View Full Version : The 3D Modelling Software Poll
-Nuclear Fish-
10-10-2007, 04:33 PM
Thought I would make this thread just to see what all the millions of CS makers here use for 3D modelling. Might be interesting to know, everyone used to use Milkshape but now Sketchup seems very popular, and then there's the people who use more complex ones such as Blender or 3DS Max There's been a lot of threads asking which is best before, but I don't believe a poll to see which is the most popular.
The one I use is Maya. Probably one of the few people who do because it's compliacted and expensive, but it's the only modelling rpogram I know how to use well enough.
So, which do you use, and why do you like it?
DarkMeasures
10-10-2007, 04:48 PM
I'm trying to make custom scenery in 3DS Max. Especially so I can finally make and hopefully complete my M4 park.
The current problem is that the tutorial requires modeling in nurbs...
well my current attempt is to make everything in editable poly before converting to nurbs for import.
I really don't like Sketch-ups system though. I imagine it being good if you make detailed orthographic views of all the viewports.
But 3DS Max is the program I use and the easiest one for me to model in because I know it.
Jonnyears
10-10-2007, 04:53 PM
Milkshape!
Love the Cook's option! He he, Good God, imagine modelling by code!
i just started my first set with milkshape. And its fun makeing it with milkshape!:D
Cyber_Net_Inc
10-10-2007, 05:00 PM
I would really like to make custom scenery but i really don't get the heck of it.
I don't know were to start or i allways think its going to hard or i will muck it up and ruin RCT3 or something so i just stick useing over peoples and makes rides.
But i really want to make CS for my rides in the future!
Does anyone have the most simple steps for making CS....Im a CS noob basicly. And im rubbish at creating stuff (not rides)
| Aces |
10-10-2007, 05:39 PM
I use Anim8or, its nice and easy to use (very straight forward). The downside to it is the un-welding, it takes a little longer to un-weld as you needa' open up a new page and do it there but that takes like 30secs... Not long at-all. But i like using it :D
Chicken Biscuit
10-10-2007, 05:51 PM
Haha, "My name is the Cook and I model using code".
I tried using Sketchup, but then someone released a set with all the stuff I was making. So it's still on my computer if I ever find the need to make anything again.
wabigbear
10-10-2007, 06:03 PM
Sketchup has allowed me to make the few things I've wanted to make for my park. It's extremely easy to learn and use (even for me).
If I was ever going to get into modeling more then I'd consider another program, but I'm just a duffus who wants to model a few simple things that I want in the game, and this serves that purpose very well.
-Nuclear Fish-
10-10-2007, 06:03 PM
The current problem is that the tutorial requires modeling in nurbs...
well my current attempt is to make everything in editable poly before converting to nurbs for import.
Argh, not nurbs!!! Always avoid nurbs, they are pointless and you can't do anything with them.
Belgabor
10-10-2007, 06:50 PM
Quite obviously (at least to those who know me from the start :p) I chose Blender. Additionally I view SketchUp as a valid tool to create the base of a model, but I'd never use it alone.
guitarist4life
10-10-2007, 07:18 PM
sketchup FTW!
but only because its simple enough for me to make some complex LOOKING objects =P
im just starting as a CS maker! :noob:
Vodhin
10-10-2007, 07:26 PM
MilkShape, easy to use, designed by Game Modeling Fans (for Halflife or one like it), so it's ready to go Low Poly. Also seems to be surprizing me every other week with some new trick or feature I didn't know about...
I've also got blender and have been looking at it, but it seems designed more for final rendering and can really tweak a model- in other words, more than what's needed for RCT3.. Interesting all the same, and I'll probably figure it out some day - It took me almost a year to figure out MilkShape, but that was because it took me that long to cave in and ask Marnetmar how it worked ;)
marnetmar
10-10-2007, 07:54 PM
I've been using Milkshape for a few years & stand by it 100%. It does everything I want/need without taking forever to figure it out. Not to mention a great price for such a good modeling program $25.00
surfingoz
10-10-2007, 08:18 PM
Sketchup- It is great as nearly anybody can use it create a good model. Obviously it is not the best program as inexperienced users will create high poly models and often create unnecessary faces.
Basically because it is so easy to use any person can model in it but lack of users experience leads to its main downfall. An experienced user can create quality projects in no time at all and not be too high poly or other problems.
guitarist4life
10-10-2007, 08:23 PM
agreed surfingoz :)
although im still trying to get the hang of it, i havent been able to UV map with it correctly, and none of my textures are showing up in game.
ive also tried blender, but its too complicated for my taste.
Coasterkingg
10-10-2007, 08:30 PM
I'm one of those Other people. I use an old version of AutoCAD. I LOVE IT! But I have no clue how to import objects into the game:cry::(.
CoasterSim.Fan
10-10-2007, 11:15 PM
Anim8or for modeling, have yet to find a more user friendly modeler, except gmax but unless you can figure out a way to export it its useless. Also It has quite a few very useful scripts if you know where to look.
Then I use milkshape for welding / unfolding and texturing. For 25$ it filled in for were anim8or likes quite well.
I have tried blender, but not a fan of its UI and all the short cuts needed. I am thinking of maybe getting light wave again though.
cjleonard
10-11-2007, 04:11 AM
Ah crap. I'm gonna sound like a right norb and say Maya 8.5. Only because I love it tho
DarkMeasures
10-11-2007, 04:24 AM
Argh, not nurbs!!! Always avoid nurbs, they are pointless and you can't do anything with them.
And this is why somebody needs to write a new 3DS Max tutorial.
But I'm using editable poly. I don't know why you would use anything else.
RCT-Spanky
10-11-2007, 07:42 AM
I use Milkshape ince I start model my own objects. Sketchup was an easy to learn alternative, but the import in the game takes more time as in milkshape, because the importer supports milkshape-files. I don't must create an .ASE-file first to import my model. Milkshape allows you also to use .pgn-files as alphas, which means, that you don't need two texture-files if you make an object with an alpha-texture. And that means, that the object size will be smaller.
And for anyone in the Euro-Zone. The program costs you 25US$ or 25 Euros, which are currently around 17.50 US$. So if you pay in Euros you can save a lot of money.
@Coasterkingg - You can sacve Autocad-objects as 3DS-models and use them in a lot of other 3d-modellers too. But beware of the poly count, because Autocad was designed for high precision models.
Old-Spice
10-11-2007, 09:00 AM
Sketch up rules.... Its very easy for me.
Sketchup was an easy to learn alternative, but the import in the game takes more time as in milkshape, because the importer supports milkshape-files. I don't must create an .ASE-file first to import my model.
That's not really true (or at least no longer). With the ASE-Export-Script, it's no real difference, because saving as an ASE-File in SketchUp is as easy as saving a 'normal' SketchUp file. I think Milkshape's quite good, but I also think it's a bit complex.
BigBurger
10-11-2007, 10:47 AM
I first used Blender, but then I got some unfixable bug and so I changed to the happy SketchUp users and I'm actually happy I did...
DasMatze
10-11-2007, 10:48 AM
Milkshape allows you also to use .pgn-files as alphas, which means, that you don't need two texture-files if you make an object with an alpha-texture. And that means, that the object size will be smaller.
Sketchup's ASE Files can handle PNG's with transparent areas too. So there is really almost no difference.
DasMatze
-eezee-
10-11-2007, 11:06 AM
Cinema4d R9.1 :D
Yep, the list isn't complete ...
Here are some more choices:
Cinema 4D
Cheetah 3D
Vectorworks
Archicad
Softimage XSI
Fusion
Lightwave
-Nuclear Fish-
10-11-2007, 01:36 PM
Ah crap. I'm gonna sound like a right norb and say Maya 8.5. Only because I love it tho
:D :up:
Yep, the list isn't complete ...
Here are some more choices:
Cinema 4D
Cheetah 3D
Vectorworks
Archicad
Softimage XSI
Fusion
Lightwave
Nevermind. I only could be bothered to put the ones I knew had been used for suctom scenery, and besides, that's what the 'Other' option is for. ;)
ImagineerJohn
10-11-2007, 02:17 PM
Blender! I learnt when i was younger and so i grew up with it making it very easy. Sketchup i just really dont get compared to blender as it seems so limited. Blender i find lets you do nearlly anything and you can cut down polys in seconds.
Eddi22
10-11-2007, 03:12 PM
I love Blender... I think its easy to use it and when you have learn it, Blender have no limit for anything objects...
I use Maya, Blender and 3ds-Max... but for my objects Blender.
Thanks Nuclear Fish, thats a very interested informationens...
Bye
Eddi
surfingoz
10-11-2007, 04:33 PM
I think whilst everyone says how bad Sketchup is with the polycount that it is not entirely true. With most objects the polycount is fine, I am currently working on an interactive way to show users how to fix the polycount of an object, this idea was given to me by LittleMac and I believe if this is done correctly then we will have no more issues with polycount in Sketchup.
Also whilst everyone says that Sketchup's main purpose is that it is very basic, well I can think of more than that, I can guarantee that most Sketchup modelers can put a model together at least twice as fast as anyone in any other program. I know how simple it is too align objects in Sketchup.
rideslover
10-11-2007, 04:57 PM
I don't know about I vote.. Milkshape or Google Sketch? well I'm not doing good for custom about Silent Hill.
Belgabor
10-11-2007, 05:36 PM
I think whilst everyone says how bad Sketchup is with the polycount that it is not entirely true. With most objects the polycount is fine, I am currently working on an interactive way to show users how to fix the polycount of an object, this idea was given to me by LittleMac and I believe if this is done correctly then we will have no more issues with polycount in Sketchup.
No SketchUp isn't bad with the poly count, people are. The problem is that most newbies want a quick fix and don't read tutorials or just skim over them, ignoring important parts they don't understand or feel are too bothersome. More complicated modellers need more time to get started, you practically have to carve every polygon you make out of your skin while learning. This tends to make you very concious of the poly count :p
SketchUp is a brilliant modelling tool, for CS and other things, but it's (imo) not one for CS newbies.
Maybe your interactive tutorials can help mend this, I certainly hope so =)
Also whilst everyone says that Sketchup's main purpose is that it is very basic, well I can think of more than that, I can guarantee that most Sketchup modelers can put a model together at least twice as fast as anyone in any other program. I know how simple it is too align objects in Sketchup.
I fully agree for most cases. Personally I'd check models in Blender for some screw-ups SketchUp tends to make, but that's also possible in SketchUp itself.
surfingoz
10-11-2007, 07:32 PM
No SketchUp isn't bad with the poly count, people are. The problem is that most newbies want a quick fix and don't read tutorials or just skim over them, ignoring important parts they don't understand or feel are too bothersome. More complicated modellers need more time to get started, you practically have to carve every polygon you make out of your skin while learning. This tends to make you very concious of the poly count :p
Thats a very good point, I agree 100% with that. Anyone can get the basics but it does not mean they are good at modeling, most if not all poly count problems arise from a user and not the program itself.
SketchUp is a brilliant modelling tool, for CS and other things, but it's (imo) not one for CS newbies.
Maybe your interactive tutorials can help mend this, I certainly hope so =)
I hope so, it is a simple yet effective interactive tutorial, it just needs some fine tuning before I post it.
Coasterkingg
10-11-2007, 10:32 PM
Thanks for the tip RCT-Spanky. Now I have to work on those annoying polys.
LightGrenades
10-11-2007, 10:42 PM
I've been using both AutoCad 2007 and Sketchup Pro for the last almost year and a half in a cad class, so it's probably natural that I find sketchup easy, but if I ever get enough time, I would love to learn blender.
mikeyca
10-12-2007, 12:49 AM
I've been using Blender since I started dabbling in CS. It has a pretty steep learning curve for those brand new to 3D modeling, but once I got used to the interface, I find it to be a VERY efficient program.
Eddi22
10-12-2007, 05:51 AM
From aroundthehorn:
... I would love to learn blender.
aroundthehorn, you can download my book about blender. its german, but you can translate it. i work on an english version...
http://cso.rct-3.org/eddi22/BlenderBuch.html
many other tutorials and scripts about blender, you can find here:
http://psycho3d.de/index.php?page=tutorials
On the left side you find the german tutorials and on the right side the english versions...
Good luck
JackyX
10-12-2007, 08:37 AM
How does the cook uses codes for modeling?
I use SketchUp :D
Belgabor
10-12-2007, 08:57 AM
How does the cook uses codes for modeling?
I use SketchUp :D
He wrote C/C++ programs that generate models and use libOVL directly.
LittleMac
10-12-2007, 11:05 AM
Sketchup all the way, have tried other modelers and got no where, although thinking about it i probably could now as I use Unreal Engines at college.
the main reason i prefer sketchup is because you ain't gotta spend just as long texturing a model as creating it! UV mapping Hahaha whats that lol!
Just for the record I am perfectly clear as to what UV Mapping is lol!
Old-Spice
10-12-2007, 12:49 PM
^^ I agree
Its just import your texture click and paint it and size it... less than 30 seconds....
Also the welding and unwelding is much easyier, yes?
shyguy
10-12-2007, 03:07 PM
And this is why somebody needs to write a new 3DS Max tutorial.
But I'm using editable poly. I don't know why you would use anything else.
Maxinfity used Nurbs because it was the only way he found out how to make objects look right in RCT3. It's not necessary. I use editable mesh. I think editable poly works too. Just be sure to use "explode to elements" which unwelds the vertices, which is necessary for most objects to look correct.
Belgabor
10-12-2007, 03:09 PM
^^ I agree
Its just import your texture click and paint it and size it... less than 30 seconds....
Also the welding and unwelding is much easyier, yes?
No, with the edge-split modifier welding/unwelding in Blender is as easy as in SketchUp.
The ease of UV-mapping in SketchUp only applies for simple projections, if you need to map organic (ie rounded) structures properly, forget SketchUp.
Yes. Every modeller has its good and its bad sites. I personally love SketchUp, because it's very easy and very fast, especially for simple models. And if I look around, I'd say about 80%-90% or even more of the objects are build of flat parts or rounded parts with simple textures you don't have to UV-map exactly. But if you create more complex models, SketchUp isn't your choice. I am not that good that I could model complex models, so SketchUp's just perfect for me. But everyone has to deside on his or her own which modeller to use. The only modeller I think is not good for RCT objects is Anim8or which I used when I started, because you can't really UV-Map and weld/unweld, so obejcts look strange very often.
madshell
10-12-2007, 05:38 PM
I tried learning Milkshape, but for me, it seemed like extruding any object took a degree in calculus. I also kept losing the windows and not being able to get them back. Maybe, it was just me. I feel like needed a good tutorial on it, but just when I started to get somewhere, the trial period timed out on me!
With Blender, I found that being able to manipulate an object was simpler, though I do agree, it is very reliant on using codes. There's a great book on Character Animation for Blender that is available at many bookstores called Introducing Character Animation with Blender by Tony Mullen, Ton Roosendaal, and Bassam Kurdali . It goes through the basics of modelling, but it's mostly about Animation in Blender (which I played around with as well.)
I was really impressed and enthusiastic about Sketchup, but I was one of those people who didn't realize that it would add in more polys than I saw.
I don't like that Sketchup doesn't keep count of your polys as you are modelling (that you have to export to get a count of your polys.) I was trying to do one of my models for the ill-fated Weenie set, and what looked rather simple was covered in polys. I know they can be reduced, but even so, reducing them didn't help me to keep them under 1000.
I find working in it deceptive. At first, it's enjoyable because it's so darn user-friendly and easy. But what appears to be easy ends up being just as difficult.
So I use Blender for some things and Sketchup for others.
shyguy
10-13-2007, 12:49 AM
3ds max does a million things more than I would ever need, plus it costs about a million times more than the others 3D graphics programs. But is so simple and fun to use. I fell in love with it when I used the trial version, and I had to get it. I'm a lot poorer now, but I still love working with it.
LittleMac
10-13-2007, 08:38 AM
I have made rounded objects in sketchup belgabor, and can see where you are coming from, although tbh it is not impossible, i have done it,
Oldspice, could welding vertices get any easier than selecting it and a drag bar?
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