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New to modeling. Help!

Tacitus_Umbra
polycounter lvl 2
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Tacitus_Umbra polycounter lvl 2
So, I'm making a game solo and have to learn to model. I've toyed with blender a bit but I'm having a hard time with it. Maya LT is an alternative I see, but everyone is using Blender and has suggested it. So here is my question. Which is easier to use for the purpose of making a game for the Unreal Engine 4 for a complete noob? Especially given that I've not much experience past 2-3 tutorials on blender.

Thank you for your time in reading this message.

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  • Ispheria
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    Ispheria polycounter lvl 3
    This is all just my opinion. You should check out Modo as well. 

    Maya is a lot easier to learn and use than Blender. You can get an indie version on Steam for $30 a month, but that also comes with the Stingray game engine, but that doesn't really matter if you just want to use Unreal 4. I've never had any problems getting anything from Maya to Unreal.  I think Epic Games, the dudes who made Unreal Engine, actually use Maya, they have their own Animation and Rigging tools (called ART) just for Maya. 

    Blender is free, that's the only reason I would recommend Blender to anyone. Last time I checked, Blender also had issues exporting fbx files to Unreal 4 properly. If you're going to use Blender, I really reccomend you look into other UI stuff people have created. I had this issue in blender where I couldn't rotate on an axis until I used someone else's UI stuff and for some reason that fixed the problem. 

    Modo has the best modeling tools out there imo, and the renderer it comes with is excellent. Modo 901 now comes with MeshFusion too, which is totally awesome. You can get a indie version on steam for about $15 - $10 a month depending on long you subscribe. There are some limitations, though you're not likely to hit any of them if you're just starting out. The problem with Modo is that there aren't a lot of beginner tutorials out there, unlike Maya and Blender. These are probably the best ones I've found on youtube
    https://www.youtube.com /user/stammpe2/featured
    The animation tools aren't as good as Maya's either, though they're still miles ahead of Blender's animation and rigging tools. 

  • pior
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    pior grand marshal polycounter
    I think that first and foremost, your time should be spent on choosing a visual style that :

     - fits your 3D skills.
    - is appropriate for a production with very low ressources.

    From there the path of least resistance is probably going to involve the use of 3d voxel editors, or even something like Sketchup or MOI. You will of course end up with rather unconventional 3d models compared to regular game art, but you will be up and running in no time as far as content creation is concerned.

    That's how Kerbal Space Program was made :
    https://web.archive.org/web/20130911100856/http://forum.kerbalspaceprogram.com/entry.php/747-The-Making-Of-New-KSC


  • RaptorCWS
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    RaptorCWS polycounter lvl 12
    in my opinion maya is easier to learn. and you can get around the ridiculous Lt poly limit autodesk set on it with an export to unreal project folder. and since you are just learning I doubt you will be selling your first game in UE4 so you can always sign up for an educational license with autodesk. it does not require an email address ending in .edu it just asks for the url for your school. you can literally put in any major school with an art programs web page and they will send you a email to download maya. you just cant sell anything you make with it. (that is unless they changed their web page)
  • Fuiosg
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    Fuiosg polycounter lvl 5
    Blender is free, that's the only reason I would recommend Blender to anyone. Last time I checked, Blender also had issues exporting fbx files to Unreal 4 properly. If you're going to use Blender, I really reccomend you look into other UI stuff people have created. I had this issue in blender where I couldn't rotate on an axis until I used someone else's UI stuff and for some reason that fixed the problem.

    Those export issues have mostly been ironed out. It's smooth sailing now.

    I say stick with Blender, most of the UI problems people have are from crossing over from other packages. In terms of modeling it's as capable as anything else out there, and it has a strong community.
  • MmAaXx
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    MmAaXx polycounter lvl 10
    If you want to be a modeler go for Blender.
  • Tacitus_Umbra
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    Tacitus_Umbra polycounter lvl 2
    I will give this Modo a look and read up on it. As far as 3D skills go, I'd say nill, but I've been drawing the concept art and I have designs already in my head for the environment, the objects, the character, and the enemies (all robots to make my life easy with the modeling). Now what I am trying to do is make them, but so far that has been made complicated through Blender because of how the UI is set up. The user manual hasn't helped at all.

     An example of how it makes things complicated is something like making a simple glass. I did so earlier today, taking 3 minutes to add the details, but 50 minutes trying to get the camera in place and the light to work. Sometimes what worked once doesn't work again, which blows my mind. The tutorials are there, but what I've noticed is that simple things are free while more complicated things will have a cost on several sites. The tutorials I've found are a mixed bag. I've no issues paying, though I'd like to know it was for something efficient. Some are useful and others lack explanation. I have managed to import some things from Blender to Unreal, though there's usually a message saying some stuff was altered. Simple things, so I've no idea how something like a full sized android might be affected. 

    I was told a month ago that Maya LT would be much simpler with the interface with little surpriseIf there are any "From A to Z" tutorials for Maya LT available, I'm all ears because the hardest part seems to be finding the right tutorials. Otherwise, I'm pretty quick at picking up things.

    And thank you for the responses thus far. :D
  • RaptorCWS
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    RaptorCWS polycounter lvl 12
    just look for maya tutorials, none of the modeling tools are different. they may be moved around a bit but they are named the same. ultimately the software you use should be what you are comfortable with using. I personally have never seen the appeal of blender other than the fact that is free. but I just typed "maya Lt tutorial" into google and found a few instantly. I listed a few to get you started

    Id suggest starting with the dota 2 one i listed. its a simple object and it covers a lot of the basics in the series. something that some people tend to do when starting off is attempt something really complex and detailed when they should start off simple first. less hair pulling out that way.

    https://www.youtube.com/watch?v=3EP08zM3R3o
    https://www.youtube.com/watch?v=FOHKZVlkXxs
    http://www.digitaltutors.com/software/Maya-LT-tutorials


    Straight from autodesk
    http://area.autodesk.com/blogs/warpzone/introducing-maya-lt-101-tutorials-for-beginners
    https://www.youtube.com/playlist?list=PL_6ApchKwjN_X0j89IsU2CYnUpTI9d-H1


    Dota 2 asset creation
    https://www.youtube.com/watch?v=KQQBUmdQwCM
  • Tacitus_Umbra
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    Tacitus_Umbra polycounter lvl 2
    I thank you all for the information. I appreciate it a lot.
  • Prime8
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    Prime8 interpolator
    Whichever program you use in the end, the important thing is that you keep practicing, especially when facing problems and frustration. Creating a whole game just by yourself is very ambitious.
    Blender is not easy to learn, many people criticize the GUI, which I actually like a lot and wish other program would copy Blender. 
  • Tacitus_Umbra
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    Tacitus_Umbra polycounter lvl 2
    The GUI is definitely what is putting me off blender and has me considering Maya LT. From the videos, it seems simple enough to use and is affordable. 
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