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Which tool is better?

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26
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brazil
Dear developers,

I will star to learn 3D, to make scenery and, maybe in the future, aircraft.

In your personal opinion, which software is better, to adapt the models to FS: Gmax or Blender? Why?

Thank you
 

hairyspin

Resource contributor
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unitedkingdom
The better tool is the one you know how to use. Since Gmax is really old now and has issues with Windows 10 you’d be better off with Blender, but you’re in for a heap of learning whichever tool you pick. This is not a “3 easy steps to success” whichever way you approach it.
 

arno

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netherlands
Hi,

For which simulator do you want to make models?

If I would have to start learning a new tool, I think I would pick Blender today. But if you already know another tool well that might be a good choice as well.

If your focus is primarily scenery, you could also consider to use SketchUp. It has less of a learning curve, but tools like GMax/Blender give you more features when it comes to animations and such.
 

Vitus

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newzealand
Gmax will become more and more obsolete, so unless you want to fork hundreds of dollars for a 3dsmax seat, Blender is the way to go. I'm biased :D
 
Messages
26
Country
brazil
Hi,

For which simulator do you want to make models?

If I would have to start learning a new tool, I think I would pick Blender today. But if you already know another tool well that might be a good choice as well.

If your focus is primarily scenery, you could also consider to use SketchUp. It has less of a learning curve, but tools like GMax/Blender give you more features when it comes to animations and such.

I am sorry, I was not specific in my question. My original intention was to ask about how easy is a 3D software to import/convert its 3D models to FS.

My goals are:

1st - Have fun making models to add to ADE, for FS2004 scenery. Then to FSX scenery;

2nd - Have fun improving the scenery making, by creating non-aviation things (like ships), but yet to FS;

3rd - Have fun creating AI aircraft.

About SketchUp, I am don't how low we can maintain the polygon count. What can you say about it?

Thank you!
 

tgibson

Resource contributor
Messages
10,164
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us-california
Hi,

I would actually suggest GMAX for you, since I don't believe you can make FS2004 models with Blender, and you can also make FSX models with GMAX (assuming you bought the Deluxe version of FSX that includes the SDK). Since you are thinking about creating AI aircraft, the workaround path of creating the model in Blender, importing into ModelConverterX, and exporting as an FS2004 model won't work because MCX cannot export working FS2004 aircraft. That leaves GMAX...
 

Vitus

Resource contributor
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1,480
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newzealand
While Tom is right in regards to fs9, be aware that Gmax is a dead end. It's 20 year old software that becomes more and more obsolete. Some of the techniques are extremely tedious (uv unwrapping), modern things won't work (PBR), some tools are unusable (mirror) and it's very doubtful that you'll get good results for newer platforms like P3D/MSFS. :twocents:
 

arno

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And if you make a FSX scenery MDL with Blender, ModelConverterX can turn it into a FS2004 model quite easily.

For SketchUp, I don't think polygon count is an issue. It's the modeller that makes the polygons, not the tool. Although it might be easier in SketchUp to waste polygons, it's the choice of the modeller to do so.
 

tgibson

Resource contributor
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10,164
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us-california
All agreed, but if the OP wants to learn only one tool for exactly what was stated above, then GMAX is the one that can do that.

But in contrast if the OP is looking to ever progress beyond these sims *and* wants to use this GMAX expertise, the only option would be to buy 3DSMax, which can be expensive. A significant negative, I agree. In that case Blender, etc. might be a better choice and forgo creating new FS2004 AI aircraft.
 
Messages
1,374
Country
mexico
Hippolyto, do you know if Blender export meshes in 3d Studio format? I don't know... if it is the case, it is an easy way to go from blender to Gmax in order to make FS2004 animations. I still use Gmax and feel very comfortable with it.

And if you make a FSX scenery MDL with Blender, ModelConverterX can turn it into a FS2004 model quite easily.

For SketchUp, I don't think polygon count is an issue. It's the modeller that makes the polygons, not the tool. Although it might be easier in SketchUp to waste polygons, it's the choice of the modeller to do so.
Arno already said that, my mistake!

Before to go with complex models, make sure you master whatever tool you choose; it takes time, a lot of patience and a little bit of persistence. It is very rewarding when you begin and get your first modest model to work; take it from me:
I was able do it, you certainly can and will!

For blender and Gmax, there are tons of tutorials here in FSDeveloper and also on the entire web.

Welcome to the 3d design world,
Happy modeling!
 
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