

(This is something I actually do myself.) Once you understand the tools and have a working prototype, it'll make bridging the gap into 3D through Unity a much simpler process. This will give you a chance to flesh out your basic game concepts while you're learning more about the basics of 3D animation and modeling.

If you have some idea for a game, you might want to try using something like Flash as a means of creating a working prototype before jumping directly into Unity. Am I correct in assuming you have some experience with Flash in some form? In the meanwhile, you mentioned you've used Swift3D before. Such concepts may prove vital when you start bridging over into apps like Unity, where you actually interact with the content you've created. It's not too expensive, there's a lot of great 3rd party support for the software and the software itself is a good introduction to working with important 3D modeling and animation concepts.
#Best lights tutorial cheetah3d pro#
Personally, I've been a fan of software like Carrara Studio Pro from DAZ Productions. The documentation tends to be better and the interfaces are less taxing on the mind. If you are literally just starting out in 3D, you might be better off using a more polished commercial, consumer-level 3D package. A number of the tools within Cheetah 3D aren't quite as intuitive as the could be, which often leaves you with a number of head-scratching "what do I do now?" situations. If anything, the problems you'll likely get stuck on are with Cheetah3D itself.

Well, Cheetah3D does work well with Unity in a number of areas.
