Overall it’s up to you but it comes down to:īlender is harder to learn but is 100% safe, more tutorials, and delivers great quality.Ĭ4D is easier to learn but you will have to crack it most likely to get it, fewer tutorials but they are of good quality, and can deliver same quality as blender.
These plugins can cost money or be free and can deliver amazing results. Downsides to C4D is that you won’t find nearly as much tutorials as you would blender and most of the time you will have to do some questionable actions to get a copy of C4D (which can bring unwanted things to your computer if you are not safe.) The last downside to C4D which alot of people don’t know about is that there is a cap to how realistic you can make the renders without support of a external plugin (If you don’t plan to make realistic renders like I like to make then this isn’t an issue.) The native C4D physical render has a limit to how realistic it can get so thats why many artists who use C4D will use external plugins such as Octane Render (My personal choice), Arnold, or Redshift. I found C4D much easier to learn since it has a much simpler layout and is all around more user friendly. Max and Maya compare much better to Blender, while C4D is a little more of a in between Houdini and a classical modeling app from what I feel. Blender is a great choice for anyone starting 3D Design / Rendering.Ĭinema 4D offers amazing capability and results aswell. The focus here is really not to fight between Blender and C4D, If I learned anything then both are very different at every corner and there can be no winner, but you should know the differences. I tried it out before but it was a bit to confusing for me to learn at the start but got the basics down within an hour.
It is somewhat easy to learn with a very large amount of tutorials on youtube and is free. apps.From my own personal experience I would say both are completely equal.īlender offers amazing render capability and results. , so I could imagine a very clean pipe and careful workflow may help between these. At one point I redesigned something called House and replaced it and there was an existing "house material". These architectural 3d interiors are prepared for 3dsmax, Blender, Cinema or Unreal Engine. I could imagine this could come from saving files in the Unity structure and then changing them in Blender and confusing the pipeline. Over 100 scenes of modern, Scandinavian or loft style bedrooms. When I had tried this previously (and sloppily) I was getting the roof texture on the floor and worse - so I assume this must have been some inaccuracy in the workflow.
I saved them directly into the Unity project directory (assets/myassets/mymodels) and they worked perfectly fine. I created simple objects in Blender - at this point only a few cubes and one basic house with a roof, floor and walls - all with UV mapped textures previously saved in my Unity project directory (assets/myassets/mytextures)applied to simple surfaces. Now you can collaborate and share models with ease Contents.
fbx directly to the Unity directory, but this didn't do much better.īased on reading this thread, I started with an empty Unity Project and new Blender files. Go from Cinema 4D (C4D) to Blender with this easy exporting and importing guide. Experimental builds have the latest features and while there might be cool bug fixes too. Somewhere in the forum I read that one should save locally and then on the last step export to. Blender Foundation announces the release of Blender 3.0, to mark the beginning of a new era for open source 2D/3D content creation. I don't know about complex shader use in either c4d or blender being imported into Unity and having them look as you'd expect in game, but I was having problems with importing basic materials: either they'd not show up, or be applied to the wrong surface, or textures applied to another material that needed relinking.
I am sure that i am not the only one that has these issues.so would be nice to know how you guys works thanks! Is there a workflow to follow (tutorials?) to create models that can be easily imported in Unity, without a lot of post work? I've lost the last 2 hours importing a model of a boat, with various materials and parts.and after importing all the textures in Unity and apply them, i have a serious problem to deal with glass stuff (windows and bottles with glasses on a table inside the boat), since they look black from outside and transparent from inside (i tried to change shader in Unity, but i can't get the same result of a render in c4d) If you look at the tutorials from Will G, he uses C4d to make models and texturize them, tehn he save them and import them in Unity (so they are converted in fbx), but every time that i do so, i gotta apply again all the textures on the model (using blender and saving in obj requires even more work,since what i get is a white object without even the materials set up).Įven saving in fbx cause issues to Unity.
I am having some problems importing from these 2 software in Unity, and i wonder what am i doing wrong.