![]() In the end I always end up coming back to max. Didn't care for Maya when I had to use that for a couple of years. I was forced to use lightwave for a while and disliked every minute of it. In the end different apps are like different mediums (pencil, charcoal, acrylics, pastels, oils) you use the one that works for you and feels most natural and lets you produce the results you want. ![]() When I was playing with the Mac I tried Modo, found the modeler I liked best was Silo. Though 3dsmax is overpriced compared to other competing 3d apps. Truth is if you do it for a living the expense of the software isn't that great. I mean, when someone really masters free tools like GIMP and Blender, when he/she makes fantastic art with it, when you know all these features in and out, then it might be time to spend thousands on a tool, that might provide only a few additional percent more functionality. This way the learning curve is not that steep and the tools are cheap or even open-source in the beginning. I found it best to start with a smaller tool with less features and then upgrade to more powerful ones. Be open-minded and test some tools, not just for a few hours. In the end I would recommend all new users to not listen to us old-school guys. Some old expensive dinosaurs like 3ds Max or PS are not always the best bet. I can assure you, there are quite some better options out there. So I am always learning new tools, new workflows and new techniques. I have to create content for different engines (UDK, C4, Unity, Torque, 3DGS and others). But nevertheless I am using Gimp instead of PS and I am rather modelling in Modo instead of a constantly crashing 3ds Max. I'm not saying you shouldn't use GIMP, if it's what you can afford and like using then it's the correct tool for youĬlick to expand.I am as old as you are and I am sitting in the same boat. If I had to use it now I'd quit game dev and find something else to do that's less stressful. Sure you can use MS paint and make great art, I used to spend weeks of lunch hour at 6th form college making polished pictures in MSPaint because that was all they had on the PC's in 1991/2. I'd much rather spend my spare time painting with real brushes and paint so the less time I have to sit in front of the computer the better. I used to love fiddling with every little thing when I was younger but now I'm almost 38 and just want everything as straightforward as possible. Thats why I use Unity and aside from them being industry standard apps, Photoshop and 3ds Max. I for one after working in games for 15 years find a lot of things tedious and want everything to be as easy as possible. There just isn't time to have to juggle micromanaged layers when you can quickly use adjustment layers to do the same thing. If you use Photoshop and adjustment layers a lot you soon get lazy. Also it goes over specular mapping with gimp. It uses hand recovered normals, as well as the high pass filter. And besides, take a look at this, if you think nvidia normal maps are good, crazybump destroys them.Īnd here is a tutorial which uses gimp and blender, the guy gets nice results from gimp here is the link for anyone who may be interested. So for game design if you want to know which to get just think, if you have extra money and it wont break your bank go ahead and get photoshop, but gimp is free and will do 90% of what photshop can just in a different way, or a slightly less convient way. The windows are always in your face, and you have to slam them around as you work whereas in photoshop there is quite a clean workspace. The whole interface just feels a bit clunky, Though one thing gimp has is it is pretty inconvenient. Alpha channels in gimp are also easy just layer-transparency- add alpha channel. Just overlay layers, and apply blur to them eventually you build nice normal maps. Normal maps are not a big deal as the built in nvidia pass pretty much sucks, hand recovering your normals is the best way to go. ![]() Though when it comes to the exposure setting in photoshop it can create powerful specular maps, not to say this can't be done in gimp it just needs to be done differently. Gimp covers color balance hue/saturation and many of the same quick adjustment features photoshop carries. Gimp can do normal maps just as well as photoshop, and can save as dds same as photoshop. Which are great for any cartoony looking game. In gimp you will feel the blow if you wish to use filters such as cutout, paint daubs, poster edges ects. Photoshop +zbrush is the best workflow for any texture painter on the market. Gimp will do anything photoshop can except like it has been said you are far behind if you do texture painting.
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