DevLog 3: 3D Studio R4


I believe the user makes frequent renders throughout their build time because it is the only way to really see what the final product will look like. While in the build/edit mode, the author does not really have a view from the camera's perspective and cannot see what their object looks like when textures/materials are laid over it. Actually rendering the object will allow them to do that. We do not have to do this in our time with Blender because Blender gives us a very good sense of what the final product will look like even in the edit mode. 

Something I noticed right away was that this program also has move, rotate, and scale, the three most necessary features in any 3D modeling software. Both 3DS 4 and Blender also allow the user to edit with the light settings within the modeling software itself. Both programs allow the user to see the work that they're making in very specific points of view such as top, front, left, etc. Lastly, both programs allow the user to place textures/materials over their built structures. 

3DS 4 is from the year 1994. A couple of 3D games that have come out in that time are Tekken (for the arcade) and Need For Speed.

Another 3D modeling program that I discovered was Autodesk. I believe that the main demographic for this software is engineers and architects. The program specializes in creating very exact measurements of all of its models. It lets users determine the specific length and angle of objects, create areas of symmetry wherever they need it, discover the calculated center of gravity and mass, and more. I believe this tool would be useful for creating buildings or objects, but I'm not sure if it is suited for creating more organic structures like people or animals. Hence, I can see myself using something like this to create very geometric shapes, but I do not know if I'd use this regularly because I'd need to create a lot more organic/curvy models to use for my own games. 

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