[gameprogrammer] Re: which is better or neither
- From: Scott Harper <lareon@xxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Mon, 21 Jun 2004 15:59:42 -0600
Roger D. Vargas wrote:
>Try blender, it is free. Just have an interface a bit crowded
>
>
While I'm always pro-using-free-software, I have tried both the trial
version of Maya, as well as gmax (the neutered, free version of Studio
MAX), plus Blender. My personal favorite is gmax/3D Studio, for ease of
use and affordability. Maya is VERY nice, though it costs enough! I
think, actually, Maya is a bit easier than Studio MAX for many things.
You're gonna have a rather steep learning curve for basically ANY 3D
program worth its onions, though.
My beef with Blender is three-fold. First of all, the interface seems
very cluttered and confusing (please, this is all my opinion only). You
have buttons everywhere, and settings for things that when you try to
use them you don't see any change, because you have to change something
else which may or may not seem completely unrelated. Basically,
regarding the interface, you have to know what you're doing before you
start doing things. Second, is that, well, with the modeler in Blender,
you ALSO have to know what you're doing before you start, because
there's no undo function. I've heard the argument that the best undo is
to have many, many backups, but in my opinion the lack of ANY kind of
undo functionality kills it. Third, is that the 3D navigation controls,
while having some benefit over other apps as far as what sort of things
you can do quickly, are rather confusing, and not at all simple to
understand/master. Most 3D apps' windows are navigated by holding down
a key (Control or Alt, and combinations of keys often) and pressing a
mouse button or two, depending on which movement you want (dolly, pan,
etc...). Blender is, well, different. I haven't ever been able to
figure out how to actually rotate the camera with the mouse maintaining
a good vertical "up" vector, which means that you either have to use one
of the keyboard rotate controls, or continually reset the camera. Not
the biggest deal, I suppose, but I really hindered me.
I can't speak for Milkshape, as I haven't used it since it's gotten such
a big name. The word I hear is always good about it though.
So for ease of use, I say Maya, then MAX (by a small margin), then
Blender (by a much larger gap).
For rendering output quality/ease I maintain about the same order and ratio.
For Documentation and sheer number of tutorials out there, I imagine MAX
takes center stage, followed by Blender and Maya in a close second and
third. Not really sure who's currently winning.
They all have excellent scripting systems, and actually, you'd probably
find better help with Blender, since it's an in-development project, and
its Python scripting system is definitely one of it high points. That
said, exporting can be done on all apps, though I think MAX and Maya
have better out-of-the-box export options.
As for me, I would VERY seriously consider both Milkshape (it can export
EVERYTHING!) and gmax, being the cheapest options. gmax has no built-in
export options, and you technically can't write a file from a script (a
"feature" they implement to keep people from just using the free version
and not buying the full thing), but there are at least a few ways around
that (look around on some Neverwinter Nights pages for gmax script
listeners). Also, gmax can be used in conjunction with a nifty script,
a script listener, and YAFRay (open source ray-tracing renderer) for
pretty good rendering features as well. (http://xzzy.org/halo/gmax_render/)
So, there's my (not so) little bit of info. Hope it helps, and good luck!
--Scott
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- References:
- [gameprogrammer] which is better or neither
- From: Alexa Pongracz
- [gameprogrammer] Re: which is better or neither
- From: Roger D. Vargas
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