[QUOTE=Try Hard;11973]
Hey Guys!
I want to begin modeling my own stuff (Objects, Characters…) so can you tell me if its better to use Maya or 3ds Max with the UE4?
Where is the workflow and the Export options better.
Can i do all stuff in Maya/3dsMax or is there a nother programm for more details like zBrush?
Hope you can help me guys ![]()
Sorry for my bad english
Maya LT, no question. All the necessary functionality for nearly 1/4th the price.
ZBrush/Mudbox are mostly just for sculpting extra detail into your normal map for a model you already made in Maya. You wont need a sculpting program until you are very, very experienced with the regular modeling and can create some very visually high-end assets.
I was someone who went in thinking “Oh, I can do like 90% of my modeling in ZBrush, touch it up a little in Maya, and have everything come out faster AND look better!” but no, it’s not like that in practice. Every single non-sculpting tool is botched up and unreliable (map baking, uv mapping, retopology, even exports), and Maya/Max SubD modeling is actually faster for the kind of exceptionally low-poly assets you would make for either the environment or mobile-friendly characters.
All you need, or even want, when starting out is Maya LT and a subscription for Photoshop.
Speaking from experience, you guys are giving god-awful advice recommending ZBrush to someone just starting out, and that’s the same kind of thing that trapped me.
Not only will he not be able to make effective use of it for a long while, he doesn’t even know yet if he’ll need it AT ALL. People making games for mobile, for example, most likely will not.
Even then, I’d personally recommend Mudbox over ZBrush. Not only does it integrate much more effectively with Maya, but it’s much more streamlined and functional, and has better texturing tools.
All the extra features in ZBrush are quarky and sub-par if they even create something usable, and its completely overloaded with useless **** that just gets in your way (2.5D painting is a perfect example).
As one example, something as ludicrously simple as .obj export will typically produce something with no Smooth Shading and random edge separations.
Most importantly, because of the bizarre system they use for rendering stuff, your model will not look in ZBrush anything close to what it will actually look like in use. It looks good and runs ridiculously well, but it is not remotely accurate.