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๐งต Untitled Thread
Anonymous at Mon, 28 Jun 2021 16:45:27 UTC No. 835755
best program for hard surface modeling?
Anonymous at Mon, 28 Jun 2021 16:46:43 UTC No. 835756
max
Anonymous at Mon, 28 Jun 2021 16:49:35 UTC No. 835757
MODO
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Anonymous at Mon, 28 Jun 2021 16:53:28 UTC No. 835758
Soon with CAD and procedural modeling, unironically Blender
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Anonymous at Mon, 28 Jun 2021 16:57:00 UTC No. 835760
Anonymous at Mon, 28 Jun 2021 17:48:59 UTC No. 835767
>>835758
Yeah, just wait for 10 years until it's usable
Anonymous at Mon, 28 Jun 2021 18:09:22 UTC No. 835771
>>835756
/tread
Anonymous at Mon, 28 Jun 2021 18:16:35 UTC No. 835773
>>835771
Even better than blender?
Anonymous at Mon, 28 Jun 2021 18:37:37 UTC No. 835776
A concrete block and a chisel.
Anonymous at Mon, 28 Jun 2021 18:45:01 UTC No. 835778
>>835773
unlike blender it can handle >1 mio. polygons in edit mode, so yes. blender is fine for hard-surface (not fantastic - fine) until you chamfer/bevel and subdivide everything - then it drops to 1 digit frames/sec and completely shits the bed.
blender has boxcutter, an absolutely fantastic plugin, but max has the better modifier system (edit poly modifier!) and even a boxcutter clone called formcutter (i think). also countless other sophisticated plugins that blender is missing completely (for instance rail clone is unrivaled for architecture and blender has nothing like it)
the boolean workflow that boxcutter simplifies is only sensible for the very short blockout-phase/testing anyway and not that relevant, so blenders strongest point regarding hard-surface is only useful in the beginning phase of your asset creation - being reliable and performant is much more important, and that's where blender absolutely sucks ass.
no random bugs and viewport performance alone make 3ds max much better
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Anonymous at Mon, 28 Jun 2021 19:17:02 UTC No. 835786
>>835778
maybe i should also elaborate on max's modifier system:
in 3ds max, editing a mesh is not just an action that you can undo via the "undo"-shortcut, but is also wrapped inside a modifier (edit poly modifier).
say i'm designing something and not absolutely sure what i want to end up with: i can start out with a simple shape, add, say, a hole to a cube and do all kinds of modifications to that hole. then when i'm done modifying it, i give that first modifier a name like "create hole". i then create an additional modifier and edit other parts of the mesh within that new modifier. if several hours along the line i feel that i do not actually want the hole anymore, i can just delete the very first custom "create hole"-modifier that i made (all the edit-mode-actions on the mesh are stored within it up to the point that i specified) and keep all the later changes that have nothing to do with the hole (given that it doesn't logically conflict with them). WAY more powerful than a simple "undo".
it also gives you the option of creating/keeping different versions of a mesh by having several conflicting "edit poly"-modifier all at once and enabling/disabling them whenever you feel like it (a modifier that makes the mesh longer, one that gives it additional spikes, one that creates additional holes etc.).
blender copied max's modifier system, but for incomprehensible reasons they left out the very best/useful modifier of them all: "edit poly"
blender is honestly a great program overall, but until they fix the performance issues, the random bugs and start being consistent with their idea stealing (if you're going to steal, steal EVERYTHING!), they will never be a feasible solution for professionals
Anonymous at Mon, 28 Jun 2021 20:49:18 UTC No. 835806
>>835786
Not him but they probably didn't steal it because 3DSMax is like the only program with it. Maybe a patent issue.
Anonymous at Mon, 28 Jun 2021 20:59:12 UTC No. 835809
>>835806
it's like copying a ferrari down to the tiniest screw and then putting a fiat engine in
Anonymous at Mon, 28 Jun 2021 21:37:36 UTC No. 835824
>>835786
>will never be a feasible solution for professionals
Already is. There is no better generalist 3D tool for concepting than Blender.
But of course that is a different thing than production (something Blendlets don't do and don't understand.)
Anonymous at Mon, 28 Jun 2021 22:21:15 UTC No. 835835
>>835756
>>835757
>>835758
>max modo blender
Fusion 360
https://www.youtube.com/watch?v=y4P
Anonymous at Mon, 28 Jun 2021 22:25:26 UTC No. 835836
>>835755
I use Fluent + Powertools inside of blender. I like it and am also bad/new to 3D. Take it for what it's worth.
Anonymous at Tue, 29 Jun 2021 00:00:56 UTC No. 835851
>>835755
my cock
Anonymous at Tue, 29 Jun 2021 01:49:36 UTC No. 835861
>>835851
>was going to write this exactly
>see it was already done
>can't remember if it was me or not
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Anonymous at Tue, 29 Jun 2021 02:06:13 UTC No. 835867
Zbrush
Anonymous at Tue, 29 Jun 2021 02:13:54 UTC No. 835870
>>835867
Good luck using a dynamesh model in production, this is only good for concept design.
Anonymous at Tue, 29 Jun 2021 02:36:30 UTC No. 835877
>>835870
I do games I don't care about subd
Anonymous at Tue, 29 Jun 2021 02:37:36 UTC No. 835879
>>835877
how do you make a low poly of that
Anonymous at Tue, 29 Jun 2021 02:39:22 UTC No. 835880
>>835879
by cumming in my ass brother
Anonymous at Tue, 29 Jun 2021 02:52:42 UTC No. 835888
>>835879
I stick quads onto it.
actually I would probably do that as mid poly with decals.
Anonymous at Tue, 29 Jun 2021 04:00:06 UTC No. 835898
>>835879
Isnt it just a regular retopo-job?
Anonymous at Tue, 29 Jun 2021 06:28:13 UTC No. 835927
>>835867
>sculpting this
that's some masochist shit m8
Anonymous at Tue, 29 Jun 2021 06:39:33 UTC No. 835928
>>835778
>>835786
For best demonstration of hard surface max skills watch Arrimus3D
God of max videos himself, has a video for literally every situation you can think of
https://www.youtube.com/channel/UCS
Anonymous at Tue, 29 Jun 2021 14:33:37 UTC No. 835971
>>835928
yeah he taught me so much that i'm gifting him 5$ per month on patreon
Anonymous at Tue, 29 Jun 2021 15:21:57 UTC No. 835974
>>835867
this
when I have no idea how I would poly model somtething I sculpt that shit and retopo it
Anonymous at Tue, 29 Jun 2021 16:05:18 UTC No. 835981
>>835974
do you use zmodeler?
Anonymous at Tue, 29 Jun 2021 16:24:45 UTC No. 835984
>>835974
that's what booleans are for - when you have no idea how to polymodel it
Anonymous at Tue, 29 Jun 2021 17:43:17 UTC No. 836006
>>835755
zbrush of course
Anonymous at Wed, 7 Jul 2021 17:48:50 UTC No. 837512
>>835778
I don't see why I would need >1 million polys for hard surface modelling. For sculpting sure and I've had problems from 1 million and upwards, but hard surface? Is it due to lots of parts or what.
Ian at Wed, 7 Jul 2021 18:33:48 UTC No. 837518
>>835786
Thanks anon now this blendlet wants to have a go at using max. Very well written
Anonymous at Thu, 8 Jul 2021 07:04:47 UTC No. 837604
>>837512
you've clearly never finished a complex model or even fucking chamfered/beveled and subdivided a hard-surface high-poly completely
Anonymous at Thu, 8 Jul 2021 07:49:57 UTC No. 837609
>>835870
>takes 1/15th the time to concept
>can make changes far quicker and easier than other software
>someone else retopos it down the pipeline
So what's the issue here?
Anonymous at Thu, 8 Jul 2021 11:02:22 UTC No. 837631
>>837609
your edges will be soft as hell instead of nice and crisp unless you have like 20 mil poly
Anonymous at Thu, 8 Jul 2021 16:59:49 UTC No. 837708
>>835755
boomer: 3dsmax
zoomer: blender
snowflake: modo
chad: any CAD
megaboomer ultrachad pussyslayer: styro mirror carving
/thread
Anonymous at Thu, 8 Jul 2021 20:40:15 UTC No. 837749
>>837708
retarded post
Anonymous at Thu, 8 Jul 2021 22:15:12 UTC No. 837758
>>835927
use booleans and IMM m8
Anonymous at Thu, 8 Jul 2021 23:21:23 UTC No. 837775
>>837631
This doesn't happen.