Search 3D Modelling Software
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- DarthD.U.C.K.
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Search 3D Modelling Software
Which programm is the best/easiest for newbies to make terraincutters, buildings, vehicles and interiors and textures for them to import them to Battlefront ? It would be good if it is in german.
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Penguin
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RE: Search 3D Modelling Software
Theres Maya which can make props. which is a bit of a mess getting ingame.
Then theres SoftImage XSI which is what the Devolopers used for the game.
Then theres SoftImage XSI which is what the Devolopers used for the game.
- DarthD.U.C.K.
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RE: Search 3D Modelling Software
I think XSI is a bit to much for me. Is there an XSI in german ?
can I mak terraincutters with Maya?
can I mak terraincutters with Maya?
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RC-1290
RE: Search 3D Modelling Software
A terraincutter is simply a piece of geometry with the right name. And about wich program is the best/easyest. You'll have to model the stuff anyway. You need to learn it anyway, why not learn it in XSI. BTW there are quite some free tutorials about XSI on http://www.digital-tutors.com.
RC-1290'Dreadnought'
RC-1290'Dreadnought'
- minilogoguy18
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RE: Search 3D Modelling Software
why do you want to learn maya so badly when it cant even export proper models?? sometimes i dont understand you people...
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{Ipro}_Ghost
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- minilogoguy18
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see i used to be like you guys using other modeling software for some things and not others but its mostly because you know things in some that you dont in others, its way faster to just do everything in one program, i have maya but i never use it, Qdin has it and says XSI is better anyway.
i meant proper models as in it cannot export to .msh format
i meant proper models as in it cannot export to .msh format
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{Ipro}_Ghost
No actually the reason so many 3d software studios exist is each has there own unique modeling tools, and ability's
You don't use one type of paint brush to make a master piece,
But if you like to work with one eye closed be my guest.
Or you to can take advantage of the tools the industry has supplied use.
You don't use one type of paint brush to make a master piece,
But if you like to work with one eye closed be my guest.
Or you to can take advantage of the tools the industry has supplied use.
- minilogoguy18
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actually, i used to use 3ds max, its aweful, it was so incredibly slow and laggy, lacked the ability to show true texture resolution in the viewports, terrible UV editor with very few tools, downright aweful animation tools and just tons of other crap. ive rarely used maya, never saw the need to. so many production companies go just fine using a single 3d package, they almost all do. i can do everything you can do in all your programs all in one and i find that to be a better way to work since i dont have to take the time to learn other softwares and shred my models through constant file conversion, its just a mess. i know tons of people who said the same thing your saying and it all came down to they just flat out had little knowledge of the programs they used so they had to use other programs to do certain things because they didnt know how to do it in thier main 3d package. most programs only have a few differences but as far as it goes for making games, they all have all the same tools needed, some just cant export to the right file type.
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Qdin
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I'm sorry, guys - but Mini' is right on this topic.
Max is best for architectural purposes if you ask me. Everything is easiest to make in there because you can measure easily.
Maya on the other hand, is fantastic for side-projects. It's the best if you're gonna do props, undetailed models and/or other stuffs which you shouldn't rely or pay attention to. It has a fair UV Texture editor - but it's the worst I've ever seen. (Took me 2 weeks to learn it, despite my knowledge of many other programs and tutorials)
XSI IS the best for game purposes. Definately. There's no doubt about that.
If you want a vehicle, consider max but then it won't get the right feeling. It'll be a dead sculpture - so to say.
XSI is amazing to find the soul in your works, and actually is best in areas where you thought Maya and Max was famous.
As for the packages and decisions, it's all about where you're most comfortable. Maya SUCKS with rigging and characters xD That's where XSI is the best I've ever seen.
But even though I'll never use them, I'll still spend some energy on learning other programs. My 2 main reasons: Bigger reason to get hired
and more money as I have more knowledge :twisted:
Yep - knowledge IS power, but power is money
(lol)
It's all about if you get any problems when you convert your files as there sometimes can be problems.
And Ghost, as I've said - it's all about your style of use. Who says I can't paint with 1 color to make a masterpiece? Who says I can't create the best through one style?
you may disagree, but you'll never achieve something that big in one thing unless you specialize in one
Maybe the project is about combining into something great, but isn't the most difficult and most honored the one who achieved most with less? 
Max is best for architectural purposes if you ask me. Everything is easiest to make in there because you can measure easily.
Maya on the other hand, is fantastic for side-projects. It's the best if you're gonna do props, undetailed models and/or other stuffs which you shouldn't rely or pay attention to. It has a fair UV Texture editor - but it's the worst I've ever seen. (Took me 2 weeks to learn it, despite my knowledge of many other programs and tutorials)
XSI IS the best for game purposes. Definately. There's no doubt about that.
If you want a vehicle, consider max but then it won't get the right feeling. It'll be a dead sculpture - so to say.
XSI is amazing to find the soul in your works, and actually is best in areas where you thought Maya and Max was famous.
As for the packages and decisions, it's all about where you're most comfortable. Maya SUCKS with rigging and characters xD That's where XSI is the best I've ever seen.
But even though I'll never use them, I'll still spend some energy on learning other programs. My 2 main reasons: Bigger reason to get hired
and more money as I have more knowledge :twisted:
Yep - knowledge IS power, but power is money
It's all about if you get any problems when you convert your files as there sometimes can be problems.
And Ghost, as I've said - it's all about your style of use. Who says I can't paint with 1 color to make a masterpiece? Who says I can't create the best through one style?
you may disagree, but you'll never achieve something that big in one thing unless you specialize in one
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JabbaLovesLava
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That's not true... there's a program that's WAY better for architecture.Qdin wrote:Max is best for architectural purposes if you ask me. Everything is easiest to make in there because you can measure easily.
Not necessarily.Qdin wrote:but isn't the most difficult and most honored the one who achieved most with less?
- squipple
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Hmm..XSI being the best for games..interesting. I have a good friend that is the head of the gaming program at a nearby university that might have a bit of an argument against that. He spends his day-in day-out 10+ hour days at work researching the gaming industry and coming up with itineraries for classes to teach. He's a Maya guy at heart, but says the majority of the industry is using Max, so that's what they teach. I had to work in Max for 2 years solid creating 30 minute movies for a dome theater at a science museum (due to their proprietary mandatory plugins), and I agree..it's not fun to work with comparitively.
And to your point mini, I agree that one will gravitate towards tools they know. I just got into XSI in order to get textures right on models for SWBF2. Hadn't touched it before that. I did a fair amount of modeling and working with the modeling tools too. There's a few things I absolutely can't stand, like the ability to scale multiple vertices together relative to one another. But that may be due to the fact that I can't find any info on how to do it. In Maya you just select the verts, switch to the scale tool and scale down. And I wish I had the ability to move points in the texture editor using a numeric value. But, then there's a few tools I really like in XSI, like the weld point tool and the on-the-fly poly reduction.
So they all have their strengths and weaknesses. Wouldn't it be nice if we could just take features from all programs ala-carte?
And to your point mini, I agree that one will gravitate towards tools they know. I just got into XSI in order to get textures right on models for SWBF2. Hadn't touched it before that. I did a fair amount of modeling and working with the modeling tools too. There's a few things I absolutely can't stand, like the ability to scale multiple vertices together relative to one another. But that may be due to the fact that I can't find any info on how to do it. In Maya you just select the verts, switch to the scale tool and scale down. And I wish I had the ability to move points in the texture editor using a numeric value. But, then there's a few tools I really like in XSI, like the weld point tool and the on-the-fly poly reduction.
So they all have their strengths and weaknesses. Wouldn't it be nice if we could just take features from all programs ala-carte?
- minilogoguy18
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EA games which is one of the largest gaming companies of them all just switched completely over to XSI, so you might wanna tell your friend that he should start teaching new courses or find that hell be teaching far less students. you should go onto xsibase.com and look at how many popular games AND films XSI was used to create, youd be VERY surprised.
- squipple
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Believe me, you're not informing me of anything I don't know.
You can go to autodesk.com and see the same thing about games made on Max. Epic (Gears of War), Bioware (Neverwinter Nights and SW:KotOR), Ubisoft (Prince of Persia), Silicon Knights (Metal Gear Solid), Digital Extremes (Unreal Tournament), Infinity Ward (Call of Duty), etc.
The truth is, differnent companies use different software and often times use multiple softwares to take advantage of their advantages or their employees abilities. Changing an entire scholastic program because EA (whom he has various interesting stories about..let's just say he dislikes EA) is switching (and from what I read only their Chicago studio) is not an educated or beneficial decision. I'm sure if the trend moves more toward XSI he'll know about it far in advance and will adjust accordingly.
You can go to autodesk.com and see the same thing about games made on Max. Epic (Gears of War), Bioware (Neverwinter Nights and SW:KotOR), Ubisoft (Prince of Persia), Silicon Knights (Metal Gear Solid), Digital Extremes (Unreal Tournament), Infinity Ward (Call of Duty), etc.
The truth is, differnent companies use different software and often times use multiple softwares to take advantage of their advantages or their employees abilities. Changing an entire scholastic program because EA (whom he has various interesting stories about..let's just say he dislikes EA) is switching (and from what I read only their Chicago studio) is not an educated or beneficial decision. I'm sure if the trend moves more toward XSI he'll know about it far in advance and will adjust accordingly.
- minilogoguy18
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well i used to use max, i dont know why anyone would, even on a high end machine it runs so slowly and how come if max made metal gear it was in the softimage game reel as well as me finding these pictures? (sorry theyre in japanese but konami is japan based and softimage has a japanese site, it was the first thing that came up in the search)...
OMG click me!
the metal gear that was in the softimage game reel was metal gear 4 for the PS3
EDIT: OMG look what else i found! click me a scroll down!
OMG click me!
the metal gear that was in the softimage game reel was metal gear 4 for the PS3
EDIT: OMG look what else i found! click me a scroll down!
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Qdin
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lol Mini'
I'm just gonna learn all the programs over time so I'll be able to suit whatever job available
I'm sure there are programs better specified for architectual purposes, but not of the 'big packages'like Maya, Max, XSI and Lightwave and alike.
I just find Max to be pretty measureing.
But to be honest, I think Max is the best when talking about lights and atmospheres
I'm just gonna learn all the programs over time so I'll be able to suit whatever job available
I'm sure there are programs better specified for architectual purposes, but not of the 'big packages'like Maya, Max, XSI and Lightwave and alike.
I just find Max to be pretty measureing.
But to be honest, I think Max is the best when talking about lights and atmospheres
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wazmol
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- squipple
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Yeah, like I say, many companies use several softwares depending on the software's advantages and their employee's skillsets. It's very possible that both XSI and Max were used to make metal gear. If you ever watch any "the making of" segments on CGI movies you'll see them using all sorts of programs. Some they've built themselves. If XSI can do something faster, cheaper, and with a better look than any other software (and they have the skillset in-house), they'll use that. 
Qdin, your approach is smart. The more you know the better. It's best to also have one skill you're really good at, and are able to show off. The problem I've found knowing several softwares is switching between them. Especially Maya/XSI. The biggest thing is the w,e,r/x,c,v keys for position, rotation, scale. I constantly get those turned around when switching between them.
Qdin, your approach is smart. The more you know the better. It's best to also have one skill you're really good at, and are able to show off. The problem I've found knowing several softwares is switching between them. Especially Maya/XSI. The biggest thing is the w,e,r/x,c,v keys for position, rotation, scale. I constantly get those turned around when switching between them.
- minilogoguy18
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