pouët.net

alternatives to blender

category: general [glöplog]
Quote:
booleans would screw your object's topology.

what does that mean? It sounds like an excuse. I like wings3d very much myself but I prefer maya for modelling. However, It annoys me a lot that maya is shipped with a lot of features that do not work at all. How can they do such a thing?
added on the 2009-05-20 11:53:35 by Hyde Hyde
BarZoule, tomaes: c4d, got it, thanks.
added on the 2009-05-20 11:54:30 by Hyde Hyde
for modelling and rendering im a big fan of lightwave. and the file format is parsable.
i hate maya and max after years of working with their horrible internals in an intimate fashion.
added on the 2009-05-20 13:18:27 by smash smash
smash: my experience with the c++ API has been pure pain, and I can only imagine the horror of working professionally with it. On the other hand, Bonzaj bluntly refused to say anything bad about Maya, including its API, even under pressure, so I guess it depends on the person too. I think it says more about Bonzaj than the API, I dunno.

Has anyone got any experience with XSI ? The SDK looked incredibly pleasant to work with at least. The sad thing is that Maya seems to give you the most freedom when coding plugins.

When creating our animationtool, Maya was the only option at the time. Well, not exactly: there is always Blender with infinite freedom given its open source, but the user interface was so confusing to me that I avoided it. Andersson seems to be more positive towards it than me, though.
added on the 2009-05-20 20:16:13 by Hyde Hyde
we are using XSI since ... ever ... and it is really good.

parsing a *.xsi file is quite some work, but totally logical. there is very little guessing around and faking. this is especially important if you want to export animated characters.

XSI won't let you down if you do stuff like multple uv sets, multiple vertex colors, tangent space, etc.

as a bonus you can put your own engine inside XSI and expose all material properties to the graphician, but that takes some time.
added on the 2009-05-20 20:27:16 by chaos chaos
go fekk a demo about it
I -used- to use milkshape, simply because it was able to export to .x and wasn't the assfuck that blender is.

Now that I'm on a mobile platform again and using openGL ES, anim8or is looking good because it can export to .c files, keeping me from having to code a loader in objective-c.

Real Coders, of course, use graph paper and type out their vertex coords by hand. Or they memorize their 3d models and type them directly from memory like Tom Forsyth. That freak.
added on the 2009-07-20 22:58:28 by GbND GbND
I always use Lightwave for modeling and renders =)
don't know where I saw it but blender is going through a MAJOR update right now. First of all _all_ attributes are animated, second of all, the whole GUI is getting a makeover, making it look more like rest of the 3d modelers out there. + blender awesomeness keycombos etc.
added on the 2009-07-20 23:37:01 by thec thec
Looks nice indeed
added on the 2009-07-21 00:04:31 by Joghurt Joghurt
I cannot help myself, but i recomende Lightwave3d and modo, powerful and simply
added on the 2009-07-21 00:50:17 by lilibox lilibox
multiple uvsets.. <3

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