I found it so offputting and to me it feels like being in the thick of a dense jungle with a flashlight only being able to see your immediate vicinity (ie whatever the tutorials in the book were telling me to do, barely), and not being able to really generalize that learning. But for me, the interface is just too complicated and usability is not good. I also tried Blender not long ago, and even bought a book with some tutorials in it to try to learn how to do something with it. I think I tried TrueSpace or something (when it was free) a while ago and that had a horrible user interface. Yet I can see clearly how experts and experienced modellers probably love these big packages and obviously do some fantastic things with them, but for me I honestly would have a hard time even creating a sphere in one of these monsters. Apart from the expense of the big packages, which prohibited me from even trying it (even if they have a free demo), I found the sheer sophistication of these mega-apps to be intimidating and not very helpful for newcomers - big big learning curves that seem painful. They always seemed too scientific and complicated. To me it always seemed extremely daunting and advanced to try to use any 3D raytracing package to model anything. I have not up until now used any 3D package with Unity, reserving myself to just working within my limits and not having anything to do with building models, and avoiding 3D in general. So I am a total newbie when it comes to 3D modelling. If you are a PC user, I have just wasted your time, sorry - Mac only. Sit back and learn for a couple of hours, and you know the package 100%. It's extremely fair priced, USD 69 at this moment - and I'd recommend also purchasing the video tutorials, also fair priced. I have used it for 2 days now, and I am all high on it. You cannot beat this - and if you do, it'll not be compatible with Unity anyway. (no Modo-style complexity here, set that Pivot, and done) Oh - maybe the best: Want to change the Pivot point? Well, my friend, just click on the big Pivot-tool, drag it to where you want, use snap, rotate, set it where you'd like, save, and that's it of course. IK, inverse, heatmap, animation takes, physics, all is there! So sweet, I cannot believe anybody would even consider using anything else! Next day: Just opened Unity, no drawing today, but you have to change that character a little? Double click on it in the project view, it opens in a big nice Cheetah 3D window (fast, the program is LIGHT), edit, save, bang! It does not have (almost) any functionality that does not go straight into Unity (there are some transparent shaders and stuff like that - heavy on Mobile anyway) - so you do not have to worry about a thing - just draw with the normal and very extensive tools, save, bang! It works so well, that you can even PLAY your game, then try and Alt-Tab to Cheetah 3D (while the game is running), modify your character in any way you want (even texture painting right on the 3D model, animations etc - anything), press save, Alt-Tab, and Voila - Unity is now STILL PLAYING YOUR GAME, and your character is changed inside the running game!!Īll keys and mouse can very, very easy be set up to match Unity, so it feels like working with the same program. Then you can drag that little character into your Scene - it comes with all the animations, colors, phong shading settings, textures, it just works when you save in the asset folder, 1 draw call, finished, done - bang. Unity imports files NATIVELY - this means that you just make your little character, and save. I have been through all major 3D packages (yes, I was on Piratebay, for testing purposes, and was on Blender too), gave them all heavy spins, was still frustrated/not settled because there's so much to consider in the workflow, and then, a tiny post somewhere that someone was very happy for this program: This is like working within Unity, if Unity was also a perfect 3D modeler. Why is anybody even considering any other 3D packages? Why is this not known as standard?
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