For 25 years, I’ve heard countless variations of the question, “What computer should I get as a 3D Artist?”
And for much of that time, the answer has been as murky a poorly lit render. Early on, when it came to 3D rendering it didn’t much matter. They were all slow. Macs, PCs, even Linux boxes, all seemed to lumber along at roughly the same pace.
But as the 3D industry grew more complex and hardware developed at an incredible pace, things began to change. This evolution split the market, revealing clear advantages—and disadvantages—to the two dominant platforms: PCs and Macs. Today, however, we’ve entered a new era. For the first time, I can confidently say that Apple has made up significant ground and a Mac is now a viable option for serious 3D artists.
The Longstanding Divide Between PC and Mac
Historically, Macs and PCs followed distinctly different paths regarding 3D workflows. Apple’s closed ecosystem—characterized by proprietary hardware and tightly controlled component selection—was designed to serve the broadest possible creative audience. While this focus ensured reliability and user-friendliness, it often left professional 3D artists out in the cold.
For instance, Apple’s hardware lineup lacked the specialized GPUs necessary for 3D rendering and simulation. Most Macs were equipped with graphics cards aimed at casual users and general creatives, not professionals pushing millions of polygons in Maya or Blender. Meanwhile, PCs embraced an open approach, allowing manufacturers like AMD and Nvidia to create cutting-edge GPUs that revolutionized rendering engines with GPU acceleration. The results spoke for themselves: faster renders, better simulations, and tools that simply weren’t feasible on a Mac.
Adding to the divide, Mac’s emphasis on simplicity—think single-button mice and trackpads—clashed with the needs of 3D software, which often requires three-button mice and extensive hotkey setups. For many years, the equation was simple: if you wanted serious 3D power, you bought a PC.
My Own Journey: From Mac to PC and Back
My personal experience mirrors this broader narrative. Early in my career, I worked on iMacs at my school and then primarily on Linux systems in my jobs. At home, however, I relied on a MacBook for its portability and user experience but rarely did 3D on those machines. That balance shifted when I was laid off and needed to build a desktop PC to handle freelance 3D projects. The PC delivered on speed and rendering power but fell short in other areas. It was noisy, bulky, and—let’s be honest—an eyesore. Why does every component have to glow!!! And you can’t just turn that off!! (A real problem when the computer is in the bedroom of your tine NYC apartment. It makes it bright enough to see your spouse’s disappointment in her life’s choices.)
Later, when I joined Adobe, I was issued a PC laptop. While it handled renders well, it was heavy, prone to crashing, and weighed a ton. The bigger problem was how it presented. I would enter rooms with dozens of creatives on their sleek MacBooks and I’d pull out my clunky contraption and watch their faces wince as my machine powered up and the fan kicked on sounding like a small propeller plane. Here I am talking to them about a design and trying to be as elegant as possible and I looked as graceful as someone wearing a 19th Century Scuba Suit.
A pivotal moment came during a presentation when my PC repeatedly failed to perform. A colleague lent me their new M2 MacBook, and the contrast was stark: it was reliable, quiet, aesthetically seamless, and it delivered when I needed it. Shortly after, I made the switch back to Mac, this time with an M2-powered machine. The transition was a revelation.
The Turning Point: Apple’s Renewed Focus on 3D
So, what changed? Over the past few years, Apple has made significant strides to re-enter the 3D market. A few key developments stand out:
1. 3D Software and the Creative Market
Apple’s growing partnership with Maxon, the creators of Cinema 4D, is a clear signal of its commitment to 3D. Cinema 4D has long been a favorite among motion graphics artists, many of whom work on Macs. It’s no coincidence that Apple has showcased Cinema 4D in its product launches and marketing materials.
But that’s not all. In 2024, I spied some Substance 3D and CLO screens in their promo visuals as they are clearly trying to connect more with 3D Artists. By aligning with tools that resonate with creatives, Apple has positioned itself as a viable player in the 3D space.
2. Apple Silicon: M1, M2, and Beyond
The introduction of Apple’s M1, M2, and M3 chips represents a paradigm shift. These processors, with their unified architecture, deliver exceptional performance for tasks like 3D rendering and simulation. The M2 chip, for instance, boasts up to 10 GPU cores and significant power efficiency, enabling laptops to handle complex 3D workflows without the bulk or heat of traditional PCs. While high-end PCs with Nvidia GPUs still lead in raw rendering power, Apple’s silicon is more than sufficient for most creative professionals.
3. The Apple Vision Pro and AR/VR Integration
Apple’s foray into augmented reality with the Apple Vision Pro underscores its investment in 3D technologies. The device’s emphasis on spatial computing suggests a future where 3D content creation becomes more integrated with Apple’s ecosystem.
Web-Based and Tablet-Based Tools: A Democratization of 3D
Another factor shifting the landscape is the rise of web-based 3D tools. Platforms like Adobe’s Project Neo, Plasticity, Spline, and Womp are redefining how 3D work gets done. By leveraging cloud computing, these tools reduce the need for powerful local hardware. Similarly, the expansion of tablet-based tools like ZBrush for iPad offers new flexibility for artists on the go.
These innovations level the playing field, making it easier for Mac users to engage in 3D workflows without the historical limitations of their hardware.
Macs vs. PCs: Pros and Cons Today
If you’re deciding between a Mac and a PC for 3D work, here’s a quick breakdown:
PCs
Pros:
Superior raw power for GPU-based rendering.
Highly customizable hardware options.
Lower cost for equivalent performance.
Cons:
Clunky design and poor portability.
Noisy operation and shorter battery life.
Less reliable over time.
Macs
Pros:
Sleek, portable designs with excellent battery life.
Reliable performance with fewer crashes.
Seamless integration with creative tools and ecosystems.
Cons:
Higher initial cost.
Limited customization compared to PCs.
Slightly lower performance in GPU-heavy tasks.
The Verdict: A New Era for Macs in 3D
For years, the choice was clear: serious 3D artists needed PCs. But today, the equation has changed. With Apple’s advances in hardware, software, and partnerships, Macs are no longer an afterthought in the 3D world. If you value reliability, portability, and a refined user experience, the latest MacBooks with M2 or M3 chips are excellent options.
That said, if you’re running GPU-intensive workflows like massive VFX simulations or architectural visualizations, a high-powered PC might still be your best bet. Ultimately, the decision comes down to your specific needs and preferences.
But for the first time in my career, I can confidently say this: if you’re a 3D artist looking for a portable, reliable, and aesthetically pleasing machine, a Mac is now a legitimate—and even exciting—option.
The 3D Artist Community Updates
We are thrilled to have Phil Luhn as our next AMA gues in the 3DAC! Phil is an accomplished 3D artist offering over 15 years of success as a creative leader and program manager. Experienced digital artist specializing in real-time 3D renderings and visualizations, video editing, and aerial drone photography/videography.
https://www.linkedin.com/in/philipluhn/
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3D Merch is here and we have a new hoodie!
3D Tutorials
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Link to Google Doc With A TON of Jobs in Animation (not operated by me)
Hello! Michael Tanzillo here. I am the Head of Technical Artists with the Substance 3D Growth team at Adobe. Previously, I was a Senior Artist on animated films at Blue Sky Studios/Disney with credits including three Ice Age movies, two Rios, Peanuts, Ferdinand, Spies in Disguise, and Epic.
In addition to his work as an artist, I am the Co-Author of the book Lighting for Animation: The Visual Art of Storytelling and the Co-Founder of The Academy of Animated Art, an online school that has helped hundreds of artists around the world begin careers in Animation, Visual Effects, and Digital Imaging. I also created The 3D Artist Community on Skool and this newsletter.
www.michaeltanzillo.com
Free 3D Tutorials on the Michael Tanzillo YouTube Channel
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