3d Diaries#1
13 years ago
General
Here I'll tell you about random 3d features like programs, plugins, scripts, etc.
The first one is Marvelous Designer 2 with Clo3d function, Its usefull for simple cloth simulation on anthro-body with realistic wrincles. Than you can export it for making width, optimaizing topology , and use it , as exaple ,in Z-brush or project maps on low-poly. I call it "tool for the lazy" ^^
Another good thing is Plugin for 3Ds Max known as RayFire Just watch this :
http://www.youtube.com/watch?v=u_2qKQpxCRw
Awesome simulation for destructible objects and animation. It was used in many movies and it's easy to find tutorials on this plugin. Car rushing through the wall or wooden planks splitted on finders - you can easily simulate with this tool.
The first one is Marvelous Designer 2 with Clo3d function, Its usefull for simple cloth simulation on anthro-body with realistic wrincles. Than you can export it for making width, optimaizing topology , and use it , as exaple ,in Z-brush or project maps on low-poly. I call it "tool for the lazy" ^^
Another good thing is Plugin for 3Ds Max known as RayFire Just watch this :
http://www.youtube.com/watch?v=u_2qKQpxCRw
Awesome simulation for destructible objects and animation. It was used in many movies and it's easy to find tutorials on this plugin. Car rushing through the wall or wooden planks splitted on finders - you can easily simulate with this tool.
FA+

Question, what would be the easiest and potentially best looking software out there?
As example sculpting programs as Z-brush and Mudbox demands powerful laptop (not necessary gaming laptop) but I know 3d coat using little different system for that ( I heard that it using voxels) which can handle much easier with this process. And I don't know about sculptris...
Actually even weak laptops can work good with most common 3d programs such as 3DsMax, Maya, Modo, Cinema4d... It can easily handle with standard modeling process with low/middle polycount range. You can meet problems only with long time of render and simulation processes.
There is another, little easier programs such as Poser, and Blender, but I can't advise about it - just know that it's not too professional progs.
I'm worked in 3dsMax on systems with 512ram 128video.
I have a friend that uses maya and it looks neat, and along with that I have seen 3ds max in action, and both are amazing and powerful, but I can't get anything with a price tag on it... yet.
SKetchup is a good for further overpainting but not very good for exporting - too many artifacts, flipped normals, double verticles... at least for game developing.
If you'll know, how to make model with right and clean topology and right UV, you can easily change program and master it in 2-3 weeks.
The actual software you use isn't that big a deal, to be honest. Learning stuff in 3D is mainly bout learning principles and techniques, which will ultimately transcend software packages. There can be a learning curve between applications, particularly when dealing with more technical elements like rigging and scripting, but again this is minor details compared with actually learning the skills.
I myself have used XSI, max and Maya in different studios in my career so far (damned economy :p). It's not that daunting a prospect to 'cross program'. In fact, nowadays there's a lot of specialist programs out there which studios are employing, so being able to pick up new programs can actually be a benefit (though i don't know if that's relevant to you, as you may not be aiming for a career).
So in short, if you are unable or unwilling to get yourself an 'industry' standard package, then don't stress about it. It's seriously nothing to get hung up about. Do a little more than 'poke around' Blender, get you skills up, have fun making some mad shit that impress your friends, and in the future you are willing and able to give the big programs a go, then you will find that the transition is a lot easier than you might think.