Been a Blenderite for nie on 15 something years. So the app for me now, basically fits like an old well worn pair of jean's, with age gets more comfortable and I think the current 2.8xx version UI/UX design is seriously dope...a no nonsense clean interface pretty much a joy too work with as a hard surface modeller. EDIT:…
I checked that out before, but it didn't look like a better solution than just using ZBrush. The interface looks awful. A giant grid of buttons would not be easy to manage and sort through quickly. Most of the tools seem to have questionable value to me, and don't appear to solve the things that make modeling slow in…
hey maxime - regarding the GPL yeah its a trcky question - but there are bridges to renderman and vray for blender as well and none of these are opensource as far as I know. I guess if you set up your main programm in a way such that you pass the data to it via a command line interface or something similar it could work?…
I honestly prefer Blender for retopo over 3D coat, though you'll have to get used to the interface for modeling. A combo of the shrinkwrap modifier and b-surfaces is really really fast. The most interesting part starts around 11:55 minutes: http://www.bsurfaces.info/ Bringing a full sculpt into any program is not a good…
You activate the cgfx plug, apply a cgfx material (I think it's called, it should be in your list of materials), in your just applied material it will be a box asking for an shader file. Click it and find your shader file. I've tried lcUberShader_3.0, Xoliul Shader and Kodde shader. The shader with the best interface and…
Hey everyone - long time no update! Got everything baked out and started setting up materials in dDo. I feel a bit limited working with dDo so I think I'm gonna switch back to vanilla photoshop from here on. dDo is pretty great for setting up materials, but the interface makes it pretty awkward to add specific details and…
The game editor is a graphical UI for interfacing with the engine, constructing levels and setting up content. a pipeline is a the path your assets take from start to finish. Generally its the specific programs and methods you use to create something. say: concept->zbrush->max->unreal You need to learn to use google, also…
Even though I'm mostly using Blender for every 3d modeling task... ZBrush is just the best choise for sculpting, in my opinion. I started with Mudbox a bit, but I never liked the way how brushes feel and respond to my actions, even with my tablet. Same kind of impression with Blender's sculpting tools, not good. What comes…
I know what you mean. As a mudbox user/lover, I do tend to find my sculps blobby. Muddy might be a better word :P. I don't know why this is. However, regardless of that, mudbox is much, much easier to use and has a much simpler interface. Even though I really enjoy Zbrush, I get tired of looking for simple things that take…
i would also go macbook pro. but modelling with a trackpad? just get a mouse and a decent size USB keyboard and a standalone 24-inch-monitor while you're at it. 17-inch is still tiny for 3D, especially with a convoluted interface like maya's. and for mobile i doubt you'll need super-strong processors nor GPU, these things…