Some questions on 3D software...
by Mike Smith · in Artist Corner · 04/05/2011 (8:40 am) · 19 replies
Hi all,
I'm a noob game developer who is currently using a rival unamed product. I'm very interested in Torque 3D as an alternative for reasons I won't get into here.
So far, my biggest concern is the ability to reliably create and export animated models from a 3rd party 3D modeling and animation program. In many ways, I can't really evaluate a game engine without first nailing down a reliable asset pipeline.
I thought I would come to the Torque community to get some feedback on what others are using.
Firstly though, some specifics on what I need or don't need to narrow the choice:
I DO need:
1) Basic model primitives (cube, sphere, cylinder, etc.)
2) Some sort of bone rigging system.
3) UV mapping.
4) Basic keyframe animation.
5) Some sort of grid system to allow very precise placement and scaling of objects.
6) (and I can't stress this one enough) WORKING, RELIABLE Collada export which includes mesh / animation / textures. (Note, I would find DTS acceptable also but it seems far less supported than Collada).
I DO NOT need:
1) Hair, cloth, or any other extremely complex surface.
2) Any physics at all (I see some products are really pushing that)
3) The ability to create realistic human, alien or animal forms. (All my characters are robots)
4) Any sort of advanced lighting.
5) Terrains. (Already have that covered assuming T3D can import height maps).
6) Software that costs $3500 (ie, anything from Autodesk).
7) Fluid, natural movements and gestures.
8) Facial expressions of any kind. (Not even adorable ones.)
Also, here's my system specs in case it matters:
Windows 7 64 bit, 2 gig nVidia graphics card, 8 gig of RAM. Intel, dual core 3.4 ghz.
Here's what Ive looked at so far:
Blender (FREE)
1-5) More than adequate.
6) Complete disaster so far. Tried 3 different releases and they all fail to export reliably. That's a weekend I will never get back.
NOTES: Too bad because I really like it otherwise. I have conquered the 'hostile' interface and reached a point of proficiency where I can be quite productive. But I'm really put off by the unstable nature of the releases and the complete failure (so far) of the Collada export, the DTS export or frankly their whole 'copy a python script into this hidden directory and pray' export system. I think if I ever did find a version that had reliable Collada export, I would lock it down into a virtual machine and never, ever upgrade it.
TrueSpace (FREE)
1-5) More than adequate.
6) Two out of 3. I was able to export an animated figure into Torque but the shaders or textures didn't come along for the ride. I think this issue is possibly conquerable though.
NOTES: My biggest concern with this one is that it is truly dead, unsupported software. However, I was very impressed by the animation export.
MilkShape ($70?)
1-5) This seems to have everything I need.
6) Don't know yet but everything I read says it has extremely good export and import facilities and maybe even worth the price just as a conversion tool.
NOTES: I have two problems with MilkShape. One real and one psychological. The real one is the fact that every time I try to follow a tutorial, it crashes on me! Sometimes just clicking on one of the view ports is enough. Not sure why. All my drivers are up to date and I don't have this problem with any other software. The second, imagined problem is what I could best describe as bare bones interface shock. After weeks of Blender 2.5x, I just feel like I've taken a 20 year step backwards in the interface with MilkShape. A bit hard to believe Blender is free but MilkShape is paid. But I could deal with that if it wasn't for the crashing thing.
Daz Studio (FREE or $75 / Pro):
http://beta.daz3d.com/i/software/daz_studio/comparison?_m=d
1) Yes.
2) Yes.
3) I THINK it does. It says it supports multiple UV's but I don't see any indication that you can unwrap them. So I'm not entirely sure what you can do there yet.
4) Yes (although it seems its not really fully included in the free version, has its own $59 license after 30 days).
5) No idea.
6) I have not yet tested. I have seen a demo video of this used to export a quite impressive human character into Torque 3D however so I feel it is quite likely to work.
Daz Carrara ($75 or $249 / Pro):
http://beta.daz3d.com/i/software/carrara/comparison?_m=d
1) Yes.
2) Yes.
3) If I'm reading the comparison matrix properly, it seems that only the Pro version has UV unwrapping. Can that be true?
4) Yes. In fact, the animation looks quite advanced.
5) No idea.
6) I have not yet tested. I assume if Daz has it working for Studio they must also have it working for what seems to be their premier product but I've seen stranger things!
NOTES: In some ways, the Daz products look to be very human figure centric (especially Studio) and seem to be sort of Trojan Horses to get you into the asset purchasing mode. That's OK as long as I can also use the tools to create my own original assets. And any software that can build and render something as complex as a human form can certainly handle something clunky and mechanical like a robot. So I ASSUME both of these products would be more than adequate but I will have to test them of course.
Houdini – At first glance, I'm just going to go ahead and assume that this does everything I need, everything I don't need and a lot of stuff I haven't even heard of yet and is just $99. (Is it just me or does that sound suspiciously like a description of a prostitute?) Unless I want to use it professionally and then it jumps to $2k. Of course, I can already hear myself playing what I call the Unity game: "But if I make a game that is sellable, I can just upgrade then!"
Ligthwave - $899.
Anyway, this is what I've looked at so far to lesser or greater degrees. I would appreciate any feedback on any of these tools or any other tools that have been tried with Torque 3D.
Thanks in advance for any help!
Mike
I'm a noob game developer who is currently using a rival unamed product. I'm very interested in Torque 3D as an alternative for reasons I won't get into here.
So far, my biggest concern is the ability to reliably create and export animated models from a 3rd party 3D modeling and animation program. In many ways, I can't really evaluate a game engine without first nailing down a reliable asset pipeline.
I thought I would come to the Torque community to get some feedback on what others are using.
Firstly though, some specifics on what I need or don't need to narrow the choice:
I DO need:
1) Basic model primitives (cube, sphere, cylinder, etc.)
2) Some sort of bone rigging system.
3) UV mapping.
4) Basic keyframe animation.
5) Some sort of grid system to allow very precise placement and scaling of objects.
6) (and I can't stress this one enough) WORKING, RELIABLE Collada export which includes mesh / animation / textures. (Note, I would find DTS acceptable also but it seems far less supported than Collada).
I DO NOT need:
1) Hair, cloth, or any other extremely complex surface.
2) Any physics at all (I see some products are really pushing that)
3) The ability to create realistic human, alien or animal forms. (All my characters are robots)
4) Any sort of advanced lighting.
5) Terrains. (Already have that covered assuming T3D can import height maps).
6) Software that costs $3500 (ie, anything from Autodesk).
7) Fluid, natural movements and gestures.
8) Facial expressions of any kind. (Not even adorable ones.)
Also, here's my system specs in case it matters:
Windows 7 64 bit, 2 gig nVidia graphics card, 8 gig of RAM. Intel, dual core 3.4 ghz.
Here's what Ive looked at so far:
Blender (FREE)
1-5) More than adequate.
6) Complete disaster so far. Tried 3 different releases and they all fail to export reliably. That's a weekend I will never get back.
NOTES: Too bad because I really like it otherwise. I have conquered the 'hostile' interface and reached a point of proficiency where I can be quite productive. But I'm really put off by the unstable nature of the releases and the complete failure (so far) of the Collada export, the DTS export or frankly their whole 'copy a python script into this hidden directory and pray' export system. I think if I ever did find a version that had reliable Collada export, I would lock it down into a virtual machine and never, ever upgrade it.
TrueSpace (FREE)
1-5) More than adequate.
6) Two out of 3. I was able to export an animated figure into Torque but the shaders or textures didn't come along for the ride. I think this issue is possibly conquerable though.
NOTES: My biggest concern with this one is that it is truly dead, unsupported software. However, I was very impressed by the animation export.
MilkShape ($70?)
1-5) This seems to have everything I need.
6) Don't know yet but everything I read says it has extremely good export and import facilities and maybe even worth the price just as a conversion tool.
NOTES: I have two problems with MilkShape. One real and one psychological. The real one is the fact that every time I try to follow a tutorial, it crashes on me! Sometimes just clicking on one of the view ports is enough. Not sure why. All my drivers are up to date and I don't have this problem with any other software. The second, imagined problem is what I could best describe as bare bones interface shock. After weeks of Blender 2.5x, I just feel like I've taken a 20 year step backwards in the interface with MilkShape. A bit hard to believe Blender is free but MilkShape is paid. But I could deal with that if it wasn't for the crashing thing.
Daz Studio (FREE or $75 / Pro):
http://beta.daz3d.com/i/software/daz_studio/comparison?_m=d
1) Yes.
2) Yes.
3) I THINK it does. It says it supports multiple UV's but I don't see any indication that you can unwrap them. So I'm not entirely sure what you can do there yet.
4) Yes (although it seems its not really fully included in the free version, has its own $59 license after 30 days).
5) No idea.
6) I have not yet tested. I have seen a demo video of this used to export a quite impressive human character into Torque 3D however so I feel it is quite likely to work.
Daz Carrara ($75 or $249 / Pro):
http://beta.daz3d.com/i/software/carrara/comparison?_m=d
1) Yes.
2) Yes.
3) If I'm reading the comparison matrix properly, it seems that only the Pro version has UV unwrapping. Can that be true?
4) Yes. In fact, the animation looks quite advanced.
5) No idea.
6) I have not yet tested. I assume if Daz has it working for Studio they must also have it working for what seems to be their premier product but I've seen stranger things!
NOTES: In some ways, the Daz products look to be very human figure centric (especially Studio) and seem to be sort of Trojan Horses to get you into the asset purchasing mode. That's OK as long as I can also use the tools to create my own original assets. And any software that can build and render something as complex as a human form can certainly handle something clunky and mechanical like a robot. So I ASSUME both of these products would be more than adequate but I will have to test them of course.
Houdini – At first glance, I'm just going to go ahead and assume that this does everything I need, everything I don't need and a lot of stuff I haven't even heard of yet and is just $99. (Is it just me or does that sound suspiciously like a description of a prostitute?) Unless I want to use it professionally and then it jumps to $2k. Of course, I can already hear myself playing what I call the Unity game: "But if I make a game that is sellable, I can just upgrade then!"
Ligthwave - $899.
Anyway, this is what I've looked at so far to lesser or greater degrees. I would appreciate any feedback on any of these tools or any other tools that have been tried with Torque 3D.
Thanks in advance for any help!
Mike
About the author
#2
Here is a tutorial for that.
Version 2.49 works with all the points you need. Any version among 2.5x is still in beta.
The License for Houdini clearly states that the exported models can be used according the Torque license, which means of course commercially.
Only rendered videos and pictures can not be used for that purpose.
Edit: Houdinis interface is another question. It may be more complicated in the beginning, but maybe more powerful, when using that node system.
04/05/2011 (9:16 am)
There are people using Blender without any problem.Here is a tutorial for that.
Version 2.49 works with all the points you need. Any version among 2.5x is still in beta.
The License for Houdini clearly states that the exported models can be used according the Torque license, which means of course commercially.
Only rendered videos and pictures can not be used for that purpose.
Edit: Houdinis interface is another question. It may be more complicated in the beginning, but maybe more powerful, when using that node system.
#3
@Alexander - Thanks for the link. Who would have thought that the answer to my Blender woes would be found at the Biomass game site? Forums rule!
Anyway, I'm going to try that when I get home tonight and if I can get my robot to move around in T3D I will be buying a license because it appears to do everything I need.
Backing up to 2.49 will be a bit painful (as the 2.5 interface is much nicer, IMO) but nothing compared to parting with cash or relearning a whole new interface.
I will probably download the free version of Houdini as well just to take it for a test spin. Its just too tempting at that price point to not at least take a look at it considering it has a dedicated Torque exporter.
04/05/2011 (10:34 am)
Thanks both for the quick reply!@Alexander - Thanks for the link. Who would have thought that the answer to my Blender woes would be found at the Biomass game site? Forums rule!
Anyway, I'm going to try that when I get home tonight and if I can get my robot to move around in T3D I will be buying a license because it appears to do everything I need.
Backing up to 2.49 will be a bit painful (as the 2.5 interface is much nicer, IMO) but nothing compared to parting with cash or relearning a whole new interface.
I will probably download the free version of Houdini as well just to take it for a test spin. Its just too tempting at that price point to not at least take a look at it considering it has a dedicated Torque exporter.
#4
04/05/2011 (11:45 am)
Softimage Modtool is free for non-com like Houdini. It does everything you've listed and more. It might come in handy even if you do decide on Blender or whatever. www.autodesk.com/modtool
#5
Here is a quick tutorial on how to get you character into Torque3D by using the example animation.
Rigging Tutorial for Houdini
Rigging Tutorial for Blender (2.4x)
And here is a discussion for Houdini tutorials
04/05/2011 (11:55 am)
I also bought a Houdini license for 99 bucks. But I didn't have the time to get familiar with the complex node-system. And I already knew the Blender interface at that time.Here is a quick tutorial on how to get you character into Torque3D by using the example animation.
Rigging Tutorial for Houdini
Rigging Tutorial for Blender (2.4x)
And here is a discussion for Houdini tutorials
#6
Wow! I had no idea autodesk made anything that cost < $3,000 not to mentions FREE.
Yeah, I will definitely take a look at that. I assume the node setup specified in the above Blender / Collada / Torque tutorial would apply equally to this.
I've always wanted to at least TRY an autodesk product just to see what all the hype is about.
04/05/2011 (11:55 am)
@BigDaz,Wow! I had no idea autodesk made anything that cost < $3,000 not to mentions FREE.
Yeah, I will definitely take a look at that. I assume the node setup specified in the above Blender / Collada / Torque tutorial would apply equally to this.
I've always wanted to at least TRY an autodesk product just to see what all the hype is about.
#7
But I am pretty sure the license is for non-commercial projects only, including exported models, unlike Houdini.
I'm downloading the Modtool to check for further details now.
04/05/2011 (12:09 pm)
You can download a 30day trial for 3ds-max etc to check it out.But I am pretty sure the license is for non-commercial projects only, including exported models, unlike Houdini.
I'm downloading the Modtool to check for further details now.
#8
Of course, like with every other tool, it will be worthless if I can't export into a use able format. But holy sh*t it looks good for a free ap.
First thing I did was look at the export directory.
Collada is nowhere to be found. But if memory serves, Autodesk exports to fbx and then you use a free 3rd party converter from there but I'm not sure.
04/05/2011 (1:31 pm)
Yeah, I downloaded the ModTool as well. I fired it up just to look at it and instantly fell in love with the interface.Of course, like with every other tool, it will be worthless if I can't export into a use able format. But holy sh*t it looks good for a free ap.
First thing I did was look at the export directory.
Collada is nowhere to be found. But if memory serves, Autodesk exports to fbx and then you use a free 3rd party converter from there but I'm not sure.
#9
04/05/2011 (1:37 pm)
Make sure you look at the licensing terms for using XSI ModTool before you get excited about using it for free. Make sure you are compliant.
#10
Looks like a pretty extensive exporter in terms of options.
I'll see if it works tonight.
04/05/2011 (2:11 pm)
OK, found the Collada exporter. Its hidden under file->crosswalk (WTF?)->export and then a drop down list of choices.Looks like a pretty extensive exporter in terms of options.
I'll see if it works tonight.
#11
So I still think the best bet is blender, if price is an issue, followed by houdini and Lightwave.
04/05/2011 (2:48 pm)
As david already said, check the modtool licence. It will not allow you to use it commercially. Only for XBLIG it was allowed as far as I remember. But definately not for anything else...so even if it puts out perfect collada files, you can't use it if you intend to make any money from your game.So I still think the best bet is blender, if price is an issue, followed by houdini and Lightwave.
#12
YIKES.
I found this pretty interesting chart:
http://wiki.cgsociety.org/index.php/Comparison_of_3d_tools
Lots of YES colums for Houdini...
04/05/2011 (5:09 pm)
OK, I see what you are saying. I would have to drop (GULP) $3K to use the pro version.YIKES.
I found this pretty interesting chart:
http://wiki.cgsociety.org/index.php/Comparison_of_3d_tools
Lots of YES colums for Houdini...
#13
That's my art pipeline, with Photoshop for texturing, as well as Constructor for .dif files, which are deprecated for T3D. Better to use collada for structures I think, but since I'm still using TGEA 1.8.2, I still use .dif's. I bought Milkshape when it was $25, and UUW3D for $35, and Fragmotion for $35 as well, all for under $100. I've thought about getting Houdini, but didn't have time to check out the demo and see if it could export meshes and animations to Torque. It looks quite impressive though. I've tried Blender, and I really like the newer versions, but haven't been able to export anything to Torque, and the older versions have a very unfriendly user interface for me.
Anyways, good luck, let us know what program you get, it's always nice to read other's opinions about things. I think T3D is a real steal at it's current price.
04/05/2011 (6:30 pm)
Milkshape is only $35. It's great for importing and exporting a lot of different formats. After almost 8 years of using it, I can do a lot with it for low poly game modeling. I don't care for the animating in it. For that I use Fragmotion, which also does modeling and costs $50. It also imports and exports a lot of different formats. For UV unwrapping, I use Ultimate Unwrap 3D, which costs $50 - $60. It also imports and exports a lot of different formats as well. That's my art pipeline, with Photoshop for texturing, as well as Constructor for .dif files, which are deprecated for T3D. Better to use collada for structures I think, but since I'm still using TGEA 1.8.2, I still use .dif's. I bought Milkshape when it was $25, and UUW3D for $35, and Fragmotion for $35 as well, all for under $100. I've thought about getting Houdini, but didn't have time to check out the demo and see if it could export meshes and animations to Torque. It looks quite impressive though. I've tried Blender, and I really like the newer versions, but haven't been able to export anything to Torque, and the older versions have a very unfriendly user interface for me.
Anyways, good luck, let us know what program you get, it's always nice to read other's opinions about things. I think T3D is a real steal at it's current price.
#14
The bad news is its my nVidia graphics card. Seems it is TOO new if you can believe that one. I can't even get drivers yet from nVidia and the BETA ones won't install. Its a GT 540 M in case anyone out there wants to know what to avoid.
I tracked this down because I also had similar problems with Houdini (flat out crashes) and ModTool (strange viewport problems just like MilkShape).
I CAN run ModTool with the nVidia card turned off just using the integrated card but at greatly reduced performance (although frankly, it still works quite well which is impressive). Houdinin OTOH flat out won't work with an integrated graphics card.
So I'm in a holding pattern with Houdini but at least I can still use MilkShape and Blender in the meantime.
It will be a race to see which comes out first, a stable version of Blender 2.5x that can reliably export Collada or a stable version of my nVidia driver that will allow me to test out Houdini and see if does enough to justify $99 vs FREE.
And for reasons already mentioned above, ModTool is a non starter as there is no way I'm ever dropping $3k on the pro version so why even get started?
I would consider it AFTER my game made money but couldn't possibly afford it before. Especially since the odds of a first time game developer actually making enough money on a game to cover that license is only slightly better than my odds of starting at point guard for the Lakers.
I can't thank you all enough for the feedback. You've shaved weeks off of my search and pointed me to products I didn't even know existed. I'm looking forward to getting rolling with Torque 3D in the next week or so. I'm sure I'll be back with 1,000 more Q's and hopefully be able to help out others at some point.
04/06/2011 (12:39 pm)
OK, last night I did a lot of testing. The good news is, I now know why MilkShape was crashing. The bad news is its my nVidia graphics card. Seems it is TOO new if you can believe that one. I can't even get drivers yet from nVidia and the BETA ones won't install. Its a GT 540 M in case anyone out there wants to know what to avoid.
I tracked this down because I also had similar problems with Houdini (flat out crashes) and ModTool (strange viewport problems just like MilkShape).
I CAN run ModTool with the nVidia card turned off just using the integrated card but at greatly reduced performance (although frankly, it still works quite well which is impressive). Houdinin OTOH flat out won't work with an integrated graphics card.
So I'm in a holding pattern with Houdini but at least I can still use MilkShape and Blender in the meantime.
It will be a race to see which comes out first, a stable version of Blender 2.5x that can reliably export Collada or a stable version of my nVidia driver that will allow me to test out Houdini and see if does enough to justify $99 vs FREE.
And for reasons already mentioned above, ModTool is a non starter as there is no way I'm ever dropping $3k on the pro version so why even get started?
I would consider it AFTER my game made money but couldn't possibly afford it before. Especially since the odds of a first time game developer actually making enough money on a game to cover that license is only slightly better than my odds of starting at point guard for the Lakers.
I can't thank you all enough for the feedback. You've shaved weeks off of my search and pointed me to products I didn't even know existed. I'm looking forward to getting rolling with Torque 3D in the next week or so. I'm sure I'll be back with 1,000 more Q's and hopefully be able to help out others at some point.
#15
04/06/2011 (1:58 pm)
Another tool to consider is Ultimate Unwrap 3d - its marketed as a UV Unwrapper... but I find it infinitly valuable as a converstion tool - it imports/exports collada, exports dts very well ( imports it so-so), as well as import/export to most formats on the planet... plus - its got a some nice uv tools.. worth a look
#16
I think it's very important you get something that you also are productive with. And this might justify to spend more than "nothing". So if you don't get along well with blender, really consider the alternatives like Houdini and Lightwave. I also would recommend to have a look at 3dCoat. It's a steal for what it can do, and a good substitute to Zbrush. I like it's 3d painting and use it to generate my normal maps as well.
Also consider that mastering any of these apps will take you time, lot's of time, so if you are liking one, and it exports fine, then stick with it. When you learned one of them well enough, moving to another package is not such a big deal, as the oncepts are all the same. Except maybe houdini, which has a slightly different paradigm.
Good luck on your quest ;-)
04/06/2011 (2:10 pm)
Mike, also be aware that all these CG apps offer thousands of features more than you will ever need to create some game content. So take such comparisons as in the table you linked always with a grain of salt. For example, most game engines will not work with Nurbs, so it's a feature you won't need. I think it's very important you get something that you also are productive with. And this might justify to spend more than "nothing". So if you don't get along well with blender, really consider the alternatives like Houdini and Lightwave. I also would recommend to have a look at 3dCoat. It's a steal for what it can do, and a good substitute to Zbrush. I like it's 3d painting and use it to generate my normal maps as well.
Also consider that mastering any of these apps will take you time, lot's of time, so if you are liking one, and it exports fine, then stick with it. When you learned one of them well enough, moving to another package is not such a big deal, as the oncepts are all the same. Except maybe houdini, which has a slightly different paradigm.
Good luck on your quest ;-)
#17
True, but it's also worth keeping in mind that using such features for modeling doesn't necessarily imply that the final result needs to be delivered in a form that also requires them. Nurbs, for example, can often be "frozen" into polygons for export. That can usually be done with varying degrees of fidelity to the original curved surface, which can be useful for creating versions of a model at different levels of detail.
Another example would be procedural textures such as marble, granite, or wood, that are offered in many rendering packages. Those won't export to a game engine as-is - but they can quite often be "baked" into a bitmap texture that *can* be used in a game engine.
04/06/2011 (2:55 pm)
Quote:So take such comparisons as in the table you linked always with a grain of salt. For example, most game engines will not work with Nurbs, so it's a feature you won't need.
True, but it's also worth keeping in mind that using such features for modeling doesn't necessarily imply that the final result needs to be delivered in a form that also requires them. Nurbs, for example, can often be "frozen" into polygons for export. That can usually be done with varying degrees of fidelity to the original curved surface, which can be useful for creating versions of a model at different levels of detail.
Another example would be procedural textures such as marble, granite, or wood, that are offered in many rendering packages. Those won't export to a game engine as-is - but they can quite often be "baked" into a bitmap texture that *can* be used in a game engine.
#18
04/06/2011 (3:31 pm)
very true sherman.
#19
One thing I have to give them credit for is the intro tutorial videos are amongst the best I have ever seen. I've watched so many tutorials where the narrator hits some unamed key and pops open a dialog box to do something cool and then I have to spend 10 minutes digging through a manual to figure out WTH they just did.
Every thing was so clearly presented, even popping up what key was pressed or what mouse button was being used at different times along with explanatory text to emphasize what was being done.
A lot of companies could learn from these vids. I hope they are all this good.
04/07/2011 (7:59 am)
I got Houdini running on a different machine last night (an older desktop).One thing I have to give them credit for is the intro tutorial videos are amongst the best I have ever seen. I've watched so many tutorials where the narrator hits some unamed key and pops open a dialog box to do something cool and then I have to spend 10 minutes digging through a manual to figure out WTH they just did.
Every thing was so clearly presented, even popping up what key was pressed or what mouse button was being used at different times along with explanatory text to emphasize what was being done.
A lot of companies could learn from these vids. I hope they are all this good.
Torque 3D Owner Ronny Bangsund
Torque Cheerleaders
Houdini will not lie and tell you it loves you. It has been used in serious film production, though. Nice workflow, people tell me. No problems making it your "everything 3D" tool, and $99 is a steal.
MilkShape is a very basic tool. There's no denying that. But it's the only one I've ever been somewhat productive in. I know what to look for, but just can't find UV mapping in anything else. Then again, I'm no artist. I would go for slightly pricier options. I suspect it was made exactly for us non-pros.
Artists will have to give more details on the others, and maybe more on Houdini :)