Every time I am modeling a
curved surface in 3Ds Max
and I need to put some sharp corners on it I wonder why I have to
worry about the smoothness of the curved surface after applying
support loops!?Just out of curiosity and of course the need to know if there are other software that have solved this
topology problem I went ahead and learned
ZBrush. Well, it turned out that this is still an annoying problem in hard surface modeling.
My question is; do I need now to learn
SOLIDWORKS (or like that) ?! Is it easier in this software to model product without being worried about
topology? Is the final render the same quality as objects modeled in
3Ds max? After all what are the big benefits of 3Ds max and other software like that when it comes to
modeling products over software like SOLIDWORKS and
Fusion360 that are topology worry-free?
Is it the quality of the
final render that decides your choice of modeling software? I mean Is it
more realistic to model in Max for product shot than in for example SOLIDWORKS?
I will be really grateful to have some feedback because as you might know you can't get a straight answer by searching the Internet and if you think there is an article that address this question please just mention the address.
Thank you P.S:I mainly model objects and my only concern is the final render of that object. I am not into low poly modeling (modeling for games).
Replies
If your end product is a render, I'd say spend as little time on topology as you can. Ben Bolton showed a great workflow where you can import a pretty messy model into zbrush, topology-wise, smooth it and export to whatever. Topology is something that you should learn though, without it you'll have a hard time troubleshooting your issues.
Some things are easier to model in cad software. You should try it out and find something that suits you.
My software and workflow choice depends on what the product is.
I really doubt any cad software can match the rendering quality of apps whose selling point is render quality. You can often export models from cad software and use it in other apps.
If you only care for the shape and not how easy to deform or adjust then a solid modelling tool like Solidworks or fusion 360 is good. You'll still be affected however, but these programs throw polygons at problems to fix them. If you're doing any real time or artistic 3D models then you're going to want Max or other and or a sculpting tool.
There's no escaping topology wherever polygons are concerned but it's a lot easier these days to navigate around the problems. Zbrush, 3D Coat and Mudbox all have dynamic topology for example.
These are the most useful parts for me in your answer. Thank you very much
If you only care for the shape and not how easy to deform or adjust then a solid modelling tool like Solidworks or fusion 360 is good.
If you're doing any real time or artistic 3D models then you're going to want Max or other and or a sculpting tool.
I think this one also:
https://www.youtube.com/watch?v=C5JChLzmST4
I also wonder if programs as Fusion 360 could be better for hard surface as it helps to generate both low and high res.
I wonder if there are better alternatives to Fusion 360 (Moi, Rhino). Other discussions about this topic is that generally Rhino is outdated and Moi doesn't have history of changes to go back and correct errors. That place Fusion 360 as the best.
[...] That place Fusion 360 as the best.
Then try it boys, you'll see. It's free.
I mean when it comes to quality of sharpness or smoothness of the edges— specially in close-ups—it seems to me that topology is still a concern even if the final product is just a static render.
Am I wrong?!
It would depend on what you are modelling and for what end. The render of the car you quoted has some rendering anomalies but I believe it is due to the material reflections, not the sharpness of the detailed edges. You havent mentioned what kind of models you are producing and how much detailing is involved. I picked the car because it of it's size to detail ratio (which is pretty big).
Here is a weapon I made with 3dmax super booleans imported into ZBrush and then dynameshed and polished. The polycount is high but it was still workable and keyshot had no problem rendering it. I dont have a super computer.
The details are crisp. I dont have a closer view but the model would hold up to close inspection.
I had a look at fusion 360 and it looks like you can make anything with it. It looks like a nurbs system. The advantage of nurbs is the ability you have to create a dimensionaly responsible product. Polygons are an aproximation and they come close but they are not comparable in accuracy with nurbs. The model above was purely monkey see monkey do. So as stated above, great for concept, design presentation or for games, but it is not intended for product production/engineering purposes. Horses for courses.