Hello, I want to start make game assets but I dont know which program to choose? I heard about 3ds max, maya, blender, Zbrush and more. But wich program its going to be the best program for beginner.
There's no 'beginner' application as such, the best way to start is to test usually. Get a feel for any of them applications first (I would probably recommend 3ds max or maya, But blender is free so that might be easier for you) The thing you should realise is all the mentioned applications can do the work of the other, they just work differently and might have different shortcuts.
As for Zbrush, that application is suited more for sculpting, so anything that has an organic feel to it. But in this day and age it can be used for hard surface too with some knowledge within it.
The bottom line, just grab anything and start looking at the polycount Wikipedia http://wiki.polycount.com/wiki/Polycount for information as well as youtube and these forums.
I'm not going to say there's a "best" beginner application, but I started with Max and branched out from there. If you're just starting to learn the programs, then I would recommend either Max or Maya (I'm biased towards Max for general asset design). They both have free student versions and are, in my opinion, less complex than Blender.
I started with Max, self-taught. A friend showed me (only) the most basic concepts. 1. Made a box primitive; 2. Applied a preset Standard material. 3. Hit SHIFT+Q to render with Scanline. 4. Felt so proud for hours afterwards. XD That was some fifteen years ago . I stuck to Max and now I know how to do the things I need, and if I dont know, I learned how to try and look for it.
Most people probably start like this. My same approach would probably worked if I had start with Maya, or Blender if it existed back then. My recommendation is to pick the one that feels the most natural to you, and can be customized til you like it; because you'll be spending a looot of time in it, and the program should be serving your needs, not the other way around. I can recommend Max in this regard, it provides multiple different ways to do the same things, and its entire interface and be completely broken up and shuffled around, patience permit of course. That's GUI, menus, quads, toolbars, keyboard, mouse, and more. But the truth is, whichever you choose, is going to become your prefered environment after enough practice with it, because now you'll be able to make stuff in it, while in the others you still wont know how.
Ultimately... 1. Start small. 2. Learn gradually. 3. Be passionate about it.
Valandar... Milkshape... Calm down there, Satan.
P.S. If you have an opportunity, consider asking someone to show you the basics. Online documentation can be overwhelming, all of these programs are behemoths through-and-through, but a friendly person would be able to show you what's more important for now and what can wait, plus they can usually be asked the questions with which Google would fumble. The User Reference for 3ds Max is fairly well organised and usable if you want to reach for it, cant confirm for any others from my experience.
Replies
Get a feel for any of them applications first (I would probably recommend 3ds max or maya, But blender is free so that might be easier for you)
The thing you should realise is all the mentioned applications can do the work of the other, they just work differently and might have different shortcuts.
As for Zbrush, that application is suited more for sculpting, so anything that has an organic feel to it. But in this day and age it can be used for hard surface too with some knowledge within it.
The bottom line, just grab anything and start looking at the polycount Wikipedia http://wiki.polycount.com/wiki/Polycount
for information as well as youtube and these forums.
i would go with blender... its free and you have all in one package...
3DS Max; http://www.autodesk.com/education/free-software/3ds-max
Maya; http://www.autodesk.com/education/free-software/maya
Blender (If your curious); https://www.blender.org/download/
You can get your Blender learning resources here:
http://polycount.com/discussion/154788/blender-tutorial-list
Most people probably start like this. My same approach would probably worked if I had start with Maya, or Blender if it existed back then. My recommendation is to pick the one that feels the most natural to you, and can be customized til you like it; because you'll be spending a looot of time in it, and the program should be serving your needs, not the other way around. I can recommend Max in this regard, it provides multiple different ways to do the same things, and its entire interface and be completely broken up and shuffled around, patience permit of course. That's GUI, menus, quads, toolbars, keyboard, mouse, and more. But the truth is, whichever you choose, is going to become your prefered environment after enough practice with it, because now you'll be able to make stuff in it, while in the others you still wont know how.
Ultimately... 1. Start small. 2. Learn gradually. 3. Be passionate about it.
Valandar... Milkshape... Calm down there, Satan.
P.S. If you have an opportunity, consider asking someone to show you the basics. Online documentation can be overwhelming, all of these programs are behemoths through-and-through, but a friendly person would be able to show you what's more important for now and what can wait, plus they can usually be asked the questions with which Google would fumble. The User Reference for 3ds Max is fairly well organised and usable if you want to reach for it, cant confirm for any others from my experience.