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Blastfrog

Not sure of the best 3D model production pipeline

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I've used various programs before, not sure what to think of them. I've tried 3DS Max, Blender before that. I briefly messed around with ZBrush on another's computer, but don't really remember much other than being told about the concept of sculpting extra detail in hi-res and then baking it down as normal maps for the low-poly in-game version.

I didn't really like or understand Blender much. I tried creating a head model but the mesh ended up unusable (due to deleting stuff to make eye and mouth holes, I ended up with some tris and quads at once IIRC). I then installed the demo version of 3DS Max but never did anything with it, though Nash recommended some tutorials to me (the lynda.com ones).

Ideally, I'd like to model for Quake 2 and 3 as well as Unreal 2 and 4. What program should I use to start making static and animated models for those engines? I'd like to do whichever is simplest first, so probably static for one of the listed Quake games, maybe 2.

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No matter which one you use, the essence of the problem here is that 3D modeling is highly specialized, intensive work. I doubt that one software will be significantly better or worse than the others in this respect, unless its UI is broken or ridiculously unintuitive.

It's one of those things where the weight is still shifted on the human side of the equation, requiring a lot of manual work, proper training and a bit of talent. You can't just rely on a more powerful computer or a better algorithm to crunch stuff faster for you.

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Sodaholic said:

I've used various programs before, not sure what to think of them. I've tried 3DS Max, Blender before that. I briefly messed around with ZBrush on another's computer, but don't really remember much other than being told about the concept of sculpting extra detail in hi-res and then baking it down as normal maps for the low-poly in-game version.

I didn't really like or understand Blender much. I tried creating a head model but the mesh ended up unusable (due to deleting stuff to make eye and mouth holes, I ended up with some tris and quads at once IIRC). I then installed the demo version of 3DS Max but never did anything with it, though Nash recommended some tutorials to me (the lynda.com ones).

Ideally, I'd like to model for Quake 2 and 3 as well as Unreal 2 and 4. What program should I use to start making static and animated models for those engines? I'd like to do whichever is simplest first, so probably static for one of the listed Quake games, maybe 2.


That's quite an interesting list of games, namely since the limitations for each of their respective engines are light years apart (with the possible exception of Quake 3-Unreal 2.)

Honestly, I would see very little point in modeling for Quake 2 or 3 at this point in time, unless you're looking to make some mods for those games. The only potential benefit I could really see is that it could teach you to be inventive with your resources, since you'd have to keep models trimmed down to polycounts that, by today's standards, are ridiculously restrictive. That's a valuable skill to learn, but you don't really need to take such a big step backwards in terms of tech to learn it.

I would start with static modeling for something more recent---say, id Tech 4, UE3 or the Source engine. Those are all recent enough engines that what you learn modeling-wise will carry over into newer engines (CryEngine 3, UE4), but they still each have reasonable enough limitations that you will learn how to be resourceful at the same time.

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I can't comment on preparing a model for any of those engines (I've never worked with any of them), but if part of your issue is in simply struggling with how to make stuff in unintuitive tools like Blender and 3DS Max, I can recommend two of my favorite modelling tools, which I've used extensively.

Sculptris is great for detailing and modelling organic shapes, especially if you have a pen+tablet setup. Overall, this program feels extremely natural to sculpt with (at least for me). As far as I recall, the latest version is free but requires you to register an account.

Wings3D uses an idiosyncratic three-button mouse interface which might seem odd at first, but the learning curve is very low. With a little practice, you can crank out rough models extremely quickly with this tool. Also free.

My most effective workflow is usually to first rough out a character or object in Wings3D, with minimal detail. Then, take that low-poly model to sculptris and give it real shape.I've usually done UV mapping / normal mapping / texturing / rigging / etc afterward in another tool like Blender, though Wings3D and Sculptris have features for at least some of those tasks. Most of my models have been intended for basic rendering or 3D printing, though, not for use in a game environment, FWIW.

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I'm currently looking for a simple 3D model suite for Mac. I just want it to make some custom intermission and end screens.

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Yeah, I'd like to personally vouch for Sculptris as well. 3DSMax is a powerful program with an extensive array of tools, but it does tend to take a while to get used to. I've been using Sculptris in conjunction with 3DSMax for a while now. I usually use Sculptris when I want to flesh out some natural terrain or something organic. As Mithran indicated, it's very intuitive and easy to learn, without the massive shitload of options and tools other programs have that might intimidate a beginner.

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