No. DesignCAD is on the low end of the CAD spectrum, as opposed to the industry-standard ProE or SolidWorks CAD programs, which cost considerably more (SW=$4k in it's most basic version, with a $1300 yearly maintenance fee). Catia is another high-end app, with a seat price to match. DesignCAD is a low-cost, beginner-oriented app that serves its intended market well.
Lightwave3D (used for the renders posted above) is a 3D modeling, texturing, rigging, lighting, and rendering program used for movies and television. It is not a CAD program per se, but can be used to create a mech for export to a 3D printer. It was the first 3D program used in Hollywood that was affordable to the general public. First used on Babylon 5 by Ron Thornton (he was an instructor where I went to school) in the early 90's, Lightwave was the only 3D program of its type, (it only ran on the Amiga when first released, before being ported to the PC and Mac when the Amiga died) for many years. It's still relatively inexpensive, (<$1000) easy-to-learn, (it takes about five years to get really proficient if you're working alone, in a vacuum) and can exchange data with high-end CAD programs in several formats - STL being most useful for 3D printing. Other 3D apps (3DMax, Maya, etc.) have a much higher learning curve than Lightwave. You can get really good at a specific aspect of those programs, but Lightwave's featured can be mastered by one person, which makes it super-versatile. I was trained as a Generalist, meaning I had to demonstrate proficiency to be able to work in the industry as a modeler, lighter, rigger, and texture artist. LW is a good program for someone who wants to "do it all" which is why it's a favorite with indie production companies. It's Modeler has been neglected for a long time, but for someone who knows how to use it, creating hard surface and organic models is limited by one's imagination. Modo is an excellent modeling app, created by some of the core LW developers who wanted to take a fresh approach to modeling.
Maya is closest to the industry standard in Hollywood for anyone who wants to work in the visual effects industry. Blender is open source (and free) and receives continuous improvements. I am often asked, "What's the best 3D app for home use?" The best 3D app is the one you know how to use to finish the job before the deadline that meets the client's requirements.
The rendered output of CAD programs leaves something to be desired, though that is changing as more high-end CAD programs embrace PBR (Physically Based Rendering). Most mechanical engineers are not artists - they're problem-solvers who use 3D software to visualize and test (performing thermodynamic and stress analysis to name just two examples) designs before materials are machined. PBR has the ability to texture materials that look like the real thing, so you'll see improvements as PBR is integrated into CAD pipelines and more engineers learn to use it. I'll post some more (ship-related) renders if anyone wants to see them.
I see numerous posts here of members wishing to learn modeling and aren't sure where to start. The best advice I can give is start small! --Even if it's a salt shaker, create the best salt shaker ever, and learn the basic tools inside and out. Then make it again, and note how long it took the second time. Modeling by it's very nature is extremely time-consuming and tedious. Keeping one's expectations realistic is the best way to avoid "hitting the wall" and being unable to move forward, which is a precursor to giving up altogether. Modeling is a skill, an exercise in problem-solving. It becomes an art form when mastered.
The days of self-taught 3D artists are practically over, unless one is very motivated and adept at thinking through problems and puts in the required amount of time - measured in years, not months. If you do nothing but model, and spend every spare moment practicing, you can get pretty good within a year or two. The key is to master the tools and be able to create a 3D model in a reasonable amount of time that lends itself to printing.
Ship 3D modeling, (especially organic hull forms) require good reference material and the mastery of certain techniques to get the shape desired. Spline modeling is a fairly easy method, (and most often demo'd here) but there are a variety of other techniques to get the job done. I prefer blueprints but can usually get by with photographs if nothing else is available. Level of detail (LOD) is determined by the intended purpose of the model. For a 3D printed model, it's much more important, for a three-second flyby animation shot, not so much.
CCC
Last edited by CC Clarke on Mon Oct 07, 2019 6:44 am, edited 1 time in total.
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