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What should I use?

Discussion in 'General Discussion' started by Moonrat, Aug 14, 2014.

?

Which is the best?

  1. Blender

    10 vote(s)
    71.4%
  2. Maya

    0 vote(s)
    0.0%
  3. 3DSMax

    4 vote(s)
    28.6%
  1. Moonrat

    Moonrat

    Joined:
    Aug 14, 2014
    Posts:
    1
    I want to use Unity, but I don't know what modeling program I should use, I have Blender, but I haven't really tried using it as of yet, I want to know if Maya or 3dsMax are better to use.

    I am looking for something that would be easy to created levels on.
     
  2. 3agle

    3agle

    Joined:
    Jul 9, 2012
    Posts:
    508
    I'd say whichever you find easiest.
    For me that's 3DS Max, but that's the program I learnt on, all of those options are perfectly capable.
     
  3. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    Why not try each one? Each one will do the same basic thing. I personally just use blender because it's the only one I learned. But skills are transferable, so what you learn in one you can apply to another should you find you dislike it and would like a change.
     
  4. JamesLeeNZ

    JamesLeeNZ

    Joined:
    Nov 15, 2011
    Posts:
    5,616
    The first question should be which one can you afford...

    Because 2 of those options cost several thousand dollars.. I do wish they would release a cut down version of 3DSmax at a resonable price.
     
  5. TheSniperFan

    TheSniperFan

    Joined:
    Jul 18, 2013
    Posts:
    712
    Don't forget the licenses. 3ds and Maya are quite expensive, while Blender is FOSS.

    Also, what do you mean by creating levels? If you're mostly interested in creating stuff like building interiors/exteriors, NOTHING beats Sketchup.
    However, note its license terms. It may be free to use, but it's not FOSS. You can not use the free version for commercial projects.

    I work like this:
    World Machine for terrains.
    Sketchup for level geometry.
    Blender for UV mapping (texturing).
     
    Last edited: Feb 8, 2015
  6. CaoMengde777

    CaoMengde777

    Joined:
    Nov 5, 2013
    Posts:
    813
    Blender... free.. nice.. its what i use... but i learned it because i was going to use its game engine before Unity had a free version.( but its gameengine is subpar, really just for interactive physics stuff)

    for making buildings, i use GtkRadiant 1.5 (1.5 has .obj exporter bulit-in) and export it to blender... couple extra steps... wouldnt necessarily recommend it, but its a possibility
    but does what i want... I know gtkradiant by heart, because i made wolfenstien and call of duty maps
    has a good snap to grid system...
    id assume sketchup is better since its newer...havent tried it.. (and gtkradiant is level design tool for quake based games, not really a modeller)
     
    Last edited: Aug 15, 2014
  7. randomperson42

    randomperson42

    Joined:
    Jun 29, 2013
    Posts:
    974
    You could debate which software is the best quality, but Blender is the best value because it's free.
     
  8. zDemonhunter99

    zDemonhunter99

    Joined:
    Apr 23, 2014
    Posts:
    478
    I myself was wondering about this. Keeping the price factor aside, which one out of 3dsmax, Maya and blender is the best to use? I'm not really an artist but I'd like to have the best tools of trade.
     
  9. RockoDyne

    RockoDyne

    Joined:
    Apr 10, 2014
    Posts:
    2,234
    Just use whichever you don't suck at.
     
    randomperson42 likes this.
  10. calmcarrots

    calmcarrots

    Joined:
    Mar 7, 2014
    Posts:
    654
    And open-sourced ;)
     
  11. 3agle

    3agle

    Joined:
    Jul 9, 2012
    Posts:
    508
    Amongst the industry opinion tends to be divided between 3DS Max and Maya, though I'd say it swings towards Maya certainly.
    There tend to be a lot less outdated and deprecated features remaining in Maya, whereas Max keeps almost everything ever added to it, which causes a big mess essentially...
     
  12. Amon

    Amon

    Joined:
    Oct 18, 2009
    Posts:
    1,357
    Use the force...........
     
  13. Graph

    Graph

    Joined:
    Jun 8, 2014
    Posts:
    153
    you could make use of HACD for your plugin..

    I myself use 3dsMax but that's because it's what i learned and got a subscription from a previous employer; sub has run out by now but i still got the licenses. So while stuck on an older version it still beats learning a new dcc tool.
    With the 3 choices you listed there is no better or worse; especially not between max and maya, since you can do the same things in all of them.. just comes down to which one's workflow is closer to native to your own thinking process.

    You might think it a waste of time to try out the top 5 dcc tools but considering that you'll be using that for the next n years.. investigating each one for a week is nothing compared to an "alien workflow".
     
  14. TheSniperFan

    TheSniperFan

    Joined:
    Jul 18, 2013
    Posts:
    712
    Well, the point of my plugin is that Unity's built-in sphere-, box- and capsule-colliders are way more efficient than mesh colliders.
    I just wanted a way of telling Unity:
    "Hey, you see this prop here? Although it's not exactly shaped like one, it's basically just a box. So use a BoxCollider here."

    It's not meant to do all the work for you, just to automate this process whenever possible.
    This got me thinking...Should the colliders be affected by LoD? I think not, because swapping the colliders could result in objects moving/rolling/falling when you go away.
     
  15. Graph

    Graph

    Joined:
    Jun 8, 2014
    Posts:
    153
    the colliders should certainly not be affected by LOD since they are supposed to represent the original mesh. you may also want to make sure to not scale them once physics is active.. not only is it a big draw on performance to scale a collider; they also tend to fall through "paper" when scaling up.

    i'd generate the colliders on asset import depending on user defined properties .. but thats me ;)