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    If I wanted to create industrial environments for games, like the Grid areas in Armored Core 6, should I go with traditional 3D software or something more CAD oriented like Plasticity?
    >>
    Cad software makes fucked up models optimized for cnc machines and not for rendering.
    There will never be an advantage to using cad software to make art assets. Never ever ever. Stop trying to find it. You can make that metal strut in 2 seconds in maya.
    >>
    >>1030846
    Lies, we have sport cars that use CAD for visual 3D and they love it. https://www.youtube.com/watch?v=Zd-lbdmVmHA
    >>
    >>1030845
    here you have:
    https://www.youtube.com/watch?v=S-T4_OIbtGQ
    >>
    >>1030847
    >random yt video about nothing
    No professional studio leaps out of their artistic software package to use solid works to model something mechanical, just to import it back to Maya or w/e for a game or an animation. There's no advantage to it.
    >>
    Weird question. You can use a multitude of tools to create assets or to compile those assets into a stage in a video game. I can recommend lightwave in particular. Unreal is always an option. Mastering these assets has a different flow maybe because of lower resolution or material rendering but its not a meaningful difference. Just start.
    >>
    >>1030847
    Why are you posting electric motorcycles? Are you poor? You know the government is going to take yours away, right?
    >>
    >>1030845
    I feel like a lot of this is texture work. A bunch of trim sheets with tricky shaders and geometry. There's a guy on twitter who does big industrial stuff Rahul C and i think it's mostly tricks. You wouldn't want CAD and plasticity is more for pseudo-industrial design stuff which is smaller scale imo
    >>
    >>1030847
    >visual 3D
    There you have it. Visual, which doesn't mean real-time.
    You could use CAD and then retopo but that is just making an extra step. Learn subdivision modeling and you will have great results
    >>
    File: 6573685.jpg (94 KB, 902x956)
    94 KB JPG
    >>1030845
    I downloaded a course awhile ago that covered stuff like this. He was using the procedural scattering feature in Clarisse to achieve this look, but unfortunately that software is abandonware. You can probably do something similar in Blender and then just bake the detail down onto low poly models
    >>
    >>1030938
    what course and [spoiler]where does one download courses outside of cgpersia which only hosts on 20kb/s hosters
    >>
    >>1030846
    you can make a metal strut in literally anything in 2 seconds bro wtf
    >>
    >>1030846
    yes for OPs screenshot you would never need to leave maya/blender to make that. But I wouldn't discount cad completely for those who like to design crazy industrial/sci fi shit with bizarre booleans. Key word is design though.
    >>
    >>1031374
    Show me your craziest cad design and I'll replicate it in 3d with half the effort because I won't have to follow the rules you did.
    >>
    >>1031024
    Cool. You almost figured out my point.
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