474x474
fusion.jpg
๐งต Is Fusion360 worth learning for hardsurface gamedev modelling?
Anonymous at Mon, 10 Jan 2022 13:45:27 UTC No. 875017
I've been using blender for ~2 years now and recently fusion has caught my eye due to its simplicity and "just werking" workflow. Is it worth learning it for game development/cinematic props? or is it just garbo software for 3d printfags?
Anonymous at Mon, 10 Jan 2022 16:32:57 UTC No. 875042
Artstation search by software: fusion 360
If you like what you see then why not.
Anonymous at Tue, 11 Jan 2022 11:14:05 UTC No. 875180
>>875017
Parametric CAD will never create optimiued geometry for game dev.
The always online could shit is annoying at best and out right progress stifling at worst.
If you get into complex shapes with Lofts and such it becomes very fiddly. Its not faster than traditional modeling and the topology it generates is trash. Also you need to do texturing elsewhere.
Anonymous at Tue, 11 Jan 2022 14:24:49 UTC No. 875219
I work at a game studio and use fusion and zbrush for the high poly and blender for the low, then substance painter for texturing. Works well. Fusion is a good skill but you can do anything in blender or mays, etc. Fusion just takes away some technical annoyances when modeling. I usually do organic stuff (wires, wood stocks on guns) in blender with subd. Another good thing to learn if you don't want to jump into fusion is booleans in blender, and then send it to zbrush and dynamesh+polish+decimate to get the final high poly
Anonymous at Tue, 11 Jan 2022 15:58:44 UTC No. 875239
>>875219
God if ZBrush had ngons it'd be such a Boolean machine
Anonymous at Tue, 11 Jan 2022 17:23:33 UTC No. 875267
>>875239
Zbrush has awesome booleans tho? And what exactly do you mean by it not having ngons?
900x900
unnamed (1).jpg
Anonymous at Tue, 11 Jan 2022 20:49:37 UTC No. 875308
Easily, don't listen to any of the fucking noobs who say "no". I've been in the 3D industry for almost 10 years and it's widely used among advanced game devs and artists such as Vitaly Bulgarov.
Yes you'll have to occasionally deal with retopo and geometry issues, but for the most part the exporter will do just fine. For hard surface it's king.
Anonymous at Tue, 11 Jan 2022 22:12:39 UTC No. 875327
>>875267
Try and make an ngon in ZBrush and get back to me, I know it has awesome Boolean performance it is just hamstrung by being unable to make ngons
Anonymous at Wed, 12 Jan 2022 16:19:51 UTC No. 875455
>>875327
Gotcha, I haven't used bools in zbrush a whole ton but I haven't had performance issues. Generally though I do booleans in blender or fusion, then just the dynamesh, polish, decimate in zbrush.
This is a good tutorial if you want to just use zbrush for hard surface. https://www.artstation.com/artwork/
Anonymous at Thu, 13 Jan 2022 10:30:03 UTC No. 875600
>>875180
Bruh, you smell "I've never used Fusion 360 for my workflow soo I'm gonna pull shit out of my ass" soo bad.
Anonymous at Thu, 13 Jan 2022 10:32:49 UTC No. 875601
>>875017
Also yes, it's worth it. It's a good skill to have even if you don't use it daily. Having a solid understanding would be a great tool that you might use another time. I personally use MOI3D but fundamentally they're serving the same tool in the workflow.
Anonymous at Sun, 23 Jan 2022 15:11:21 UTC No. 877636
>>875017
MOI3D is probably a better fit because you can export clean topology, it has an export quads option, fusion doesn't have this. ZBrush has a powerful boolean workflow, but if your looking for a CAD software use moi3d
Anonymous at Wed, 26 Jan 2022 00:19:12 UTC No. 878102
>>875455
Fuck you faggot
Anonymous at Wed, 26 Jan 2022 00:20:17 UTC No. 878104
>>877636
Not mutually exclusive. Fusion 360 work and then export into MOI for topo, small manual adjustments where needed and then high poly done