In that case I would say Zbrush, if you think you are up to it.
You could start with sculptris, which is a free stripped down version of Zbrush..
In that case I would say Zbrush, if you think you are up to it.
You could start with sculptris, which is a free stripped down version of Zbrush..
Ok. Thank you! That's something that I don't like about ZBrush is that there is no demo. :( But great! Thank you! I'll check it out!
Solidworks and Zbrush are two totally different modelling packages, so if your more into your organic modelling and characters etc then go for Zbrush. I can use Creo/Solidworks pretty well for all kinds of mechanical things, with parametric modelling...however because of my Parametric mechanical mind I found Zbrush sooooooo hard!! There are loads of tutorial videos online though, and as suggested above go for Sculptris first which is a great little version of Zbrush but is free.
Solidworks and Zbrush are two totally different modelling packages, so if your more into your organic modelling and characters etc then go for Zbrush. I can use Creo/Solidworks pretty well for all kinds of mechanical things, with parametric modelling...however because of my Parametric mechanical mind I found Zbrush sooooooo hard!! There are loads of tutorial videos online though, and as suggested above go for Sculptris first which is a great little version of Zbrush but is free.
Ya. I just like SolidWorks because it had a lot of functionality and has a pretty big community. So it'd be easy to get answers to questions.
For your organic stuff, check out MOI 3d. they have a 30 day trial and it costs I think about $400 US you can do mechanical things in it too but its more oriented towards organic models.
Also check out DesignSpark Mechanical for mechanical things.
For your organic stuff, check out MOI 3d. they have a 30 day trial and it costs I think about $400 US you can do mechanical things in it too but its more oriented towards organic models.
Also check out DesignSpark Mechanical for mechanical things.
Ok. I've seen a few topics here about them, but haven't looked into them that much. Thank you.
Z-Brush is an incredible piece of software which I love using, and which I think is actually really good value for money for everything it can do. But it's important to understand that it is solely a freeform sculpting package. You basically start with a ball of clay and pull it into shape. It's not for making accurate flat-sided geometric shapes with known dimensions - like mechanical parts.
Sculptris is a very, very cut down version of Z-Brush, and has one major drawback for 3D printing use - it doesn't remesh the shapes - i.e., re-covering your edited object with a new simpler mesh of triangles when it intersects itself or gets twisted - but instead keeps contorting the original one, so that it is fairly easy to end up with a very complicated, self-intersecting mesh that will confuse slicers and be hard to print.
DSM is the free version of SpaceClaim - which is another awesome piece of software for doing more geometric/mechanical work. SpaceClaim is a few thousand dollars, but still cheap compared to something like SolidWorks I think. DSM does most of what you need for most 3D print modeling, however, and is free.
The one thing missing from DSM is loft or blending. That's actually the reason why I purchased MOI 3D.
If you are unfamiliar with those terms, it the process by which you draw 2D shapes and blend between them.
Ok. So I've figured out that I need something more structural oriented. I need to be able to keep proportions the same throughout the project. So ZBrush for this use would not be ideal.
I just started learning Rhino 3D because I want to create more organic shapes. It is a very different approach to modeling when coming from Blender but I'm finding you can be more creative with your shapes.
The one thing missing from DSM is loft or blending. That's actually the reason why I purchased MOI 3D.
If you are unfamiliar with those terms, it the process by which you draw 2D shapes and blend between them.
Does it blend the shapes regardless of anchor point placement in your example? or do you need to keep the number of anchor points and positions relatively consistent throughout the U-loft?
lol Valcrow, that sounds like a question from a solidworks user?
Na I'm a max user, we have Nurbs. It's just very limiting so I almost never end up using them. I just wonder if these new programs have magical nurbs that defy anchor point physics.
Have you all used Creo?
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I want to make all kinds of things. Nothing too specific. But the majority would be more "organic" stuff. Like rounded and smooth surfaces, not a lot of architectural stuff.
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