Blender vs Maya vs Cinema 4D, Which One Is The Best 3D Software?

Blender vs Maya vs Cinema 4D, which one is the best 3D Software

Blender vs Maya vs Cinema 4D, which one is the best 3D software for animation? As the leading render farm in the CG industry, Fox Renderfarm will answer this question in a personal opinions. As we know, Blender, Maya and Cinema 4D, all are 3D production software, and they can all make 3D animation. The concept of 3D animation is actually very wide, and the movement of 3D objects can be called 3D animation. Therefore, this software should be distinguished according to their areas of expertise, and cannot be generalized.

Maya

Maya can also be said to be a resource integration platform, which is mainly used in the production of film and television animation and the integration of related resources. Maya's 3D animation, modeling, simulation, and rendering modules provide a powerful integrated toolset. Can be used for animation, environment, motion graphics, virtual reality, and character creation. We can see the figure of Maya in the major movie screens.

Cinema 4D

C4D, full name Cinema 4D. One of the major features of C4D is the integrated package. Using these packages can quickly produce good quality effects and animations. Relatively speaking, novices are relatively easy to get started with C4D. C4D can be seamlessly connected with AE(After Effects), and C4D scenes can be directly imported into AE, so C4D is still very popular in the production of short films and film packaging.

Blender

Blender is a free and open-source, cross-platform, all-round 3D animation production software, providing a series of animated short film production solutions from modeling, animation, materials, rendering, to audio processing, video editing and so on. Blender has a variety of user interfaces that are easy to use in different tasks, with built-in advanced video solutions such as green screen keying, camera backtracking, mask processing, and post node synthesis. There are also built-in cartoon strokes (FreeStyle) and GPU-based Cycles renderer. Python is a built-in script that supports multiple third-party renderers. It is favored by the majority of graphics enthusiasts in short videos and game production.

All in all, the three software cannot be compared without any restrictions. Each of them has its strengths. It depends on which area you want to develop and then choose the best software tool from them. Fox Renderfarm, the leading cloud rendering service provider, supports rendering Blender, Maya, C4D, and is a powerful and fast render farm that supports both CPU and GPU rendering. Now Fox Renderfarm offers a $25 trial for new users.

Welcome to join us

render farm free trial

Recommended reading


How to Render High-quality Images in Blender

2020-03-09


How to Render Large Scenes with Redshift in Cinema 4D

2019-10-15


Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Is The Best 3D Renderer?

2019-04-15


Why V-Ray Render is Black in SketchUp And How To Fix it?

2019-05-07


How to Reduce Noise in Corona Renderer - Corona Denoising (2022 Updated)

2019-05-15


What is the difference between pre-rendering and real-time rendering?

2020-09-08


How the Redshift Proxy Renders the Subdivision

2018-12-28


Blender vs Maya vs Cinema 4D, Which One Is The Best 3D Software?

2020-01-16


Partners

Interested

Maya Tutorials: Game Props Modeling
Maya Tutorials: Game Props Modeling
Fox Renderfarm, a leading cloud rendering service provider and render farm in the CG industry, will share with you the game props model produced by Maya. In this Maya tutorial, we will introduce how to create a game-style 3D model based on conceptual design drawings, from ZBrush carving to high poly and low poly UV texture production.The following is a brief description of the process of making 3D models of games. I hope that you can have some understanding of the models used in games.!Maya Tutorials Game Props Modeling ConceptBefore making a model, there are usually some conceptual drawings as reference for making. In this case, you can directly put the reference drawing in the production software Maya as a reference. ModelingBefore importing into ZBrush for sculpting, you can first do some preparation work in Maya. If the model is relatively simple, such as stone, tree trunk, floor tiles, etc., they are relatively simple. You can use ZBrush to sculpt High Poly directly without making a Low Poly model. If the model is more complex, such as a biological model (animal or the like), you can make a Low Poly export OBJ file in Maya and sculpt it in ZBrush.!Maya Tutorials Game Props Modeling ZBrushImport the low poly model into ZBrush for sculpting. From Blocking, make sure that the scale is appropriate. The most important thing is that the model does not deviate from the conceptual diagram. It is necessary to determine the overall ratio first, and then it is the part of some accessories, and finally the detail part. This process only uses the basic brush.!Maya Tutorials Game Props Modeling RetopoThe number of model faces sculpted by ZBrush is very high, which may be as high as hundreds of thousands of faces, or even millions. Such models cannot be used in-game engines. Therefore, the high poly model sculpted by ZBrush needs to be topologically a low poly before it can be used in the game engine. The topology process uses a topology software TopoGun, TopoGun can help the model Resurfacing and Maps baking, and the details of the model will not be lost. If you are making a single static map, then the model does not need to rig bones, it is not necessary to make low-poly and Normal map. UVSAfter the topology is completed, it is the job of the UV. Normal maps can be baked after the UV is split. The UV can be organized using some plug-ins included in Maya, or can be produced using other software. You just need to expand them and adjust as needed. Try to be as reasonable as possible.!Maya Tutorials Game Props ModelingSchematic diagram of UV deployment and placement Normal mapBefore bringing the model to Substance Painter, you need to bake the details of high poly onto the developed UV to make the texture. Baking and texture can be made using Substance Painter or Toolbag, especially Substance Painter has many tools and functions, which is very suitable for realistic and cartoon-like texture production.!Maya Tutorials Game Props Modeling!Maya Tutorials Game Props ModelingThese textures represent different information such as Normal map, Specula, Hight, and Gloss. The higher the accuracy of the texture, the better the final display effect of the model.!Maya Tutorials Game Props ModelingImport the baked texture into the most commonly used Substance Painter software to create PBR textures. Some parts can be adjusted using some preset textures, and then output different textures according to different needs.!Maya Tutorials Game Props Modeling!Maya Tutorials Game Props Modeling
More
2020-06-23
Maya Tutorials: Production Process of 3D Artwork Batman(1)
Maya Tutorials: Production Process of 3D Artwork Batman(1)
CG character artist Nealxia shared his "Batman" project and explained in detail the production process of models, UVs, textures, renderings, etc.. Your TPN render farm and cloud rendering services provider, Fox Renderfarm hopes these experiences can be helpful to you. IntroductionBatman is a superhero under DC Comics, and in my heart, he has always been a shining image representative who grew up with me. The first time I knew Batman was the Batman game. I was immediately attracted by his mysterious, cold, dark temperament. I still like this role very much now, and I always look forward to the opportunity to do memorable work for my idol. Finally, I finished this work in my spare time last year, I hope you like it. ReferencesBefore I started, I collected a lot of material about Batman. The styles of the picture materials are both realistic and cartoon. In the end, I decided to use Nolan’s film "Batman: The Dark Knight" as the model since I really like this movie.!Maya Tutorial Production Process of 3D Artwork Batman-2 Modelling:After determining the appearance of Batman, we must determine a basic model. I found one from previous projects as a basic model. If it’s too time-consuming to make from scratch, the best way is to use the resources at hand to apply what is suitable, and do it yourself if it’s not a proper one. Displacement pump or normal can be used in the production process to show the details of the model.The process of making Batman armor is done in Maya. After determining the approximate shape, the armor is added to the character model. Building these hard armor models in Maya is quite quick and convenient: first, create a plane, and then continue to extrude the edges of the plane model with the Extract Edge command, and continue to cut until you achieve the effect you want.!Maya Tutorial Production Process of 3D Artwork Batman-4!Maya Tutorial Production Process of 3D Artwork Batman-3
More
2020-08-18
How To Rebuild Avatar With Arnold For Maya
How To Rebuild Avatar With Arnold For Maya
In 2009, a sci-fi film Avatar swept the world. This film won a lot of honors, but as a CG enthusiast, the greater fun is still exploring the production process of this film. In Avatar, many characters and scenes are made using Maya. As the leading cloud rendering services provider and render farm, Fox Renderfarm will introduce the Avatar as a case by Arnold and Maya to introduce the software. Part 1. Collection of materials Material collection is an important step, and the more time you spend collecting material, the less late errors will be. When making the Avatar model, I used the web to collect a lot of real material and video reference. You can add some of your own understanding during the production process. You can also try different brush strokes when post-production in ZBrush, and finally unify the whole character. Here are some of the materials I collected. Part 2. Maya basic modelUse Maya's own box as the basic model, first adjust the general proportion, and then start from the large-sized model parts, so that you can grasp the overall feeling of the character in a relatively short time, and easily modify the scale. As far as possible, the wiring should be as clean as possible. It is not necessary to describe too much detail. In particular, pay attention to the structural turning of the head to facilitate engraving later. Step 1: This role, gives me the feeling is a combination of feline and human face, the upper part of the face is a lion, the lower part is a human. I decided to put more effort into her lower half of the face and tried to understand the upper half of the cat's face. After analyzing these things, we can grab some of her characteristics to start modeling. I made a simple model, this time there are very few lines, it is very convenient for you to adjust the feeling. At this time, the proportion and position of the character's lower jaw and facial features were fixed. Step 2: Add one line while adjusting and perform local detail processing. Eye, eyebrow and cheekbones, here are the low mold and final wiring diagram. Part 3. Adding ZBrush DetailsAccording to the previous reference to determine some of the details of the role structure, subdivision in ZBrush, improve the number of faces of the model to add some details to the model. For example, pores, texture of the lips, etc. Step 1: First perform Maya's cleanup to check if there are more than four sides. Export the obj model without problems. Step 2: Import ZBrush to add details. Use a few skin brushes. Detail breakdown and detail addition. Part 4. Mapping the TextureBecause there is already a film and television as a reference, the texture is closer to the content of the film. Here are some of the material I collected. You need to make sure the uv is correct before drawing the texture. I am using the UVLayout plugin to split the model UV. Pay attention to the position of the tangent at the time of splitting, try to put it in the place where it can't be seen, so as to avoid the seam problem. The mapping of the texture here is made by combining Mari and ps. In order to quickly grasp the process of drawing textures using mudbox here. These are the uv splits using plugins. It's worth noting that sometimes splitting out is not ideal and needs to be re-edited in the Mayauv editor. The overlapping parts in the red part of the figure can be adjusted in the uv editor. The final result is as follows. After the UV editing is done, it is necessary to draw the texture and draw it here using the mudbox.Firstly, subdivide the model and then export obj. The second is to open the mudbox and import the model. Select a brush. The shader looks at your personal habits and can switch between viewing highlights and non-highlights. Select the brush and click New Layer on the model to select the map size and format as needed.I am here to choose 4096*4096 size for clarity. And named as the background color, in order to put the background color on the model, to prevent the back when painting the map. The new layer adds the pattern, which can be adjusted in conjunction with the layer blending mode. To achieve the right results. Generate textures and export them after making multiple adjustments. And add textures in ps. And the root layer is created to generate the corresponding 3s highlights and bumps. Part 5. RenderingLight setting: The first step, we basically use the most basic three-point lighting principle to first adjust the intensity of light to achieve the required intensity. Note that this is the arnold renderer that is utilized, so the default light is attenuated with light. The lighting test of the advanced model (the model without the map) pays attention to the contrast of the cool and warm of the light.The three-point lighting is generally the primary light source auxiliary light and contour light, pay attention to the contrast between the main light source and the contour light. There is also an application with skydemo light to simulate the surrounding environment. Setting of the shader ball: In order to better express its texture and skin characteristics, we will use the corresponding skin material.The first step: Since the texture has been drawn before, the respective skin layers whose inherent color is blue are also adjusted according to the inherent color. Connect all the textures to the corresponding properties of the shader and adjust the parameters. Here, five textures are connected to the skin's three-layer highlight and normal map. Then adjust and test the lights. Render channel output: Render the corresponding channel, which is more convenient to adjust later. They are id, normal, highlight, ao, sss, etc. Channel synthesis: The rendered layer is synthesized in ps, the ao channel is synthesized by the method of the film stacking, and the highlight channel is synthesized by the screen method. The normal channel can be synthesized in nuke to re-adjust the light. It is possible to directly adjust the eyelashes and adjust the background lighting effects and color in the ps. Adjust the desired effect with the final adjustment. That's all there is to explain about the making of Avatar, we hope you've been inspired. If you are looking for a render farm, why not try the fast and TPN-accredited render farm, Fox Renderfarm, who offers a $25 trial.
More
2019-06-12
  • Foxrenderfarm

    Powerful Render Farm Service

  • TPN

    Business Consulting

    Global Agent Contact:Gordon Shaw

    Email: gordon@foxrenderfarm.com

    Marketing Contact: Rachel Chen

    Email: rachel@foxrenderfarm.com

    Connect with Us

Fackbook Customer Reviews