I just bake normal maps for the fake bevels in cycles then use them as normals in eevee, works a treat although some little glitches appear, cant figure out how to eliminate them
@@ArmoredColony Its the same as baking any normal mate, just connect the bevel node to the normal slot of the shader and bake like any other normal, then once you have the baked image, use that with a normal map before plugging it into the eevee shader, make sure its on non color data and it will work
CAD based solid modelling programs will always be better at hard surface modelling than a mesh based polygon / nurbs program. I use Solidworks and can whip out every Blender hard surface tutorial in half the time with a complete non-destructive pipeline and dimensionally accuracy. The same can be said in reverse. Mesh modelling programs are much better at polygon modelling / sculpting than SolidWorks or Fusion. Learn both types for the best skillset.
Not a dark mode, but you can get a darker background (dark gray or blue) in 'environment mode' (I think that's what it is called). 2nd or 3rd icon from right on the bottom).
Thank you, but no worries. I don't really use Fusion. I just wanted to show that there's other software out there. I actually prefer Moi (less powerful but way more fun).
One thing that MOI does super well, is convert/export CAD data into low poly assets for use in real-time applications. All while maintaining the integrity of the CAD model.
as others mentioned, i still wish for more Nurbs functionality in traditional poly modelling software. But i find nurbs modelling to be such a slow process that it only really becomes worth it if you pre-planned your entire object and know it has some areas where fillets meet up in complex ways. The object you've remade was originally made by booleans inside blender via hardops/boxcutter, and its my go-to as well. not only is it way faster, especially when you are used to it, but also very easy to experiment with shapes. Meshmachine also allows for resizing bevels/fillets or removing them, turning that destructive part of modelling more or less into a "live" process just like with nurbs. For me, using ngon modelling and having the option to iterate very fast, with the additional shading cleanup here and there just beats the clunkiness of nurbs modelling for now. I would probably drop everything and switch to nurbs if the UI and workflow mimicked hardops.
I would say give fusion a try, if only for five minutes. Being comfortable with your current tool is very helpful, but being familiar with more than 1 tool can never hurt. It's like learning to speak different languages, you might never need it, but it certainly never hurts.
Fusion360 is very intuitive indeed. Moi3D is another program designed for this. Very easy to use. I have uses hardops and bcutter in the past. While pretty easy to use, it’s not easy to be exact as is fusion and moi. And fusion has a loooot of usefull tools.
Fusion360 is not just NURBS, but solid-body tools also, - and this is its main working technique. It also has SUB-D tecnnique - you can import polygonal model for converting yo Sub-D, then to solid-object. Fusion360 does not demand any pre-planning. Always perfect cuts, perfect bevels, normals. The UI and working is really simple, and fast.
Here is a little tip I Learned about "Navigation" in all these programs. you can make the Navigation the EXACT SAME by getting a "Spacemouse" and learning how to use it. all these programs, Maya/Max, Zbrush, Blender, 3DCoat, Substance Painter, Fusion 360, (Just about anything you could ever want to use) all supports this thing. so you can just jump from one program to the other using it, without any jarring "Oh, this isn't the program i was just using" Feeling. it takes about ... 2 or 3 hours TOPS to get completely used too, when i first tried it, it felt like i was trying to land an Alien Spaceship... but after an hour or so, it feels like im Landing my OWN Spaceship, that i built myself in my Parents Garage!
@@ArmoredColony Well, that's the cool thing. i got a little desk side table.. a little sturdy wooden tv tray almost, i keep the spacemouse on it lol. idk even with Zbrush i haven't got where i use Hotkeys like im playing a Piano yet. but ill tell you something else that works, the same company makes a "CAD" Mouse. it has 2 right click buttons, and buttons on the left side and shit, with it set up you can use one of the right click buttons to move your model/tumble it, THAT works pretty amazingly too. and for people who can't use a Spacemouse, its another option
@@ArmoredColony Oh yeah, so far its great! i got the Mouse and Keyboard combo, they had a sale for them around mid summer. you buy the keyboard and got the mouse for free. honestly the keyboard is. eh. its not as good or useful as i had hoped. but the mouse is great!
Awesome. I am starting to learn 3D modelling for functional 3D prints. Started with blender and will try out fusion 360 soon. My noob thoughts...... vanilla blender is free but to get it to function like fusion 360 means you need to pay for add-ons. If not mistaken, fusion 360 is free for personal use (unless autodesk changes the terms later). Anyway, will learn both to get the best of both worlds!
as a total noob i tried to find the best software... i noticed sketchup or fusion is alot easier for me... i could basicayll do the same like u did here in sketchup.. but inside blender i think everything is very complicated and hard lol but i wish i could do it so i could start sculpting and do organic stuff
I'm in the opposite boat here. I am extremely experienced in CAD modeling, mostly with solidworks, for mechanical design and machined parts. Using blender is infuriating for me, it's hard for me to not set relations between features and give everything well defined dimensions. That said I am now falling in love with blender and angry at solidworks for having a janky stl exporter lol.
That is because you are so indoctrinated by working with sketch and modeling features. Blender is like Rhino - you need to draft more manually. It is a different mindset and workflow. Knowing both is really powerful.
That's good, thanks a lot. Well the latest Catia costs $20000.00 and about $3000 or so a year support. Fusion 360 looks very good there. I love b-rep modeling.
Many Blender Hard Surface Artist: "Fusion aint as good as Blender for hard surface." Alex Senechal: "Hold my beer!" -On a serious note Fusion is absolutely brilliant. I use it in conjunction with Zbrush. Thanks for the vid m8.
@@ArmoredColonyAlex, Vitaly B, Gavrill Klimov, Oberfett, top tier bro, I also agree with Moi man awesome software. It's dope. Love Blender also. Love Plasticity too.
there is Rhino with Grasshopper and then Autodesk Alias or Solidedge too as the heavylifters of NURBS modeling, but those are used for ships, aeroplanes, cars, jewellery, architectural design, engineering etc. and expensive softwares ofc, but rhino my personal fave is just outstanding (using it occasionally for architectural modeling). And there is Shapr3D which has the best bevel system ever. Theres an arrimus review on that, its just fantastic. Fusion is kinda little brother of Autodesk Alias. Nice vid !
I am not saying something new, but you can get very similar results with Zbrush, 3DCoat, and almost as fast results using Boxcutter + Hardops in Blender. If you've mastered that well. But, of course, the point is: how fast is the workflow of one compared to the other? in relation to other parameters as well, such as the learning curve and the cost of the program. Currently, I feel more comfortable with polygons even for hardsurface, I feel like I can do everything with polygons even faster than CAD... plus, I can add curved surfaces quite easily right away. Whereas in CAD they are more complicated. Using exclusively CAD programs I always feel that they are not able to do this basic thing, the curved surfaces, it's like I'm missing something. However, one of the modeler's dreams I think is to never change program.
@hjf4a2 They do concepting, which is about ideas not topology. If youre doing concepting then speed is important to get out a lot of ideas in the shortest amount of time. I would even say Fusion is slower if you are already very experienced with Boxcutter, but my actual claim was that Fusion is so easy to use for that specific style that I was able to pick it up after only using it once in a project I made 5 years ago. Regardless of our jealousy for their subscriber count, people want to learn to do what they do and I see no problem with monetizing that.
I use moi bcuz it has a blender bridge (google bmoi connector) and dark theme (google death ui moi), plus it's shortcut-driven and very lightweight... there's even a subd script that gives it even more synergy with polygonal modelers. Plus great remesher. Haven't tried fusion tho so who knows
Yeah, i own a copy but haven't used it as much because it requires a bit of setup and I can't make changes as easily as I can with fusion. But Moi does feel a lot faster to use with how you can repeat the last command with RMB. I will search for that theme because I tried and failed at making my own (I don't know .css)
@@ASHDMDSGN oh yeah, I already have it but I couldn't find a way to change the quad view border color, so I dug around the .css for ages without success. I only recently gave it another go and discovered the frame border is an image you have to edit with an image editor. Also, I didn't have a backup of all my hotkeys and scripts so that also took a while to re-add. And some scene/selection colors can't be changed with Chip's utility, so you have to edit Moi's .ini for those, but I am fully set up again, makes me wanna make a Moi tutorial now.
@@ArmoredColony doesn't sound like a deal breaker to me. If a tutorial ever comes, will you be explaining the plugins you use? I feel like the base tools are really intuitive but custom plugins just feel alien.
going into preferences general then Pan,Zoom,Orbit shortcuts and setting it to SolidWorks makes navigating the scene the closest to blender I've found.
I just use Moi 3D. Pretty solid modeler, easy to use and requires no subscription. Also, Plasticity is going to be released soon which takes the best of NURBs modeling and makes it more artist friendly.
@@ArmoredColony From what I gather so far it may not match every feature of Moi one to one, but for quick concepting and creating complex geometry without worrying about topo it is really good. It is very accessible and for the price it is worth having as an additional tool in the arsenal. Fusion is great, but for concept art it can be overwhelming and pricey. Plasticity uses Parasolids algorithm. Actually you will get a better idea just watching some UA-cam videos on it.
So rendering changes apearance of whatever u are creating innfusing 360 correct. But how would that help when printing in my ender -3 s1 pro if iam using white filiment? Should i teach my hs students tinker cad or fusion360 to create random stuff?
I don't actually use fusion so I don't know anything about it. I haven't done any sort of 3d printing either. I would recommend they try whatever software is easier to download and learn.
As a blender user, Fusion 360 just seems so much more polished for actual production, but for quick sketches or simple models for games blender seems better e.g.
I'd love to see this guy take a swing at Hexagon 3d (now owned by daz). It's a solid modeler but like all modlers, you gotta wrap your brain around the tools and how to achieve things.
The only problem I found using solidworks/fusion for hard surf modeling is in the shading fase. If I want to use a texture and so I have to do UV the stl mesh is a nightmare
Can I upload 3D-models from the Fusion 360 Personal on 3D-markets? If not, so what's gonna happen? And if I export these models in Blender, will it be count as Blender's models or still Fusion's?
I can't say because I've never used Fusion commercially, but if you made it in Fusion then you made it in Fusion. I heard Plasticity is coming out soon and that will probably be better for artists and be pretty cheap at the same time.
I tried a similar software and it was loads of fun, but how viable are these models for say, professional game production? At least with the software I used the exported obj was full of ngons and bad topology flow. Is that not as important for hard surface modeling since they don't bend?
Topology flow doesn't matter one bit for static objects. If the high poly bakes well to the low poly then you're good, so you can use whatever tool you want for both. I don't think CAD tools can make UVs though (which are needed for baking) so keep that in mind. But I feel the old ways of high and low poly will die with things like Unreal Engine's Nanite, which let's you import high poly models directly into the engine and down-res them in real time. AI is getting scary too, so whatever you wanna learn... learn it fast before AI learns to do it with a prompt :p
They can translate, but I think you need to specify you want real geo when you first make them (I might have forgotten to explain that). I didn't understand the round polygons part
@@ArmoredColony oh ok I'll have to look that up. It's been a while since I last used blender, so I forgot about shade smooth, which looked very odd. Couldn't find the auto smooth where I used to find it haha, thankfully there's a search function in there. So that part is working. Thanks for the cool tutorial!
Thanks for sharing, but my question so far. What most efficient workflow From fusion 360 to game ready asset.? Some artist use moi3d as bridge before cleanup in blender or any other poly software. Some people recommend instaLoD to make low poly. The most tedious is make low poly and unwrap especially when use cad. And artist such edon guraziu who use moi3d , vitaly bulgarov , alex senechal never show low poly wireframe in their portofolio.
That's because those artists don't make low polys. Their focus is design, not game ready assets. I don't have any experience using CAD software for game assets but they usually all have some exporter/convert to mesh tool that will give you a low poly really quickly. A few youtube searches should help with that. Finally, as you mentioned, maybe Blender after for cleanup/UVs and such. Basically, if you use CAD like Fusion or MOI, they should be able to give you both the High poly and the Low poly.
I liked watching this, but for now I will stick with blender because all 3d softwares are so expensive (because are in dollar). And make some thing by hobby on blender to learn better
I've also been around, From Maya, to Modo, to Max for only like 10 minutes because it crashed, to finally Blender. If I did a lot of boolean hard surface I would definitely be more into Fusion.
I can already here the Blender Cultists now lol "BUT IT COSTS LIKE, $530 a YEAR! BLENDER ONLY COSTS $0!" as if everything should cost $0, and work just as amazingly as the programs that Employ Developers and feed their families.
@@SuperSuperka Yup. And it wasn't with tons of complex modifiers or anything, just basic solidify, turbosmooth. I really wanted to get good at max but it wasn't meant to be.
Very nice demo! Fusion 360 really is a wonderful 3d design application. But $70 a month means virtually no one outside of manufacturing will use it. Such a waste of talent.
Search for Alex Senechal, amazing artist that uses fusion exlusively. I've personally never had to pay for it and I originally download it back in 2017, same old account and everything; it's not cracked in any way, so there's definitely free student and hobbyist license options.
You are correct that it IS a manufacturing tool, but that's why it can be used for heavy boolean art styles, since that's how a lot of stuff is machined IRL, but there's definitely faster tools out there like MOI 3d or even box cutter. The real advantage of Fusion Is being able to easily make changes such as adjusting fillets or deleting them entirely with nothing more than the delete key (no add-ons or scrips)
@hjf4a2 I'm a professional developer and have used paid 2d/3d software pretty regularly over the last 20 years including 360. I did not say anything about it being free. I implied it was expensive which it is. But now that you mention it. Yes software should be free and people should develop cool/useful software not because they are forced to in order to have a roof over their heads and food to eat but because we as a society should encourage development and enable people the opportunities and freedom to work on projects that they are interested in. But I have no faith whatsoever in that happening on our planet for the next 100 years or so. A great pity really.
@@ArmoredColony Yeah I wanted to use it for 3d printing parts as blender/Maya/zbrush does not do precise measurements as easily as you can in fusion (of course) but I always paid for it in the past and unless its 10 - 20 bucks a month it's just not worth it to me at the moment. I will check out the student versions if I can get a hold of those and use it for non commercial stuff. Thanks again.
Still trying to find a cheaty way to skip making high poly meshes from low. Any advice? It's mostly just making the chamfer for edges while keeping normals clean elsewhere.
If all you need is the rounded edges, you can actually bake the Bevel node I used instead of creating a high poly. For bigger stuff, like environments or spaceships, you can use Trim sheets and the Bevel modifier with the Harden Normals option turned on in combination with Autosmooth. It creates the illusion of a high poly bake without adding much geometry. If I remember correctly, they did that a lot in Star Citizen, Halo 4, Alien isolation, etc. Unfortunately, I don't do game art myself so I cant direct you to any tutorials using those techniques but I'm sure you can find some easily enough. I even saw a youtube vido of a 3d artist using Decal Machine's Trim Sheets to create environments for the Dead Space remake.
@@ArmoredColony Thanks for trying. I was looking into using ZBrush's DynaMesh, Remesh or whatever and applying that along with polish crisp edges to maybe do it all for me. If it could that'd be fantastic, but I dunno if it will work with my terrible topology.
I don't think it matters until you reach a certain amount of money, similar to how Unreal works (that's how I remember it). I'm so poor I could probably keep it going forever XD
@@ArmoredColony well, i appreciated your video and hope you do more. Would hate to see someone just trying to help a community get in trouble. Keep up the good work. And yah, I switch between Blender and 360 all the time and I always get goofed up by the interface interaction. Haha
@@citizenclown Yeah, I've certainly been there. Had to make some of my Blender hotkeys similar to ZBrush so I didn't get confused as much. And thanks for the comments.
Now that Nurbs is becoming more and more an standar for hard surface and mech just like Zbrush 20 years ago, I think that Maya, 3ds max and blender should put these types of modelings into their softwares in the same way Fusion does. These softwares already have Nurbs and patch, it just need to be finish the tools so it can be like fusion 360. I feel that these softwares already have almost everything and the updates are more and more meanningless, if they wana seal the deal, they should finish the Nurbs workflow at a profesional level.
@@ArmoredColony It will come to blender at least if this becomes in a bigger deal. Blender is pretty active when it comes to new workflows, happened with sculting and latter they put a Marvelous designer. I think blender it will have first. It seems to me that blender is racing agaist autodesk for some reason.
@@karlostorres7745 One of the reasons I stopped using Maya was they didn't update it for 2 years at one point, and when they finally did there were no modeling improvements DX
MOI3D is better than both. It allows for hard surface shapes but also very , very curved and organic shapes. Also, you can export in quad on various levels . Its incredible and getting better
Yeah, I have a license for Moi. It feels really good. My only gripe with it is the original setup and making changes is not as easy as Fusion. Love the obj exporter and ther quads options. I dont think it can give you pure quads though, just a combo of tris and quads.
Fusion does allow Curvy-shapes as it has Sub-D technique. Fusion360 is 3-in-1: Solid-body CAD, NURBS, Sub-D. I love Moi3D for simplicity and snappings, but it still Surface-modeller, not Solid-body. If you delete bevel in Fusion 360, for example, - the general shape will be recovered, as if bevel never existed, while in Moi3D you'll have a hole
everyone trying to use surface modelling vs. solid modelling for hard surface in a DCU knows that solid modelling is better for making the shapes, there are just a wealth of reasons to need to.
Integrate into what? Blender doesn't do solid Nurbs and implementing a complete different modelling paradigm is extremely complicated or even impossible due to fundamental incompatibility problems which would require a total overhaul of the Blender core code
Yup, I'm not a fusion expert and I never intend to manufacture this stuff, so I don't need all these design features being intricately tied to each other through the timeline.
CAD doesn't require polygons, there is no wireframe so it does feel like magic. If you export to specific formats you can get a traditional polygon based mesh like you would in Blender.
@@ArmoredColony Yes and i was wondering how this transition to polygons will turn out, comparing to boxcutter workflow, if this would made some giant magic holding Ngons, then a little guiding triangulation combined with modifier could produce some nice lowpolys and that would be actually something cool.
In my case, when I exported it triangulated everything and automatically gave me more resolution where needed, like in the small bevels. I didn't see any export settings for the format I used but I have seen videos where you can greatly control what kind of polygon mesh is produced, but I haven't used fusion in a long time so I don't remember where to do it. I didn't think of showing the wireframe in blender.
@@ArmoredColony I will also try to play with it, im thinking about this for last week , but i will try this plasticity i saw some videos that actually beveling and controll of shapes is even more crazy magic.
Better in what? They are diferent each other. Fusión is a CAD programa. I'm a SolidWorker designer . It's easier for me to create mechanical groups, kinematics and kinematic studies even whole machines, but at the same time I'm a fan of Blender, so I think Fusion and SolidWorks are great for mechanics. If I am with Blender making hard surface or organic elements or surfaces of type car bodies or surfaces of complex curvature is because Blender is better in modeling, rendering, animation. hard surface is a type of modeling typical of quad based mesh modeling programs...it does not apply in mechanical CAD programs as you never have to worry about what mesh it generates as in fact you will never see it as it is based on in nurbs and the CAD program is based on commands that make it easy to make chamfers, round extrusions, etc. without having to worry about the mesh that is generated... everything is easier and although the mesh is generated, you will never see it. Easy mechanics, but Blender is something else. Where Blender reaches, Fusion does not reach and what Fusion does, Blender does not unless you have very CAD-oriented tools. I don't think you should consider which of them is better, they don't have things in common to compare.
wow, and I have fallen for the bait😔 The bad thing is that people do believe that they should assess what is better or worse, when there is nothing to compare, and that bothers me in a certain way.
Got em! Haha. Nah I understand. I don't like people saying that one software is simply better than another, because it's way more complicated than that, but no one watches the video without a title like that.
Yeah, but we're artists. Simple tools are appreciated, sometimes even necessary for us, but I understand fusion might be too basic for someone who does complex CAD. I own MoI 3d as well and prefer it in several ways, but the second I want to change something I hate it XD.
@@ArmoredColony Yeah that's exactly why I said fusion is so clunky (for artists) ...and I have tried many CAD programs. Might be good for designing parts for 3d printing, cnc machining, etc but for artist....sketches and constraints and the UI are so limiting and frustrating. But in the end, whatever works for someone, it works.
Am I the only one less than impressed? I can do all these things with Hops. its not a perfect solution but because of blender and its hotkeys its faster and I don't have to get mixed up with the keys. Fusion360 is a great design tool but huge fail when I want geometry I can use in games. Maybe good if I was working in the industry on some specialized role, otherwise doesn't seem worth it to spend so much time on retopo of the designs when both software can achieve the same thing.
Im an avid freecad user, if the internet went down at your home or anywhere, fusion is unusable after x amount of time, dont like the cloud based services to be honest for that very reason
With taking away the construction history, you lost the most powerful tool in Fusion. To go back to all kind of extrusions etc. and change it. And all other after that will change also.
Yeah, that's exactly why I did it. I don't want my changes propagating anywhere. I want the freedom of making any spontaneous adjustments without affecting the rest of the component.
Already using plasticity. Not being loyal or fanatical about software is very liberating, that's why I made this video, to show people that there's other stuff out there, that's all.
@@ArmoredColony I am acknowledging 360 for being clunky and broken like the rest of Autodesk software. FreeCAD is way better than 360 for many reasons. I gave 360 a proper chance but yeah. Trashware.
yeah nice tut....vanilla blender is not fusion never will...is good for beginner basic destructiv poly vertex stuff for games and animation not cad... al lot of tools are misssing and the modeller is not really full developted ... curves are not really deep implemented no curfe non destrutiv workflow & modifiers , no real good 3d curve shapes no really 2d 3d cad meassurement non detructiv workflow ether...
The Fake Bevel at the end only works with Cycles, not Eevee.
I just bake normal maps for the fake bevels in cycles then use them as normals in eevee, works a treat although some little glitches appear, cant figure out how to eliminate them
I'm unfamiliar with the correct way of baking this form of bevel
@@ArmoredColony Its the same as baking any normal mate, just connect the bevel node to the normal slot of the shader and bake like any other normal, then once you have the baked image, use that with a normal map before plugging it into the eevee shader, make sure its on non color data and it will work
Alrighty
Eevee sucks anyway and should be removed.
This is, just casually, one of the best Fusion tutorials I've seen. Lots of cool tricks.
Thanks bucko
CAD based solid modelling programs will always be better at hard surface modelling than a mesh based polygon / nurbs program. I use Solidworks and can whip out every Blender hard surface tutorial in half the time with a complete non-destructive pipeline and dimensionally accuracy. The same can be said in reverse. Mesh modelling programs are much better at polygon modelling / sculpting than SolidWorks or Fusion. Learn both types for the best skillset.
Yep and now there is Plasticiy. Too bad Blender never improved their NURBS modeling tools.
Blender should just add CAD based mode.
that bevel trick at the end is amazing, thank you for sharing
Not a dark mode, but you can get a darker background (dark gray or blue) in 'environment mode' (I think that's what it is called). 2nd or 3rd icon from right on the bottom).
Thank you, but no worries. I don't really use Fusion. I just wanted to show that there's other software out there. I actually prefer Moi (less powerful but way more fun).
One thing that MOI does super well, is convert/export CAD data into low poly assets for use in real-time applications. All while maintaining the integrity of the CAD model.
Yeah, Fusion's "everything is done in the cloud" was kinda frustrating when exporting simple OBJs. Well also have Plasticity now.
Fusion 360: Parametric Modeler, check
Fusion 360: Solid Body Modeler, check
Fusion 360: Boolean Modeler, check
Fusion 360: NURBS Modeler, check
Fusion 360: Sub-Division Modeler, check
Fusion 260: Quality Renderer, check
Just saying.
as others mentioned, i still wish for more Nurbs functionality in traditional poly modelling software. But i find nurbs modelling to be such a slow process that it only really becomes worth it if you pre-planned your entire object and know it has some areas where fillets meet up in complex ways. The object you've remade was originally made by booleans inside blender via hardops/boxcutter, and its my go-to as well. not only is it way faster, especially when you are used to it, but also very easy to experiment with shapes. Meshmachine also allows for resizing bevels/fillets or removing them, turning that destructive part of modelling more or less into a "live" process just like with nurbs. For me, using ngon modelling and having the option to iterate very fast, with the additional shading cleanup here and there just beats the clunkiness of nurbs modelling for now. I would probably drop everything and switch to nurbs if the UI and workflow mimicked hardops.
I would say give fusion a try, if only for five minutes. Being comfortable with your current tool is very helpful, but being familiar with more than 1 tool can never hurt. It's like learning to speak different languages, you might never need it, but it certainly never hurts.
Fusion360 is very intuitive indeed. Moi3D is another program designed for this. Very easy to use. I have uses hardops and bcutter in the past. While pretty easy to use, it’s not easy to be exact as is fusion and moi. And fusion has a loooot of usefull tools.
Fusion360 is not just NURBS, but solid-body tools also, - and this is its main working technique. It also has SUB-D tecnnique - you can import polygonal model for converting yo Sub-D, then to solid-object.
Fusion360 does not demand any pre-planning. Always perfect cuts, perfect bevels, normals. The UI and working is really simple, and fast.
I agree. My one gripe is that I feel a little slow sometimes when I don't care about precision and just wanna go fast.
Here is a little tip I Learned about "Navigation" in all these programs. you can make the Navigation the EXACT SAME by getting a "Spacemouse" and learning how to use it. all these programs, Maya/Max, Zbrush, Blender, 3DCoat, Substance Painter, Fusion 360, (Just about anything you could ever want to use) all supports this thing. so you can just jump from one program to the other using it, without any jarring "Oh, this isn't the program i was just using" Feeling. it takes about ... 2 or 3 hours TOPS to get completely used too, when i first tried it, it felt like i was trying to land an Alien Spaceship... but after an hour or so, it feels like im Landing my OWN Spaceship, that i built myself in my Parents Garage!
I've always wanted to try one, but I feel Blender has way too many hotkeys to fit even on the fancy space mouse.
@@ArmoredColony Well, that's the cool thing. i got a little desk side table.. a little sturdy wooden tv tray almost, i keep the spacemouse on it lol. idk even with Zbrush i haven't got where i use Hotkeys like im playing a Piano yet. but ill tell you something else that works, the same company makes a "CAD" Mouse. it has 2 right click buttons, and buttons on the left side and shit, with it set up you can use one of the right click buttons to move your model/tumble it, THAT works pretty amazingly too. and for people who can't use a Spacemouse, its another option
@@Polygonlin ooo, didn't know know about the mouse
@@ArmoredColony Oh yeah, so far its great! i got the Mouse and Keyboard combo, they had a sale for them around mid summer. you buy the keyboard and got the mouse for free. honestly the keyboard is. eh. its not as good or useful as i had hoped. but the mouse is great!
@@Polygonlin what do you use the third mouse button for?
Awesome. I am starting to learn 3D modelling for functional 3D prints. Started with blender and will try out fusion 360 soon. My noob thoughts...... vanilla blender is free but to get it to function like fusion 360 means you need to pay for add-ons. If not mistaken, fusion 360 is free for personal use (unless autodesk changes the terms later). Anyway, will learn both to get the best of both worlds!
I agree. Iwould recommend Plasticity nowadays. It's not free but it seems to be more artist oriented than Fusion, and it does have a trial period.
It’s like I’m watching a mogic show. Mesmerizing!!
I know right? Also, look into Plasticity. Similar software but more artist friendly.
as a total noob i tried to find the best software... i noticed sketchup or fusion is alot easier for me... i could basicayll do the same like u did here in sketchup.. but inside blender i think everything is very complicated and hard lol but i wish i could do it so i could start sculpting and do organic stuff
True true. I would say sculpting is one of the easier aspects of blender and there's plenty of content on UA-cam to help out.
I'm in the opposite boat here. I am extremely experienced in CAD modeling, mostly with solidworks, for mechanical design and machined parts. Using blender is infuriating for me, it's hard for me to not set relations between features and give everything well defined dimensions. That said I am now falling in love with blender and angry at solidworks for having a janky stl exporter lol.
I prefer sculpting. I love the freedom of being able to pull on any shape whenever I want, completely unconstrained.
That is because you are so indoctrinated by working with sketch and modeling features. Blender is like Rhino - you need to draft more manually.
It is a different mindset and workflow.
Knowing both is really powerful.
That's good, thanks a lot. Well the latest Catia costs $20000.00 and about $3000 or so a year support. Fusion 360 looks very good there. I love b-rep modeling.
Many Blender Hard Surface Artist: "Fusion aint as good as Blender for hard surface." Alex Senechal: "Hold my beer!"
-On a serious note Fusion is absolutely brilliant. I use it in conjunction with Zbrush. Thanks for the vid m8.
Alex makes awesome stuff
@@ArmoredColonyAlex, Vitaly B, Gavrill Klimov, Oberfett, top tier bro, I also agree with Moi man awesome software. It's dope. Love Blender also. Love Plasticity too.
Yep, I've used all of em :D
Didn't know Oberfett, thanks for sharing.
there is Rhino with Grasshopper and then Autodesk Alias or Solidedge too as the heavylifters of NURBS modeling, but those are used for ships, aeroplanes, cars, jewellery, architectural design, engineering etc. and expensive softwares ofc, but rhino my personal fave is just outstanding (using it occasionally for architectural modeling). And there is Shapr3D which has the best bevel system ever. Theres an arrimus review on that, its just fantastic. Fusion is kinda little brother of Autodesk Alias. Nice vid !
Yup, Fusion was already getting a bit slow with that model haha, Do you have a Quadro or just use a regular GeForce card for Rhino?
so good - just finished mine. do more fusion360 hard surface modelling tutorials please!
I don't actually use Fusion. If I need a bit of CAD I'll rely on Plasticity.
I am not saying something new, but you can get very similar results with Zbrush, 3DCoat, and almost as fast results using Boxcutter + Hardops in Blender. If you've mastered that well.
But, of course, the point is: how fast is the workflow of one compared to the other? in relation to other parameters as well, such as the learning curve and the cost of the program. Currently, I feel more comfortable with polygons even for hardsurface, I feel like I can do everything with polygons even faster than CAD... plus, I can add curved surfaces quite easily right away. Whereas in CAD they are more complicated. Using exclusively CAD programs I always feel that they are not able to do this basic thing, the curved surfaces, it's like I'm missing something. However, one of the modeler's dreams I think is to never change program.
Whatever fits your style the best. Just being comfortable with a tool can go a long way.
@hjf4a2 They do concepting, which is about ideas not topology. If youre doing concepting then speed is important to get out a lot of ideas in the shortest amount of time. I would even say Fusion is slower if you are already very experienced with Boxcutter, but my actual claim was that Fusion is so easy to use for that specific style that I was able to pick it up after only using it once in a project I made 5 years ago. Regardless of our jealousy for their subscriber count, people want to learn to do what they do and I see no problem with monetizing that.
curved shapes are not a problem for Fusion360, as it has SUB-D technique.
I use moi bcuz it has a blender bridge (google bmoi connector) and dark theme (google death ui moi), plus it's shortcut-driven and very lightweight... there's even a subd script that gives it even more synergy with polygonal modelers. Plus great remesher. Haven't tried fusion tho so who knows
Yeah, i own a copy but haven't used it as much because it requires a bit of setup and I can't make changes as easily as I can with fusion. But Moi does feel a lot faster to use with how you can repeat the last command with RMB. I will search for that theme because I tried and failed at making my own (I don't know .css)
@@ArmoredColony There is a tool for making themes made by Chipp Walters. No need for css
@@ASHDMDSGN oh yeah, I already have it but I couldn't find a way to change the quad view border color, so I dug around the .css for ages without success. I only recently gave it another go and discovered the frame border is an image you have to edit with an image editor. Also, I didn't have a backup of all my hotkeys and scripts so that also took a while to re-add. And some scene/selection colors can't be changed with Chip's utility, so you have to edit Moi's .ini for those, but I am fully set up again, makes me wanna make a Moi tutorial now.
@@ArmoredColony doesn't sound like a deal breaker to me. If a tutorial ever comes, will you be explaining the plugins you use? I feel like the base tools are really intuitive but custom plugins just feel alien.
Same, that's why I bought it. And I sure will.
Fusion360 is amazing, I did digital Xpan project with it. I only not that happy to create sketches every time I need a line
Im personally waiting to give Plasticity a test since I don't really need precise measurements and it seems artist friendly.
going into preferences general then Pan,Zoom,Orbit shortcuts and setting it to SolidWorks makes navigating the scene the closest to blender I've found.
I use more than one app, so I try to adapt to each of their hotkeys and learn how you were meant to interact with the software.
I just use Moi 3D. Pretty solid modeler, easy to use and requires no subscription. Also, Plasticity is going to be released soon which takes the best of NURBs modeling and makes it more artist friendly.
Yeah I also got MoI. I love it until the moment I need to make changes XD
I know of plasticity but haven't tried it; heard it was still in Beta.
@@ArmoredColony Plasticity will get official release next month. $100 for indie user.
Would you say it's better than MoI?
@@ArmoredColony From what I gather so far it may not match every feature of Moi one to one, but for quick concepting and creating complex geometry without worrying about topo it is really good. It is very accessible and for the price it is worth having as an additional tool in the arsenal. Fusion is great, but for concept art it can be overwhelming and pricey. Plasticity uses Parasolids algorithm. Actually you will get a better idea just watching some UA-cam videos on it.
Thanks for the info
this is the most blender way of modeling in fusion ever! as an engineer this would 100% not be the way to model that but it is very interesting to see
I do not have a gram of engineer in me. What kind of stuff do you engineer?
@@ArmoredColony mostly robotics and machine design
@@satchelsieniewicz5824 what made you want to become an engineer?
Subscribed would like to see more fusion content as I would like to build functional parts for 3d printing
Oh, sadge. I don't actually use fusion. I just wanted to say that there's more software out there than Blender.
started off thinking hmm he seems a bit unsure what he's doing. Watched it all and really liked what you did. Picked up a few tips also.
Many thanks
I was unsure. I don't use Fusion. I just wanted to show that there's other software out there and how easy this one is to pick-up.
Amazing tut, thanks mate!!!!
yep that looks alot better for hardsurface :) gona try it.
can you please share the topology of this piece it's kinda intersting to see how fusion handle the topology
Oh it's terrible. CAD usually gives you pure triangles
Armored colony _ plasticity is going to beat all the competition
So rendering changes apearance of whatever u are creating innfusing 360 correct. But how would that help when printing in my ender -3 s1 pro if iam using white filiment? Should i teach my hs students tinker cad or fusion360 to create random stuff?
I don't actually use fusion so I don't know anything about it. I haven't done any sort of 3d printing either. I would recommend they try whatever software is easier to download and learn.
Great video! How can the reference image remain on top of the screen without conflicting with fusion? Is there an app or something?
It's called Pure Ref. One of the settings lets you keep the window always on top.
@@ArmoredColony thank you so much
As a blender user, Fusion 360 just seems so much more polished for actual production, but for quick sketches or simple models for games blender seems better e.g.
Plasticity could also be useful.
@@ArmoredColony Will take a look at it
I'd love to see this guy take a swing at Hexagon 3d (now owned by daz). It's a solid modeler but like all modlers, you gotta wrap your brain around the tools and how to achieve things.
Never heard of it. I'll take a look.
Nice tutorial, subscribed.
Wooo
The only problem I found using solidworks/fusion for hard surf modeling is in the shading fase. If I want to use a texture and so I have to do UV the stl mesh is a nightmare
I haven't done UVs in years. I just use Triplanar Projection and curvature masks
@@ArmoredColony never used them, I will look into it, thx for the suggestion and the response!
Can I upload 3D-models from the Fusion 360 Personal on 3D-markets? If not, so what's gonna happen? And if I export these models in Blender, will it be count as Blender's models or still Fusion's?
I can't say because I've never used Fusion commercially, but if you made it in Fusion then you made it in Fusion. I heard Plasticity is coming out soon and that will probably be better for artists and be pretty cheap at the same time.
@@ArmoredColony ok, thanks. I tried to export this model in Blender, but its topology sucks (13000 tris)... though shading is ideal.
Depends on what you need it for. If it's for concepting it doesn't really matter. I'm about to release a kitbash pack with a few million triangles.
@@ArmoredColony well, 3D details are often for further usage, so I think a client won't be happy to see such topology :D
@@An_Xat good point
I tried a similar software and it was loads of fun, but how viable are these models for say, professional game production?
At least with the software I used the exported obj was full of ngons and bad topology flow.
Is that not as important for hard surface modeling since they don't bend?
Topology flow doesn't matter one bit for static objects. If the high poly bakes well to the low poly then you're good, so you can use whatever tool you want for both. I don't think CAD tools can make UVs though (which are needed for baking) so keep that in mind.
But I feel the old ways of high and low poly will die with things like Unreal Engine's Nanite, which let's you import high poly models directly into the engine and down-res them in real time. AI is getting scary too, so whatever you wanna learn... learn it fast before AI learns to do it with a prompt :p
tried this just now, the threads don't seem to translate to blender and I also get some not rounded polygons :/
They can translate, but I think you need to specify you want real geo when you first make them (I might have forgotten to explain that). I didn't understand the round polygons part
@@ArmoredColony oh ok I'll have to look that up.
It's been a while since I last used blender, so I forgot about shade smooth, which looked very odd. Couldn't find the auto smooth where I used to find it haha, thankfully there's a search function in there. So that part is working. Thanks for the cool tutorial!
I actually agree that blender is not the best for hard surface, software like Fusion 360 or Rhino can do a great job in an easier and more natural way
15:32 can this information be baked into a low poly model?
Yeah, absolutely. Look it up.
@@ArmoredColony awesome! Will definitely have a look about.
Is the Software free? I found out that there is a free "student-version ", but it seems to be for teachers only.
I use a software called Plasticity now.
Thanks for sharing, but my question so far. What most efficient workflow From fusion 360 to game ready asset.? Some artist use moi3d as bridge before cleanup in blender or any other poly software. Some people recommend instaLoD to make low poly.
The most tedious is make low poly and unwrap especially when use cad.
And artist such edon guraziu who use moi3d , vitaly bulgarov , alex senechal never show low poly wireframe in their portofolio.
That's because those artists don't make low polys. Their focus is design, not game ready assets. I don't have any experience using CAD software for game assets but they usually all have some exporter/convert to mesh tool that will give you a low poly really quickly. A few youtube searches should help with that. Finally, as you mentioned, maybe Blender after for cleanup/UVs and such. Basically, if you use CAD like Fusion or MOI, they should be able to give you both the High poly and the Low poly.
....How....how would one make a shape like this in zbrush?
Knife curve and booleans
Plasticity will change some things in the future for sure
I liked watching this, but for now I will stick with blender because all 3d softwares are so expensive (because are in dollar). And make some thing by hobby on blender to learn better
I love blender, but sometimes I hate it XD
I replaced the 3Ds Max with Blender. Later, Fusion 360 replaced the Blender in hard-surface modeling for me.
I've also been around, From Maya, to Modo, to Max for only like 10 minutes because it crashed, to finally Blender. If I did a lot of boolean hard surface I would definitely be more into Fusion.
I can already here the Blender Cultists now lol "BUT IT COSTS LIKE, $530 a YEAR! BLENDER ONLY COSTS $0!"
as if everything should cost $0, and work just as amazingly as the programs that Employ Developers and feed their families.
@@ArmoredColony Haha, that was funny *_to Max for only like 10 minutes because it crashed_* Pain in the ass. I feel it often.
@@SuperSuperka Yup. And it wasn't with tons of complex modifiers or anything, just basic solidify, turbosmooth. I really wanted to get good at max but it wasn't meant to be.
FreeCad can do the work too!
Is Fusion 360 better than Plasticity?
Plasticity seems more oriented towards artists, which is why I like it more than Fusion.
Very nice demo! Fusion 360 really is a wonderful 3d design application. But $70 a month means virtually no one outside of manufacturing will use it. Such a waste of talent.
Search for Alex Senechal, amazing artist that uses fusion exlusively. I've personally never had to pay for it and I originally download it back in 2017, same old account and everything; it's not cracked in any way, so there's definitely free student and hobbyist license options.
@@ArmoredColony Appreciate you opening my eyes about that I will definitely check that out.
You are correct that it IS a manufacturing tool, but that's why it can be used for heavy boolean art styles, since that's how a lot of stuff is machined IRL, but there's definitely faster tools out there like MOI 3d or even box cutter. The real advantage of Fusion Is being able to easily make changes such as adjusting fillets or deleting them entirely with nothing more than the delete key (no add-ons or scrips)
@hjf4a2 I'm a professional developer and have used paid 2d/3d software pretty regularly over the last 20 years including 360. I did not say anything about it being free. I implied it was expensive which it is.
But now that you mention it. Yes software should be free and people should develop cool/useful software not because they are forced to in order to have a roof over their heads and food to eat but because we as a society should encourage development and enable people the opportunities and freedom to work on projects that they are interested in.
But I have no faith whatsoever in that happening on our planet for the next 100 years or so. A great pity really.
@@ArmoredColony Yeah I wanted to use it for 3d printing parts as blender/Maya/zbrush does not do precise measurements as easily as you can in fusion (of course) but I always paid for it in the past and unless its 10 - 20 bucks a month it's just not worth it to me at the moment. I will check out the student versions if I can get a hold of those and use it for non commercial stuff. Thanks again.
Still trying to find a cheaty way to skip making high poly meshes from low. Any advice? It's mostly just making the chamfer for edges while keeping normals clean elsewhere.
If all you need is the rounded edges, you can actually bake the Bevel node I used instead of creating a high poly.
For bigger stuff, like environments or spaceships, you can use Trim sheets and the Bevel modifier with the Harden Normals option turned on in combination with Autosmooth. It creates the illusion of a high poly bake without adding much geometry. If I remember correctly, they did that a lot in Star Citizen, Halo 4, Alien isolation, etc.
Unfortunately, I don't do game art myself so I cant direct you to any tutorials using those techniques but I'm sure you can find some easily enough.
I even saw a youtube vido of a 3d artist using Decal Machine's Trim Sheets to create environments for the Dead Space remake.
@@ArmoredColony Wish I had more info. Anyways, thanks for trying to help.
@@ArmoredColony Also my topology is usually very bad, I'm lazy with it is my weakness.
Sorry I couldn't help more. Game topology doesn't matter that much. I've seen people simply decimate their ZBrush sculpts and that's their low poly.
@@ArmoredColony Thanks for trying. I was looking into using ZBrush's DynaMesh, Remesh or whatever and applying that along with polish crisp edges to maybe do it all for me. If it could that'd be fantastic, but I dunno if it will work with my terrible topology.
Hope Autodesk doesn't see you making money with your educational version.
I don't think it matters until you reach a certain amount of money, similar to how Unreal works (that's how I remember it). I'm so poor I could probably keep it going forever XD
@@ArmoredColony well, i appreciated your video and hope you do more. Would hate to see someone just trying to help a community get in trouble. Keep up the good work. And yah, I switch between Blender and 360 all the time and I always get goofed up by the interface interaction. Haha
@@citizenclown Yeah, I've certainly been there. Had to make some of my Blender hotkeys similar to ZBrush so I didn't get confused as much. And thanks for the comments.
Now that Nurbs is becoming more and more an standar for hard surface and mech just like Zbrush 20 years ago, I think that Maya, 3ds max and blender should put these types of modelings into their softwares in the same way Fusion does. These softwares already have Nurbs and patch, it just need to be finish the tools so it can be like fusion 360. I feel that these softwares already have almost everything and the updates are more and more meanningless, if they wana seal the deal, they should finish the Nurbs workflow at a profesional level.
Yeah, it would be awesome if I never had to leave blender.
@@ArmoredColony It will come to blender at least if this becomes in a bigger deal. Blender is pretty active when it comes to new workflows, happened with sculting and latter they put a Marvelous designer. I think blender it will have first. It seems to me that blender is racing agaist autodesk for some reason.
@@karlostorres7745 One of the reasons I stopped using Maya was they didn't update it for 2 years at one point, and when they finally did there were no modeling improvements DX
@@ArmoredColony yeah I understand, I'm in max so I'm usually the very last in the line.
At least you have a proper Extrude Manifold from what I can see.
MOI3D is better than both. It allows for hard surface shapes but also very , very curved and organic shapes. Also, you can export in quad on various levels . Its incredible and getting better
Yeah, I have a license for Moi. It feels really good. My only gripe with it is the original setup and making changes is not as easy as Fusion. Love the obj exporter and ther quads options. I dont think it can give you pure quads though, just a combo of tris and quads.
Fusion does allow Curvy-shapes as it has Sub-D technique. Fusion360 is 3-in-1: Solid-body CAD, NURBS, Sub-D. I love Moi3D for simplicity and snappings, but it still Surface-modeller, not Solid-body. If you delete bevel in Fusion 360, for example, - the general shape will be recovered, as if bevel never existed, while in Moi3D you'll have a hole
I think it has T splines or something, which had some advantages to traditional SubD
when I saw the blenderbros video, I thought exactly about fusion 360.
Haha, same, as you can tell
everyone trying to use surface modelling vs. solid modelling for hard surface in a DCU knows that solid modelling is better for making the shapes, there are just a wealth of reasons to need to.
I hope one day Blender will integrate a lot of these Quality of Life features.
Integrate into what? Blender doesn't do solid Nurbs and implementing a complete different modelling paradigm is extremely complicated or even impossible due to fundamental incompatibility problems which would require a total overhaul of the Blender core code
There are many software are better than Blender. But 'free' is what some people want.
Ctrl+z in Fusion? but there very userfull timeline
Yup, I'm not a fusion expert and I never intend to manufacture this stuff, so I don't need all these design features being intricately tied to each other through the timeline.
It does have a dark mode
Ah, too late, I don't use it anymore
How to enable dark mode?
Pleaseeeeeee make more fusion 360 videos!!!
I'm leaning more towards Plasticity. Fusion is for smart people.
@@ArmoredColony you clearly know a lot about fusion 360! This video is so easy to follow and accessible
Yeah, I was trying to prove that Fusion is so simple that anyone can use it haha
What about intro to moi or fusion on ur gumroad?) I will purchase it
Well you got a basic intro right here for free :p
@@ArmoredColony just try out with this software - Shapr3D
@@jetztoko isn't that an iPad exclusive? I don't have one of those.
@@ArmoredColony but try it anyway on PC) and some guy do CAD like stuff with blender hotkeys - PLASTICITY, open source of course. He's like you ;D
@@jetztoko oh okay, I'll try it, thanks
answer : yes
Haha
Broooooo this is INCREDIBLE, can you show us the wireframe? Does it even have a wireframe or its all nodes and magic? Hahaha
Egzactly :) i was wondering what slaping on triangulate modifier would result :)
CAD doesn't require polygons, there is no wireframe so it does feel like magic. If you export to specific formats you can get a traditional polygon based mesh like you would in Blender.
@@ArmoredColony Yes and i was wondering how this transition to polygons will turn out, comparing to boxcutter workflow, if this would made some giant magic holding Ngons, then a little guiding triangulation combined with modifier could produce some nice lowpolys and that would be actually something cool.
In my case, when I exported it triangulated everything and automatically gave me more resolution where needed, like in the small bevels. I didn't see any export settings for the format I used but I have seen videos where you can greatly control what kind of polygon mesh is produced, but I haven't used fusion in a long time so I don't remember where to do it. I didn't think of showing the wireframe in blender.
@@ArmoredColony I will also try to play with it, im thinking about this for last week , but i will try this plasticity i saw some videos that actually beveling and controll of shapes is even more crazy magic.
Better in what? They are diferent each other. Fusión is a CAD programa. I'm a SolidWorker designer . It's easier for me to create mechanical groups, kinematics and kinematic studies even whole machines, but at the same time I'm a fan of Blender, so I think Fusion and SolidWorks are great for mechanics. If I am with Blender making hard surface or organic elements or surfaces of type car bodies or surfaces of complex curvature is because Blender is better in modeling, rendering, animation. hard surface is a type of modeling typical of quad based mesh modeling programs...it does not apply in mechanical CAD programs as you never have to worry about what mesh it generates as in fact you will never see it as it is based on in nurbs and the CAD program is based on commands that make it easy to make chamfers, round extrusions, etc. without having to worry about the mesh that is generated... everything is easier and although the mesh is generated, you will never see it. Easy mechanics, but Blender is something else. Where Blender reaches, Fusion does not reach and what Fusion does, Blender does not unless you have very CAD-oriented tools. I don't think you should consider which of them is better, they don't have things in common to compare.
Yeah I know, it's click bait.
wow, and I have fallen for the bait😔
The bad thing is that people do believe that they should assess what is better or worse, when there is nothing to compare, and that bothers me in a certain way.
Got em! Haha. Nah I understand. I don't like people saying that one software is simply better than another, because it's way more complicated than that, but no one watches the video without a title like that.
CAD is always better than poly modeling when it comes to hard-surface, but Fusion is sooo clunky compared to others
Yeah, but we're artists. Simple tools are appreciated, sometimes even necessary for us, but I understand fusion might be too basic for someone who does complex CAD. I own MoI 3d as well and prefer it in several ways, but the second I want to change something I hate it XD.
@@ArmoredColony Yeah that's exactly why I said fusion is so clunky (for artists) ...and I have tried many CAD programs. Might be good for designing parts for 3d printing, cnc machining, etc but for artist....sketches and constraints and the UI are so limiting and frustrating. But in the end, whatever works for someone, it works.
@@mazashayeri1411 true true, it can feel slow at times, but it's insanely easy to learn. Just click buttons and you will make something
@@ArmoredColony Yeah that's true. One of its pros is that it's so user friendly. I think you can can pick it up in matter of a few days.
Probably but it's not open source so they're gonna clown on you with Autodesk tokens
I prefer Plasticity now
Am I the only one less than impressed? I can do all these things with Hops. its not a perfect solution but because of blender and its hotkeys its faster and I don't have to get mixed up with the keys. Fusion360 is a great design tool but huge fail when I want geometry I can use in games. Maybe good if I was working in the industry on some specialized role, otherwise doesn't seem worth it to spend so much time on retopo of the designs when both software can achieve the same thing.
The fact that Blender is guaranteed to be free forever I just cant bring myself to pay for Fusion.
The free version of fusion is just as capable as the full release minus some blueprint drawing/editing options.
as a fusion 360 user, blender is better than fusion 360..
✨👌😎😮😎👍✨
Im an avid freecad user, if the internet went down at your home or anywhere, fusion is unusable after x amount of time, dont like the cloud based services to be honest for that very reason
I don't like it either
With taking away the construction history, you lost the most powerful tool in Fusion. To go back to all kind of extrusions etc. and change it. And all other after that will change also.
Yeah, that's exactly why I did it. I don't want my changes propagating anywhere. I want the freedom of making any spontaneous adjustments without affecting the rest of the component.
The answer is no. 360 is trashware. You can check out plasticity though.
Already using plasticity. Not being loyal or fanatical about software is very liberating, that's why I made this video, to show people that there's other stuff out there, that's all.
@@ArmoredColony I am acknowledging 360 for being clunky and broken like the rest of Autodesk software. FreeCAD is way better than 360 for many reasons. I gave 360 a proper chance but yeah. Trashware.
Except fusion 360 is NOT open source and it requires and account. This SUCKS. Blender need to add proper modeling features.
Any ideas on what they should add?
.......and then you look at the price.....yeah Blender is better.
I wouldn't know, never paid anything for it
dude every software is better than blender
Did you try Plasticity yet? no subscription.
Already did. I like it. Used it to make some parts for a character I just made.
yeah nice tut....vanilla blender is not fusion never will...is good for beginner basic destructiv poly vertex stuff for games and animation not cad...
al lot of tools are misssing and the modeller is not really full developted ...
curves are not really deep implemented no curfe non destrutiv workflow & modifiers , no real good 3d curve shapes no really 2d 3d cad meassurement non detructiv workflow ether...
You made it sound horrible XD