Game Development Community

Should a newb buy a modeling program?

by Drethon · in Artist Corner · 03/22/2009 (5:55 pm) · 15 replies

I've pretty much never modeled before. As someone new to this would it be best for me to start with Blender and learn what I'm doing or purchase a professional program (I'm currently a grad student so I could get a less expensive student edition)?

#1
03/22/2009 (6:00 pm)
you should try trials of many different 3d modeling programs and pick the one you like. everyone likes a different one i like XSI as it comes with everything you need and theres also a free version for indie game makers which makes it even better.

theres many you need to find out whats best. blender is free but its harder to work with thats why its free in the first place its not a pro modeling program. just try out many different ones and pick what one is right for you do not look at prices just try them out no mater the price so you knwo whats different in each one and what you like and don't like about it.
#2
03/22/2009 (6:08 pm)
have a search for XSI Mod Tool, or something like GMax which is also free
#3
03/22/2009 (7:13 pm)
I think Milkshape is pretty popular and low budget too. If you're looking to eventually upgrade to something more expensive maybe it's the place to start.
I haven't used it though, I'm with Blender, the interface is confusing as hell to begin with, but it's a great free tool once you learn how to use it.
#4
03/22/2009 (7:33 pm)
Houdini is a fairly cheap one, and it is a master at animations and rigging...
#5
03/22/2009 (9:55 pm)
If you can learn Blender it is a very powerful tool. But most people get hung up on it's non-standard interface. I like it! And it's free! And it's most definitely a pro modeling tool, in the right hands.

Best advice is to try out several different modeling applications. Find the one that's most intuitive and easy to use for you -- we all think and create differently! For low cost alternatives I think that most people tend to gravitate towards Milkshape, which is cheap at $30. XSI is good, and I've heard good things about Houdini and it has a low cost Torque ready version. Lightwave is another popular choice, but it gives me a headache. XSI and Lightwave are priced kind of in the midrange. Beyond that prices start getting a little "high" ($1000's ++ for the industry standards). For learning purposes almost all of the modeling apps out there will have a trial period.

XSI Mod Tool is free for non-commercial uses. I don't think that GMAX can be used for commercial purposes either, not does it export to .dts.
#6
03/22/2009 (10:23 pm)
On Windows, Milkshape is the best choice for a newbie. Even I managed to get things done in it!

The Houdini trial doesn't seem to be expiring (does it ever?), and I guess it's adding watermarks. That's good training to use if you want to make use of the GG offer. You get a lot for $99.
#7
03/23/2009 (6:02 am)
Thanks, I'll check out XSI, GMax and blender first since those are free and then check out the others once I understand the basics. Any suggested tutorials for a beginning modeler?
#8
03/23/2009 (6:22 am)
MilkShape ($35 USD, all the basics for game modeling and animation included) is a great tool for someone new to 3d modeling. Easy-to-learn interface, all of the basic tools needed to produce quality game models, etc. Blender (FREE, all the basics and then some) is probably better suited for someone that has a basic understanding of what 3d modeling tools are used for what. As a beginner, not only would learning Blenders interface be a challenge, but learning how to use the tools (after you've found them) to achieve the required results would add to the complexity of the Blender learning curve. If you're gonna use Blender, I'd say have 1 Blender window open and 1 Blender online documentation window open. Both MilkShape and Blender have some good intro-tutorials as well as basic rendering tutorials on their sites
#9
03/23/2009 (6:33 am)
@ Brandon:
Quote:also a free version for indie game makers which makes it even better.

Hhmm.....from what I read about XSI and the 'free' MOD tool is this, directly at the SoftImage XSI Mod tool download page:

Quote:Mod Tool is for non-commercial use only.

hmm.....does not look like it's 'legal' to use for commercial use!

PS: wonder if SoftImage has any idea that Collada support for a game engine is very near....and that this tool could be exploited for commercial use...with no remuneration to SoftImage! Dicey...area.
#10
03/25/2009 (7:49 am)
I suggest trying out Houdini, they have a free version you can use to try it out and if you like it you can buy the full Indie-version for $99 that lets you use it professionally in your games.
#11
03/25/2009 (9:16 am)
Even the free version of Houdini is far more powerful than the XSI-Mod in my opinion. The $99 value makes is win-win situation for what I need.
#12
03/27/2009 (12:05 pm)
Your best bet is to try all of the trials out for all of the software and see what sticks. Personally I would recommend something like Max, Max, XSI, Lightwave or Houdini since they are all complete 3D packages that not only have great Torque support but are also useful for getting paying work on the side as well (which helps offset the sticker shock).

The truth of the matter is there is no 1 perfect 3D package out there, or if there was everyone would be using it ;) So go try what's out there on the market and see what you like the most.
#13
03/30/2009 (11:28 am)
I noticed that the free version of Houdini does not have torque exports, are there tools for this with the free version of Houdini or with XSI Mod or do I have to buy the $99 version of Houdini to get stuff into torque?
#14
03/30/2009 (11:34 am)
the exporters are in the forums Houdini has the exporter built in when you guy it though so that one is little different.

this is XSI exporter to download. www.garagegames.com/community/forums/viewthread/84283
#15
03/30/2009 (1:42 pm)
I have worked a lot with 3D Studio Max in the past and love the interface, but recently picked up Blender because I no longer have access to Max through school. It is hard for me to learn, so the cross-compatibility of skills may be doubtful (meaning it will probably be as hard for you to move from Blender to Max as it is for me to go from Max to Blender), but it has improved a great deal since I first checked it out a few years ago.

A while ago, I would have sworn by 3DSMax, but now because of working with such a great variety of really awesome cheap and opensource programs, I kind of resent Max's and Maya's exorbitant prices just because they are "industry standard" and that's what people are willing to pay for.

So the main question is, who do you want to work for in the future? Are you dead-set on working for a big-name studio? If you are, I would definitely recommend getting at least passingly familiar with a big-hitter like Max or Maya. However, I think a lot of indie devs are going to move more toward programs like Blender that will give comparable results for much (much) less money, so if you plan on working in a small group of people who do games as much for the love of it as for the money, I recommend lower-cost options like Blender, MilkShape, etc.

And, like everyone said, you need to try a variety just to see what you like the feel of best as well. Some work better with certain interfaces than others.

Good luck, and hope you find one that's just right for you!

EDIT: For minor clarification, I would say that if you are planning on getting into high-resolution photo-realistic rendering, Max/Maya and other high-end programs like ZBrush are probably the way to go. I just assumed because of where the post is that you are focusing more on game-resolution characters.