Are certain 3D programs better for specific things than others?


#1

Hello! I’m a total newbie here in the 3D world. I love drawing with programs like Photoshop and Illustrator, and I want to take my drawing up a notch with realistic looking 3D models. I know this is a huge learning curve and totally different from typical illustrating, so I wanted to ask the community a question. I’ve been browsing tutorials and I’ve noticed that most designers seem to use multiple programs like Character Creator, DAZ, Blender, and Maya, when building a character. Creating something in one program, then importing it into another.

Is there a specific process that most people follow (like creating a landscape with one program, model with another, clothing with another), or can it all be done in one program? Are certain programs better for specific things than others? I’m not looking to go crazy here with animations or anything (yet…). Just a static 3D model in a pose with a fantasy like background or something. Blender seems like a good place to start, but it looks like a beast to learn. I’m wondering if using a few different programs would make the process easier for a beginner such as myself.


#2

The answer is yes. Some software is better for specific things than others. But it is a No that it would be any easier to learn them all.

It makes absolutely no sense for you as a beginner to start to learn a hundret different software packages. Start with one, and extend your arsenal when you really need it.

Kind regards
Tiles


#3

Just my opinion, but I think it’s a bad idea to get too caught up in the technical details. I think it’s better to start just making art first, and then improving on where your shortcomings come into play.

Case and point, remember before digital tools we had traditional ones like pen, pencil, clay, charcoal etc.
They all excel at different things but why concern yourself with the final product as opposed to just getting started with one of them and seeing what you can make of it?


#4

Thanks! The reason I asked about the different programs is because it seemed like some things aren’t ideal for creating in certain programs. For example, I’ve been messing around with DAZ and it seemed a lot easier to import a model and pose it than having to actually sculpt something in blender. I love that I can just click a pose and everything changes with it. However, what happens if I want to create my own clothes? I keep seeing the DAZ marketplace to buy pre-made products or to create your own items using blender. I was just curious what programs are used for what so that I don’t waste three hours of my time trying to create a t-shirt in a program that can’t effectively do it. :smiley:


#5

Sure the right tool for the right job. But before you can fly from one software to another you first have to learn the basics. To find out what is possible and what not. Nobody can do this learning curve for you. Since everybody has different needs.

When you can’t comfortably do what you want to do, or even can’t do it in your favourite software at all, then you will automatically search for a substitute. You already found such a candidate for a specific job. Rigging and animation in DAZ is indeed simpler. But there are quite a few things that you can’t do in DAZ in the same way than Blender. Physics and particles for example . So it all comes down what your goal is. And you simply have to try it out.

So pick one, and start. And add the tools to your arsenal when you need it. One after another. Not everything at once :slight_smile:


#6

In many cases plugins equalize the differences between the basic applications. Instead of learning a different app you just buy additional functionality for your chosen app from 3rd party vendors.
Many specialized applications come with plugins that help you integrate them into your main applications workflow.
In general i would choose the application based on your main use and then add when neccesary.


#7

For character modeling, the key program is Zbrush. If you’re good, you can land a job only knowing it, but you have to be really exceptional.
Then there’s retopology, hair simulation for viz (for games it’s different). Zbrush now has cloth simulation, so it’s possible to make it solely in Zbrush, but… something like Marvelous Designer might be beneficial.
Then if you want to add texturing, well, it gets more complicated. Unwrapping, Mari, Substance painter.
Character creation is not quite an entry-level modeling. Of course it depends on how well you can draw in the first place.
So I would advise concentrate on form and concept design first, getting good at Zbrush and drawing.
Tools matter a lot, because specialized tools add speed to workflow. They are better, because often they are standalone apps, so the whole computational power is crafted towards several tasks. For example, Zbrush way of rendering 3d models is very different from what Blender does. Zbrush uses hacks to achieve an ilusion of 3d models utilizing some kind of voxels.
Tools also evolve. So Vray today and 15 years ago are quite different. I can render with it what was available ony for Pixar proprietary tools back then on a renderfarm, like interactive rendering, on an old by today measures processor.

I would rate skills for character modeling by importance as following:

  1. Character concept design (silhouette, colors, tonal separation, anatomy, understanding of clothes basic sewing, and just the ability to draw cool characters).
  2. Organic modeling (Zbrush) - main forms and detailing, like wrinkles etc.
  3. Clothes modeling with believable folds (it’s not easy).

Well, this is enough, but you can add later:
4. Retopology using let’s say Topogun. (this is not too complex, might take you a week or two to learn)
5. Unwrapping with Uvlayout or any other specialized tool. (this is not too complex, might take you a week or two to learn)
6. Texturing with Mari and substance Painter.(this will take a month or two to learn the programs)
7. Hair modeling using some kind of a plugin. (this is not too complex, might take you a week or two to learn)
8. Basic rigging and skinning for collision and deformation evaluation. (this might take some time, but if you concentrate on skinning, using ready rigs, it might not be too long, maybe a month or two)

You can start from the upper skills, and with time move down.
The problem each skill also requires not only program knowing, but some theory comprehension. For example, topology, as it affects rigging, deformation, and the ease of unwrapping.
It’s doable, just don’t hurry.

About character generators, I would dissuade from using them until you learn. There’s this strange artifact happens, when a modeler uses the same basemesh for a head for example, all his heads look alike. It is very evident and apparent. You don’t want to look like a generic modeler. Learn making unique artistically rich characters. Then when you’re good, you can use shortcuts like re-susing some models.
Character generators is not a way to land a job. When there’s a generation, the competition will be fierce, and so are the biddings. People will generate those characters for 0.30$. The pie for artists is shrinking with those generators, but it happens it all areas. Technical things become easier to make.


#8

when considering a 3DCC package make sure that the Core feature set meets your immediate objectives.

The huge problem with filling major feature gaps with third party, single point of failure plugins, is that they are inevitably Broken/made useless by anything ranging from an update to the core application or the single plugin maker
stops supporting his plugin for a variety of reasons, including his Death.

As you become more experienced you may decide adopt a multi application pipeline based industry standard exchange methods( FBX, Alembic, etc).

For example I prefer the ease of animating Characters In Reallusion Iclone
and exporting, via FBX, to Blender to render in EEVEE.


#9

Um, do we still talk about beginners here ? :slight_smile:


#10

Indeed ,
and beginners ,most of all are a lot ill advised to send down the rabbit hole of becoming dependent on third party plugins because they bought into a 3DCC maker who believes that crowd sourcing major features
(such as a unified Dynamics system) ,is an excuse for not having a competitive feature set on offer