3d modeling software quality

Sure.

The reason it would be nice to place Blender on the preferred list is because it’s free and another option to save some money. If not for a few unsolvable issues it would just be another app that fulfills the must be able to export to 3ds Max with out decay in detail.

More as a part two to the first question we make use of a number of different applications across a stable FBX network.

Daz Studio
Z-Brush
MotionBuilder
3ds Max
Unreal 4

To go into full detail would require writing a book but in context we are licensed to use Daz Studio and Daz3d originals as part of our player model development so we currently harvest assets from D/S to 3ds Max, which fixes the skin weight problem, and from there the base is exported to Unreal 4.

From Daz Studio our character artists can use the goZ bridge to “send to” Zbrush where the base Genesis 3 model is edited to preference as well as any custom clothing is made to fit the character model edits and sent back as a package to D/S and use morph loaders to inject the character edits as well conform the clothing. Over time the total number of assets compound and what fits on one player model can be formed to fit a different character model with little effort.

From 3ds Max the component model being assembled in 3ds Max can be set over to MotionBuilder for authoring the required animations including lip sync as the G3 is already rigged as to the necessary joints or can also included any morph targets as part of the D/S tool set.

Since Unreal 4 also supports FBX export this creates a DCC pipeline where one app can talk to another with little or no decay in asset resolution with the result of increasing tool availability as a sum total of all application available to the pipeline.

The key as to how all this can even work in the first place is due 100% in the fact that the FBX specification of the listed application function as expected in the first place and does not introduce their own problems as part of the export/import process.

Well I’m not sure if Blender has solved their import/export problems but has always been a problem with and using Blender and it’s inability to maintain DCC out of Blender into a different editing platform. Before getting into some details the reason I expect as to the reason Blender has fewer problems is because Epic has made sure that there was “fewer” problems.

As to fitting in with our pipeline as described some of the problems we have run into are.

Flipped face normal. Uncommon faces would be flipped that only shows up after the object has been xformed reset so if you forget to do this will result in black back facing in Unreal 4.

Dead or broken smoothing groups. 3Ds Max uses per surface smoothing, and as far as I know is the only 3d app that does this, and can be fussy to the point that if broken will not accept any kind of smoothing attempt and just easier to rebuild the object.

Missing faces. No idea why this happens but is not uncommon for imported faces to disappear.

The number one issue I’ve found and mentioned is pipeline scaling and the above book is an explanation as to how the pipeline will scale up as the ability speed to push out content increases as all things work in harmony with one another. A hitch in the pathway adds time to find and fix it when it should not be occurring in the first place. :wink:

.
Hint:

Maybe Epic should do a twitch cast with a bit of an explanation as to how they use their DCC pipeline.