>>720071757
>Blender and Unity and it always looks faux and gross
You do not want to use the old 3D programs.
You think you do, but you do not realize just how much quality of life difference there is between then and now.
Inverse Kinematics (IK) lets you grab the end point of a finger, and every bone in the skeleton structure will automatically rotate and slide to where the computer thinks is most efficient to put that part of the limb.
Old 3d modeling programs don't have that. They have forward kinematics (FK) where you have to start at the shoulder, then the elbow, then the wrist, then every subsequent joint in the fingers... To make a pointing gesture.
Oh, you moved the character? Or changed the rotation of a joint that's at the base of the bone structure? Do it *all* over again!
This, assuming the program has vertex deformation linked to the bone animation system to make the model look nice. No vertex deformation? No weight painting? You get to look like an early PS1 model where each body part is just deformed geometry moving around its origin point.
Some of the earliest 3D modeling programs don't have bone animation features either. They were just intended to create 3D text displays.
Now, let me tell you about floating point errors in hardware...