Hey guys..! today I am gonna talk a little bit about softwares and its uses this is just some of the softwares which are used in 3D production process of Animation and I think this list will help you all a most.
Autodesk Maya or we called simply as Maya and it is a product owned by Autodesk Inc.
It has the interesting path in the 3D software industry. Filled with a background of mergers, it serves as a great example of why 3D artists always need to keep up to date with their ever-evolving work environment. It is the best known 3D software in over the world and most of the artist and production companies used this software as their main source.
Autodesk Maya is mostly used for producing film in 3D production houses.
Autodesk 3ds Max or we called simply as Max and it is also a product owned by Autodesk Inc.
It has the interesting path in the 3D software industry. It is the best known 3D software for gaming in over the world and most of the artist and gaming production companies used this software as their main source.
Autodesk Max is mostly used for gaming production houses and the best qualitative work is done in 3Ds max itself and it is well known for its rendering services which is awesome with some plugin like Vray etc.
Blender is a professional free and open-source 3D computer graphics software product used for creating animated films, visual effects, art, 3D printed models, interactive 3D applications and video games. Blender's features include 3D modeling, UV unwrapping, texturing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animating, match moving, camera tracking, rendering, video editing and compositing.
Alongside the modeling features it also has an integrated game engine.
While the chief use for each of these three packages is digital sculpting and high-poly detailing, they all do much more than that. Each of them has its own strengths and weaknesses, and while ZBrush is certainly the most ubiquitous of the three, they're all worth checking into. Their usefulness in a texturing pipeline comes primarily from the fact that they can be used to add an incredible amount of detail information to your model, which can then be baked down into diffuse, normal, ambient occlusion, and cavity maps. All three of these also have 3D painting capabilities for seamless texture painting.
ZBrush wears many hats, obviously. I think most artists would say that it's best-in-class for sculpting, and it's honestly only a few steps away from being an all-in-one content creation package. Learning ZBrush is a safe bet no matter what position you hold (or aspire to) in the industry.
Everytime I start to think that Mudbox is an also-ran in the sculpting game, I learn of another top-tier artist that uses it instead of ZBrush in their workflow. The apps share a lot in common, and where ZBrush excells in sculpting and detailing, Mudbox has better painting tools and an easier interface. They both get the job done, but I'll say this—Mudbox is almost universally recognized as having a better workflow for painting diffuse textures directly on the surface of your model. Many liken Mudbox's painting tools to a 3D version of Photoshop, and that's really saying something.
I don't use 3DCoat, but I checked out all the documentation on their recent Version 4 beta release, and it's shockingly impressive. 3DCoat is way closer to parity with ZBrush and Mudbox than I though, and even beats them in certain regards. It's significantly less expensive to boot.
A 3D painting app developed by Maxon with some fairly unique features like multi-channel painting, the ability to use Photoshop brushes in 3D, and ray-traced previews while you paint. Definitely a step up from most integrated 3D painting tools (like Zbrush's poly-paint).
Super-expensive 3D painting tool developed for use in high-end film pipelines. It supports ridiculously high resolutions and boasts some impressive film credits, but it's probably a bit out of reach (and frankly, overkill) for most individual artists.
Even though retopology has more in common with modeling than texturing, I still consider it a part of the overall surfacing process:
Topogun is a stand-alone mesh re-surfacing tool, which also happens to have map baking capabilities. This has been a favorite tool with game artists for many years when it comes to complex retopology tasks. Although hand-made retopo has become unnecessary for certain assets (a low-poly rock, for example), Topogun is still a very good option for complex character remeshing.
Meshlab is an open source solution for mesh processing tasks like polygon reduction and cleanup. Honestly, it's more useful for 3D scan data, however it'll work in a pinch for mesh decimation is you don't have access to ZBrush, 3DCoat, Mudbox, or Topogun.
Nobody likes creating UV maps (ok, maybe someone does), but these plugins sure make it easier:
MBT are a list of tools for Maya that Autodesk distributes "as is," meaning they aren't officially supported. But they're incredibly useful and include an auto-unwrap UV tool that easily beats anything else included with Maya. There's a lot of overlap in the bonus tools with other plugins like Diamant, but Maya Bonus Tools are free so you really have nothing to lose by taking the time to install them.
Headus UVLayout is another standalone mapping tool. At one point, this was hands down the fastest UV tool in the game, but a lot of other packages (like Maya Bonus tools, Diamant, etc.) have caught up quite a bit. Color feedback for UV stretching is a nice feature.
For modelling:
Autodesk Maya
It has the interesting path in the 3D software industry. Filled with a background of mergers, it serves as a great example of why 3D artists always need to keep up to date with their ever-evolving work environment. It is the best known 3D software in over the world and most of the artist and production companies used this software as their main source.
Autodesk Maya is mostly used for producing film in 3D production houses.
Autodesk Max
It has the interesting path in the 3D software industry. It is the best known 3D software for gaming in over the world and most of the artist and gaming production companies used this software as their main source.
Autodesk Max is mostly used for gaming production houses and the best qualitative work is done in 3Ds max itself and it is well known for its rendering services which is awesome with some plugin like Vray etc.
Blender
Alongside the modeling features it also has an integrated game engine.
For Scultping:
While the chief use for each of these three packages is digital sculpting and high-poly detailing, they all do much more than that. Each of them has its own strengths and weaknesses, and while ZBrush is certainly the most ubiquitous of the three, they're all worth checking into. Their usefulness in a texturing pipeline comes primarily from the fact that they can be used to add an incredible amount of detail information to your model, which can then be baked down into diffuse, normal, ambient occlusion, and cavity maps. All three of these also have 3D painting capabilities for seamless texture painting.
ZBrush
Mudbox
3DCoat
For 3D Painting:
BodyPaint 3D
Mari
For Retopology:
Even though retopology has more in common with modeling than texturing, I still consider it a part of the overall surfacing process:
Topogun
Meshlab
For UV Mapping:
Nobody likes creating UV maps (ok, maybe someone does), but these plugins sure make it easier:
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