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What is your primary 3D modelling app?


What is your primary 3D modelling app?  

99 members have voted

  1. 1. What is your primary 3D modelling app?

    • Blender
      50
    • 3DS Max
      17
    • Maya
      12
    • Sketchup
      6
    • Wings 3D
      9
    • Cinema 4D
      1
    • MODO
      2
    • Lightwave
      1


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I use Wings3D for modelling all my parts, but the older 1.0 version as I prefer how it handles meshes. I then use Blender to deal with edge normals before passing to Unity. On occasions I have resorted to Solidworks and exporting as .stl to figure out some complex pieces of geometry.

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On occasions I have resorted to Solidworks and exporting as .stl to figure out some complex pieces of geometry.

If it's not too much trouble could you explain or show an example of what you mean here? What do you consider complex geometry?

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If it's not too much trouble could you explain or show an example of what you mean here? What do you consider complex geometry?

I consider complex geometry to be anything with multiple boolean operations and sweeps.

The most recent time I used it was for the landing foot in the center of this image: http://i.imgur.com/lLOqy49.png. I was wanting the legs to smoothly hinge out without colliding with the base, which I couldn't easily figure out with the polygonal nature of Wings3D. I used Solidworks to get the creation process of the part figured out, imported the .stl, then managed to model it fresh in Wings3D as usual once I learned that the intersection tool was a thing. Similarly I used it to figure out how to model these mecanum wheels: https://ws.cubbyusercontent.com/p/_871222a308684b9ebaa928843d2c1062/IRMecanumWheel_Final.png/1311734429.

So I guess I don't really use Solidworks to produce the final in-game models, but I've found the meshes it generates to be invaluable for getting my head around these sorts of real-world mechanical devices.

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On occasions I have resorted to Solidworks and exporting as .stl to figure out some complex pieces of geometry.
If it's not too much trouble could you explain or show an example of what you mean here? What do you consider complex geometry?
I consider complex geometry to be anything with multiple boolean operations and sweeps.

The most recent time I used it was for the landing foot in the center of this image: http://i.imgur.com/lLOqy49.png. I was wanting the legs to smoothly hinge out without colliding with the base, which I couldn't easily figure out with the polygonal nature of Wings3D. I used Solidworks to get the creation process of the part figured out, imported the .stl, then managed to model it fresh in Wings3D as usual once I learned that the intersection tool was a thing. Similarly I used it to figure out how to model these mecanum wheels: https://ws.cubbyusercontent.com/p/_871222a308684b9ebaa928843d2c1062/IRMecanumWheel_Final.png/1311734429.

So I guess I don't really use Solidworks to produce the final in-game models, but I've found the meshes it generates to be invaluable for getting my head around these sorts of real-world mechanical devices.

Cpt. Kipard, here's another example of using SolidWorks to prototype ideas before modelling them later in Blender:

ksp_fustek_karmony_flexrack_engineering_22_sept_20_by_sumghai-d8030z9.png

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I use 3ds max. I use blender a bit to import .mu models for reference. The only trouble I've found is scale based. The only way I've made it export properly is by setting the base units to meters, this does make it hard to work on fine details though.

By the way does anyone know of any export settings that make it possible to work on something in more reasonable units like centimeters?

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By the way does anyone know of any export settings that make it possible to work on something in more reasonable units like centimeters?

I don't use max, but it seems to me like it should have major and minor grid lines. Blender redraws grid lines based on your zoom, down to milimeters.

On another note I'm still interested in adding a free/open source locally installed cad program. I don't know enough about them to be making distinctions.

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Blender is what I use, and currently the only plugins I use for it are listen in your mod dev links compilation (3d printing to find vol. and MultiEdit)

I am looking for a plugin which will make 2d schematic diagrams from your 3d models, I was wondering if anyone knew of such a plugin? thought this might be a good place to ask, have had a search on google and found nothing so far but I feel it should be something that would exist.

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I use 3ds max. I use blender a bit to import .mu models for reference. The only trouble I've found is scale based. The only way I've made it export properly is by setting the base units to meters, this does make it hard to work on fine details though.

By the way does anyone know of any export settings that make it possible to work on something in more reasonable units like centimeters?

Yeah, I've got that nailed. Make sure unit setup is set to generic units, model to ten times scale, then export at 1 unit = .1 meters. Requires a tiny but of thought whije modeking, but it's not a huge sacrifice to make.

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Yeah, I've got that nailed. Make sure unit setup is set to generic units, model to ten times scale, then export at 1 unit = .1 meters. Requires a tiny but of thought whije modeking, but it's not a huge sacrifice to make.

That sounds like it should work. I'll give it a try tonight.

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Honestly the biggest thing blender has going for it is its free

Max is arguably a better software suite but its very expensive so if your making free game mods there isn't much incentive to shell out the cash for max

What are you missing?

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  • 2 weeks later...

Hi again.

Please vote

Also still looking to see if anyone has experience with free/opensource CAD programs and any other specialised programs or scripts/plugins that you use or have used.

I want to expand the list in the dev sticky. Please help.

Edited by Cpt. Kipard
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I use Maya for modelling, rigging and animating the parts, and RoadKill for unwrapping.

Occasionally when I use a high poly mesh I'll use xnornal to bale out normals, ao and whatever else, but that's about it. Never had much need for Plugins for ksp parts.

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I use Maya, 2012 and 2015 mostly, for my arch/viz job. It seems more efficient just to poly-model parts, that way you can control the UVs better? What are people using to handle complex UVs these days?

For Maya, there's Nightshade UV Editor, which is very slick. While the stock tools are also good, it takes UV unwrapping to the next level and it's free. Hope this helps anyone using Maya.

http://www.creativecrash.com/maya/script/nightshade-uv-editor

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I use Maya, 2012 and 2015 mostly, for my arch/viz job. It seems more efficient just to poly-model parts, that way you can control the UVs better? What are people using to handle complex UVs these days?

For Maya, there's Nightshade UV Editor, which is very slick. While the stock tools are also good, it takes UV unwrapping to the next level and it's free. Hope this helps anyone using Maya.

http://www.creativecrash.com/maya/script/nightshade-uv-editor

I am using Maya 2015 too. For UV I use Maya bonus tools where the UV editor is more extended.

But I will try this Nighshade UV. Looks good.

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Anyone aware of good free UV packers or packing algorithms/plugins? The only ones of which I'm aware cost money.

I do a very small amount of 3D Modelling, and Wings3D has been enough. It does have built-in UV mapping but I have tended to export as a .OBJ file and do the UV mapping in a program called UVMapper. The "Classic" version is free, the "Pro" version paid-for.

My recent odd jobs have involved creation in Wings3D, export as .OBJ and doing the UV mapping, inporting the mapped .OBJ back into Wings3D. and exporting from Wings3D as a .DAE

It's a bit complicated but I am used to the tools, and that's always helpful.

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SketchUp.

PLa7QFKl.jpg

Okay, I use 3ds Max often too, but rarely for modeling from scratch - basic lowpoly is usually always imported from SketchUp.

On top of that:

  • UVLayout for UVW mapping (godlike tool that boosted my productivity by an order of magnitude) and SketchUV plugin for moving parts of my mesh between SketchUp and UVLayout
  • XNormal for bakes from one mesh to another
  • Knald for AO/normal/concavity generation from heightmaps and for mesh AO
  • Handplane for converting object space normal maps into tangent spaces of different engines
  • Quixel Suite for turning bakes into completed maps

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  • 4 months later...

Primarily use Blender but I'm learning Maya as I want to get into professional modelling work (not that Blender isn't up to it, it's just that the studios require you to have a few years of Maya experience to hire you) - you can get a free student license for three years which is rather nice.

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