Another Switch Story...Back to Developer Blog
By Daniel Brown
April 14, 2006
I was introduced to 3D software very early in high school, and was completely obsessed for a few years. Every waking moment was spent making elaborate 3D scenes, animations for the school's TV network and several Ontario level competitions. I adored 3D Studio Max, it was my tool of preference, until I switched...
The switch started when Apple announced their new operating system: OS X. I was a long time PC user, but I knew that Windows was a bloated cow, and it was only good for running 3D Studio Max. I purchased my beautiful and powerful new Apple hardware, and stashed my grey PC box in the closet. I was mesmerized by the elegance of Apple's innovation, so much to the point that I had no desire to use my PC - even for 3D Studio.
There were many times when I longed for some 3D action, but I cringed at the thought of having to work with Windows. I prayed that Discreet would release a Mac version of 3D Studio, but that never happened. The urge to satisfy my 3D craving got so strong that I was willing to learn the ins-and-outs of a new 3D software title. I continued to drag my feet over the adoption of new software, but in the end my desire won, and I began demoing OS X alternatives to 3D Studio Max.
The first title that I tested was Maya PLE. Maya has a very impressive track record in the movie industry. Maya is customizable in every aspect, but it felt awkward compared to my familiar Max interface. Maya was certainly not the best choice to start looking for alternatives. The application is enormous, and I couldn't get a feel of my regular workflow. It was frustrating, so I quickly jumped to the next demo without giving Maya a fair chance.
My Google search brought me to a small open source application called Blender. Blender has an decent tool set for its free price tag. Even though Blender is significantly smaller than Maya I still had a disturbing experience. I soon realized that it wasn't the software that sucked, but I had an addiction to Max. I wasn't ready to let go of 3D Studio.
Several years passed with no 3D action, until I started attending school at the International Academy of Design in Toronto. The IADT uses 3D Studio Max in their game program. I felt like I was being reacquainted with a long lost love, however, the honeymoon didn't last long. I quickly became frustrated with the workflow in Max and soon found myself, once again, searching for an alternative.
This time around my search led me to two familiar software titles; Maya and Blender, as well as a few new additions: Lightwave, Carrara, Cheetah, Modo, and Cinema 4D. This time around there were a few key elements that I was looking for in an alternative; price, interface, capabilities, compatibility and experience.
I quickly crossed off Cheetah, and Carrara. The interface for both was terrible. Workflow was non-existent and the features were definitely lacking in Cheetah. Modo was also crossed off the list early, because it lacked a complete package. Modo is a modelling application, and a fantastic one at that, but I needed a complete tool-set. Something that could take me through the entire process of developing a game character.
Having prior experience using Maya and Blender I was excited to try them out again. I did not realize that my initial feelings of the applications still remained and I could not get passed a few oddities in both applications. Maya in all it's glory was a little overkill for my needs, and the workflow still didn't jive with my expectations. Blender on the other hand was lacking in features, community support, and once again workflow.
Lightwave was next on the list. I performed tutorial after tutorial. I loved everything about it. I was certain I had found a replacement application for 3D Studio. The one thing holding me back was compatibility; Lightwave had not been recompiled to natively run on the new Intel-Mac's. That shortcoming would force me to run Lightwave through Rosetta; an emulator that allows PPC apps to run on the new Intel architecture. Rosetta is very impressive software, but it still chugs when it comes to 3D acceleration. With no announced date for Lightwave 9, I decided to continue my search and take a gander at Cinema 4D, the last application on my list of alternatives.
Cinema 4D is offered in three packages; Basic, XL, and Studio. Basic is the least expensive and Studio is the most. My initial thought of Cinema 4D was that it had an odd layout, but then I quickly realized that it was an advanced, and much more effective, layout than what I was used to in Max. The workflow is smooth and intuitive, it has a wide range of powerful tools, the renderer is extremely fast, and most importantly it offers the cutting edge technology used in designing next-generation games. Cinema 4D feels like an easy to use Maya; what Maya could have been in alternate universe.
I really enjoy using Cinema 4D, it is excellently priced, superb workflow, a long list of easy to use features, and one of the greatest aspects - it is 100% compatible with the new Mac-Intel architecture. I would highly recommend Cinema 4D, by Maxon, to anyone who is considering an alternative to 3D Studio Max. Cinema 4D is available for Windows and Mac and starts at $695 for the Basic commercial version. The educational version of XL runs for $395, and the commercial version sells for $1995.