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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)



Subject: Best 3D modeling pkg for Poser (Modo, Blacksmith3D,...)


Blackhearted ( ) posted Mon, 30 January 2012 at 2:54 PM · edited Mon, 30 January 2012 at 2:54 PM

"2) Only 4 program have the GoZ button that integrate ZBrush. Max, Maya, Cinema 4D and Modo. Without zBrush you are forever doomed to be a hobbyist. Even if you start out with no ambition at all it would be unsmart not to have all options open. You never know what will happen."

"Of the 4 major packages, only Modo is reasonable priced. "

while GoZ is nice, its just a very minor convenience and not something you need to base your entire workflow around - and it has absolutely nothing to do with 'being able to use zbrush' or not. 

 

"As a beginner don't start with the easiest but with the most difficult! And the most difficult is retop (mesh retopology)."

before learning to RE-topo you need to learn the modeling fundamentals. how on earth would you presume to start optimizing topologies before you knew how to model?

there are many retopology tools coming out recently and noobs get all excited about them and rush to switch to the latest suite that offers them -- but unless youre planning on stealing other peoples meshes, at some point youre actually going to have to learn to model.



vintorix ( ) posted Mon, 30 January 2012 at 3:16 PM · edited Mon, 30 January 2012 at 3:24 PM

ZBrush, Mudbox, Sculptris, 3DCoat and all the other voxel based tools demands retop as does Marvelous Designer. Unless you plan to copy other persons work you must learn how to retop.  For some reason experienced people like to exacerbate the difficulties for beginners. You know the lingo, "before you can learn you must unlearn", "we must first tear down". I don't know the reason for this but it is bullshit.

I have recently passed this way so I know what I'm talking about. Many people I talked to were quite supercilious but I noticed that they couldn't retop. On the same time I could go to Youtube and see how young people do it incredible fast and with fine quality. So I learned myself to retop just as well as anyone else on youtube. I am not so easily impressed by self-confessed masters.

 


LaurieA ( ) posted Mon, 30 January 2012 at 3:31 PM · edited Mon, 30 January 2012 at 3:32 PM

Ok, why would you even need to retopo if you don't even know how to model??? One needs to have something TO retopoligize.

Very confused.

Laurie



bantha ( ) posted Mon, 30 January 2012 at 3:38 PM

ZBrush. Well, it's an amazing tool, really. But I think Blackearted is right that you should first learn a thing or two about topology, before going wild with ZBrush. My way was from Silo to ZBrush, and up to now, I did not have to forget a thing.

ZBrush is great at sculpting, can do amazing dynamic geomenties, can extract geometries from other geometries and do other total amazing stuff. Incredible versatile. But not what I would start with. 

Start with Silo, learn it and create some models. Make UVs for them. See how they look in Poser and fix any problems you find. If you are comfortable with Silo, have a look at ZBrush. 

I think you should undestand what an edge loop is, and what poles are before you should try retopology. ZBrush, Silo and a number of other apps can do retopology, but you should still know what you're doing. 

If you need a full package, go for Modo. You will most probably still use ZBrush later, but first learn the basics. All IMHO, of course.


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


bantha ( ) posted Mon, 30 January 2012 at 3:44 PM

Laurie, you can do things with Sculptris, whithout having any idea how to model. It's like working with clay. Sculptris adds polys as needed, so the mesh you get will likely have some 100k of polys, even for something simple. Yes, you can render that in Poser, but you cannot rig it and you cannot use it as conformer. Marvelous Designer produces triangle meshes which behave great in the cloth room, but aren't good to conform. If you want to use them as conformer, you will have to retopo them.

You don't need any modeling experience to get something out of these programs.


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


vintorix ( ) posted Mon, 30 January 2012 at 3:45 PM

A seven year old can see difference between good and bad mesh placing them side by side.


kfreed ( ) posted Mon, 30 January 2012 at 3:49 PM

Whoa! - folks, once one has the overall big-picture direction, I think they can sort through the advice themselves and come up to speed in the way best for them...

For my part, I bounced around a bit (somewhat) learning Silo3D (I wouldnt even know what retopology is hadn't it been for the Silo3D book), but being a fan of Lynda.com courses, I'm presently making my way through their Modo course on the weekends.

  • having done a little with 3DSMax, it's hard not to get totally sidetracked every few lectures and "play" with Modo.  I find that s/w package is downright addictive.

Also glad someone pointed out the C4D alternative (it's ~$1.6K vs. $1K for Modo).  I'm still in my ($25) Modo 30 day eval period.  I'd not like it if I spent the $1K and time to learn Modo - only to find there's something more widely used that's price competitive.

When I hit skulpting, I'll be checking out Blender (there's a Lynda.com course on it) and ZBrush (which gets referred to often)...

 

 

 


Blackhearted ( ) posted Mon, 30 January 2012 at 3:53 PM

*"ZBrush, Mudbox, Sculptris, 3DCoat and all the other voxel based tools demands retop as does Marvelous Designer. Unless you plan to copy other persons work you must learn how to retop.  For some reason experienced people like to exacerbate the difficulties for beginners."

???

do you plan to retopo a cube? a sphere?  or someone else's mesh?

because you need to know how to create a mesh before you can start to worry about 'optimizing' it.

You know the lingo, "before you can learn you must unlearn", "we must first tear down". I don't know the reason for this but it is bullshit."

more like you need to learn to walk before you run.

good luck with the 'shortcut tools', and retopo tools on the market. if you start 'retopoing' without understanding modeling fundamentals youre going to look like a moron the first time you encounter a complex surface.

and just to get it out there since theres so much discussion about/interest in retopo tools lately:
if you retopo someone elses mesh, they are going to bust you - no question about it.  its like kidnapping a kid and putting a wig on them thinking their parents arent going to recognize them.



vintorix ( ) posted Mon, 30 January 2012 at 3:54 PM

kfreed, just one last word.

ZBrush is not onlý about sculpting. It is incredibly much more.


vintorix ( ) posted Mon, 30 January 2012 at 4:04 PM

file_478077.jpg

Here is one example, retoped from a model I did in Marvelous Designer.


kfreed ( ) posted Tue, 07 February 2012 at 11:10 AM

Interesting - nearly the exact same conversation is going on over at the LinkedIn Technical Illutrators forum:

With all these new software available for Technical Illustrating, what do you use and why?

Why not tell the group, so many on the younger members can understand why the pro use them.

Curtis Sayers • Same workflow as Curt. The modo UI was the deciding factor when I was upgrading 3D software from Strata a few years ago.

 

 


DCArt ( ) posted Wed, 08 February 2012 at 12:49 PM

Quote - Here is one example, retoped from a model I did in Marvelous Designer.

 

Marvelous Designer clothing definitely needs retopo ... it's triangles, and often not symmetrical with a nice seam down the middle. Though I thought I read somewhere (maybe in their forums?) that quad output was on the slate for a future release ...

For retopo, NOTHING beats TopoGun. Amazing.



ShawnDriscoll ( ) posted Fri, 10 February 2012 at 11:27 AM · edited Fri, 10 February 2012 at 11:30 AM

Content Advisory! This message contains nudity

I recommend Hexagon 1.21 for modeling.  Came free in some magazines awhile back.  Comes with Poser tutorials.  Also get one of the Practical Poser books.

See http://www.shonner.com/drafts/polygon_smoothing.htm for some quick Hexagon figure modeling.

www.youtube.com/user/ShawnDriscollCG


lmckenzie ( ) posted Fri, 10 February 2012 at 3:00 PM

The latest version of Hexagon is free at DAZ until the end of the month.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


LaurieA ( ) posted Fri, 10 February 2012 at 3:06 PM

Apparently the OP already made their decision. Modo.

Laurie



kfreed ( ) posted Fri, 10 February 2012 at 3:29 PM

Here's the latest from the Modo people (I only wish the Autodesk 3DSMax people who left me hanging - had been a fraction of this helpful):

Hi Ken, 

 

Thanks for getting back to me. The learning materials on Lynda.com are really good. 

 

If you need another 30 days, just let me know and I'll give you a free extension. 

 

Cheers,

Steve  steve@luxology.com

On Wed, Feb 8, 2012 at 2:53 PM, Ken Freed <kenfreed@kenfreed1.com> wrote:

Thanks Steve,

 

Right now, I'm hustling on the weekends to make it through the Lynda.com course on Modo.

 

If I do not complete it before the 30 day expiration, can I just pay another $25. and get another 30 day extension?

 

Sincerely,  - Ken Freed

 

http://www.kenfreedsoftware.com

 


lmckenzie ( ) posted Fri, 10 February 2012 at 3:30 PM · edited Fri, 10 February 2012 at 3:32 PM

Excuse me. I'll get me coat.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


ShawnDriscoll ( ) posted Fri, 10 February 2012 at 8:00 PM · edited Fri, 10 February 2012 at 8:03 PM

Quote - The latest version of Hexagon is free at DAZ until the end of the month.

Unfortunately, version 2.5 is very buggy and is still a beta after all these years.  Version 1.21 is very stable.

Luxology programmers, on the other hand, are gods.

www.youtube.com/user/ShawnDriscollCG


3anson ( ) posted Fri, 10 February 2012 at 9:20 PM

i will add my vote for Modo, very powerful modelling app. i have had it for nearly 12 months, and have only scratched the very surface. nearly everytime i open it, i find more cool stuff to use ( eventually).

btw Vintorix, you can retopo in Modo quite easily, just using the poly pen and a background constraint/snap.

zBrush is a great app, but it is not essential, and just because someone does not use or want to use it, does NOT make them 'forever an hobbyist' !!!!!


LaurieA ( ) posted Fri, 10 February 2012 at 9:44 PM · edited Fri, 10 February 2012 at 9:44 PM

Just like not making content for Poser AND DS does not make you unprofessional. I've never heard such drivel.

BTW...hi Andy!! waves

Laurie



kfreed ( ) posted Mon, 20 February 2012 at 1:38 PM

Just finished up the Lynda.com basic training series for Modo.  Some observations:

  1. The course was overall good, but was a little weak on modeling.  There was some basic stuff I had to figure out (like adding edges via loop split to the mesh).  I still don't know how to knit two meshes together (other than parenting).  Often when I do subdivisions, Modo also seems to like to throw in some item curvature, whether I have the "Preserve Curvature" box checked or not.

  2. Lynda.com Modo animation went over creating a series of images, but didn't tell you what package(s) you might use to knit them together into an animation.  I have the Adobe Master Suite CS3 and Flash CS4 - it must be in there somewhere?  Any ideas?

  3. Someone should write a "Modo Cookbook".  When I looked at the instructors website, there are effects, (e.g., like the transient sun-like glistening of light off of text going by on an introduction to a movie) that I'd have to spend a LOT of time on to come up with.

  4. Some of the Modo props import nicely into Poser, but when I import the ones I create, the image map texturing (e.g. a wood surface) is gone.  I'm sure there's a way around this.  On the other hand - my Silo3D wood grained table imported into Poser with no problem.

  5. Someone should come up with a basic Silo (and perhaps Blender) training video on par with the Lynda.com one for Modo.  It seems that the Modo training did not get advanced enough, and that the Silo3D training (that I saw on the Nervecenter website) skipped a lot of the basics.  I was surprised that upon revisiting Silo3D the terms and some of the keyboard keys were the same between Modo and Silo3D.  It was only after the Modo training that I was able to select an edge loop, add an edge loop, and delete an edge (both packages use the backspace key to delete).

  6. I like Modo and am sure it can do what Silo3D (together with Blender) can do.  But given that Modo is $837. (from Novedge.com), that I still do most of my work in Poser, and that many of the terms (like loop select, etc.) are the same between the packages, I have to revisit Silo (unfortunately, there's no Lynda.com course for it) and perhaps try to learn Blender (which seems to have a Modo-like shader tree and does have a Lynda.com course).

Any thoughts or advice?  - Ken

 

 

 

 


Letterworks ( ) posted Mon, 20 February 2012 at 4:48 PM

If you are interested in Silo, you might want to pick up a copy of this book:

http://www.amazon.com/3D-Modeling-Silo-Official-Guide/dp/0240814819

Obviously not a video tutorial but it does go thru most of the basics of the program right up to creating a full female figure, hair and clothing, which are many of the techniques needed to make poser models (without the rigging, obviously).

I'm sure there are also videos out there that cover these techniques too, but I found that with knowledge of ANY basic modelling it was easy enough to pick up modeling in Silo.

I still don;t understand your hang up with shaders or textures in your modelling program transporting into poser, directly. Posers shaders are unique enough that there are NO programs out there that can be 100 % compatable, well possibly Blacksmith3d or another program written specifically to interface with poser, I don;t know for sure, but certainly none of the "major" applications. Any independant 3d paint program, or subroutine in a 3d suite, will need to be imported into poser and then, at least, "tweaked" to look good.

Personally I think of modeling and rigging and texture/shading as 3 totally seperate operations and have programs to perform each seperatre step, finally blending all of the elements together in Poser.


LaurieA ( ) posted Tue, 21 February 2012 at 7:47 AM · edited Tue, 21 February 2012 at 7:49 AM

If you want to learn Silo, a good start may be to watch Glen Southern's minotaur videos. He touches on a lot of functions that you'll be using in Silo to model including edge loops, spinning edges, how to create edge loops for good topology, symmetry, changing edge loop direction, soft selections, etc.

There is a also a book (you can get it on Amazon) called 3D Modeling in Silo.

Laurie



kfreed ( ) posted Tue, 21 February 2012 at 8:12 AM

Thanks folks!  I revisited that 3D Modeling in Silo book last night.  It seemed confusing some weeks ago when I started to go through it, but after the Modo course it's seems to the point and straightforward.  I would have forgotten about it sitting on the shelf hadn't it been mentioned.  Like all other types of learning: I have to go through it on the weekend(s) to get to build up my basic (vocabulary and grammar type) skills in the package, before going on to the more advanced video tutorials.


hornet3d ( ) posted Tue, 21 February 2012 at 8:54 AM

I have the Silo official guide and a large number of the Digital Tailor tutorials on sale here at Renderosity.  The book is useful but I find the tutorials so much easier as I can see on screen just what the model should look like in Silo.  

The early tutorials cover getting your models into Poser where applicable.  On the rare occasions I needed to contact the creator, Fugazi1968, I always recieved a quick and supportive response.  

Not only am I beginning to learn Silo I am also creating models I can use in Poser and creating templates to model from so I can't think of a better way of learning a program.

 

 

I use Poser 13 on Windows 11 - For Scene set up I use a Geekcom A5 -  Ryzen 9 5900HX, with 64 gig ram and 3 TB  storage, mini PC with final rendering done on normal sized desktop using an AMD Ryzen Threadipper 1950X CPU, Corsair Hydro H100i CPU cooler, 3XS EVGA GTX 1080i SC with 11g Ram, 4 X 16gig Corsair DDR4 Ram and a Corsair RM 100 PSU .   The desktop is in a remote location with rendering done via Queue Manager which gives me a clearer desktop and quieter computer room.


kfreed ( ) posted Tue, 21 February 2012 at 9:48 AM

Thanks Hornet3D.  I'll definitely be checking out your tutorials on the weekend.   - Ken


hornet3d ( ) posted Tue, 21 February 2012 at 2:07 PM

Quote - Thanks Hornet3D.  I'll definitely be checking out your tutorials on the weekend.   - Ken

 

You are more than welcome - just for clarity though, they are not my tutorials I am just a  very happy user having purchased almost every tutorial that Fugazi1968 has put on sale here at renderosity.

 

 

I use Poser 13 on Windows 11 - For Scene set up I use a Geekcom A5 -  Ryzen 9 5900HX, with 64 gig ram and 3 TB  storage, mini PC with final rendering done on normal sized desktop using an AMD Ryzen Threadipper 1950X CPU, Corsair Hydro H100i CPU cooler, 3XS EVGA GTX 1080i SC with 11g Ram, 4 X 16gig Corsair DDR4 Ram and a Corsair RM 100 PSU .   The desktop is in a remote location with rendering done via Queue Manager which gives me a clearer desktop and quieter computer room.


kfreed ( ) posted Sun, 26 February 2012 at 3:06 PM

Does anyone know how to increase the number of spokes in a cylinder in Silo? (so it's more rounded)

  • There are all sorts of tutorials out there, but a lot of this kind of basic is skipped.  I can't figure it out.

Beyond this - does anyone know how to take a cylinder and make it into a gear in Silo?

  • In 3DSMax you simply use a star, and adjust the teeth, and inner and outer radius

  • In Modo you simply extrude the edges, then adjust their base width via the box on the left.

Can't figure out (nor find) how to do this in Silo.  Thanks!

 


bantha ( ) posted Sun, 26 February 2012 at 5:29 PM

There is an [opt] behind the "Create Cylinder" in the menu, click that for a menu to choose how many spokes you want.

For a basic gear, create a cylinder with as many spokes you want, select two faces on the rim and "Select Loop", Bevel once, extrude. 

Or click one edge on the rim, "Select ring". Then skip that selection and select both the upper and the lower loop around the ring. Cut once. "Undo Selection" to select every second edge in the ring and scale. 

Does that work for you?


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


kfreed ( ) posted Sun, 26 February 2012 at 7:36 PM

There is an [opt] behind the "Create Cylinder" in the menu, click that for a menu to choose how many spokes you want.

-Super! Obvious once see it.

For a basic gear, create a cylinder with as many spokes you want, select two faces on the rim and "Select Loop", Bevel once, extrude.

  • gives square gear teeth sticking out of a (top and bottom) beveled cylinder. Not bad, but was after triangular gear teeth with no bevels (please see the flash at the bottom of www.kenfreedsoftware.com)

Or click one edge on the rim, "Select ring". Then skip that selection and select both the upper and the lower loop around the ring. Cut once. "Undo Selection" to select every second edge in the ring and scale.

  • Am OK until the cut once. On a 24 spoke cylinder, get irregular pieces of the cylinder pie missing - but was surprised to see the teeth come through when I scaled.

  • This one gives flat space in between the teeth, BUT I can then select those faces and scale them right down to get what I want.

Not as easy as Modo or Max, but definitely workable once one has these recipes.

Ich bedanke mich fuer Ihrer schnell Antworten, es hat mir sehr VIEL geholfen - Many thanks for your quick answers, it helped out a LOT!


kfreed ( ) posted Sun, 26 February 2012 at 8:11 PM

Uwe - got the last one to work as you described it, and got my gear.  I would not have come up with this in a million years.  How on earth did did you know that selecting then unselecting would have an effect on consequent selections?  - Ken


bantha ( ) posted Mon, 27 February 2012 at 2:31 AM

Well, that's one of the reasons why there is a seperate undo/redo for selections. I use it very often, I have it on [Alt][Shift]-Mousewheel. I think it's the standard, but I may be wrong.

It takes a while to get used to Silo, but then, modeling is very quick. Want to rough out a shape? Place cubes on the joints and bridge them in object mode. Want to cut another edge loop? Place the mouse over an edge (without selecting) and press[Shift][X], move the cut where you want it to be and then release.  Most tools don't stay active if you use them while still pressing the key, so you can [b] Bevel, [z] extrude and still tweak afterwards, without changing the tool. 

 


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


kfreed ( ) posted Mon, 27 February 2012 at 7:09 AM

Thanks Uwe.  Do you have a homepage/website?

I have a few more questions, this time on Modo:

  1. For (Modo, or any other) animation, which software does one typically use to "knit" together the individual images into a movie?
  • I have Adobe Creative Suite CS3 and Flash CS4.  Would one use Adobe Premiere?
  1. On the Modo instructor's website, there were some chromed letters going by, with a light (or the sun) glistening off the corner of one of them briefly.  Roughly - how does one produce this transient (blinded by the sun) effect on a chromed or mirrored surface going by?

Thanks,  - Ken

 

 


bantha ( ) posted Mon, 27 February 2012 at 10:05 AM

I don't have an active homepage, no. I plan to do a webcomic at some time, and I'm working on this for quite a time. But I won't go online before I have the first book ready, which can take a while.

When it comes to Modo, I cannot help you. I've got Silo and Zbrush, that's enough for the moment. Modo is on my wishlist, but it will take some time before I can afford it. But that's ok, it's not urgent.


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


ice-boy ( ) posted Mon, 27 February 2012 at 11:43 AM

Blender will get a HUGE modeling update in april. tust me. it will be on maya and 3dsx level.

 

so learn blender because in april it will become huge and free


kfreed ( ) posted Mon, 27 February 2012 at 11:51 AM

Any idea whether these updates will be for the free version of Blender or the one you pay for? 

  • If the "pay for" one, any idea if the price will go up with these updates?

Finally - how do you know this?  Is there a forum, magazine or newspaper you keep tabs on? 

Thanks!  - Ken

 


LaurieA ( ) posted Mon, 27 February 2012 at 12:09 PM · edited Mon, 27 February 2012 at 12:14 PM

Quote - Blender will get a HUGE modeling update in april. tust me. it will be on maya and 3dsx level.

 

so learn blender because in april it will become huge and free

Thanks for that ;). I'll keep my eyes open. But isn't Blender already free tho? ;)

And as far as I'm aware there is NO paid version of Blender. And if there is, it's an offshoot, not from the good folks of Blender which we all know ;).

Laurie



bantha ( ) posted Mon, 27 February 2012 at 12:32 PM

Blender used to be commercial, but that's history. Not A Number did not make enough money with Blender to stay in business, the Open Source community bought the source code. It's full open source now.


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


LaurieA ( ) posted Mon, 27 February 2012 at 12:54 PM

Yeah, I knew that. I was just certain there hasn't been any paid for versions of Blender for years and years.

Laurie



kfreed ( ) posted Mon, 27 February 2012 at 1:19 PM

Mea Culpa!  I rechecked the website, and don't know what I'd been previously looking at.  Blender is free.

STRAW POLL QUESTION: 

At its least expensive, Modo 501 is $837. from Novedge.

If we could get a group together for a group purchase - who might be interested?  Let's shoot for (at a guess?) $450. for Modo 501.

The Modo people have been in contact on my $25. evaluation.  I've copied them on some of the correspondence with the group here, and the Modo people have offered to extend my evaluation for a month for free. 

 


bantha ( ) posted Mon, 27 February 2012 at 3:13 PM

Well, I will do the evaluation as soon as I have the money to buy modo, which is unlikely to happen in the next year. Which isn't much of a problem, since I've got ZBrush recently and still have lots to learn with it. It such a powerhouse of tools and functions, it will keep me busy for quite a while. 


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


LaurieA ( ) posted Mon, 27 February 2012 at 4:05 PM

Yeah, my next software purchase will be Zbrush as well. I have Silo and between that, Hexagon, Wings 3D and Blender I manage to get the job done....lol.

Laurie



Khai-J-Bach ( ) posted Mon, 27 February 2012 at 4:15 PM

Quote - Blender will get a HUGE modeling update in april. tust me. it will be on maya and 3dsx level.

 

so learn blender because in april it will become huge and free

....you've been paying for Blender?



moogal ( ) posted Tue, 28 February 2012 at 8:09 PM

Quote - Best modelling package for Poser?

Ain't no such animal.  The best for me could be useless to you and vice versa.  I use Wings and it's absolute simplicity to learn and use.  Don't be fooled by a price tag; a modeller that is capable of making what you want with the minimum of hair tearing out is the best one for you.  

Wings is surely a contender for best program to use with Poser.  It works with .obj format so it is easy to get models back and forth without to much loss.  It is very easy to set your import/export scaling factors so that objects are a workable size.  It imports and exports without changing an object's position or vertex order, and uses the same axes convention of Poser (vs. blender).  Maybe a few things would be better if they were specifically trying to be the best modeler for Poser, but that was never the specific goal for Wings.   


heddheld ( ) posted Wed, 29 February 2012 at 12:39 PM

keep meaning to have another look at wings always hearing good things about it lol it was one of my first ;-) .Blender is pretty good not only for modeling but has lots of tricks and now bmesh is in trunk the modeling is even easier then hex but before you go paying for a course check out tuts on youtube (vimo etc) there is 100's ,quality can vary a lot and specify 2.5 (+) or you'll get the older version(s)


AmbientShade ( ) posted Wed, 29 February 2012 at 2:19 PM

Quote - Mea Culpa!  I rechecked the website, and don't know what I'd been previously looking at.  Blender is free.

STRAW POLL QUESTION: 

At its least expensive, Modo 501 is $837. from Novedge.

 

My two cents:

If I had that kind of money to spend, I'd put it on ZBrush and Topogun and come out $37 bucks cheaper. Combined with Blender, which can do everything the big money titles can do, (just youtube the short film Sintel to see what Blender can do) you have a complete animator's studio right there.

You'll need a wacom tablet for ZBrush (or a tablet of equivalent quality), but if you're already working in photoshop then you likely already have one. 

And the only reason I add topogun to the mix is because z-brush's retopology tool is more frustrating than its worth. (for now, though I have confidence that zb 5 will solve that). 

Unlike most other software, Pixologic has always provided their customers with free software updates, so once you purchase zb, you likely will never have to pay for their upgrades, even as the price of their software increases. (That may change with zb5, but if their previous track record holds true, it won't). 

It's doubtful that you'll find one package that you stay in from primitive to completely finished and primed animation. Many artists jump back and forth from one package to the next in their pipeline, depending on what they need to do at the moment. Find software that you're comfortable working in and learn it through and through. Programs like Zbrush and Mudbox have revolutionized the way 3D modeling works. The days of point pushing are quickly becoming a distant memory for many. Understanding good topology is key for any 3D artist, of course, so learning the traditional methods of how geometry should be laid out for proper rigging is still vital, but don't waste your time and money trying to learn a bunch of different software that you likely won't have any use for a year or two from now. 



kfreed ( ) posted Wed, 29 February 2012 at 3:59 PM

 Good info, and definitely food for thought.  Please forgive me for waxing philosophical here a bit.  My approach to evaluating software (3D or not) is based on my theory of knowledge:

Met cognition: how to learn anything

  1. What are my basic facts (nouns)?

  2. What are my basic actions (verbs)?

  3. In what order, with what tweaks, do I perform these (grammar, declinations)?

 Works for a foreign language, chemistry, physics, math, 3d software,…

Now for 3D software the question is: given that time is limited, what are the basic things I (as a rookie amateur with aspirations) want to checkout?

For me, for modeling:  (a) Make a cube.  Add and take away polygons.  Round some edges.  Extrude and bevel.  (b) Make a cylinder.  Do the same as the cube.  Then round off the body of the cylinder and make a gear (Silo3D was really disappointing here).

I still have to come up with a set of basic things for those operations beyond the modeling.  Access to systematic training materials and ease of use count.

Any suggestions for what basics to learn and try out to do a (relatively quick) software evaluation?

 

 


vintorix ( ) posted Wed, 29 February 2012 at 4:04 PM

ExistentialDisorder gave the best advice yet, in this thread.

 


AmbientShade ( ) posted Wed, 29 February 2012 at 8:59 PM

Quote -  Good info, and definitely food for thought.  Please forgive me for waxing philosophical here a bit.  My approach to evaluating software (3D or not) is based on my theory of knowledge:

Met cognition: how to learn anything

  1. What are my basic facts (nouns)?

  2. What are my basic actions (verbs)?

  3. In what order, with what tweaks, do I perform these (grammar, declinations)?

 Works for a foreign language, chemistry, physics, math, 3d software,…

Now for 3D software the question is: given that time is limited, what are the basic things I (as a rookie amateur with aspirations) want to checkout?

For me, for modeling:  (a) Make a cube.  Add and take away polygons.  Round some edges.  Extrude and bevel.  (b) Make a cylinder.  Do the same as the cube.  Then round off the body of the cylinder and make a gear (Silo3D was really disappointing here).

I still have to come up with a set of basic things for those operations beyond the modeling.  Access to systematic training materials and ease of use count.

Any suggestions for what basics to learn and try out to do a (relatively quick) software evaluation?

 

User Interface. That's really the simplest answer. How easy is the user interface of your chosen software navigated. By you, not by others. Because some people say Blender is great, while others won't touch it because they find the UI impossible. And that's true for just about any software. Some will love it for this and this, while others will hate it for exactly the same reasons. 

Most any modeling software is going to include the basic functions - move, scale, rotate, translate, extrude, etc. From there, it's all about how quickly you can access those functions, and that requires being familiar with the software and knowing what commands to look for. If you have to dig through a bunch of menus and sub menus to find the extrude command, and you can't place a button for it within easy reach of the mouse or pen, or if it takes a third hand and a degree in yoga to hit all the macro keys, I'd say move on to something else. 

But without first having a solid grasp of what it is you're trying to do, or the steps involved in doing it, I don't think you'll be able to evaluate any software to a satisfactory level. 

On the same note, I can't tell you that you should be making your gear from a box or a cylinder because one modeler will use a box and the next will use a cylinder, and yet a third will use a flat plane. It's all about developing your own methods, and that comes with learning your software.

Your goal is to make a gear, but you aren't familiar enough with modeling techniques to know how to make that gear in each piece of software you're trying to evaluate.

It's not because Silo doesn't have the functions of making the gear, or that a gear made in Silo would look any different than a gear made in Blender or Wings or Maya, it's just that you're unfimilar with the steps involved.

Every software title is going to have a somewhat different approach to modeling than the next title. That doesn't mean the model consists of anything other than vertices and edges, it just means that the software used to generate those vertices and edges functions a bit differently than the next.  The final product should still be the same, and is based almost entirely on the skills of the user and his/her comprehension of the software they're using, not the functionality of the software itself and definitely not its price tag. 

So my advice would be to first learn how to make a gear, and learn it in one title, before trying to learn it in another. Once you get familiar with one piece of software, while you're learning and building your modeling techniques, you'll have a better understanding of what features to look for in other software. There's always a dozen ways to accomplish the same end result in modeling, regardless of the software being used.

Take your time to learn at least the basics of free software and get a good understanding of what goes into polygonal modeling before spending lots of money on a program that you may wind up finding isn't any better than the free titles. Art is based entirely on the skills of the artist, not the medium used to create it. whether it is traditional art or digital art, it doesn't matter. There is no "make art" button, no matter how expensive your paintbrush is. 

I think by trying out a lot of different titles early on, you will only wind up confusing yourself more in the long run. Pick a title and stick with it, until you're confident in your skills in that title and can try out other software. Every time you pick up another title, you're going to have to take some time to learn that title's interface - how much time depends on how fast you're able to learn new skills. It doesn't happen instantly. 

I've probably made this too long as it is, but maybe this will help you settle on whichever package you're most interested in. Chances are they will change many times as you get more familiar with 3D. You may love the modeling features and ease of use of one piece of software, but hate its rendering engine, so at some point you're going to want to look for another title that can import your scene files and render them to your liking, and that is going to require learning another title. 3D work is a never ending process of learning and progressing and experimenting with new things.  



ice-boy ( ) posted Thu, 01 March 2012 at 6:07 AM

Quote - > Quote - Blender will get a HUGE modeling update in april. tust me. it will be on maya and 3dsx level.

 

so learn blender because in april it will become huge and free

....you've been paying for Blender?

it was meant as a joke. blender is already free hehehehe ;)


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