Getting started - 3D Software Recomendations

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cswann821
Posts: 1
Joined: Thu Aug 21, 2014 3:17 pm

Getting started - 3D Software Recomendations

Post by cswann821 » Thu Aug 21, 2014 3:31 pm

Hello,

I am half way there in saving up for my Taz 4. In the mean time I wanted to start looking into 3D design software, or any thing I may need on the software end to create and print. For now I'll just be using the printer for fun! with the kids..wanting to create tabletop miniture people and creatures for gaming and painting. But for my self I'd like a program with the capabilities of more mechanical 3D design ( I do have some technical drawing /engineering experience from college) for alot of my Home DIY projects, as well as other hobbies of mine, such as RC models, FPV drones, Ham radio, and others.

1)Is there a do all, software program? Or would it be best to have one program for the "charater 3D vs technical mechanical 3d design?

2) I'd like to not have to get another degree to learn how to use the software...or pay for software that cost as much as a degree.

Could anyone give me some popular and proven programs that I should look into.

Thanks so much,

Chris

zero
Posts: 32
Joined: Tue Jan 14, 2014 3:54 pm

Re: Getting started - 3D Software Recomendations

Post by zero » Thu Aug 21, 2014 7:48 pm

/3/'s sticky:

1.) "How do I get started in 3D?"

There are many ways to get started, the quickest way is to actually start
with a 3D program. There are many to choose from, such as:

-3DS Max
-Cinema 4D,
-Maya
-Softimage XSI
-Lightwave
-Blender 3D (Free!)

Once you obtain one the next step is to start with tutorials. There are many
on the net, they range from text and image tutorials to video tutorials. You
aren't going to find a tutorial for everything out there, but most will explain
techniques that you need to adapt in order for you to achieve whatever final
result you want.


2.) "Wow! That's a lot of programs! Which one is best? I heard ______ is best."

You heard wrong, there is no one program that is better than the rest, it has
and always will be the skill level of the artist. Which program you choose is
solely dependent on your own personal taste and which aspect of the 3D industry
you want to be involved in.
Max and Maya are the most hyped and so therefore the most used,
they have the most available documentation online. The interfaces have
a steep learning curve, but there isn't any 3D program you can't learn if you take
the time to use it and follow some tutorials. Go with a generalized package, not a
specialist one.

Part 2:

3.) "Whoah, Generalized vs Specialized? How do I know?"

A generalised package like Maya, Max, Softimage are packages that let you model, render,
animate, texture, and create dynamics all within the same application. They don't require third party plugins
or applications to add another basic feature, like a renderer or animation tools.
However you can get plugins for these apps to enhance their features.
There are several Specialized applications out there that cater to a specific skill.

Animation: Motion Builder, Messiah 3D.
Modeling: Modo, Wings3D, Silo 3D
CAD: Autocad, Sketchup, SolidWorks
Detailing: Zbrush, Mudbox, 3DCoat


4.) "Ooooo Zbrush, I see so much awesome shit from that, I'm gonna start there!"

No, you're getting ahead of yourself. You should start learning about basic modeling and
topology before jumping into Zbrush. Zbrush is a great program for advanced users to add
detail to their existing models, or to prototype models quickly by sculpting them out. It
is not a good idea to get into Zbrush when you're not very familiar with general 3D concepts

Part 3:
5) "Ok, I see I'm not very good at this stuff, can you model ______ for me?"

No, anybody with any decent skill on this board does this work for a living or for some kind
of gain. Some of those just starting out may pick up the project but don't expect Miets Meier
level of work. You get what you pay for.


6.) "But it's too haaaaaaaaard, isn't there any easy button?"

No, like all things it takes time and effort to master a program, practice makes perfect and
playing around with the interface will get the shortcuts ingrained into your muscle memory.


7.) "So which program is the easiest to learn?"

You shouldn't learn a program, you should learn techniques. When you master a technique the program
becomes nothing more than a tool. As said before Max and Maya have the most documentation but you
should look at learning how to model and the right techniques instead of 'what button does X'. You
can get UI information from the program's help files. F1 and Google are your friends.

Part 4:
8.) "So, what do studios look for when hiring if I don't know program ______ won't I get turned down?"

When a studio judges your demo reel and resume they have an order of priority.

1-Quality of Work
2-Versatility
3-Experience
4-Program skills


9.) "So studios don't care what program I use? Why do they care about versatility?"

Except for Animators who are pretty much exempt from most rules of 3D, most studios want people who
can perform multiple tasks instead of just a specialised one. They want modelers who can also texture,
they want riggers who can also do dynamics, they want lighters who can also texture. It's ok to be
specialised in one area, but it doesn't hurt to be versatile, it will always keep you employed.

When a studio looks at your program skills they do often look to see if you have experience in their
preferred in house package, but MANY times you're going to get a studio that has added their own tools
and pipeline so it wouldn't matter what program you know as long as your skills are good. If you know
techniques you can pretty much pickup any 3D package in a matter of days. Of course there are some that
are hard set that you know program ________ but for the most part what package you know is not that
important (yes even you Blender fags can get a job in a studio if you know good techniques.)

Part 5:
10.) "What about gaming?"
What about it?


11.) "How do I make my own game? How do I program shaders or a video game?"
This is a 3D board not a programming board! Do you want to make 3D game assets or
do you want to be a programmer?


12.) "Uhhhh...."
Exactly.


13.) If you want to get into game asset creating, your three primary focus of interests are:
-Modeling
-Texturing
-Animation

Low poly modeling is an art in itself, trying to get as much detail with as few polys as possible
takes some practice, there is no formula for this. You create a low poly model and use techniques
such as good UV textures and normal maps to enhance the look of the model in the game engine.

Two great places to start for game asset creation:
http://www.poopinmymouth.com/tutorial/tutorial.htm
http://www.gameartisans.org/gamecon/tutorials/tut_3.htm

Animating for games is pretty much the same as for movies, except that your model has a higher chance
of deforming badly and you may not have as much control over your rig. Still the basic concepts of
animation will always apply.

Part 6:
14.) "So got any links?"

Yep,

Tutorials:
http://www.free3dtutorials.com
http://www.3dbuzz.com/vbforum/sv_home.php
http://www.3dk.org/tutorials/date/15/1.html
http://www.3dtotal.com
http://cg.tutsplus.com/
http://www.creativecow.net/
http://www.videocopilot.net/
http://poopinmymouth.com/
http://www.tutorialized.com/
http://www.creativecrash.com/
http://www.thegnomonworkshop.com/
http://www.digitaltutors.com/09/index.php
http://www.evermotion.org/tutorials
http://www.google.com/

Specific Starter Tutorials:

-Modeling
http://www.3dtotal.com/ffa/tutorials/ma ... anmenu.php : 3DS Max Character Modeling tutorial - Best you'll find
http://www.poopinmymouth.com/tutorial/tutorial.htm : Great introduction to basic game character modeling
http://newtek.com/lightwave/training.php : Free Lightwave 3D training videos

-UVMapping and Texturing
http://racer445.com/ : Intro to texture concepts and normal mapping
http://cgtextures.com/ : Best free texture resource
http://features.cgsociety.org/story_cus ... ry_id=4678 : Introduction to texture concepts
http://www.grungetextures.com/gallery/
http://www.absolutecross.com/graphics/textures/
http://www.psbrushes.net/ : Brushes can be used to create textures
http://www.photoshopbrushes.com/
http://www.smashingapps.com/2009/01/26/ ... packs.html

Part 7:

http://www.creativecrash.com/3dsmax/dow ... shaders/c/
http://www.creativecrash.com/maya/downloads/shaders/c/
http://www.creativecrash.com/downloads/3d-textures/c/
http://cg.tutsplus.com/tutorials/textur ... vw-unwrap/ : UV Unwrapping in Max
http://download.autodesk.com/media/3dsm ... 8_380k.mov : Demo of pelt unwrap feature in Max
-Dynamics
http://www.allanmckay.com/site/
http://www.joegunn3d.com/Tutorials.html


-Game Character Creation
http://www.noesisinteractive.com/xnabot/
http://www.fpsbanana.com/tuts/8485


-Game creation resources
http://www.blender.org/
http://unity3d.com/
http://www.udk.com/download.html
http://www.gamasutra.com/
http://www.gameartisans.org/

-Zbrush
http://www.3dartspace.com/index.php?opt ... iew&id=304 Meats Meier Intro to Zbrush, free, informative, highly recommend.
http://cg.tutsplus.com/articles/web-rou ... tutorials/

Part 8:
Free Downloads:

Blender 3D:
http://www.blender.org/
Wings3D:
http://www.wings3d.com/
Softimage Mod Tool:
http://usa.autodesk.com/adsk/servlet/pc ... eID=123112
Houdini Apprentice:
http://www.sidefx.com/index.php?option= ... apprentice

Underage b&s and College fags who can get discount software:
http://www.studica.com/index.cfm
http://www.journeyed.com/

Compositing:
http://www.thefoundry.co.uk/pkg_example ... 98B0171453
http://www.youtube.com/eyeonsoftware
http://www.youtube.com/user/TheFoundryChannel
http://www.videocopilot.net/
http://www.digilab.uni-hannover.de/docs/manual.html
http://www.tutorialsphere.com/tutorials ... ompositing
http://library.creativecow.net/articles ... theyes.php : Introduction to Matchmove with Syntheyes.
http://ae.tutsplus.com/articles/roundup ... tutorials/ : 26 great Camera tracking and Matchmove tutorials

Animation:
-Free Rigs
http://www.11secondclub.com/resources/
http://animationbuffet.blogspot.com/
http://www.xsibase.com/tools/skeletons.php

-MoCap libraries (free and none free)
http://mocap.cs.cmu.edu/search.php
http://www.mocapclub.com/Pages/Library.htm
http://accad.osu.edu/research/mocap/mocap_data.htm


3D Communities:
http://www.cgsociety.org/
http://www.cgchannel.com/
http://www.cgfocus.com/
http://area.autodesk.com/
http://spinquad.com/
http://www.cgsphere.com/

Job Hunting:
http://www.highendcareers.com/
http://jobs.cgsociety.org/

Vocabulary:
ftp://ftp.futurenet.co.uk/pub/arts/Glossary.pdf
================================

AND THAT IS ALL

User avatar
Orias
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Re: Getting started - 3D Software Recomendations

Post by Orias » Fri Aug 22, 2014 8:20 am

Stickied :D

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Scuttlebot
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Re: Getting started - 3D Software Recomendations

Post by Scuttlebot » Sat Aug 30, 2014 10:38 pm

My favorite is open OpenSCAD which is a programatic approach to modelling since I have more of a programming background. http://www.openscad.org

My other favorite is Autodesk Inventor which is made specifically for 3D mechanical part creation. You can get a free copy through Autodesk's student program (you do not need to be a college student) http://www.autodesk.com/education/free-software/all

I've tried lots of different programs and those are far and away my favorite
Printers:
Mini Kossel
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jebba
Site Admin
Posts: 689
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Re: Getting started - 3D Software Recomendations

Post by jebba » Mon Sep 01, 2014 12:52 pm

The main free software options are:

* Blender

* FreeCAD

* OpenSCAD

-Jeff

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Gemini64
Posts: 247
Joined: Tue Apr 16, 2013 6:37 pm
Location: Québec City, Canada

Re: Getting started - 3D Software Recomendations

Post by Gemini64 » Sun Sep 07, 2014 6:56 pm

Sorry but I do not consider zero's post to be relevant here.

For one thing, of all the software he mentions, each of them but a single one (Blender) costs hundreds or thousands of dollars. For another thing, most of the post focuses on the gaming industry. :roll:

The Reprap wiki has a very extensive list of 3D applications separated into open source or closed source licence.

http://reprap.org/wiki/Software

For modeling figurines or creating other organic shapes, you will be best served by a polygonal modeling program such as
  • Blender (the most used open source modeling program, very complete, it has a steep learning curve and a GUI centered on keyboard shortcuts, but it has a huge community with plenty of tutorials available)
  • Sculptris is closed source, but free
  • Art of Illusion, open source (not many people use it)
  • Wings3D, open source (not many people use it)
For mechanical design, if you're on Windows, your choices are many.
  • FreeCAD is my personal favorite, it's open source and runs on any platform (I use Ubuntu Linux). It may not be as complete or as polished as commercial software, but it's plenty sufficent for personal use. It has a small but very dedicated community of which I'm a part of. ;)
  • OpenSCAD has been mentioned, it's very popular in the Reprap community. If you have a programmer's mindset...
  • DesignSpark Mechanical is closed-source, but free, based on pro CAD software SpaceClaim. One of its disadvantages is that saving in CAD formats (STEP, IGES) is disabled, you can only export to mesh formats such as STL. That's one thing to keep in mind if you ever want to go beyond 3D printing with one of your designs. Personally I prefer to keep my options open.
  • 123D Design from Autodesk seems to be popular. There used to be an online version, I believe only the desktop version is available now.
  • Sketchup is also popular because of its ease of use, but it often creates models with errors that slicer programs have problems with.
Autodesk Inventor's student version has been mentioned, but I would suggest you consider that it will probably function on a year-based, online registration (and your use will probably be monitored). For how many years will you be able to renew such a licence? After you no longer have a working copy of Inventor on your PC, how will you be able to open your files?

That's one of the reasons that for my personal use, I'm sticking with open source software which does not try to keep me captive.

brettsalt
Posts: 20
Joined: Thu Apr 16, 2015 3:12 am

Re: Getting started - 3D Software Recomendations

Post by brettsalt » Thu Apr 16, 2015 5:30 am

zero wrote:/3/'s sticky:

1.) "How do I get started in 3D?"

There are many ways to get started, the quickest way is to actually start
with a 3D program. There are many to choose from, such as:

-3DS Max
-Cinema 4D,
-Maya
-Softimage XSI
-Lightwave
-Blender 3D (Free!)

Once you obtain one the next step is to start with tutorials. There are many
on the net, they range from text and image tutorials to video tutorials. You
aren't going to find a tutorial for everything out there, but most will explain
techniques that you need to adapt in order for you to achieve whatever final
result you want.


2.) "Wow! That's a lot of programs! Which one is best? I heard ______ is best."

You heard wrong, there is no one program that is better than the rest, it has
and always will be the skill level of the artist. Which program you choose is
solely dependent on your own personal taste and which aspect of the 3D industry
you want to be involved in.
Max and Maya are the most hyped and so therefore the most used,
they have the most available documentation online. The interfaces have
a steep learning curve, but there isn't any 3D program you can't learn if you take
the time to use it and follow some tutorials. Go with a generalized package, not a
specialist one.

Part 2:

3.) "Whoah, Generalized vs Specialized? How do I know?"

A generalised package like Maya, Max, Softimage are packages that let you model, render,
animate, texture, and create dynamics all within the same application. They don't require third party plugins
or applications to add another basic feature, like a renderer or animation tools.
However you can get plugins for these apps to enhance their features.
There are several Specialized applications out there that cater to a specific skill.

Animation: Motion Builder, Messiah 3D.
Modeling: Modo, Wings3D, Silo 3D
CAD: Autocad, Sketchup, SolidWorks
Detailing: Zbrush, Mudbox, 3DCoat


4.) "Ooooo Zbrush, I see so much awesome shit from that, I'm gonna start there!"

No, you're getting ahead of yourself. You should start learning about basic modeling and
topology before jumping into Zbrush. Zbrush is a great program for advanced users to add
detail to their existing models, or to prototype models quickly by sculpting them out. It
is not a good idea to get into Zbrush when you're not very familiar with general 3D concepts

Part 3:
5) "Ok, I see I'm not very good at this stuff, can you model ______ for me?"

No, anybody with any decent skill on this board does this work for a living or for some kind
of gain. Some of those just starting out may pick up the project but don't expect Miets Meier
level of work. You get what you pay for.


6.) "But it's too haaaaaaaaard, isn't there any easy button?"

No, like all things it takes time and effort to master a program, practice makes perfect and
playing around with the interface will get the shortcuts ingrained into your muscle memory.


7.) "So which program is the easiest to learn?"

You shouldn't learn a program, you should learn techniques. When you master a technique the program
becomes nothing more than a tool. As said before Max and Maya have the most documentation but you
should look at learning how to model and the right techniques instead of 'what button does X'. You
can get UI information from the program's help files. F1 and Google are your friends.

Part 4:
8.) "So, what do studios look for when hiring if I don't know program ______ won't I get turned down?"

When a studio judges your demo reel and resume they have an order of priority.

1-Quality of Work
2-Versatility
3-Experience
4-Program skills


9.) "So studios don't care what program I use? Why do they care about versatility?"

Except for Animators who are pretty much exempt from most rules of 3D, most studios want people who
can perform multiple tasks instead of just a specialised one. They want modelers who can also texture,
they want riggers who can also do dynamics, they want lighters who can also texture. It's ok to be
specialised in one area, but it doesn't hurt to be versatile, it will always keep you employed.

When a studio looks at your program skills they do often look to see if you have experience in their
preferred in house package, but MANY times you're going to get a studio that has added their own tools
and pipeline so it wouldn't matter what program you know as long as your skills are good. If you know
techniques you can pretty much pickup any 3D package in a matter of days. Of course there are some that
are hard set that you know program ________ but for the most part what package you know is not that
important (yes even you Blender fags can get a job in a studio if you know good techniques.)

Part 5:
10.) "What about gaming?"
What about it?


11.) "How do I make my own game? How do I program shaders or a video game?"
This is a 3D board not a programming board! Do you want to make 3D game assets or
do you want to be a programmer?


12.) "Uhhhh...."
Exactly.


13.) If you want to get into game asset creating, your three primary focus of interests are:
-Modeling
-Texturing
-Animation

Low poly modeling is an art in itself, trying to get as much detail with as few polys as possible
takes some practice, there is no formula for this. You create a low poly model and use techniques
such as good UV textures and normal maps to enhance the look of the model in the game engine.

Two great places to start for game asset creation:
http://www.poopinmymouth.com/tutorial/tutorial.htm
http://www.gameartisans.org/gamecon/tutorials/tut_3.htm

Animating for games is pretty much the same as for movies, except that your model has a higher chance
of deforming badly and you may not have as much control over your rig. Still the basic concepts of
animation will always apply.

Part 6:
14.) "So got any links?"

Yep,

Tutorials:
http://www.free3dtutorials.com
http://www.3dbuzz.com/vbforum/sv_home.php
http://www.3dk.org/tutorials/date/15/1.html
http://www.3dtotal.com
http://cg.tutsplus.com/
http://www.creativecow.net/
http://www.videocopilot.net/
http://poopinmymouth.com/
http://www.tutorialized.com/
http://www.creativecrash.com/
http://www.thegnomonworkshop.com/
http://www.digitaltutors.com/09/index.php
http://www.evermotion.org/tutorials
http://www.google.com/

Specific Starter Tutorials:

-Modeling
http://www.3dtotal.com/ffa/tutorials/ma ... anmenu.php : 3DS Max Character Modeling tutorial - Best you'll find
http://www.poopinmymouth.com/tutorial/tutorial.htm : Great introduction to basic game character modeling
http://newtek.com/lightwave/training.php : Free Lightwave 3D training videos

-UVMapping and Texturing
http://racer445.com/ : Intro to texture concepts and normal mapping
http://cgtextures.com/ : Best free texture resource
http://features.cgsociety.org/story_cus ... ry_id=4678 : Introduction to texture concepts
http://www.grungetextures.com/gallery/
http://www.absolutecross.com/graphics/textures/
http://www.psbrushes.net/ : Brushes can be used to create textures
http://www.photoshopbrushes.com/
http://www.smashingapps.com/2009/01/26/ ... packs.html

Part 7:

http://www.creativecrash.com/3dsmax/dow ... shaders/c/
http://www.creativecrash.com/maya/downloads/shaders/c/
http://www.creativecrash.com/downloads/3d-textures/c/
http://cg.tutsplus.com/tutorials/textur ... vw-unwrap/ : UV Unwrapping in Max
http://download.autodesk.com/media/3dsm ... 8_380k.mov : Demo of pelt unwrap feature in Max
-Dynamics
http://www.allanmckay.com/site/
http://www.joegunn3d.com/Tutorials.html


-Game Character Creation
http://www.noesisinteractive.com/xnabot/
http://www.fpsbanana.com/tuts/8485


-Game creation resources
http://www.blender.org/
http://unity3d.com/
http://www.udk.com/download.html
http://www.gamasutra.com/
http://www.gameartisans.org/

-Zbrush
http://www.3dartspace.com/index.php?opt ... iew&id=304 Meats Meier Intro to Zbrush, free, informative, highly recommend.
http://cg.tutsplus.com/articles/web-rou ... tutorials/

Part 8:
Free Downloads:

Blender 3D:
http://www.blender.org/
Wings3D:
http://www.wings3d.com/
Softimage Mod Tool:
http://usa.autodesk.com/adsk/servlet/pc ... eID=123112
Houdini Apprentice:
http://www.sidefx.com/index.php?option= ... apprentice

Underage b&s and College fags who can get discount software:
http://www.studica.com/index.cfm
http://www.journeyed.com/

Compositing:
http://www.thefoundry.co.uk/pkg_example ... 98B0171453
http://www.youtube.com/eyeonsoftware
http://www.youtube.com/user/TheFoundryChannel
http://www.videocopilot.net/
http://www.digilab.uni-hannover.de/docs/manual.html
http://www.tutorialsphere.com/tutorials ... ompositing
http://library.creativecow.net/articles ... theyes.php : Introduction to Matchmove with Syntheyes.
http://ae.tutsplus.com/articles/roundup ... tutorials/ : 26 great Camera tracking and Matchmove tutorials

Animation:
-Free Rigs
http://www.11secondclub.com/resources/
http://animationbuffet.blogspot.com/
http://www.xsibase.com/tools/skeletons.php

-MoCap libraries (free and none free)
http://mocap.cs.cmu.edu/search.php
http://www.mocapclub.com/Pages/Library.htm
http://accad.osu.edu/research/mocap/mocap_data.htm


3D Communities:
http://www.cgsociety.org/
http://www.cgchannel.com/
http://www.cgfocus.com/
http://area.autodesk.com/
http://spinquad.com/
http://www.cgsphere.com/

Job Hunting:
http://www.highendcareers.com/
http://jobs.cgsociety.org/

Vocabulary:
ftp://ftp.futurenet.co.uk/pub/arts/Glossary.pdf
================================

AND THAT IS ALL
Woah, great share!

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hemocyanin
Posts: 207
Joined: Mon May 25, 2015 7:15 pm
Location: Puget Sound

Re: Getting started - 3D Software Recomendations

Post by hemocyanin » Wed Jun 03, 2015 8:03 pm

Let me be the third to mention FreeCAD and also mention that it not only runs on Windows and Linux, it runs on OS X as well. Totally OS agnostic. And free so it won't delay you in getting a printer.

It's also a program that you can figure out to by poking at it for a while. Blender is also free, and I've tried to follow some tutorials but really, I think I'd need two semesters of intensive instruction to be able to use it. At least for me, no amount of poking at it made me understand anything about it. Looks like you can make awesome stuff though.

wmgeorge64
Posts: 410
Joined: Wed May 27, 2015 7:28 pm

Re: Getting started - 3D Software Recomendations

Post by wmgeorge64 » Thu Sep 10, 2015 7:32 am

I guess I would have named the Thread the Best 3D software for 3D Printing. That is why we are here, right?

I am a long time AutoCAD and AutoCAD LT user and the TinkerCAD and such programs drive me crazy. Even 123D is nice but lacks so many common sense at least to long time CAD users anyway features. Trim that does not always work, no Break command and etc. I finally gave up and downloaded Fusion 360 and will attempt to use it. Seems a lot of these Autodesk CAD programs are being done by people who have never used a CAD program before and all lack any kind of documentation. If you need help with the Snap command, you need to watch a video!!

So I am going to attempt to learn Fusion 360, but I keep coming back to FreeCAD.
ULS Laser . Retired master Electrician in Iowa USA Lots of Hobbies

wmgeorge64
Posts: 410
Joined: Wed May 27, 2015 7:28 pm

Re: Getting started - 3D Software Recomendations

Post by wmgeorge64 » Thu Sep 17, 2015 2:29 pm

Got my things from 123D sent over to Fusion 360 and I am doing well in the learning process. A lot of the things I learned in TinkerCAD and 123D are incorporated into 360. The program is very good, and its "free" for start ups and non profit use such as us hobbyists Not 100% ready for prime time but excellent support forum and the Help menu actually has something in it besides a video. :D
ULS Laser . Retired master Electrician in Iowa USA Lots of Hobbies

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