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What 3D Modeling software do you use?

Discussion in 'General Discussion' started by create3dgames, Jun 14, 2014.

?

What 3D modeling software do you use?

  1. Maya LT

    7.1%
  2. Blender

    52.9%
  3. 3ds Max

    17.4%
  4. Google Sketchup

    4.5%
  5. Modo

    8.4%
  6. Maya

    12.9%
  7. Houdini

    3.2%
  8. Cinema 4D

    6.5%
  9. Other

    18.7%
Multiple votes are allowed.
  1. create3dgames

    create3dgames

    Joined:
    Aug 20, 2012
    Posts:
    275
    Hello everyone,
    Quick question: What 3D modeling software do you use to create models for your games?
     
  2. create3dgames

    create3dgames

    Joined:
    Aug 20, 2012
    Posts:
    275
    Wow, a lot of Blender users!
     
  3. Ness

    Ness

    Joined:
    Oct 1, 2012
    Posts:
    182
    When I compare game engines market to 3d modelling software market I think of 3d software market as a crap. Looking forward to see Unity`s 3d modelling tool ;) or at least Unity`s custom Blender modification
     
  4. Cygon4

    Cygon4

    Joined:
    Sep 17, 2012
    Posts:
    382
    I used 3ds Max for one project back in 2009 and I've got access to Maya, but after picking up the Blender basics from a video tutorial series in 2010, I've been using it exclusively for virtually everything :)
     
  5. gallenwolf

    gallenwolf

    Joined:
    Mar 11, 2012
    Posts:
    118
    Don't forget Cheetah3D! It's osx only, but it's priced pretty goo. I use Houdini professionally, wish I could justify its cost to have a license for use at home. Ah well.
     
  6. zDemonhunter99

    zDemonhunter99

    Joined:
    Apr 23, 2014
    Posts:
    478
    Obviously blender because free is my favourite number. :)
     
    jhnr likes this.
  7. MakeITeasy

    MakeITeasy

    Joined:
    Nov 11, 2013
    Posts:
    5
    WOW i feel so embarrassed i am the only one who voted for Google SketchUp hahahah
    Well it does work for me quite well ;)
     
  8. MaxieQ

    MaxieQ

    Joined:
    Nov 1, 2012
    Posts:
    295
    I use two - one of which wasn't included in this poll, but it really should be. :)

    I use Blender for box modelling and hard-surface things.

    I also use ZBrush for organic modelling.
     
  9. SememeS

    SememeS

    Joined:
    Nov 27, 2012
    Posts:
    127
    I use Blender for modeling/animation not only because it's free but also because it's an amazing all-inclusive tool.

    It's got sculpting and is great for retopology. Great UV unwrapping tools.

    You can drop .blend files directly in Unity and magico-presto!(it converts it internally to fbx) It removes the hassle of having to choose which fbx export version to use shapekeys, etc
    also no size issues with importing .blend files directly(.fbx always sets to 0.01 for some reason)

    Blender now also opens .psd so it makes it very nice to work with PS/Quixel

    you can also customize the s*** out of Blender
     
    Last edited: Jun 17, 2014
  10. carking1996

    carking1996

    Joined:
    Jun 15, 2010
    Posts:
    2,605
    I use Max. I find it to have a good workflow. And it helps me produce quick and good results.
     
    Khyrid likes this.
  11. djweinbaum

    djweinbaum

    Joined:
    Nov 3, 2013
    Posts:
    533
    I use blender, because, having used Max and Maya for 5 years, I like it the best out of the bunch.
     
  12. giyomu

    giyomu

    Joined:
    Oct 6, 2008
    Posts:
    1,094
    MayaLT and Modo here , well not have much time modeling though...
    I used a lot softimage XSI before..
     
  13. landon912

    landon912

    Joined:
    Nov 8, 2011
    Posts:
    1,579
    Blender for modeling. ZBrush for scultping. 3DS Max is now only used to convert .fbx to .3ds for Blender.
     
  14. Deleted User

    Deleted User

    Guest

    It feels more like what software don't I use?
     
  15. JovanD

    JovanD

    Joined:
    Jan 5, 2014
    Posts:
    205
    Im a religious ZBrush fanatic and i use it for everything XD
     
  16. FlyingRobot

    FlyingRobot

    Joined:
    May 5, 2012
    Posts:
    456
    EX-SI user, now using Blender.
     
  17. Goregaming

    Goregaming

    Joined:
    Sep 6, 2012
    Posts:
    243
    ARGGGGGGHHHH!! Where's Zbrush?!!
     
    AndrewGrayGames and JovanD like this.
  18. Rodolfo-Rubens

    Rodolfo-Rubens

    Joined:
    Nov 17, 2012
    Posts:
    1,196
    Is it possible to do everything in zbrush? Even animate?
     
  19. FlyingRobot

    FlyingRobot

    Joined:
    May 5, 2012
    Posts:
    456
    Noooo!

    It's the best sculpting software available. So, character modeling and texturing > Yes. Anything other than that > No.

    Edit : You can do pieces of environment too, if you are hell bent on it.

    So, generally speaking Zbrush is not a 3D modeling software. 3D modeling usually denotes poly modeling software.
     
  20. KRGraphics

    KRGraphics

    Joined:
    Jan 5, 2010
    Posts:
    4,435
    My pipeline consists of Modo, ZBrush, Substance Designer/Painter. I have also added Marvelous Designer to my toolset, and I use Vue for World Building such as mountains and hyper-real skies.
     
  21. Goregaming

    Goregaming

    Joined:
    Sep 6, 2012
    Posts:
    243
    That's a lot, I can only focus on 2 programs, that's it.
     
  22. Deleted User

    Deleted User

    Guest

    Pretty much it can be used for any modelling job, it can't rig or animate though. It has re-topo tools / uv tools a great suite of sculpting tools and it also has a new take on texturing which I really like. Once you get used to the UI / subtool (dynamesh) workflow it's probably one of the best tools out there. For the first week or so it's horrible :), it does take some getting used to.

    We use Nuke / Mari / 3Dsmax / Z-brush / Quixel / Photoshop and illustrator for various things.
     
    KRGraphics likes this.
  23. KRGraphics

    KRGraphics

    Joined:
    Jan 5, 2010
    Posts:
    4,435
    Well, my friend, my game designing is a lot like doing CG film... I put A LOT of work into my character models
     
  24. KRGraphics

    KRGraphics

    Joined:
    Jan 5, 2010
    Posts:
    4,435
    I swear if MARI didn't cost so damn much and didn't require up to date hardware, I would so use this :)
     
  25. Kryger

    Kryger

    Joined:
    Oct 3, 2012
    Posts:
    169
    I'm considering switching to Houdini or maybe Maya LT. Houdini seems most interesting.
     
  26. sicga123

    sicga123

    Joined:
    Jan 26, 2011
    Posts:
    782
    I use Milkshape 3D but am hoping to get into Blender when I have the time.
     
  27. thxfoo

    thxfoo

    Joined:
    Apr 4, 2014
    Posts:
    515
    Valve and Unreal donate to Blender to make game dev features better.

    Somebody should lobby Unity to do the same thing. If Unity and Crytek donate too then blender for game dev could be awesome much sooner. There is still a lot to improve, I always felt blender spends too much resources on film stuff compared to gaming stuff, but thanks to donations that starts changing.
    All the awesome new FBX and baking stuff that comes in the next two versions was done partly because of Unreal/Valve.
     
    Last edited: Jun 19, 2014
  28. SememeS

    SememeS

    Joined:
    Nov 27, 2012
    Posts:
    127
    err... Unity already does donate to the Blender Foundation. They've been supporting for a while. This is from the lead programmer on fbx integration into Blender

    http://mont29.wordpress.com/2014/05/11/fbx-7-4-updates-ii/

    http://mont29.wordpress.com/

    And in my opinion Unity has better Blender support/integration than either Unreal or Cryengine with being able to import .blend files directly

    as far as .fbx if autodesk made it a more open format then we wouldnt be having these problems
     
    Last edited: Jun 19, 2014
    AndrewGrayGames likes this.
  29. KheltonHeadley

    KheltonHeadley

    Joined:
    Oct 19, 2010
    Posts:
    1,685
    Blender, Maya, Mudbox and good old Photoshop CS6.
     
    Deleted User likes this.
  30. thxfoo

    thxfoo

    Joined:
    Apr 4, 2014
    Posts:
    515
    Thanks, good to know.

    I would never want to drop complete blend files. I have 1000 things in them that the engine should not care about. Actually, I don't even like the FBX way, I like custom specialized formats like e.g. Ogre3D does it much more. There you get exactly what you want (e.g. which vertices share index buffers and much more) and in maximally optimized fashion. But to each his own.
     
  31. TheSniperFan

    TheSniperFan

    Joined:
    Jul 18, 2013
    Posts:
    712
    SketchUp and Blender.
    SketchUp isn't owned by Google anymore though. It's "Trimble SketchUp" now. ;)
     
  32. BrandyStarbrite

    BrandyStarbrite

    Joined:
    Aug 4, 2013
    Posts:
    2,068
    I use Blender too. :D
    Lovely 3D software.
    Awwwww! No love for Hexagon users? :(
    Lol! Only joking. ;)
    Hopefully next time. :)
     
  33. Amon

    Amon

    Joined:
    Oct 18, 2009
    Posts:
    1,357
    Lightwave 3D 11.6.3

    A fantastic 3D All in one solution. Proven and battle tested and with decades of experienced programmers behind it Lightwave was my best choice.
     
  34. FlyingRobot

    FlyingRobot

    Joined:
    May 5, 2012
    Posts:
    456
    How does LW works with Unity? I remember it using 5-6 years back. Nice modeler.
     
  35. Amon

    Amon

    Joined:
    Oct 18, 2009
    Posts:
    1,357
    I export to fbx and thus far it has not failed me. :)
     
  36. FlyingRobot

    FlyingRobot

    Joined:
    May 5, 2012
    Posts:
    456
    Cool. Animated characters are mecanim friendly?
     
  37. KheltonHeadley

    KheltonHeadley

    Joined:
    Oct 19, 2010
    Posts:
    1,685
    All in two. Considering it's two programs. I love Lightwave, great program but the thing that turned me away was the split workflow.
     
    Deleted User likes this.
  38. KRGraphics

    KRGraphics

    Joined:
    Jan 5, 2010
    Posts:
    4,435
    Yeah, the split interface hurts me a bit. And btw, it is my 2500th post... (yay). Also with Modo, I can work in the 3d app and the scene file will automatically update in Unity, with materials
     
  39. Ricks

    Ricks

    Joined:
    Jun 17, 2010
    Posts:
    650
    Wow! I must really question this statement, as I can't share this experience in any way. LWs quirks and non existing features have been a PITA throughout our project. Also the fact that Newtek does not care to integrate decent UV unwrappers or functional MGO, IK bakers into their package is a joke. That's when you realize this program is made for movies only, but not games. Not to say how messed up their fbx plugins were at version 9.6 (yes, they changed that in 11.6 - but only because many people used LW for Unity and nothing worked, eventually realizing they would fall off the map if they didn't catch up).
     
  40. KRGraphics

    KRGraphics

    Joined:
    Jan 5, 2010
    Posts:
    4,435
    It's kinda why I jumped to Softimage, then to Modo... Lightwave was too messy for my workflow.
     
  41. KheltonHeadley

    KheltonHeadley

    Joined:
    Oct 19, 2010
    Posts:
    1,685
    This is the case with most programs(the importing part). I like Modo and all, but I like Lightwave more, but I'm far to broke to buy either.
     
    Deleted User likes this.
  42. Deleted User

    Deleted User

    Guest

    I looked like a monkey eating a banana scratching my nether regions when I used lightwave. Me no figure out, Me go Maya, me rig banana as weapon. Uh Uh Uh!
     
  43. danybittel

    danybittel

    Joined:
    Aug 1, 2013
    Posts:
    68
    I use many different tools, all around Houdini. I find Houdini Ideal for Game dev, because you are in full control over every attribute.. and it's really clearly organized, easy to built complex setups. That being said, it's not for polymodeling / uving.

    So I use, Silo (modelling), UV Layout and some Fusion (for 2D maps and stuff). Mari. Zbrush.
     
  44. FlyingRobot

    FlyingRobot

    Joined:
    May 5, 2012
    Posts:
    456
    D
    Do you find Houdini Engine + Unity useful?

    Is it true that if you make any Asset with HE, you can't distribute to any developer without HE. HE will be required to run your Asset. Although, I should be asking sidefx, but want to know if you have any info.
     
  45. Pix10

    Pix10

    Joined:
    Jul 21, 2012
    Posts:
    850
    I've not used Houdini Engine in a while (way too busy) but IIRC HE supports a number of geometry ROPs (render output driver), including .obj so you can always bake your geometry natively into the project. No FBX output yet, but that would require a commercial Houdini license anyway.

    Sure enough, quick search:
    http://www.sidefx.com/docs/hengine1.7/_h_a_p_i__geometry_caching.html#HAPI_GeometryCaching_File

    I do use Houdini FX every day however, it's pretty much the hub for all my work. I tend to use other applications for fast poly modelling, sculpting and occasional character animation, but most everything is piped back into Houdini - it's a great application for "doing stuff with stuff", and keeping organised to boot.
     
  46. SVGK

    SVGK

    Joined:
    Jan 25, 2014
    Posts:
    99
    After watching videos of them, I still can't tell what Nuke and Mari actually do, what are they used for?.
     
  47. Deleted User

    Deleted User

    Guest

    Nuke is a compositing tool like Adobe After effects, Mari I suppose is like Substance painter it's a layering and paint tool. Pretty good too, we got it as part of a package with Modo so I thought why not?
     
  48. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,437
    I really want to try 3ds Max. But it's wayyyy too expensive for me right now.

    So, like some others in this thread, I use Blender because it's free of course :) But Blender's workflow is about as counter-intuitive as you can get in my opinion. I really don't like Blender's way of doing things.....but it can get you from point A to point B most of the time lol.

    It looks like 3ds Max and Maya would be my first choices, but I havn't actually used either of them at all.