry standard. The only thing you need is results*

*results typically mean something animated, with sound, not your static mcblobmonster

>> No.442872

>>442870
Some studios most definitely use a specific program. Some use an in-house thing. Might as well use the one your dream job uses just to get used to the workflow.

Does it matter in the end? No. But my point stands.

>> No.442878

>>442866
>Then you will have a really hard time finding a job, because you chose a tool that is not a standard on the industry you chose to work in.

this is you
>I can model but only in certain programs because i'm UI bound
and this is the hiring manager
>aaaaahahahahahahahahahahah

>> No.442879

>>442878
>>442870
>>442867

Let's say you're this amazing blender artist.
and your competitor is an amazing Maya/max artist,
the employer thinks, well, nobody can transfer files to this guy, it would make parts of our workflow imposible, like transferring rigs, and render settings, if he goes sick, nobody can work on his part because only he knows blender, blender don't have company support, since i bought autodesk licenses, experts can solve any issue i encounter.
who do you think will get hired?
you need to fit the company needs, not the other way around, don't be a tumblr tier special snowflake.
but in the end, you don't care about finding a job, you don't care that we're in the worst crisis since the 1920's, you don't care, your feelings are more important.

>> No.442880
File: 831 KB, 748x828, a retard.png [View same] [iqdb] [saucenao] [google]
442880

>>442878
>>442870
>>442867
>>442854

Please gentleman, list me ONE, ONE AAA game, or a blockbuster movie that uses Blender as it's primary 3D package, Name ONE.

>> No.442881

>>442879
the employer will never care about that. they'll just put you on maya, and if you are at least half as competent as anyone here, you'll adapt quickly.

>> No.442882 [DELETED] 

>>442853
RULES!!!!!!!!!!

>> No.442883

>>442881
but why wouldn't the employer just hire someone that already knows and dominates Maya, instead of going through the hassle of hiring you and wait a long time until you're good? and if you do accept to change to maya if an employer asks you, why not learn it on the first place? why take the long way? it doesn't make sense.

>> No.442884

>>442880
it was used for spiderman 2. fuck it's used by NASA. and what the fuck do you mean "primary package"? you realize that major studios use many software suites at a time right? there isn't one that adheres to the whole pipeline. WETA uses several in-house applications.

>> No.442885

>>442883
if someone "dominates Maya" that would mean that they dominate an inflexible, closed source, expensive ass program, only. What they need to "dominate" is getting animation out of their computer and onto other peoples screens who like it so much they reccommend it to others, and so on and so forth.

>> No.442886

>>442885
Expensive ass program that is used on almost every major Blockbuster movie, while blender has only a few shorts. i sense you're a kind of a hippie, thinking it's unfair for Maya to be closed source and to charge what it charges, yes it's sooo unfair! Autodesk owns an extremely complete, robust, worldwide known and 3 time award winner for technical achievement software, but somehow it's wrong for autodesk to protect it (close sourced) and to sell it.
hippie ideology detected.

>> No.442890

>>442886
your blockbusters that use 3d are teeniebopper crap each and every year, without fail. No one gives a shit about the software, only the results.

>> No.442894

>>442890
you are part of a giant puzzle called workflow, and since you're such a special snowflake, you can't fit in, i need to pass you a scene.
models aren't a problem, i can export to OBJ, but what about complex rigs? particles? liquids and cloth simulation?
now you have a problem, worse of all, you are a problem
i'd be worried about you but i'm not
if you have the luxury to choose to be unemployable forever, then you probably have your life settled and this is only a hobby for you.

>> No.442897

>>442894
good luck making your teeniebopper crap #9000 and your ass-assassins creed up in canada. I hope you can finally pass that particle around.

>> No.442899

>>442853
Maya or 3ds Max.

Or Blender if you never want to be taken seriously.

>> No.442900

>>442870
>there is no industry standard. The only thing you need is results*

Yes, and if I want to be employed by a game studio that asks for experience in 3ds Max, I will surely impress them with my Blender portfolio.

>> No.442903

>>442900
You impress with your *good artwork

*good meaning you'll probably have to think outside the box a little bit, not make any guns for a while.

>> No.442904

>>442903
It doesn't matter how good I am in Blender if the game studio is looking for someone experienced in 3ds Max. They have no guarantee that I can be as good in 3ds Max as I am in Blender. I would more likely be hired by the game studio if I had experience in 3ds Max. This is what it boils down to.

>> No.442905

>>442903
an Airline is looking for someone with experience with 300 passenger Boeing and Airbus planes.
then you show up saying
well i'm very experienced with Cessnas, hire me.

that's how autistic, and imbecilic your argument is

>> No.442913

>>442904
Not that guy, but a CREATIVE position usually relies on the CREATIVITY, not with what it was CREATED, see the theme? Fuck off and just make things, once you know how, applications are just an overlay. Hotkeys can mostly be universal anyway.

>>442905
Except its not. Its like showing up to a stunt show saying you can do tricks that ll blow their mind, if they're happy with you getting acquainted with a new brand of plane.

Either way OP, you havent given enough of a background for any real suggestions.

>> No.442917

>>442866
>HURR FUCKING DURR AUTODESKYEY

The argument that Autodesk products are used in companies is like saying java is the best language because of that.

>Java is fucking shit.

>> No.442919

I think they're all going to be difficult for noobies to learn because you have to learn their distinct layouts and so many key bindings.

If you want to become a millionaire, I have a million dollar idea. Create a 3D modeling software that controls and has a UI just like Photoshop and advertise it as being comparable to it and all of the noobies will want to try your software as everybody is already comfortable using Photoshop.

>> No.442920

>>442919
Good luck simplifying a program like 3ds Max that can do almost anything. In comparison, Photoshop is much more simple in its functionality.

>> No.442924

Kind of off-topic but I want to vent a little.
I'm taking a maya class at my local CC and we have this one annoying ass blenderfag.

Every fucking day it's "why is maya so counterintuitive, I should be able to find a tool without looking for it"

"does Maya have an auto-skeleton tool standard yet? Oh, I guess only blender has it then"

Just stupid annoying shit like that, and he has to put his 2 cents into everything, and he thinks because he has used blender a little bit prior to the class that he can throw around terminology and make second guesses on people who actually know what they're doing.

Fucking blenderfags.

>> No.442926

>>442924
Show him some Respect.

>> No.442931

>>442926
I would if he had any skill either. He's full beginner level, and hasn't even given maya an effort. He's listened to others who don't know their shit and is just repeating them.

>> No.442932

>>442931
Watch out anon - this can backfire on you. Someone from the class will be reading /3/ and inform him of the smack thats being thrown. Shit could get ugly real quick.

>> No.442934

I'd suggest starting with Maya or Max, and learning Blender as a side thing.

It depends, actually. If all you want to do is post youtube videos showing off your work/animations, definitely use Blender. If you're looking for an actual job in the 3D space, use a well-known, widely-used program.

Blender is an amazing program, but right now it's sort of a "jack of all trades and master of none" program. (certainly better than a master of one? maybe?) With Blender, you can model, animate, and composite (apply effects to) your project. You can edit, motion track, greenscreen... the works. I'd be here until tomorrow if I wanted to go over everything Blender could do.

See, Blender is an amazing program, but the truth is-- NOBODY fucking uses it. Which is a shame, to tell the truth, but it can't be helped. What I said in the second paragraph still holds true.

Lastly, if all else fails, go for Anim8or.

>> No.442935

>>442924
>I should be able to find a tool without looking for it
Lmao, what an idiot. He knows where to find tools inf Blender because he has learned where those tools are, scrub needs a slap to the face and the brain.

>> No.442942

>>442935
exactly, like, maya is complex of course, like most 3d software, but it is by no means counterproductive if you know what you're doing.

Btw, he also suggests Gimp over Photoshop, spouting essentially the exact same shit.

>> No.444829

If you're new I'd just say fuck it, learn Blender. If you wanna take it up a level then learn max or maya. I personally have been using Blender for quite some time now. It's not a bad program but eventually you may wanna at least try max or maya. I will say that Zbrush is pretty essential if you wanna sculpt though. Blender sculpt is 'okay' but it's shitty compared to Zbrush. To start, just screw around in Blender.

>> No.444831

>>444829

Oh what am I saying? Blender sculpt is nothing compared to Zbrush. At least in my experience.

>> No.444832

>>444829
Why start with Blender? It's no easier to learn than 3ds Max or Maya and it offers less functionality.

>> No.444833

>>442853
oh look, another "x app is better than y app" thread.

>> No.444834

>>442866
and what if I just want to model awesome buildings and interior design?

>> No.444868

Cinema 4D is fairly easy to learn for a beginner, much more than Max and Maya.

>> No.445305

>>444832
isn't Blender lighter on hardware specs? i remember being able to use it on a laptop easily.

>> No.445313

>>445305
Nope, the significant processing happens with the geometry and operations you do. All the actual 3D softwares will open and run on similar hardware.

>> No.445318

>>445313
i dunno man. i tried running XSI and grid navigation had a great deal of latency. none of that happened on zbrush or blender. my specs are pretty bad though.

i3 m350 at 2.27Ghz with 4 threads
4GB memory

i wanna use maya but if it also has latency like XSI i don't want to be bothered. what could be contributing?

>> No.445789

zbrush, its the complete package

>> No.445792

>not having n+1 hammers, each with slightly different properties
>not mastering all of them

Gosh thread, and I thought you were professionals.

>> No.445796

Beginner thread, I guess?
I'm working in Maya, and suddenly everything I do is snapped to the Axis. What happened? How do I fix it?

>> No.445797

>>445796
Turn off snapping, dummy. Look for a magnet.

>> No.445798

>>445797
Already did. No magnets are selected.

>> No.445799

2.72

>> No.445860
File: 81 KB, 400x300, 17qKlBT.gif [View same] [iqdb] [saucenao] [google]
445860

>>442857
this

>> No.445867
File: 662 KB, 1236x917, Sketchup.jpg [View same] [iqdb] [saucenao] [google]
445867

>>445860

Yeah I´m bad.

>> No.445882
File: 1.76 MB, 1284x1010, Unicorn-gv.png [View same] [iqdb] [saucenao] [google]
445882

>>442880
Eternal Lands MMO yo. All assets in Blender

>> No.445883

>>445882
This is extremely shitty looking, bro. Not saying anything against Blender, I'm sure that you can make some great looking stuff in it, but this is a really bad example.

>> No.445890

>>445882
that's not AAA

>> No.446979
File: 76 KB, 550x392, flat,550x550,075,f.jpg [View same] [iqdb] [saucenao] [google]
446979

i have a question

http://acqua-marine.tumblr.com

i mainly wanna create weird pretty digital art like above i have zero interest in animating stuff or actually creating anything useful

what would you recommend for that? i've heard people talking about C4D and Bryce as well as Terragen (for landscapes). But I don't know where to start and I also don't know where to learn this kind of shit (e.g tutorials)...

>> No.446980

Listen OP.
Blender is literally harder to learn and use in the long run. The only reason why someone would say Blender is easier is because they started using it first, before trying anything else. Take it from me, started learning both about the same time.
Whether hobbyist or student or looking to get into the industry in the long run, don't start with blender.
Fanboys may tell you that "it's faster once you learn all these hotkeys" or "there are lots of 'community' tutorials to help you". These are also true about other, better, programs.
Blenderers staunchly defend their program and try to introduce it to beginner modelers but you are better off starting with the student version of an autodesk product. Max or Maya are well-documented, they are professional software (which means it's great for beginners to start with, not that it's inaccessible for beginners), and also the standard for classes in school if you plan on taking any.
I'm not saying that Blender is incapable of making nice results. But I can strongly recommend learning Max or Maya or anything other than blender at first.
I'm telling you this because I care, OP.

>> No.446981

>>446980
Get out, autoderp shill.

>> No.446982

>>446980

This anon is right.

I use Blender myself, I love that it's available and I have the rare luxury that I can use it at my job without any problems in the overall project workflow. However, I would never, ever suggest Blender to anyone starting out with 3D and who has the goal of working as a professional 3D Artist.

Blender is a great tool. It's small and multifunctional but comparing it with Max or Maya is plain stupidity.

>> No.446990

>>446982
any facts to back up that claim??

>> No.446991

>>446990

Which claim? That Blender is a great tool to have or that it can't compare to Max or Maya?

>> No.446992

>>446991
whatever you want bub

>> No.446994

>>442853
this question is just obvious troll bait. use a couple of programs and stick with whatever you like best

>> No.446995

>>442853
softimage XSI

>> No.447000

>>442853
The best way is to start with the oldest version of each program, because the programs were much less convoluted with bloat back in those days making the learning much easier.
I suggest starting with 3D studio for MS-DOS and then work your way slowly into the present day. IF you have access to like a old Amiga that's even better, back then it was
so much simpler, you didn't even have to use any bloated modeling tools, you just traced the model onto graph paper and entered the XYZ coordinates as numbers with the keyboard.

>> No.447040

>>442853
>RULES!!!
>although
>cheetah3d comes to mind
>personally started with blender

>> No.447141

>>446991
That you can use it at work successfully

>> No.447142

>>442884
A guy or two at NASA using it for a few niche things, does not mean it's "used by NASA".

>> No.447146

>>442879
You make it sound like skills in modeling/animation/rendering/all else don't transfer.

Sure the nuances of how you do it will vary between programs
but they're fundamentally the same
this is part of why traditional skills are stressed.

An employer would pick the artist who makes higher quality work
training them to use different software wouldn't be a problem
because for one thing they already have familiarity with 3D "you know how to do this in blender, well it works like that in maya"
second and most important is that artist's training is by no means an inconvenience, it is an investment just like paying you your wage
the employer stands to make a hell of a lot of money with your skills
spending a week and a few bucks to get you up to speed is not going to be a big deal.

>> No.447147

>>447146
t-thats not how it works. You're hired for what you know, not what you might know in 6mo. Same with any jerb.

>> No.447148

>>447146
Of course they would pick the one with better work, but in most cases, there are going to be multiple people who are just as good as you, if not better, whom are using the software the studio is using, this makes you a lot more attractive of a candidate, as they don't need to worry about spending time training you on new software, of which your workflow will inevitably be much slow on for quite some time. It's just not worth it.

>> No.447158

>>442866
>Blender is not standard on anything, anywhere

Blender *can* at the very least be configured to use the Maya or 3ds Max keyboard shortcuts. Either one makes learning Blender a shit ton easier.

>> No.447159

>>447158
Until you go to watch a Blender tutorial, and they are always using the Blender shortcuts and then you're fucked that way.

>> No.447175

>>442853
Learn sculpting with real world clay. That'll put you miles above any software-religious ass clown.

>> No.447179
File: 113 KB, 262x312, 1411573422072.png [View same] [iqdb] [saucenao] [google]
447179

>they're seriously implying you can't just learn multiple programs

>> No.447257

>>447179

>zealotry debauchery as devolution insde 3D

>>442853

OP as my personal experience, if you want to get serious and aren't scared of digging around, steep learning curves, start with either maya or 3dsmax since they are set in stone for now. If you have some specific goal in mind you should stick to a package recommended for that goal. If you want to fiddle around see what is all about blender is a good option (free, not so steep curve but also certain different mentalities when working inside of it).

Also keep in mind MAX for instance is a FUCKING OLD software and most OPTIONS are REDUNDANT or LEGACY so you should TRY TO LEARN TOOLS / WORKFLOWS UP TO DATE for each pacakge since they are usually the fastest and more user friendly.

You can also start with mudbox or zbrush (it's a different kind of monster) if you want less "technical" and more "plastic" approach.

BUT KEEP IN MIND the package you choose, DOES NOT FUCKING MATTER since you can always learn a new one in a matter of weeks/months and PREVIOUS FUNDAMENTAL KNOWLEDGE TRANSLATES.

3D packages are like traditional drawing/painting media. You can start with pencils, chalk or charcoal for instruction and as you progress you learn to use oils, watercolors or whatever. But your drawing knowledge about space, form, texture you always have it with you.

It's like your core, in martial arts, you can switch an learn new martial arts much faster if your body is well trained in flexibility/strength with equal care with each limb and zone.

>> No.447307

>>447141

Currently I use Blender to make 3d environments for a game developed in Unity. Other colleagues use Maya and Max. It is no problem since everything gets exported as fbx files.

>> No.447310

>>447307
Blender FBX is notoriously broken though.

>> No.447517

>>442853
Ok, after reading a lot of shit in previous posts, along with some guys that pretend to know what programs are used by different companies, let me answer your original question: where to start in 3d modeling?

3D max

Not because is an "standard" in the industry (which is not). Not because is from Autodesk (I don't care).

Is simply because of the learning curve.

The learning curve in 3Dmax is pretty quick, constant and somehow friendly for a 3D software.

In a few hours you'll get the interface (something very important but that can be intimidating at first) and workflow, along with how to create and edit basic things. In a few days you will be modeling basic stuff by using some basic modifiers, and in a few weeks you will be animating in som basic ways.

After that is up to you, to learn new and more complex stuff. Plus, you'll be ready to try more complex software and plugins.

And remember one thing: stick with 3dmax and you wont find a job, stick with maya and you wont find a job, stick with blender and you wont find a job, stick with zbrush and still will be pretty hard to find a job. Learn all of them, practice all of them, and work on your talent and skills, and the the odds will be better.

>> No.447558

>>447310
>notoriously
why do people make these blatant claims on blender without evidence? blender FBX isn't the greatest because FBX is autodesk-specific format. blender has support for fbx, people use blender and UE4 on a regular basis. i am actually working with a game developer and most of the team is using blender FBX with UE4. it is not the best in that not everything in FBX is supported, but it's certainly not "notoriously broken" either.

>> No.447559

>>447558
FBX is proprietary format and should be removed entirely if Blender had any truth to being a Free Software

>> No.447568

>>447558
The evidence is all around you, just google "blender fbx" and you'll see tonnes of damn evidence, it is well known, even on this board, about Blender's lack of proper FBX support.

>> No.447571
File: 153 KB, 976x949, Capture.jpg [View same] [iqdb] [saucenao] [google]
447571

>>447559
i don't know if you follow Blender's news, but the main developers don't have or aim for a perfect world free of proprietary software. they aim to create solid a tool for 3d art creation. they don't mind you use photoshop over gimp, they actually have native support for PSD.

>>447568
pic related. i don't see tonnes of damn evidence. even then, should i believe you or my own experience with the exporter?

here is some more evidence, i follow UE's twitch broadcasts and they specifically said blender fbx is mostly working, and they encourage people who have problems with specific models to contact them. i never had any problem with any of my models.

>> No.447583

>>447568

A few months ago Blender got an upgrade to fbx version 7.4

>> No.447587

>>447583
they dont need to "get" an upgrade to proprietary software. Its fucking libre software - or it's supposed to fucking be! - no god damn linking even via python to propriashit

>> No.448517

I also recommend Cinema 4D.

As said there's no industry standard, there are just company standards. Take a look at this reel of a well-known Cinema 4D agency in germany:
http://vimeo.com/108355122

They also don't use VRay or any other external render engine. The guys there use well thought materials and do a great light set up so they also don't have to use any GI at all! Great for render time optimizing. They do a lot of animations for Audi and for german TV documentaries.
[/c4d fanboy]

>> No.448520

to answer OP, it's impractical.
vector images need calculations in order to be converted to displayable pixels. imagine a game engine recalculating a scene full of vector images in different channels, applying those images as textures, lighting the scene.. etc. it would require a ginormous amount of computing power, you'd be lucky if you could get 1 frame per second.

>> No.448522

>>448520
nope. Valve's been doing it since TF2.

>> No.448529

>Hurr industry
>hurr license
>durr interface

Use the one that has the most learning material (books, tutorials), plug-ins and userbase.

That will provide you with a smooth learning experience. Any problem you might encounter can be solved with a minute of google or a forum post.

When you get a hang of the concepts, you can switch to another software, which is piss easy compared to learning 3D in the first place.

>> No.448532

>>448529
Use maya, always. It's the best dcc by a mile.

>> No.448621

>>442853
Might as well learn every big name and go with what you like.

>> No.448896

Can you guys recommends any books for 3D newbs? I'm thinking of taking a class but fuck that, I think I'll learn more by just doing things myself AND reading all their materials.

>> No.448921

>>442853
gentoo

>> No.449627

>>442890
>blockbusters are teeniebopper crap
Are you saying that the modeling, texturing, rigging, animation, lighting, or effects are BAD in these movies? Name one blockbuster movie that had low quality CGI that made it to the top 10 in the box office, ever.

Hollywood movies have trite as shit writing, but the effects are nowhere near bad. They need it to be good because that is the first thing people fucking remember.

>> No.449632

>>449627
Thats what I'm saying, yes. Guardians of the faggotry was terrible, the winter soldier was terrible, should I go on?

>> No.449693

>>449627
>Name one blockbuster movie that had low quality CGI that made it to the top 10 in the box office, ever.

Frozen.

>> No.449932

>>449693
Shirley, you joke?

>> No.449937
File: 550 KB, 285x375, 1397107275283.gif [View same] [iqdb] [saucenao] [google]
449937

>>449932
Nope!

>> No.449974

>>449693

>tips maya

>> No.450303

>>448896
>>448896
>>448896
Anyone? Surely, some of you guys went to college for this shit? I just want to see what resources you guys have and if I can acquire it.

>> No.450332
File: 1.02 MB, 627x791, Capture.png [View same] [iqdb] [saucenao] [google]
450332

>>450303
I think this is the only book for 3D I've ever actually downloaded. From what I remember it's supposed to be pretty good though. I honestly prefer watching tutorial videos.

>> No.450333

>>450303
As someone that taught themselves 3d, CGpeers and Youtube tutorials are your best friends.

>> No.450356

>>445882
Looks shit.

>> No.450357

>>446979
That picture you posted would take about 5 minutes of work.

>> No.450358

>>446979
Vue

>> No.450723

>>450332
>>450333
I guess this will do for now. Thanks, gents.

>> No.450811

Blender makes me want to kill myself. But the company where I have my internship had only works with free software.
Is there any other software? Or good tutorials I could use?
I went from 3ds max to blender, this shit might be the end of me.

>> No.450871

I started with Google Sketchup and I hated it. Then years later I downloaded Maya and after some tutorials I fell in love with it

>> No.451716

>>450871
I fell in love with you

>> No.453115

>>442853
Sketchup... this pales in comparison with other 3D packages but for an absolute beginner with no prior experience in 3D, this is a very good layman friendly, non-overwhelming way to introduce someone to 3D. Once you're comfortable with Sketchup and have a good grasp of what modeling in 3D is then you can move up the ladder with other more advance 3D modeling packages.

>> No.453164

>>442883

They will choose the guy who is the better artist, not the guy who knows his program best.

>> No.453214

>>453164
Sure, but a lot of the time they have many people's resumes who are of fairly equal skill, and then it comes down to what experience/qualifications they have. Thus the guy who is experienced with Maya is going to be the favorable pick over the Blendtard, because they will be quick to integrate into the pipeline. They won't need to waste valuable resources training your sperg ass.

>> No.453215

>>453214
>They won't need to waste valuable resources training your sperg ass.

Who's "they"? Dreamworks....or Pixar......or MPC? There's a difference.

>> No.453224

>>453215
No, there's no difference, it's a universal fact.

>> No.453230

>>453224
>No, there's no difference, it's a universal fact.

wat?

>> No.453237

>>453164
So, there's this guy with 10 years experience in 3ds Max, and another guy with a good portfolio in Maya but only 3 years experience. This company's pipeline is strictly 3ds Max. You're telling me the company will hire the Maya guy? What kind of logic is this? He is literally useless to them.

>> No.453238

>>453237
the better artist always prevails.

>> No.453242

>>453238
And again, it's rarely the case that there's simply a "better artist" to choose from. It's a bunch of equally talented artists that make the final cut for decisions, then it comes down to who has more experience with the software used by the studio. Obviously simply knowing the software isn't going to guarantee you the job, nobody is implying that.

>> No.453243

>>453242
No such thing as "equal talent".

>> No.453244

>>453243
Sigh, go away child, you know so little.

>> No.453245

>>453238
Unfortunately your logic does not.

>> No.453246

>>442866
>now what about Blender? Blender is not standard on anything, anywhere, not even a single industry uses it on great scale.

This is only true in America. Blender is used in Australia, Iceland, Brazil, Russia, Sweden and South Korea.

But more importantly, it's irrelevant, concepts learned in one software can be carried over to another

>> No.453252
File: 356 KB, 1924x1174, modo-step-by-step-01.jpg [View same] [iqdb] [saucenao] [google]
453252

Since this thread is getting a decent amount of posts for this board, I'll just ask this here.

Why is MODO not considered a "go to" program like Maya and 3DS Max are?

I was on their website watching videos and the stuff that this program could do were pretty sweet. Are there major drawbacks to this program?

>> No.453253

>>453252
Because it's really only good at one thing, Modeling, and basically trash at everything else.

>> No.453255

>>453253
Well the animation, particles, and painting features looked pretty good. Is that my inexperience talking or were they making it look better than it actually is?

>> No.453306

Holy shit, man, I think you've started a war between these people. That isn't on you though, as much shit as people give other chan boards I've seen people rage at the drop of a hat on /3/ like nowhere else.
Anyway, my 2 cents here, learn using whatever is available to you and whatever fits your needs. If you're an absolute beginner you don't need to worry about application or career setting because quite frankly, no professional setting is going to want work from an absolute beginner. What you should focus on more than the software you use is learning the core concepts of the trade. There are 3DCG concepts that apply to all forms of software and that are the backbone of the art regardless of what tool you're using. That should be your stage 1. When you're adequately skilled at the core concepts behind a trade, switching tools is at worst an hour of google searching to relearn hotkeys and idiosyncrasies. In 2D art, skilled digital painters can go from gimp to photoshop to corel painter to whatever and not be impeded. In programming, the programmer understands the logic and flow of control adequately to create an application in (more or less) whatever language he chooses, be it C++, C#, Java, Python, whatever. Outside of some very very extenuating circumstances, the only thing that has to be relearned is basic syntax, which takes a few minutes as long as you have the logical concepts down. This applies to 3D art as well. As long as you understand what makes attractive, efficient models, switching programs at the later stages is a minor task at worst.
Also, keep in mind that in 3D art, there are multiple disciplines. 3D sculpting as with Z-brush is a different beast than plane modeling with blender, 3dsmax, what have you.

TL;DR learn on whatever. Focus on the core concepts and the software/tools shouldn't limit you regardless.

>> No.453307

>>453306
>learn on whatever

The problem I think you're not seeing is people are suggesting Blender as opposed to 3ds Max or Maya when both of these programs can do everything Blender can but better.

Unless you're an indie developer that wishes to create a game and make money from it without paying a license fee, why use Blender? It can be a waste of time to invest in Blender when a studio is more likely to hire a person if they have 3ds Max or Maya on their resume/portfolio. All these programs are free, so hobbyists have no excuse for not using them.

>> No.453348

>>453255
They definitely are. The animation in Modo cannot hold a candle to Maya. It's very painful to work with in Modo. Particles are good in pretty much any 3D software these days (except blender).

>> No.453365

>>453348
Alright, thanks for the explanation.

>> No.453370

>>448921
gentoo is a distribution of Linux, not a 3D modeling software environm-ohwait ...

>>>/g/

>> No.453432

>>442880
Blender is only used by indies and freefolks because you don't have the fear of wasting a shitload of money on commercial lincese etc.

Once you have a studio which has enough assets and staff to make AAA games you will get the appropriate programms, because they are much faster and have more useful tools to make your workflow and outcome better.

Yes, Blender is slower, has lesser tools and is clunky, but it is a great start for people who don't want to waste money before they even make it.

>>442853
If you don't want it for commercial use though, then just do the blackbeard and get gud programs on the sea.

>> No.453455

>>445882
AHAHAHAAHAHAHAAHAHAHAAHAHAHAHA

>> No.453473

How much of a resource hog is 3DS Max nowadays?
I know Maya is a beast on resources but I recall earlier versions (pre-buyout) of 3DS Max running well on decentish rigs.

>> No.453553

>>442853
>3D Max
Maya is a complete piece of crap as its basically a legacy program.
Blender is a copy of maya and is heretical if mention for paid work.
Milkshape is ancient.
Notepad isn't used anymore as its like been anally fucked because you have to put every number in by hand.

I think thats about it.

>> No.453570

>>453473
I just opened 3ds Max, it's running at 598 MB of RAM on idle. Those numbers can skyrocket depending on the number of polygons in my scene and how many textures I have loaded.

>> No.453571

>>453570
lol you're complaining about 598mb ram. I have 64gb cpu ram and 8gb video ram.

>> No.453572

>>453571
I'm not complaining.

>> No.453573

>>453572
Thats what it seems like. If it walks like a duck...

>> No.453574

>>453573
Someone was asking how much of a resource hog 3ds Max is and I gave him the numbers. I was giving him an answer, not complaining. When I mentioned those numbers can skyrocket, I meant 3ds Max can take up to several GB of RAM in a complex scene which is more than what an average computer can handle and he might want to be considerate of that. I know other people have complained before about 3ds Max's RAM usage.

I can't believe I have to explain this to you. I swear, this is the worst fucking board on 4chan.

>> No.453575

>>453574
>I meant 3ds Max can take up to several GB of RAM

Do you have a ram shortage or something, faggot? Stop being so poor.

>> No.453579

>>449693
Yeah, the majority of Frozen's graphics aspect sucked, apart from the dynamics, which were awesome. Everything else looked rushed and generic.

>> No.453592

>>442853
Any, as long as you read the docs.

>> No.454109

Since we're talking about all these programs, I'm wondering what would be best for someone who wants to make stuff for Second Life, and explore the idea of doing it for a living in the future. Right now I'm torrenting 3DS Max, but I've seen a lot of nods to Cinema 4D for being easier to use. Anyone have some input on the matter?

>> No.454114
File: 1.99 MB, 1920x1017, Snapshot_008.png [View same] [iqdb] [saucenao] [google]
454114

What could be causing this? I have an alpha on..

>> No.454119

>>454114
I assume orgasm.

>> No.454163

>>454114
maybe your base model is showing through your pants

>> No.454165

>>454114
squirted.