![]() Arrays, Cloners, Random effectors, Instances, Modifiers, these are your big advantages. You can even model without actually modeling with the correction modifier. You can make effectors or bevels apply an entire group, link, mix and combine group and do all kinds of crazy combinations over multiple levels. Cinema is very strong on modifiers and automatic setups and using these within and cross hierarchy. In Cinema you heavily model with editable primitives and seperate objects usually, you work a lot on an object and primitive property level while in 3DS or Blender you would usually work on merged meshes and edit a lot more on a vertex level. In Cinema primitives stay editable all the way, while in other software they become Polygonal once you used them the first time. You can work heavily with the hierarchy, non destructive primitives (like Cylinders, Bevelled Cubes etc) and change your mind about Details or Proportions later. Cinema is a little bit more in the "Blueprint" direction. (Theres also no Baker)Ĭinema modeling at a glance is similar but not really. If you don't use face weighting and have a UV workflow that works then this should not be an issue however. We had compared all the plus sides for all important realtime aspects (outside animation) and while cinema 4D was clearly having a lot more upsides and winning the comparison handily, it was then crippled by the lack of multi UV and face weighted normals, forming a bit of roadblocks towards full adoption. Clunky UI, hard to get into, similar to the other softwares you don't work smart but destructive "just get it done", poor hierarchy, export and import (you could say the exact same for Max really) + Face weighted normals as Stack, Easier stacking of Booleans, Noticeably Better Decimate, very strong community and resources Blender Max and Maya seem rather similar in terms of feature sets, they all have a brute force approach, strong modelingĪ lot of features, poor usability but you are not modeling in a smart way but in a normal "collapsed layers" style mostly destructive fashion. Knowing Blender and C4D can be very practical as both can do things Weaknesses and advantages so knowing multiple is always great. In our Team we have different users and the clearest thing I know is that all have significant ![]() (I mostly know C4D, then Max and Blender, Maya I just know from the team)įirst of all there is no best software. ![]()
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