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Which 3D Modeling Software is Best for Learning Use?

An anonymous reader asks: "Blender 2.26 is out and 2.27 is soon on its way. This powerful 3D modeling/animation/rendering program is released under the GPL so it (along with the source code) is free, there is only one downside: the learning curve is large due to is abnormal user interface. I am in High School (unfortunately) and I want to do something related to 3D animation (movies, games, special effects, etc.) when I get older. Which package should I choose? The free, but difficult, Blender? The amazing, but bankrupting, Maya? Or should I get another program that is cheaper than Maya but easier to learn than Blender? If we take money out of the picture which is the best program to learn about modeling/rendering/animating on?"

28 of 60 comments (clear)

  1. Lightwave 3D by Hanji · · Score: 3, Informative

    I'm a big fan of Lightwave. It's a LOT cheaper than Maya, especially if you get a student discount, and it's pretty easy to learn to use, and it's DAMN powerful.

    --
    A Minesweeper clone that doesn't suck
    1. Re:Lightwave 3D by NanoGator · · Score: 4, Informative

      "I'm a big fan of Lightwave [lightwave3d.com]. It's a LOT cheaper than Maya, especially if you get a student discount, and it's pretty easy to learn to use, and it's DAMN powerful. "

      I second that. Out of the box, LW is very well rounded. Very good for character animation, modelling, and rendering. From LW, it's pretty easy to go to Maya or even 3D Studio MAX. (Or not move at all if you dun wanna...) If you start with something like MAX, though, you can end up with layers upon layers of stuff. That can be rather confusing if you move to LW. "Uh.. I just want to smooth this mesh, but I can't find the modifier for that!"

      That's pretty much what I mean by 'get to the point'. You start with polygons, you end with polygons. You don't end up with an 'object' that has a bunch of settings to it you need to keep an eye on. It's like the difference between driving with a stick and having an automatic transmission. If you have an auto transmission, you can start driving right away but never truely understand what it is about shifting that makes a car efficient. LW would be more like the manual transmission, you have to do more work to get around, but you have a much more fundamental understanding of how your car works and how you can apply those gears to various situations like slowing yourself down on a steep incline.

      *hopes that makse some sense, I'm in a bit of a hurry.*

      --
      "Derp de derp."
  2. Play-Doh by AtariAmarok · · Score: 4, Funny

    It is 3-d, you can model with it, and it is soft. Meets the requirements!

    --
    Don't blame Durga. I voted for Centauri.
    1. Re:Play-Doh by stefanlasiewski · · Score: 3, Funny

      And as my preschool experience shows, you can eat it too!

      flour, water, cream of tartar, oil, salt, and food coloring.

      Yummy!

      --
      "Can of worms? The can is open... the worms are everywhere."
    2. Re:Play-Doh by sharkey · · Score: 2, Funny
      ... you can eat it too!

      Homer:Oh, honey, it looks just like a REAL donut.
      Bart: Dad, it says non-toxic.

      --

      --
      "Outlook not so good." That magic 8-ball knows everything! I'll ask about Exchange Server next.
  3. try Caligari trueSpace by Jim+Morash · · Score: 3, Informative

    It's about $600 for the latest version, and fun to use. I like it anyway. No I don't work there.

    Caligari

  4. Free version of Maya by JensR · · Score: 5, Informative

    MAYA PLE - personal learning edition. Gives you all features, but puts watermarks on everything.
    AW

  5. Stick with Blender by Craig+Maloney · · Score: 3, Informative

    I'll admit learning Blender is a real pain in the you-know-what, but the community is top notch, and the documentation for it really makes it easier to learn. (And it's available in the online store for less than $20). Granted, it doesn't have the plug-in support of Maya, and it's a little more difficult to get results, but once you're there, the pay-off is tremendous. Plus you get Blender's amazing game engine to boot.

    Are you looking to pursue a career in 3D artistry, or are you looking for something to just play around with? If you're looking to do this professionally, you might want to use Maya or 3ds Max. If you're just looking to get your feet wet, or don't want to spend yourself silly, then Blender is the way to go.

    Good luck with whatever you choose!

  6. free learning edition of Maya available by Tumbleweed · · Score: 2, Informative

    Available for download - has been for quite some time.

    Also, the prices for Maya have dropped significantly in recent times, so check it out.

  7. translation by isorox · · Score: 4, Funny

    If we take money out of the picture

    If we assume that I'll get an illegal copy....

  8. Learn the concepts on whatever you can afford by madstork2000 · · Score: 2, Interesting

    3D graphics, like nearly every other complex software package in the computing industry evolves, and with it so does the interface.

    I suggest at this stage learning the concepts, techniques and "general" skills, with whatever you can reasonably afford. When the time comes for you to be on the job market in a few years, the software will have changed a lot, but you'll be prepared because you'll know how to craft a 3D model. As opposed to simply knowing which menu selections to use to apply a texture, or add a special effect.

    I've had several people ask me the same question about Photoshop vs. The Gimp. Obviously the cost issue is not nearly so huge, but nevertheless the answer should be the same.

    When you get closer to the time when you actually start to interview, you can begin the process of translationing your skills to another package. Until then save your cash so you can by the latest version a few years down the road when you'll need it.

    I learned this lesson the hard way, spending cash on software that by the time I needed to use it professionally it was way obsolete. (This was back when DOS was ceding its claim to Windows, and applications ALL had proprietary interfaces.)

    Good Luck,
    MS2k

  9. Caligari trueSpace v3.2 for free by ip_vjl · · Score: 4, Informative

    version 3.2 is now available on their website for download for free.

    It's not the most advanced, but learning the concepts is the important thing - not learning the exact intricacies of current software. By the time the author is out of school, the landscape of features will have changed anyway, but knowing the basics of how to animate and model will translate to any package.

  10. Blender + Blender Book by Bastian · · Score: 2, Insightful

    Download Blender, and buy the Blender Book. After a few weeks of struggling with Blender's interface, I bought the Blender Book and within a couple days I was already making some fairly decent-looking animations using IKA's and fun stuff like that.

    Previous to learning Blender, I was already familiar with 3D Studio MAX and Lightwave, & I have to say that I much prefer Blender's interface now that I've gotten used to it.

    That and $30 bucks for a book and a free peice of software is a hell of a lot cheaper than what they're charging for Lightwave.

    (NaN also released a manual for Blender which may now be sold by the Blender community, but it's more of a reference guide. Buy it if you like pretty pictures, but it's worthless as a tutorial.)

  11. Gmax = free by Spokehedz · · Score: 2, Informative

    If you just want to learn how to make models and stuff, and get the mechanics of it down (such as the fun of lining up textures, reducing poly counts, optimizing curves and arches, and manually moving individual vertices for 3 hours and then a power outage happens...) and just practice, but not have to pay all that money for 3D Studio Max... Use Gmax!

    Gmax linkie-poo

    If you happen to 'own' one of the many games that it is compatible with, you can even see your creations in a real game engine! Wowie-zowie! ;)

    It is very close to 3DStudio max, and it's free to everyone who wants to use it. So it's a good starting point for someone who wants to experiment on the cheap.

  12. Not again by pcbob · · Score: 3, Interesting

    Ok, people will you stop with this "Blender has horrible interface" bs? I've started playing with 3d porgrams in 98, and first thing I used was 3D Studio MAX, which has this windows application look and feel for most things. Then I tried blender, and at first i had no idea where to look for what, but then i read 2 short interface tutorials, and i was set. I still don't find it any more difficult than 3D MAX, because I woouldn't know what to do with it either, if my friend didn't show me the basics of (seamingly simple) interface. Also, for any sufficiently advanced feature, you really need a book or a tutorial, for any 3D prog.
    Maya, Lightwave 3D and Softimage have interfaces that are somewhere in between of your-regular-win32-app and blenderesque-maze-of-keystrokes. So, whatever you choose, I recomend find a nice book (or site full of tutorials) to go with it.

    1. Re:Not again by deadsaijinx* · · Score: 2, Insightful

      i'm just going to have to disagree. 3DMAX's interface is dead simple. All you have to do is play with it for a while. The advanced features aren't really interface related. And Blender does have a bastardized interface. I've used 3DMAX, LW, and MAYA (my fav of the three), and all of their interfaces are far superior. It'd not that blender isn't great, it's just that the interface is a pain in the ass. So, I can't stop saying it sux, because it does. The interface is just basterdized.

      Of course, once you learn it, it isn't so bad, but I'd rather just play around with the MAYA PLE, since it is also free.

      Anyway, if you need a book to navigate the interface, then that sez something about the interface. Most interfaces i've used can be comforatabley learnt just playing around with it. (the only time i've ever refered to the book is to figure out how to do MAYA cloth)

      --
      YOU SUCK BALLS!
  13. Choices by bpb213 · · Score: 2, Interesting

    Um, lets see.

    I know how to use 3d Studio, and that is very powerful, but will run you around $1000 for a commercial liscence. I feel that it was easy to use, and I could easily produce some good results.

    On the Cheap side, If milkshop 3d is still around, that is a very cheap 3d program used a lot in the game modding community.

    Then You have Maya, but ive never used it, so cant compare.

    Lightwave, has a great renderer, but i find that making models is easier in 3ds

    of course, you also have all the support packages, like Bryce 3d, Poser, etc.

    But honestly, from someone whose dabbled in 3d, go with the choice that major motion picture studious use. Blender, as soon as you master the interface, is easily the most powerful modeller around, and it makes great sense for High School budgets.

    --

    This .sig looking for creative and witty saying.
  14. Re:Warez It by NanoGator · · Score: 4, Insightful

    "Just go on kazaa or IRC and warez a copy of Maya. Everyone benefits. Maya benefits because you're more likely to have a paid copy of Maya once you get a real world job, and you benefit because you get to use 3d software which is used by real world companies (I doubt blender is used by any effects studios) "

    Dude, don't suggest things like that. If it's public knowledge that stuff like that is easy to acquire, then the company who makes that stuff MUST do something about it or face not being able to take action down the road. Do you really want 3D rendering developers who make >$1000 per sale to become fans of DRM?

    Please, use legit channels to acquire software. with a student ID, you can get LW for $400. That may seem high, but it's much better than using it's list price of $1,600. It's really not hard to sell your parents on either, provided you want to make a living with 3D. Let me explain:

    1.) College doesn't exactly train you to take a decent paying position at a company. You still have to be talented. That's the type of thing that happens by pursuing it on your own creating inspired work. I'm dead serious about this. Somebody who didn't go to college that can show they have creativity + skills will go a lot farther than somebody with a 4 year degree but cannot do more than push a few buttons on the program. Art's funny like that.

    2.) $400 is not too much to spend when learning how to use that app can get you a job you can make a living on. That $400 alone (plus personal effort put into making yourself into an artist) can earn you a living. My dad realized this while I was in high school and he spent $3,000 on a high end computer and software for me to expand my skills with. Not only did I earn a $22,000 scholarship with my 3D stuff at the top of my portfolio, but also within a year of starting college I had a job doing it. (I never finish college as a result of that, wish I did though. Drawing courses in particular would improve my abilities a lot.)

    3.) 3D related demand is only going to go up. All one has to do is watch the 'making of' section of a few DVDs here and there to find that 3D's a major part of any movie or TV show. Even ER had some 3D effects in it last week that most people probably didn't notice.

    Hope that's helpful. Don't take parent poster's advice.

    --
    "Derp de derp."
  15. Wings3D by ArmorFiend · · Score: 2, Interesting

    Wings3d
    Its free, its Free, and its M-Fing E.Z.
    [wings3d.com]

  16. Don't deal Blender out of hand... by i0wnzj005uck4 · · Score: 3, Informative

    I'm going to lay it to you straight.

    There are many things to consider when choosing a 3D package. Most of it really comes down to taste and money. I don't much like nurbs or metaballs -- I prefer to have control over a control mesh, so I use polymesh smoothing / subsurface modeling, for which Blender works wonderfully. But you'll need to experiment with many different packages and find what works right for you. Strangely, whatever you first choose will likely end up being your preference, so choose your initial foray wisely.

    However, I'm going to advocate Blender whole-heartedly. It's got most of the important features, support for external renderers, and what's more, it's totally cross-platform. I can model on my Mac and render on my unix box while I'm at work. You can't do that with any commercial package I know, not at prices that a hobbiyst will be able to afford.

    Further, the community *is* great, and once you get past the hurdle of the UI you'll realize it's really powerful software. Don't believe me? http://membres.lycos.fr/garbager/ That's what can be done with free tools.

    --
    - Cloud
  17. Maya Personal Learning Edition by Dr.+Sp0ng · · Score: 2, Interesting

    What you're looking for, my friend, is Maya 4.5 Personal Learning Edition. Can't use it for commercial work, and it puts a (rather obtrusive, unfortunately) watermark in renderings and hardware-rendered viewports (i.e. anything but wireframe), and it's purposely gimped to disallow importing/exporting between itself and the real Maya or MEL scripts, but hell if it isn't the whole damn Maya Complete package.

    Enjoy - Maya blows the competition out of the water. Also the prices have dropped down to reasonable levels, with Maya Complete for $1,999, so once you get to the point that you need to buy a real copy, your family won't have to starve for more than a week or so.

  18. Pick Blender by orn · · Score: 2, Insightful

    Pick Blender.

    Blender is free, the other software packages are not. While it would be possible to get a pirated version of a more powerful set of software, it won't help. For one, your later employer will probably have a completely different set of tools - so all the time learning one particular interface will be wasted. For another, if you tell you employer you're fluent with Maya, they're going to wonder if you'll be pirating software from work, too. Of course, if you can afford to actually buy some software... then by all means do.

    Still, even if you could buy the software, I think I'd still use Blender. You could equally well use that money to buy more computing hardware - either a good workstation, or the beginnings of a render cluster.

    The real key is that you _must_ learn how to learn. That's not redundant. Learn what it is that you're doing, rather than how to press buttons. And think about it from the point of view of "what I'm doing" rather than what interface I'm using.

    This will help you be ready to make the jump to all the different tools you're bound to use in the future. The ability to make that jump is critically important.

    --
    1. 2.
  19. Maya, Lightwave, SoftImage, by cooldev · · Score: 2, Informative

    Others have mentioned Maya PLE but there are free / learning editions of most of the top commercial 3D apps these days:

    SoftImage XSI|EXP

    Lightwave Discovery Edition (takes a while for them to mail it, though)

    Houdini Apprentice (a lesser known but very powerful 3D app used by major studios.)

  20. Bryce 3D and PoVRay by Zaaf · · Score: 2, Informative

    May I humbly suggest a few other possibilities?

    First of all there is Bryce 3D which is available from corel (at the moment). It is 'frowned' upon by many pro's but it gets (most of) the job done. Also its terrain editor is great.

    And if you just want to learn the basics, then you can do a lot worse than look at PoVRay, which is free of charge. It has a very peculicar interface, since it's entirely text based. But somehow this gives you fantastic control over your scene. See http://www.povray.org for some amazing examples.

    --

    ---
    "Multiple exclamation marks are a sure sign of a sick mind." (Terry Pratchett)
  21. no single answer; also consider Cinema 4D by schvenk · · Score: 2, Informative
    I went through this process myself about 6 months ago, bought Cinema 4D (the XL bundle), and have been very happy with it. It's $595 for the core package, which has recently gotten a very positive Macworld review. (The XL bundle includes a bunch of modules that give you more animation tools and advanced rendering options. There are additional bundles and modules as well.)

    However, there's no one right answer to this question. Your decision will depend on whether you plan to work in animation eventually; what you plan to do with the software; and to some degree what platform you're using (though there are many who say that if you're serious about 3D you should buy some PC hardware specifically for that purpose).

    There's a great discussion of this topic at zaon.org. Also a previous slashdot discussion I started on the same topic when I was figuring this out.

    Beyond that I'll try to be brief, since a lot of my original questions and their answers are contained in the first linked discussion above.

    • I tried Blender. I found the UI both difficult to understand and buggy. It also lacks a raytracer and some other advanced tools. But the price is right and it's great that such an advanced tool exists as an open source project. Certainly can't hurt to download and try it.
    • Maya looked like a great app, though it seems a little more "techie" than some. I really liked it, though, and the main reason I didn't buy it was that Alias|Wavefront doesn't seem set up to deal with one-man operations. They attach the license to your Ethernet card, charge you to switch computers, charge you for tech support, and I think charge for point releases.
    • My understanding is that LightWave is great, but I didn't like the UI. I like having some icons and I like UI's that conform better to the standards of the platform they're running on. The non-standard, text-only UI didn't work for me, and I wasn't thrilled about the separate apps for modeling and rendering. LightWave's customer service people are nice, and support is free with the app. I believe you do need a USB dongle to use it. There's no downloadable demo but they'll send you one on CD.
    • A lot of people recommended ElectricImage Universe to me. A lot of people also said it's not as serious a tool as Maya, LightWave, or Cinema 4D. I tried it and, like LightWave, wasn't thrilled about the multiple-app workflow. There's an inexpensive version of it out there that you can try, and if you go to 3dny.org you'll find a lot of EI users.
    • Cinema 4D is not as widely used as Maya or LightWave by 3D professionals (though it seems to be used more overseas), but what I was hearing from several places was that it's been improving and can now compete with these more popular apps. Its UI conforms better than some of its competitors to the standards of the platform (Maya also does this well, at least on the Mac), it's fairly easy to learn, and it can produce great photorealistic results. I've mostly been doing still images so I can't really comment on the animation tools, but they are there. There seems to be general agreement, though, that something like Maya might be better for serious character animation. I've been using C4D for several months now and am generally quite happy with it. Maxon's customer support people are nice and helpful, and support is free. I also like the fact that it doesn't require any sort of dongle to use, just a license code.
    • There are many many other apps. Some, like 3dsmax, are PC-only so I don't know anything about them. Others seem to be considered by graphics professionals to be "less serious," but may be adequate for your needs.

    Ultimately, as I said, there's no one right answer. Read what you can online, try some demos, call the companies, and see what fits. I do recommend checking out the

  22. A comparison by Animats · · Score: 2, Informative
    • Blender isn't all that great, but it is free. If you like EMACS, you'll like Blender; it takes many pages just to summarize the control keys. Not much real-world work is done with Blender.
    • The free version of Maya stamps watermarks on everything, but you get to see what Maya is like. Maya is the leading package for film work today, with dozens of major film credits.
    • Lightwave used to be more prominent, and it's still widely used. Many TV commercials and special effects have been produced with Lightwave.
    • Softimage|XSI is good, but was several years late and lost out to Maya in Hollywood. The old Softimage|3D is still used by some studios. Spirited Away was done in Softimage|3D.
    • 3D Studio Max is widely used by game developers. It's good, if a bit clunky. There's a free version, "gmax", which is severely limited and intended as a level editor.
  23. AC3D. by sbaker · · Score: 2, Informative

    I'd get AC3D - it runs on Windoze and Linux - it costs $40 per seat and it's so simple that my son learned to use it by himself at age 8.

    I've used it to build simple 3D games - and whilst it has it's faults and is missing quite a few important features, it has a lot going for it.

    There is of course a downloadable demo version.

    --
    www.sjbaker.org
  24. Coolest thing about blender is how it became open by ron_ivi · · Score: 3, Informative
    If I recall correctly, the open source community bought the software from their shareholders for 100K euros; in one of the coolest fundraising events I remember, beating expectations of all the journalists I saw write about it.


    details and a cool chart here http://www.blender.org/bf/


    I'm sure someone can fill in more details.