For the most part, video games are works of fiction. As such, many of their assets (characters, objects, and scenery) are actually created by artists – often using 3D modeling. 3D modeling for video games consists of creating all the assets that go into a scene. These include the characters and mobs (short for “mobile objects”, moving non-player characters), as well as their textures, illuminations, landscapes, and scenarios.
According to Screen Skills, this process often starts with 2D sketches to establish the initial concept of the object, character, or map to be modeled. The next step is to go from that 2D sketch to a 3D model, usually by one of the techniques that we’ll cover next. After a model is completed, coloring and texturing are the following stages.
If a model is static, like a platform, the process ends here. If models move, such as characters or vehicles, then these models also have to be rigged and animated. Depending on the modeling or programming technique you use, you can animate the character directly in the game engine, or you may need to do it beforehand.
In this article, we’ll go over our top picks of 3D modeling tools for games, but before, we’ll explain a bit more what it entails, we’ll go over different types and techniques, and we’ll also refer to our criteria for narrowing down our choices.
Video game modeling is actually quite different from modeling for other uses, such as movies.
Assets created for a game’s scene will be used in-game, and move and behave in a certain way during it. Programmers and artists, even though very different in their duties, have to work together to understand the needs of each other so the models can look and behave in accordance with what happens to them in-game.
It’s also important to consider immersion. When you model for a movie, for example, the characters will behave in a way that’s already written, so there are no unexpected movements. In a game, the player controls what the characters do, so, for example, in an FPS (first-person shooter), if a character shoots into a wall, there needs to be visual feedback showing that the wall was shot, and animators have to take this into account in their work.
The main difference between video game modeling and, for example, movie modeling, is budget. Movies have a practically unlimited budget for how much they can spend on resolution. They can use powerful machines and take as much time as they need to make hyper-realistic models (the most expensive frame in Toy Story 4 took 325 hours to render). This isn’t an option in video game modeling. For starters, there’s not as big of a budget for such machines. Additionally, such heavy graphics affect the performance of the game engine and of the game itself.
A game such as Valorant, which doesn’t even use heavy textures, uses a lot of computing power just on its graphics. According to Plural Sight, “Games are rendered in real-time right in front of the player, so in order for the game to run at a constant frame rate and maintain it throughout the gameplay, the 3D models must be created at a level that’s not taxing on the game engine.” This real-time rendering includes characters, characters’ movements, backgrounds, skies, lighting, weapons, and more.
This means that, when modeling for 3D games, you must model with the efficiency of polygons in mind, instead of absolute detail. In other words, your design has to be effective. This is why games such as Fall Guys, for example, choose to use a colorful bean figure that runs across a field, instead of a detailed human. The stylistic aspect helps make the game recognizable while improving performance.
3D modelers usually have areas of specialization since it’s not expected that one person will do all the work. There are environment artists, character artists, and vehicle artists, among others. And inside those areas, there are also different modeling techniques, such as organic modeling, hard-surface modeling, or procedural modeling.
Level of detail is a modeling technique used to improve the performance of a game. It basically consists of decreasing the number of polygons a model has the further away it is. As the player moves closer to an object that’s far away, the level of detail of that object will be swapped for a higher one with more polygons. This saves real-time rendering performance since background assets can have a lower level of detail than assets that the character is seeing up close.
Procedural modeling is a method for creating data algorithmically, instead of manually, using a base of manual assets. For example, if you want to have grass in your game, it wouldn’t make sense to model every single blade of grass individually because that would take an unreasonable amount of time. Instead, you could model two or three different blades and use procedural modeling to extrapolate it across a surface, almost like creating a matrix or array.
Sculpting is the preferred method for organic modeling, and it’s used to create assets with a higher polygon count, mainly characters. These can include heroes and mobs – ogres, horses, or a player’s base anatomy. It’s seen in almost every game; even characters that have a cartoonish look can be done with sculpting. An example of a game that uses a lot of sculpting is Elden Ring.
Hard-surface modeling is an advanced method of modeling that uses loops, NURBS planes, and similar tools to achieve smooth surfaces. It’s mainly used to model mechs, such as vehicles, portals, and weapons. It’s popular in sci-fi games such as Half-Life: Alyx and Overwatch.
Voxel modeling is a stylistic method seen in games like Crossy Road and even Minecraft (although blocks in Minecraft are bigger than usual for voxel games). It’s essentially 3D pixel-art. You remove and add individual voxels, in a manner similar to sculpting, to achieve a 3D shape, adding colors as you go along. It’s useful to save time and acquire a different style, and it’s popular in indie and cyberpunk games.
Now that we’ve gone over different 3D modeling techniques, let’s look at our top picks. The modeling software was chosen according to the following considerations:
Before getting started, let’s clear up some concepts:
Cinema 4D is animation software developed by Maxon Computer. In distinction from some other artistic modeling software, Cinema 4D uses parametric modeling, which makes it easier to change attributes, automate the design process, and make different versions of the same model.
Additionally, Cinema 4D has a huge library of presets, including architectural tools. This can save a lot of time when acquiring assets for a game. Cinema 4D’s main modeling techniques are polygonal and volume modeling. Since there are no sculpting capabilities, if you want to do some sculpting, you may have to use another program and then bring models into Cinema 4D for animating and texturing.
Users recommend it because, according to some, it’s the easiest to learn and it can be used to make pre-rendered assets. One user mentions that, compared to Blender, it’s much easier to get started with. Other sources mention that although it’s useful for the complete modeling pipeline, it’s not as popular as certain software, such as Maya, simply because not as many people learn how to use it, therefore there aren’t as many in the industry capable of using it.
If you want to make cinematic and realistic games, the likes of Half-Life: Alyx, Control, or Metro Exodus, this software is a great choice.
Blender is a robust modeling program with appropriately functional tools for all stages of the modeling pipeline. It’s very powerful for modeling, as well as for sculpting – standing just behind ZBrush in this respect. While it’s weaker in other aspects such as rendering, it’s worth keeping in mind that rendering for video games is done by the game engine anyway.
Blender can be used for many modeling techniques, and even if it’s not inherently good at a particular one, there are bound to be add-ons that make it more effective. Blender allows you to rig and animate characters created directly in the program, making it an attractive option over programs such as ZBrush that, although better at sculpting, requires additional software for animation.
Some features that make Blender attractive to developers are that it’s consistently updated, it has non-destructive modifiers, and it has a real-time render view with Eevee (which allows you to check out textures before loading them into the game engine but without having to finalize a render).
Users recommend Blender over software like Maya because, for example, when working on video games, Maya is more dependent on paid add-ons. In contrast, Blender is free and right off the bat is powerful enough to be used for video game modeling. Additionally, Blender add-ons are also free and you can even develop your own using Python. Although users claim that it has a steep learning curve, once you dominate it, the extensive use of hotkeys makes the modeling process extremely fast.
Additionally, Blender is the indie developer’s golden child, because it’s free and open-source, making it accessible to companies with a limited budget. Even so, professional-level game studios use Blender; such is the case of Embark.
ZBrush is a sculpting program that was initially created by Pixologic and later acquired by Maxon, the same creators of Cinema 4D. Sculpting is a 3D modeling technique that consists of achieving the desired shape by modeling a virtual ball of clay, stretching, pushing, and pinching it as you would with a real ball of clay. Blender also has a sculpting workspace, but when it comes down to it, ZBrush is the reigning champion of sculpting software.
One important distinction between this method and software and all others is that all other methods are best done with a 3-button mouse with a scroll wheel. Meanwhile, digital sculpting is better done with a drawing tablet and pressure pen, so if you want to go this route, first make sure you have the required hardware.
If your focus is on character modeling for video games, ZBrush is definitely the way to go. Character modeling is commonly done by organic modeling, and the most natural way to do it is by sculpting. Sculpting is an easy way to get detailed models without worrying about the technical aspects of nodes, polygons, and the like. Your biggest concern in that regard will be smoothing the surface to be able to add more details.
However, if your intention is to do the complete modeling process, ZBrush may not be enough.
Maya was originally developed by Alias Systems and it’s currently owned by Autodesk. It’s the industry standard when it comes to game development, and it’s usually the first answer people give when asked about 3D modeling software for games. Keep in mind, though, that it is quite expensive, and people recognize that its use for games is more worth it when paired with plug-ins, which only adds to the price.
However, in industries with a large budget, these plug-ins are exactly why Maya is preferred. Large companies can afford to develop their own custom plug-ins or buy a collection that simplifies their work and improves their efficiency. That said, if you’re pursuing formal education to enter the 3D modeling and animation world, most educational institutions will teach you Maya, so it’s definitely an opportunity worth taking on if you aspire to work for a big video game company.
The main feature that makes it stand out over other software options is Retargeting, which, according to Unreal Engine, is the process of re-purposing existing animations among different characters. Take a game like Valorant, for example, where each player plays a different agent (character). Each character has its own unique abilities, but they all walk the same, hold a gun the same, and die the same. Instead of re-animating these movements for each agent, you can re-target the existing animations, which makes a lot more sense and is cost-efficient.
Another advantage of Maya is that it’s compatible with other Autodesk software, such as 3ds Max and Mudbox. However, Maya doesn’t have modifiers, in contrast to Blender, which makes non-destructive modeling in it almost impossible.
Autodesk 3ds Max is powerful software that’s capable of professional-grade rendering, animation, and 3D modeling. Like Maya, 3ds Max is owned by Autodesk, and it’s often used in tandem with Maya for a robust workflow. While Maya is better suited for character modeling and animations, 3ds Max specializes in environmental modeling and hard surface modeling. You’ll find that the workflow for creating background objects for your game, such as furniture, vehicles, and various props is fairly straightforward with 3ds Max.
Plug-ins play a big part in personalizing the workflow in 3ds Max, with many professional-grade options available to suit an individual studio’s needs. Another major factor for many users is the modifier stack, which keeps track of the entire history of an object, including creation parameters and applied modifiers. You can easily scroll through the stack and make changes to any of these parameters, potentially saving you hours of work when you realize that you need to make a small change to a modifier that you applied earlier in your project.
The biggest barrier to entry, aside from the price, is the UI. 3ds Max has quite an intimidating layout that will take some getting used to. That said, once you begin to find your way through the UI, the actual modeling experience will feel very similar to the likes of Blender, with vertex manipulation and powerful modifiers being your go-to methods of modeling. These modifiers, along with a few plug-ins, make it very easy to quickly create hard surface objects for your game.
Games like Call of Duty: Black Ops III and Halo Wars 2 both feature a large collection of weapons and background props. Getting the maximum amount of detail while keeping polygon counts low is crucial in these types of games, which makes 3ds Max the perfect modeling choice.
Like Maya, 3ds Max is also compatible with any other Autodesk application, allowing you easily to transfer models and environments between programs seamlessly.
Houdini is a fantastic program if your focus is on modeling landscapes and scenarios for 3D games. This is thanks to its comprehensive procedural modeling tools, which are the most admirable part of the program. Users praise it because right off the bat you can tell how powerful it is in this respect. It’s especially useful for procedural modeling if you’re developing an open-world game, such as TLoZ: Breath of the Wild. In open-world games there isn’t a set map or route (think Super Mario Bros), instead the character is free to explore the world at will, such as in Minecraft.
Additionally, for first-time modelers and people who come from different backgrounds, users report it’s easy and intuitive to use, unlike other modeling software mentioned on this list (looking at you, Blender). Houdini is based on nodes, which are connections and properties that define the elements in your viewport. However, you don’t need to understand the technicalities to get working on Houdini, you can focus on the art while the program sets up the nodes backstage, which will be used later on when needed.
Another attractive quality of Houdini is that it has a special license for indie developers, which is quite a nice touch. If you’re a big company you pay according to what you’re capable of, and if you’re a small, indie studio, you can also access it for less. There are four versions in total: Houdini FX, Houdini Core, Houdini Indie, and Houdini Apprentice, each with its own pricing scheme.
Modo is a lesser-known program that is beloved by those who put forth the time to learn it. It has everything from procedural modeling to hard-surface modeling and sculpting, as well as everything you need to texture, shade, animate, and render your models.
One of Modo’s defining features is how customizable the UI is, allowing users to remap keybinds and even create personalized menus to help speed up the workflow. The Toolpipe is another example of creative freedom. Using it, makers can create their own specialized modeling tools. These can be anything from preset face selections to powerful modifier combinations, and they can be saved and modified to have ready for any project.
Modo has a library of premade 3D objects that you can integrate into your scenes. These presets are great for quickly getting a base model that you can then modify to your needs, such as cars, airplane wings, or satellite dishes.
Games like Doom have relied on the procedural modeling workflow of Modo to create compelling environmental pieces, such as broken pillars and floating platforms. Some levels of the game were created entirely inside of Modo, with 3D models and textures included.
Like any good 3D modeling program, Modo has plenty of community-made plug-ins that you can use to further customize your experience within the program.
If you’re looking for a program that you can really make your own, then Modo is a great choice. It is by far one of the most customizable options on the list and provides all of the general modeling techniques that you need in the gaming industry, along with suitable texturing, shading, and animation. While sculpting is an option in Modo, you shouldn’t expect to create highly detailed character renderings inside of this program.
Sometimes you’re not looking for the greatest, sometimes you just need a quick solution. Additionally, you might not want hyper-realism, but just a recognizable and unique style. These next two bonus options are meant to provide just that, and both are free.
Unity is a game engine and the most popular among beginners and indie developers. Many popular and successful games have been developed with Unity, such as Overcooked. Sure, it’s not hyper-realistic, but it will get you to shout at your friends about the speed at which they cut tomatoes.
Unity has a built-in modeler, called ProBuilder. The result won’t be that pretty, and the texture won’t be the best, but when in a rush, it can be enough to get out a minimum viable product (MVP), which is the least amount needed to sell any game or work. You can fix the details later, but having some assets to get started with while the designers work can come in handy.
Magica Voxel is a voxel-based modeling program. You could technically achieve a very convincing and realistic-looking model using voxels, but it would take a lot of time and elements. Rather, this method is preferred when you want your world to have a unique style, and it’s also cost-effective since it doesn’t require as much detail, textures, or illuminations.
A good example of a really popular game that used this style and software is Crossy Road. When it comes to voxel modeling, the most popular and long-running option is Magica Voxel. Its structure is very intuitive, you can add or remove voxels, and you can change their colors. Once done, you can export and even rig them.
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