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Beginner Exercises for 3D Modelers
Easy introductory level projects to help you begin learning
- Dartmouth College
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- Animation & Video
- Graphic Design
Diving into 3D modeling for the first time can be daunting. Where do you begin ? Do you start with the project that's been occupying your imagination for as long as you can remember? It's tempting, but probably not the wisest choice. Instead, use these simple entry-level 3D projects. It's important to choose exercises early on that will help you successfully learn foundational techniques rather than jump straight into the advanced stages of 3D design.
A Wine Glass
This is one of the quintessential beginner projects in 3D modeling courses and it can serve as a perfect introduction to NURBS modeling techniques. The shape is familiar and the technique's very basic, meaning you can get a good-looking model under your belt very quickly and easily.
These techniques apply in any situation where you need to model a cylindrical shape with radial symmetry (e.g., pots, glasses, lamps, rocket ships).
A Greek Column
Like the arch, this is another easy-to-model architectural element you can use time and time again in projects down the road. Plus, we've got a tutorial for this one .
The techniques in this 3D modeling exercise apply in architectural and hard surface modeling.
A Skyscraper
This is a fantastic project to help you get the hang of efficiently handling increasing levels of complexity and repetition. The shapes on a modern box-style skyscraper are simple enough they shouldn't cause problems for beginners, but also bring some interesting technical challenges to the table.
A large number of windows forces you to learn techniques for evenly spacing edges, and creating the windows themselves requires a solid understanding of the difference between world space and local space extrusion. It's also a perfect opportunity to get acquainted with the use of selection sets to handle repetitive face and edge selection .
These techniques apply in any project that requires ordered repetition.
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7. 3D models
When you start creating 3D Models, you should be familiar with these terms:
- Part – a single component or body that you are designing
- Dimension – a constraint applied to edge length or surface size
- Assembly – an arrangement of parts to form a construction
- CAD – Computer Aided Design
Types of 3D models
There are two types of 3D models that you might like to design:
- Geometric models — components made entirely from lines, shapes and extrusions
- Organic models — involve using curves to sculpt a mesh to a desired form.
Geometric models are typically used for engineering and construction applications, while organic models are used in 3D animations and industrial design. A combination of both types is also possible.
Designing a 3D model for your assignment
Use this strategy to approach the design of a 3D model:
- Draw a rough sketch of the part with pencil and paper
- Annotate your sketch with dimensions, constraints or other key features
- Plan steps to convert your drawing to a digital model (e.g. sketch, extrude, fillet, etc…)
- Apply these steps in your 3D modelling software
- Refine your model according to other details from your sketch
- Verify that all dimensions and constraints were correctly applied.
Prepare your model for 3D printing
3D modelling software can export your model in a variety of formats. Depending on how or where you 3D print your model, these formats are typically used:
- A stereolithography file (.STL)
- A Wavefront 3D model file (.OBJ)
Steps for exporting your model in these formats are generally found in the help pages of the software you are using.
3D modelling software
Use of 3D modelling software largely depends on the model you are trying to create. If you are creating:
- a geometric engineering component, CAD software is usually the best option
- an organic model for 3D animation, then 3D modelling software is best.
Get more information on 3D modelling tools .
3D Photogrammetry software
Photogrammetry software is a very useful tool for constructing 3D Models from photographs. This can be done with photos from a phone or digital camera, and then the software’s algorithms do all the work. Visit 3D Photogrammetry tools for more information.
Ways to get 3D models
3D modelling can be used in a variety of ways. You can upload a 3D model for online interaction, 3D printing, animation or for use within VR/AR applications.
You can get a 3D model via:
- CAD or 3D Modelling software — 3D Models can be created from scratch using this software
- Photogrammetry — construct 3D models from photographs at the click of a button using specialised software
- MRI/CT Scan Conversion — extract a 3D model from any CT Scan or MRI data
- 3D Scanning — scanning an object with a 3D scanner
- Online Collections — download an online 3D model
Examples of 3D models you can create using photogrammetry. Press the play buttons to interact with each model:
Trilobite 3D model
Trilobite by Nick Wiggins on Sketchfab
Kangaroo Cranium 3D Model
Kangaroo Cranium by Nick Wiggins on Sketchfab
Model of sculpture ‘A student’s head’ 3D Model
Model of sculpture ‘A student’s head’ by The University of Queensland Library on Sketchfab
Find existing 3D models
Find designs to download and use under a Creative Commons Licence from:
- Thingiverse — a MakerBot website for sharing 3D models
- Yeggi — 3D model search engine
- NIH 3D Print Exchange — a collection biomedical 3D models that include, anatomy objects, proteins, cells and tissues
Museum collections
Some museums are now making parts of their collections available as scans for home 3D printing:
- British Museum Exhibits on Sketchfab
- The New York Metropolitan Museum of Art on Thingiverse
- Smithsonian
Types of Assignments Copyright © 2023 by The University of Queensland is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License , except where otherwise noted.
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Assignment 1 – Introduction to 3D Modelling – 7th March – 50% – Complete Compilation Post
ASSIGNMENT 1 – Introduction to 3D Modelling – 7 th March – 50%
(compilation post of all work and references during assignment 1 ), week 1 – module introduction:.
We were introduced to the new semester and given our next modules that we would be working on. We would be focusing on 3D Digital Literacy and Animated Narratives. We were given our first assignment due for the 5th of March, where we will have to Model, UV unwrap, texture and real-time render one of the following:
- Mantel Clock
- Treasure chest & treasure
- Sword & shield
- Sci-Fi door
- Magic Witch / Wizard Staff
I am most drawn to the sword and shield or the wizard staff as I think I could create an interesting design for one of these.
I had begun the research for this assignment by looking at the 3D staffs made by other 3D modellers on Sketchfab and seeing how they designed their staffs. I was looking for inspiration in order figure out what kind of staff I wanted to create as well as how to go about designing each part.
I created an Inspiration List on Sketchfab with my favourite or the most unique designs that I found: https://sketchfab.com/unamaciver/collections/staff-inspo
I was most inspired by Meltem Ozceliks Star Staff design here: https://skfb.ly/6UxDR
as well as Marlena Bayer’s Staff of Eternity design: https://skfb.ly/6XUoo
I then decided to start brainstorming and do some really rough concept sketches of potential staff designs and elements to include for my assignment model:
I continued drawing and designing more ideas for my staff for the first assignment. I began looking at staffs and weapon designs from various media and video-games.
One of my main inspirations was Final Fantasy X, an RPG game, where one of the main characters has a staff that changes design throughout the game.
I also looked at Okami, another video game, for its weapons and world designs. I love the art and style of the game and wanted to perhaps create a staff that could be found in the game.
Tsukuyomi from Okami, as modelled by daemongrave on SketchFab: https://sketchfab.com/3d-models/tsukuyomi-28197e3ae5e0480b980318db002658eb
I also looked at various staff designs and 3D artists that further helped me in my staff model concept design:
I also looked at the work of artists:
- Adrien Chan: https://www.artstation.com/artwork/1nGyxe
- M. Barutcu: https://www.artstation.com/artwork/xzwWB4
- Nathan Mulhollen: https://www.artstation.com/artwork/Aqwbzo
- Annie Boudaghain: https://www.artstation.com/artwork/8nROn
- Ayhan Ayogan: https://www.artstation.com/artwork/amoNq
These are my cleaned-up staff designs that I came up with that I liked most!:
STAFF DESIGN
For Assignment 1, I continued making progress on finalising my staff design this week and refining this further. I wanted to make a staff that could be found in a video-game like my primary references and inspiration, yet I did not want to just copy a staff and remake it instead designing my own ideas to it. I considered making a dragon staff, however I believed this would be too difficult for someone at my modelling level and I thought I wasn’t as unique as I would like for my design. I really liked the elements of the Shinto religion in Okami, and so I wanted to incorporate parts of that into staffs the final design, whilst keeping some of the fantastical designs found in weapons in Final Fantasy.
The final staff design I am working on consists of a basic staff pole with a decorative hilt and a moon and sun at the head. Tied around the centre of the pole is a Yoshiro shimenawa rope, and hanging from the staff is a lantern with mala beads and an ofuda (paper slip).
I collected the previous image references that had elements that I wanted to include in my final staff design. I tried to look at mostly objects and crafts that could be found in real life and then used those to make a magical staff for a wizard or mage.
FINAL CONCEPT DESIGN FOR STAFF:
I made a quick line art concept sketch of my final staff from the front and side to understand how it will look the entire way around in 3D. After having finished this, I was able to finally begin modelling my staff on Maya.
I am still very new to modelling and using 3D software and am finding it difficult to create my designs from basic shapes such as cubes, spheres and cylinders how I want to, however the following YouTube tutorials on Maya have been extremely helpful in the creation of my staff model.
The Game Dev Academy tutorials especially have been really useful in helping me learn how to modify and sculpt my staff model., as well as a few other videos I have also looked at.
- How to Model A Sword in Autodesk Maya & Substance Painter (Complete Workflow) | Maya Weapon Modeling: https://youtu.be/xH6L1sFpgAw
- Speed Modeling | Priestess Staff from Goblin Slayer | Maya 2019: https://youtu.be/Qh_0pES7CNU
My model currently looks a bit bare and simple, however as I continue to refine the details and shapes, I hope I can create something that I can be proud of as a 3D modelling beginner.
This week I continued working on assignment 1, completing my model.
I had a call with Michael O’Callaghan from Oaken Studios (https://www.oakenstudios.com/) who looked at my staff model and helped show me ways to create my staff model more efficiently and effectively by using simple model shapes and showing me step by step how he would go about creating the parts of my model. This was incredibly useful for parts of my model like the bottom of the staff and the bow which were more complicated steps I was less sure on how to create.
These are screenshots of Michael’s process making parts of my staff, which I then followed myself.
He also gave me tips on how I could have made other parts of my staff such as the moon in different ways which improved my understanding and techniques using Maya a lot. I found this session extremely helpful, especially by finding out ways to create parts of my staff design much faster and easier than how I was going about creating each part.
After this talk and over the weekend, I understood how to complete my model and was able to create the bow, hilt and tassel, as well as fix up other parts of my model. I cleaned up my mesh, removing any ngons that were visible and fixed imperfections in the modelling.
However, I unfortunately found that my staff had certain mistakes that I was not sure how to correct without having to delete and completely remodel parts of the staff, such as ngons that had appeared when extruding and warping the model parts. I did not have the time to do this, but thankfully most of these mistakes are not visible. In future, however, if I was animating or sending the staff professionally and had the time, I would have recreated the staff.
I was struggling to make the cloud part of my staff, however, Jodie was able to call me and show me on discord techniques they had learned in their tutorials for how I could draw vertices on a cube, and then delete the extra parts and then extrude the faces.
Thus I completed my model.
I looked at a few reference videos on YouTube to help me when completing the UV mapping and exporting of my staff.
Reference Videos:
UV Mapping Fastest and Easiest Way in Maya 2018: https://youtu.be/cy1vqLw-agk
I also had a one-on-one tutorial with Henry to help with my assignment also. This was really helpful as he looked over my model, and liked it. He suggested ways on how to export it and to put it into a UV island and import it as units.
UV Mapping my model was probably the most difficult part of the process but after completing the tasks Alec had set to us and being able to rewatch the lectures, I was able to fully UV map my entire model in order to texture it.
Final UV Mapping:
Substance Painter:
Initially I had to upload my model to Substance Painter and bake the mesh. Then I added a couple of smart materials to give the overall staff a texture. I added masked and aterial colour selector to choose specific parts of my staff to texture. I also went onto substance share where I could download specific smart materials for silk and painted wood.
After completely texturing my staff, I then painted into it to added shadows and smaller details.
I primarily followed Alec’s video lectures to texture my staff, however I did also look at other YouTube tutorials to follow, so I could learn how to add different effects. I used the following videos as reference:
- Old Beer Mug – Beginner’s guide to stylized texturing in Substance Painter: https://www.youtube.com/watch?v=kDzM_QwwNPY
Substance Painter Emissive maps: https://youtu.be/agrPbueG1Kw
- Substance Painter Beginner Tutorial : Emissive Materials: https://www.youtube.com/watch?v=kNpQ_wkEy8o
I followed the emissive tutorial which gave me the effect of my staffs lantern glowing, which I found really cool! However the emission would not load onto Sketchfab when I exported it unfortunately.
For my staff colours, I lboth used the natural colours I found on the references but also looked at the designs in Overwatch which varied between the designs and colours in skins. I was mostly inspired by Genji’s Oni and Blackwatch skins and wanted to use a similar colour scheme for my staff.
After finishing up on the texture on my staff, I was completely finished with my Staff model and then exported and uploaded it to Sketchfab.
FINAL MODEL – Moon Staff
https://sketchfab.com/3d-models/moon-staff-78b10195746a4f5f89ca799be8b0305b
For this assignment I modelled, UV unwrapped, textured and real-time rendered a Magic Witch / Wizard Staff. I designed and practiced using referencing images and creating my own concept from reference; 3D Modeling Techniques; UV unwrapping; Using basic materials & textures; Real-time rendering in my model in Sketchfab.
As a novice to 3D modelling and the programs, I think completing this assignment really helped me to understand how to model, use references, and figure out how to use programs like Maya and Substance Painter. In the beginning I spent a very long time figuring out the tools and techniques to model and had never before attempted to 3D model, so I have improved a lot from the start of the semester.
I believe the parts of the assignment I did well were modelling an intricate object for the first time. I made a 3D model just how I imagined in my concept design. I heavily used references and other 3D artists and their work in order to learn as much as possible when undergoing this assignment. I learnt how to use smart materials, layers and advanced modelling as well as UV mapping.
Some mistakes I made when creating my model were having too many triangles and vertices in the final model, and a couple of ngons I couldn’t fix without having to completely remodel the entire staff, which would not be acceptable at industry level. I also was unable to export the emission glow effect I had created in Substance Painter. I believe I could have been more precise UV Mapping the model as well as fix a couple of imperfections in the model.
If I could change or remake the model again, I think I would be more accurate in modelling to make it as low poly as possible, with fewer triangles, vertices, edges and have no ngons. I would also further my knowledge of modelling in Maya and Substance Painter by learning more about vertex manipulation and sculpting with curves, as well as watching even more tutorials on various techniques I could use to improve.
In conclusion, as someone who had only begun using 3D art programs just more than a month ago, I think I successfully created a good model that made me learn so much in the time creating it and am happy with the outcome and proud of my progress. Overall, I think my model is well made to me as my first complete 3D model.
Assignment 1 -Introduction to 3D Modelling – 7 th March – 50%
For this assignment I modelled, UV unwrapped, textured and real-time rendered a Magic Witch / Wizard Staff. In this assignment I also designed and practiced using referencing images and creating my own concept from references.
- Blog Link : https://blogs.ulster.ac.uk/unamaciver/2021/03/07/assignment-1-complete-compilation/
Portfolio Page:
- SketchFab Link : https://sketchfab.com/3d-models/moon-staff-78b10195746a4f5f89ca799be8b0305b
Maya Scene Files:
- Google Drive Link: https://drive.google.com/drive/folders/1cUax0SGuE4QHmWbko2Pmn92RrQsuqrXz
- Final Model Drive Link: https://drive.google.com/drive/folders/1odY-QFfAB6t6eidVlXS3415wLNNnfYPx
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6 Best 3D Modeling Software in 2024 (All Skill Levels)
Written by: 3DSourced
January 8, 2024
Quick Overview
- Blender : Best Open Source 3D Modeling Software
- Houdini : Powerful Software with Procedural 3D Modeling
- SketchUp : Best 3D Modeling Software for Architects
- Fusion 360 : Best 3D Modeling Software for 3D Printing and CAM
- Autodesk Maya : Best 3D Modeling Software for Animation and Gaming
- Autodesk 3DS Max
In this guide, I’ll compare the 6 most popular 3D modeling tools across important criteria like available features, compatible file types, and what applications the software is best suited for.
From architecture, construction, and engineering to animation, game development and interior design, 3D modeling has a wide range of really useful applications.
But choosing the right software is not easy. From my experience using the best 3D modeling software, each has its own particular strengths and use cases.
For example, are you a beginner or hobbyist looking for user-friendly software, or are you a professional looking for an advanced toolset?
Blender is the best 3D modeling software for beginners. It is completely free and easy to use, but still has everything you a hobbyist would need from a modeling tool.
For professionals, more complex tools like Houdini cover everything from modeling, rigging, and animation to rendering and VFX. It’s the industry standard for film and TV, game development, motion graphics, and virtual reality.
And if you’re a 3D printing fan Fusion 360 has the most comprehensive set of tools for designing and prototyping products.
Don’t forget the price, either – while there are high-quality free 3D modeling software solutions , the best commercial software can cost thousands of dollars.
But before we jump in, let’s take a closer look at what 3D modeling software is and how it works.
Best 3D Modeling Software – Ranked
1. blender – best open source 3d modeling software.
- Price: Free
Blender is an open-source 3D modeling software that’s completely free to use yet of extremely high quality, so much so that it’s a match for top commercial 3D modeling software. This software is therefore suitable for both hobbyists and professionals.
This 3D creation suite is an all-in-one solution that covers every step in the production pipeline – modeling, rigging, animation , simulation, rendering, compositing, motion tracking, and video editing.
Blender is packed with powerful features which set it apart from most other 3D modeling programs and make it easy to create, transform, sculpt, and edit your models.
It has an array of modeling tools, including keyboard shortcuts for a fast workflow, N-Gon support, edge slide, collapse and dissolve, grid and bridge fill, and python scripting for custom tools and add-ons.
Another useful part of Blender is its modifiers, which are automatic operations that affect an object without affecting its base geometry. They allow you to automatically perform many effects, such as subdivision surface, that would be very tedious to do manually.
Blender also has UV unwrapping, meaning you can easily unwrap your mesh inside the software. You can then use image textures or paint your own textures straight onto the model.
Unwrapping features include fast cube, cylinder, sphere, and camera projects, conformal and angle-based unwrapping, conformal and angle-based unwrapping with edge seams and vertex pinning, and multiple UV layers.
2. Houdini – Powerful Software with Procedural 3D Modeling
- Price: Free (Apprentice) / $269 per year (Indie) / $1,995 (CORE) / $4,495 (FX)
Houdini is a powerful, all-in-one 3D procedural software that covers everything from modeling, rigging, and animation to rendering and VFX.
Developed by SideFX, this is an exceptionally high-quality program that’s widely used throughout the film and TV, game development, motion graphics, and virtual reality industries. Houdini has been used in films like Moana, the Game of Thrones TV series, and games such as Far Cry 5.
Houdini is notable as its a fully procedural software, meaning it’s designed to allow artists to work freely, create multiple iterations, and rapidly share work with colleagues. It is based on a node-based workflow, so it’s highly customizable and makes for faster, more efficient, and more flexible working.
The software’s procedural modeling techniques can be used to create complex models like cityscapes and environments while maintaining a robust construction history. It also offers direct modeling with viewport interaction, so you can easily create good surface topology that can be used interactively using a variety of polygon, NURBS, and Subdivision Surface modeling tools.
Houdini offers four paid software options as well as a free Apprentice version which is an easy 3D modeling software for beginners. The Indie version is the best 3D modeling option if you’re working independently or as part of a small team, while the CORE option is best for professional modelers.
There is an active community centered on Houdini and the website is also packed with webinars, tutorials, and guides that mean this advanced software is accessible to both hobbyists and expert modelers.
3. SketchUp – Best 3D Modeling Software for Architects
- Cost: Free for standard software, $299 a year for SketchUp Pro
SketchUp is a popular open-source 3D design software that is used across a range of industries, particularly architecture , interior design, urban planning, engineering, and construction due to its impressive visualization and planning tools.
This is a simple yet robust and powerful software that claims to make “3D modeling for everyone”, so it’s a good option for hobbyists and professionals alike. The interface is very beginner-friendly with intuitive tools for accurate sculpting, so it’s one of the easiest 3D modeling software on the market.
You can even use it online without having to download the software, and the SketchUp Viewer app allows you to view 3D models on your smartphone, so you can access your designs anywhere.
Aside from its fantastic usability, SketchUp has some great features that make it a popular 3D modeling software. For example, the 3D Warehouse allows you to access user-generated and manufacturer-produced models to give your projects context and bring them to life.
This online 3D modeling software also has impressive interoperability, as you can import SKP, JPG, and PNG files and export SKP, PNG, and STL files.
As well as the free software, SketchUp also offers SketchUp Pro, a more advanced software that’s available on both web and desktop. This has some fantastic additional features, including 3D design documentation, quick insights for design research, experience reality headset viewing, and access to plugins for increasing the software’s desktop functionality.
4. Fusion 360 – Best 3D Modeling Software for 3D Printing and CAM
- Price: Free for personal use, $607 for professional software
Developed by Autodesk, Fusion 360 is a high-quality software that’s primarily designed for CAD and CAM professionals working in machining, mechanical engineering, industrial design, and electrical engineering. However, it can be used to create just about any 3D model you can think of.
Fusion 360 can be used for every step in the process of planning, testing, and finalizing a 3D design. It offers an impressive array of 3D modeling tools for engineering products . For example, this 3D CAD modeling software supports direct modeling, surface modeling, parametric modeling, mesh modeling, and freeform rendering.
With direct modeling, you can edit and repair imported geometry from non-native file formats and make changes without worrying about time-based features. Surface modeling allows you to create and edit complex surfaces for repairing, patching and designing geometry.
Parametric modeling lets you create history-based features that update with design changes, mesh modeling allows you to edit and repair imported scans and mesh models, and with freeform modeling, you can create complex sub-divisional surfaces with T-splines and edit them with intuitive push-pull gestures.
Fusion 360 can be used for a wide range of other tasks besides 3D modeling, including sketching, rendering, generative design, and simulation.
This 3D modeling software is available for free if you’re a student or hobbyist doing non-commercial design. The professional version has advanced tools and supports a wider range of file types.
5. Autodesk Maya – Best 3D Modeling Software for Animation and Gaming
- Price: $2,595
Autodesk Maya is a commercial 3D modeling software that’s widely regarded as the best software around for creating and modeling 3D characters. This software is primarily aimed at 3D animation and video game designers.
Maya is commonly used throughout the entertainment industry and was used in the making of the blockbuster war film Midway, the TV series Lost in Space, and the video game God of War, among many other high-profile examples.
Maya boasts some of the most impressive features of all 3D modeling software. For example, with the Remesh feature, you can redefine the topology of any area on a mesh to specify exactly where you need extra detail on your model.
There are also retopologize features that generate clean topology to reconstruct surface topology into evenly distributed quads while preserving the original mesh shapes. The advanced sculpting features make for fantastically artistic and intuitive sculpting, and the polygon modeling tools make for fast, consistent Boolean operations on polygon geometry.
In terms of 3D modeling characters, Maya has a wide-ranging feature set that includes hair, particles, fluid simulation, solid body physics, and character animation. The latest version also comes with Bitfrost effects, allowing you to construct complex elements like snow, sand, dust storms, and explosions.
Maya’s toolset is complex and has a steep learning curve, but it’s also a brilliantly intuitive platform once you’ve got to grips with it. It has an advanced UV Editor interface that includes a UV Toolkit with improved tools and functionality, while the OpenSubdiv support allows you to accelerate performance with interactive workflows
6. Autodesk 3DS Max
Another Autodesk product, 3DS Max is an extremely high-quality, professional 3D modeling and rendering tool that’s used mostly for design visualization, games, animation, and architecture.
We also have a ranking of the best architecture software .
This software offers a powerful yet flexible toolset that allows you to create stunning characters, interiors, objects, and whole worlds. For example, one of the software’s most impressive modeling tools is its advanced spline workflows, which allow you to create and animate geometry in various intuitive ways.
3DS Max also has a Chamfer modifier for creating top-class procedural edge modeling details with simple yet extremely precise tools. You can create parametric and organic objects with polygon, subdivision surface, and spline-based modeling features, and there’s a built-in weighted normal calculator that can be directly applied to 3D models, allowing for incredibly precise designs.
3DS Max has been used for films such as Avatar and Iron Man, games like Call of Duty: Black Ops III, and a wide range of complex architectural and interior design projects.
Having read this, you may think that 3DS Max sounds similar to Autodesk’s Maya, which is true in some ways, but there are also important differences to consider. For example, 3DS Max is generally regarded as better for modeling, and Maya is better for animation.
Also, 3DS Max is thought by many professionals to be better suited to architecture and game development, while Maya has a more comprehensive and advanced toolset that is more complex to learn.
If you enjoyed this article, check out our other 3D software guides to learn more:
- Best 3d Modeling Software for Mac
- Best Laptops for 3D Modeling
- Top Free 3D CAD Software
- Best CAD Software for 3D Printing Overall
- The Best 3D Slicer Tools
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Computer Science > Computer Vision and Pattern Recognition
Title: cat3d: create anything in 3d with multi-view diffusion models.
Abstract: Advances in 3D reconstruction have enabled high-quality 3D capture, but require a user to collect hundreds to thousands of images to create a 3D scene. We present CAT3D, a method for creating anything in 3D by simulating this real-world capture process with a multi-view diffusion model. Given any number of input images and a set of target novel viewpoints, our model generates highly consistent novel views of a scene. These generated views can be used as input to robust 3D reconstruction techniques to produce 3D representations that can be rendered from any viewpoint in real-time. CAT3D can create entire 3D scenes in as little as one minute, and outperforms existing methods for single image and few-view 3D scene creation. See our project page for results and interactive demos at this https URL .
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Dynamic 3-D Map Rendering with Medium Detail
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Advances in 3D reconstruction have enabled high-quality 3D capture, but require a user to collect hundreds to thousands of images to create a 3D scene. We present CAT3D, a method for creating anything in 3D by simulating this real-world capture process with a multi-view diffusion model. Given any number of input images and a set of target novel viewpoints, our model generates highly consistent ...
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