Modelling Quality Vs Blender

Hi I see everyone uses both but I would like to see if anyone here has experience with both and has knowledge that one or the other produces better quality assets/content. Reason I ask this is because I see lots of amazing stuff being made from 3DS but when you look at Blender most of the work looks plastic looking if you get me.

Also I see is the industry standard yet Blender isn’t just wondering if there is a specific reason given that costs $,$$$.
If you could post why you prefer your choice that would be awesome!

I think it has a lot to do with user preference.

That probably just comes down to the content used, Just like UE4 (I can make a game that look’s like it came from the 90’s ).

it a personnal choice between to 2 programs not quality , i won’t say which is better as over the years i’ve used both, with blender you can do nearly every thing in the one package, you can’t sculpt or paint (afaik).
i think you might see more AAA from artists as thats what they use at work , but because blender is free you’ll find a lot of well simple/basic stuff

the bottom line is that they are just tools, quality comes from the artist

A good artist could produce good results in either. But keep in mind that most studios use 3ds or Maya, so you might make a job search difficult if you only know Blender, that is if you intend to work in the industry.

Its not for a job just wanted to know if we could create AAA type quality assets with blender.

Personally, if I had my choice, I’d pick MAX, but not because of quality reasons, but because I find the interface to be far more intuitive than Blender. I’ve experience using MAX, Maya and Blender, and as far as quality goes, Blender can pump out assets just as good as can (though I don’t really care for how their beveling and rounded edges turn out sometimes, but that may be just because my experience with Blender isn’t as in-depth as it is with MAX. Maya is a great middle ground for me. I haven’t really used too much since WAAAAAY back when it was 3D Studio R2 which I had purchased for $3,500.

My main problem with Blender is that I just simply find the UI to be clunky and un-intuitive until you learn all the keyboard shortcuts. It’s got a steep learning curve, but that does eventually smooth itself out once you get the hang of it. (Though, since it’s free, there are a plethora of YouTube tutorials out there on it to give a head start.) [Do I get bonus points for using the word “plethora”?]

So, as others have stated, it’s a personal choice issue. Maya (and maybe also MAX, I don’t know) has a free trial period where you can get your hands dirty and test it out before you commit to spending the money, and I would just give it a try.

Remember that the tools, in the end, are just tools. I’ve seen people take far better photographs with their iPhones than other people shooting on a high-end SLR. It’s all in the hands and minds of the user.

The better modeler from a strictly modeling aspect is Modo, try a demo and you’ll see the tools are great!

You could make the Mona Lisa in MS Paint, but that doesn’t mean it’s the best tool for the job. Blender can produce the same quality art as any other 3d application, but if you want to know if artists can create as efficiently and quickly with Blenders as or Maya, that’s a better and much more complicated question.

BLender is a god send to those who are poor/middle class/not loaded or in school, but the caveat having said that IS:

Sculpting is terrible, inflate doesnt’ always work right, and the sculpting brush does NOT conform to the surface being sculpted, dead end right there.

Edit mode in blender is very slow, and the reason is OLD gl code, and that won’t change until they can hire new coders that left to work for big companies, and find a way to find time, to change all that code into newer GL . Until then , People like me and even people ( Check blenderartists forums, its all there) that have i7’s and gtx 970’s, have sluggish 3d viewports on models where maya and rotate freely .

If you have models, or plan on it, that have small to medium triangles, blender would prob. be fine.

Maya and 3ds have features blender can’t even dream of atm, and blender I think at least, has a few they don’t.

You would need to do huge research to verify those things, using the exact same models throughout.

What I"ve said though is fact, verifiable on all blender forums, and they’ve been ‘known’ issues for a long time now, with no fix in sight because many devs left for high paying jobs, unless they have since filled them and haven’t had time to fix the issues I"ve noted.

Due to the horrible sculpting, I use meshmixer instead, you simply can’t beat meshmixer for sculpting, and I say its MILES above even zbrush because of the viewport handling alone. Its a tough app to beat, no doubt in part, because who is behind it ? Autodesk. Did I mention it’s FREE ;_

All of that, is from personal experience, and if we could share a computer connection, I could prove all of it to you right now.

I will reiterate, for what blender is, using small > med.ISH models its a heck of a deal for free for what you get, but its got a lot of problems right now.

That should help you make a decision.

IF it were me, and I had access to 3ds or maya ( especially now with LT allowing unrestricted poly counts on export -2016-), and could afford it, I"d be all over either app depending on what I needed done. Maya/LT tends to be used for film and effects and I think for architecture and games, except now for LT which supposedly has streamlined that for games.

Autodesk will tell you what the difference is, check their website , as I’m not 100% sure on that info.

I prefer Blender but it is all down to artist how they use their tools.
I will jut leave this here: https://youtu.be/hoaPM1C1vAE

I don’t think we should muddy the water with comments like ’ I prefer’, its not that simple , it just never is right ? :wink: It has nothing to do with, necessarily ‘how you use the tools’, its how well designed the tools are, especially in this case.

My comment was based on fact, on having used blender and the problems many people are having, on forums specifically made for blender users, with as noted, systems in the i7 range and gtx 970, were having the same slow viewport issues. Everyone knows why , as well and it hasn’t been fixed yet , as well as sculpting inefficiencies.

Smaller objects will cause no trouble at all, but not everyone’s games are going to be all, small objects , hence the warning that before you get started and learn a new app, its better to know the caveats now instead of get burned later.

Cheers
nl

I was talking about the artistic side of Blender,but yeah you got a good point there. by the way they have some big plans for Blender 2.8.

Edit: This is from 2.76 release notes:
“the ongoing viewport project brought a big performance boost!
this improved both draw performance and memory usage for mesh data in general”

I am now using 2.76 and it is a lot faster then it was before.

HI blueman ,

The update you refer to and the version 2.76b , is what I have also.

However, the improvements, unfortunately, did not apply to the sculpting problems I mentioned, nor did it help ‘edit’ mode, where the problem I and many others are having is located.

BOy do I wish it had fixed that, I could use blender for a lot more things, but sculpting I don’t know, they still need to fix the sculpting brush that doesn’t conform to topology, which is why I"ve needed to use sculptris, and much more heavily now, meshmixer which does have a brush that conforms to the surface topology, its a god send I tell ya.

ty
nl

Blender has some problems but it is free :stuck_out_tongue: . I hope they will fix it.