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What program do Modders use for actual Visual Modding?


POETICDRINK2U

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I haven't found an easy to use modeler program yet. Blender is complicated.

Modelling is not supposed to be a press button to make stuff.

 

I know but Zbrush when I tested it years ago wasn't as complicated.

 

Zbrush really isn't made for accurate modeling especially hard surface. It's mainly used for conceptual work on organics which is then retopoed in another modeling program (like max or blender) if it is going into a game to reduce the poly count. If you are serious about making weapons you should learn one of them even if its complicated.

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'VISUAL' modding, as the OP replies show, meant something TECHNICAL- ie., the mickey mouse pseudo programming methods currently taught to unfortunate kids in British and American schools.

 

Essentially the fantasy of 'drag-n-drop' coding and asset design that 'saves' the user from all need for technical skills or training.

 

Talk of 'you could use blender or 3dsmax' actually misses the INTENT of the OP request. VISUAL modding is like how settlement building works in the vanilla game- and like all VISUAL computer concepts, is easy but VERY restricted.

 

The true answer is that VISUAL computing methods (where the world 'visual' does NOT mean something like seeing a mesh on your monitor in blender) are conceptually weak, and therefore you can only achieve what the limitations of the VISUAL computing system allow.

 

Too many would-be modders are desperate to be told their desires can be achieved easily without real effort. Pointing them to tools does not meet their needs- they've already decided there must be something a LOT easier out there.

 

And a war is being waged to persuade ordinary people that REAL coders and artists belong to a cult where the real purpose of the cult is to use 'terminology' and 'pretence' of complexity to keep people out (especially females and minorities). "Why do so few women code- because wicked old white male coders work to make things look so hard, women are put off".

 

The hard truth is that the learning curve for worthwhile modding is STEEP, especially for those with limited coding/modelling experience. But climbing this mountain is very SATISFYING, and this is the message would-be modders need to hear. But would-be modders need to know that for the first age, they will be taking BABY STEPS, and NOT building great mods.

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'VISUAL' modding, as the OP replies show, meant something TECHNICAL- ie., the mickey mouse pseudo programming methods currently taught to unfortunate kids in British and American schools.

 

Essentially the fantasy of 'drag-n-drop' coding and asset design that 'saves' the user from all need for technical skills or training.

 

Talk of 'you could use blender or 3dsmax' actually misses the INTENT of the OP request. VISUAL modding is like how settlement building works in the vanilla game- and like all VISUAL computer concepts, is easy but VERY restricted.

 

The true answer is that VISUAL computing methods (where the world 'visual' does NOT mean something like seeing a mesh on your monitor in blender) are conceptually weak, and therefore you can only achieve what the limitations of the VISUAL computing system allow.

 

Too many would-be modders are desperate to be told their desires can be achieved easily without real effort. Pointing them to tools does not meet their needs- they've already decided there must be something a LOT easier out there.

 

And a war is being waged to persuade ordinary people that REAL coders and artists belong to a cult where the real purpose of the cult is to use 'terminology' and 'pretence' of complexity to keep people out (especially females and minorities). "Why do so few women code- because wicked old white male coders work to make things look so hard, women are put off".

 

The hard truth is that the learning curve for worthwhile modding is STEEP, especially for those with limited coding/modelling experience. But climbing this mountain is very SATISFYING, and this is the message would-be modders need to hear. But would-be modders need to know that for the first age, they will be taking BABY STEPS, and NOT building great mods.

 

Honestly, if you only wrote the last paragraph, this would be a good post. I dunno about the whole part about there being a war. It's not like people try to tell other people to stay away from technical stuff, people are just naturally afraid of what they don't know much about. I remember being afraid to do technical stuff when I was very young, not because I was told the computer would explode on me, but I just didn't know and assumed the worst about the consequences of a mistake.

Edited by noahdvs
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'VISUAL' modding, as the OP replies show, meant something TECHNICAL- ie., the mickey mouse pseudo programming methods currently taught to unfortunate kids in British and American schools.

 

Essentially the fantasy of 'drag-n-drop' coding and asset design that 'saves' the user from all need for technical skills or training.

 

Talk of 'you could use blender or 3dsmax' actually misses the INTENT of the OP request. VISUAL modding is like how settlement building works in the vanilla game- and like all VISUAL computer concepts, is easy but VERY restricted.

 

The true answer is that VISUAL computing methods (where the world 'visual' does NOT mean something like seeing a mesh on your monitor in blender) are conceptually weak, and therefore you can only achieve what the limitations of the VISUAL computing system allow.

 

Too many would-be modders are desperate to be told their desires can be achieved easily without real effort. Pointing them to tools does not meet their needs- they've already decided there must be something a LOT easier out there.

 

And a war is being waged to persuade ordinary people that REAL coders and artists belong to a cult where the real purpose of the cult is to use 'terminology' and 'pretence' of complexity to keep people out (especially females and minorities). "Why do so few women code- because wicked old white male coders work to make things look so hard, women are put off".

 

The hard truth is that the learning curve for worthwhile modding is STEEP, especially for those with limited coding/modelling experience. But climbing this mountain is very SATISFYING, and this is the message would-be modders need to hear. But would-be modders need to know that for the first age, they will be taking BABY STEPS, and NOT building great mods.

 

Honestly, if you only wrote the last paragraph, this would be a good post. I dunno about the whole part about there being a war. It's not like people try to tell other people to stay away from technical stuff, people are just naturally afraid of what they don't know much about. I remember being afraid to do technical stuff when I was very young, not because I was told the computer would explode on me, but I just didn't know and assumed the worst about the consequences of a mistake.

 

Don't mind him, he always has a conspiracy theory ready for any circumstance.

 

That being said, ZBrush and Blender/Max/Maya operate on different principles. The principles can be somewhat blurred, but on a whole you'll need to understand quite a few technical stuff (coding, not so much) to model somewhat decently.

 

What's not helping is that a lot of tutorials online don't deal with current tech: instead, they use legacy techniques that don't apply much anymore.

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Well i'm also fairly new in creating models , textures etc. I tried blender, C4d and Maya and i have to say that maya ist the best. Why? The Layout is simply the best of all three :>

Also there are a ton of tutorials on yt and even on the autodesk website.

I know that this is a simple object but since im a beginner i think its a good start anyways http://puu.sh/puWd1/2e7717c602.png

Im also Using Crazybump, Photoshop, and Bae

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I haven't found an easy to use modeler program yet. Blender is complicated.

Modelling is not supposed to be a press button to make stuff.

 

I know but Zbrush when I tested it years ago wasn't as complicated.

 

Zbrush really isn't made for accurate modeling especially hard surface. It's mainly used for conceptual work on organics which is then retopoed in another modeling program (like max or blender) if it is going into a game to reduce the poly count. If you are serious about making weapons you should learn one of them even if its complicated.

 

 

You don't seem to understand Zbrush then...

 

Back in Zbrush 2, that would be true, but not in the modern world.

 

http://pixologic.com/blog/wp-content/uploads/2013/05/130510-turntable.jpg

 

All done in Zbrush (not my work, just an example)

 

And Zbrush does the retopology work for you in about 20 seconds. 3 clicks and you already have the low poly with the normal maps baked for you.

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You don't seem to understand Zbrush then...

 

Back in Zbrush 2, that would be true, but not in the modern world.

 

http://pixologic.com/blog/wp-content/uploads/2013/05/130510-turntable.jpg

 

All done in Zbrush (not my work, just an example)

 

And Zbrush does the retopology work for you in about 20 seconds. 3 clicks and you already have the low poly with the normal maps baked for you.

 

You're right I haven't kept up with ZBrush (don't use it) but I'm glad to hear that it got a retopo tool. Still brings some things to mind like how good is it, does it make great low poly meshes for animations or do you still have to do some manual tweaking? For hard surfaces it shouldn't matter all the much but for organics it might be a big pain. Also can it do accurate hard surfaces now (alignment, spacing, ect)?

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