![]() Create 3D artwork for your next iPhone game or make your first animated character. So jump right into the world of Computer Generated Imaging. I'm open to learning, just posting what I'm doing for others to teach me something new or to learn something from it.Cheetah3D is a powerful and easy to learn 3D modeling, rendering and animation application which was developed from the ground up for OS X. that advice has probably saved me countless hours - paper and pencil FTW ) ) ( my design teacher told me computers are just for final implementation of your design, not for creating it. I'm now working on sketches of what I want to create before I spend anymore time fiddling with tools. I haven't taken anything beginning to end, but I have done each of the steps in detail so I know it will work. > QIDI Print to slice it into gcode and print > MeshLab to clean it up, simplify it, make it watertight, etc (might make a short trip to ViaCad to export for final check and export to. ![]() > Silo to mash that mesh(s) with the basic tile set and cleanup, detail, edit, etc the mesh(s) have you tried meshlab for your problems?Ĭheetah3d create Relief from image(s) -> export as OBJ A lot of the free meshes like you can get on the sketchup site, etc aren't watertight or low poly, this can help you get there easily. I use it a lot on meshes -> solid model for printing. MeshLab ( ) - this is the tool for repairing and simplifying your meshes. I'm still learning this tool and am lost. Just mentioning this tool because my suspicion is that it's probably the way to go for someone who knows how to use it. And I haven't figured out yet how to use it's displacement map, which is what you would need to do to change the mesh - I'm guessing you paint a height map, bake it and export it, then use that in something like cheetah3d to deform an actual mesh, but really I have no idea. Substance Painter ( ) - really the only way to texture models for video games - this is a pro tool and will freakin spoil you. good manual and a set of learning videos. If I ever need to create/edit meshes it's the first thing I reach for. Using Silo is a pleasure, simple, intuitive. ![]() It's a great value ($99) and the latest version has a zbrush like mesh displacement painter mode that pairs nicely with it's good subdivision tool. Silo (from Nevercenter ) - This would be my 'you only can have one' choice I think for pure mesh modeling and manual repair, etc. Good manual, excellent community and support ( one guy makes it ) This has a 'Relief' from image mode that is the easiest way to map an image of a texture into a mesh that I have found ( yes blender can do it, key word here is 'easiest' - blender is not intuitive to me - I refuse to use it unless I have to ). )Ĭheetah3d ( ) - $99 mesh modeler that integrates really super well with Unit圓d. Solid modelers are the way to go for that sort of stuff - no messy broken meshes and headscratching topologies. ![]() ( ie, I would use it to design the basic tile set, then use other tools to texture, etc) - not the best support or manual, but adequate. Is a decent parametric solid modeling CAD tool - I've designed and printed multiple design prototypes using it and it's perfect for that job. ViaCad Pro v11 ( ) - solid modeler that is probably too expensive for hobby use ( I bought it on sale when it was much cheaper and upgrades aren't to expensive every few years ). Here are the tools I'm using (note: I'm on a mac, and not a pro): I've done 3d mesh modeling for games and solid modeling for industrial design work (both mostly hobbies at this point) so I'm not starting from scratch but I might be doing things the hard way because I don't know the easy way. I just started down this path so I have the same question.
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