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Why do all the autodesk fags hate Blender other than the reason of "its blender xDDDd". Like what are actual faults of it that make it inferior to Maya or 3ds or any other software?
>>
The interface is considered unintuitive and confusing. Blender is also heavily reliant on shortcuts. Couple that with it not being used professionally (generally) and it makes more sense to learn Maya. Putting that aside, Blender is a great tool but with a stiff learning curve. It holds its own against commercial 3d software and gets better every year.
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>>598804
I hate you(the userbase), first and foremost, because you(the userbase) are annoying asswipes and useless, raving fanboys.
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For regular modeling, it's excellent; probably the best in the business with addons and certainly the fastest. People only rag on it because when they buy software or use something else, they develop a case of brand loyalty and feel the need to shit on anyone using tools they don't use. It's similar to Sony/PC/Nintendo fanboys, or Marvel/DC fanboys.

For things like rendering, texturing, sculpting and other things, it leaves a lot to be desired and most are probably better off with other programs. That being said, part of what makes Blender so appealing is that it's a jack-of-all-trades software. If you're just making a simple indie project and don't want to invest in 4-5 programs for your pipeline, Blender has everything you will ever need.
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oh it's one of these threads again
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>>598837
>when they buy software or use something else, they develop a case of brand loyalty and feel the need to shit on anyone using tools they don't use

I can list a million little things I hate about 3ds Max, but let me tell you why Autodesk products engender such loyalty:

-For starters, it's ridiculously well documented by first party sources: every little button, menu and setting is very well explained, often with clear tutorials.

-it doesn't buck the basic UI trends of Left-Button(Select, interact, drag select), Middle-Button(Pan view), Right-Button(Context Menu) - I'd also accept right-mouse being a second viewport navigator (preferably turntable rotate view). Blender goes against this for no good reason at all (and I've heard all the arguments, there are no good ones) and I want to fucking kick the developers every time they don't cave on this and just fucking switch over. Yes, you can change this behavior in Blender, but it's not officially supported and many shortcuts can and do break, as well as places where the defaults are simply unavoidable due to shortsighted UI design (most noticeable when weight painting and UV editing).

-Product support, patches for serious bugs, and all those other little things that no one wants to do, and therefore don't get done, because that's how open source projects _are_, but are still needed in a professional production environment. Maybe if we could hire dedicated Blender support for a couple-grand a year... . Now, Blender has gotten better about that in recent years, and Autodesk for lack of competition has gotten worse, but still.

-New feature development (when it still happens these days) is based on what's going on here and now. Autodesk didn't shit on PBR based workflows, it simply supported them. Ton is on record showing blatant disregard for the needs of his pro user base, and then still having the unmitigated GALL to call Blender industry grade. Ffffffffuuuuuuuuuuuuck him.
>>
>>598844
Case in point: blind loyalty and fanboyism.
>>
Blender being bad is just a meme https://www.youtube.com/watch?v=dZSdpcWRaMY

It's constantly improving.
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>>598845
There's a reason Autodesk fans trot out these tired old arguments. They keep holding up, year after year, and despite much gains made by Blender, their developers never seem to learn.
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>>598844
those are good reasons, let me expand on that

-blender does have official documentation, but there is no offline version you can use within blender, only a short description.
if you want the offline manual you can download it here
https://docs.blender.org/manual/en/dev/blender_manual.zip

however, the documentation is lacking. it only explains how to use the tools in brief detail and you can't really troubleshoot with it.

- the UV tools are good if you know the advanced functions (relax,snap,cut). its not difficult to get a good unwrap if you do it long enough

-there is no product support and there won't be, its all word of mouth. the program however works well without having to patch it, and you can program your own solutions within

-blender did shit on its users when it comes to PBR, but they released 2.79 last minute with denoiser and PBR and both worked well. still, cycles is not at the stage where i can recommend it to professionals. it is useful for small gigs in vfx or archviz

--------

some overlooked features in blender are the movie editor and the compositor, both are good for something that is not supposed to be part of a 3D package. the problem is both severely lack documentation and there are only few freelancers or studious that use them on a regular basis.
so realistically you can make your studio use blender, but it will take alot of on-the-spot training because the program changes so fast and you will also need someone that understand the compositor +movie editor which is unlikely
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>>598846
>https://www.youtube.com/watch?v=dZSdpcWRaMY
>It's constantly improving.
I see nothing special here

>>598848
Blender = industry standard by 2039, AMIRIGHT?!
>>
>>598852
>Blender = industry standard by 2039, AMIRIGHT?!

I don't think the Blender developers really, no fooling around, actually WANT widespread industry acceptance. Else many of the issues I have just wouldn't be there.
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>>598848
Except your arguments don't hold up because you're an idiot loyal to a corporation and there are plenty of amazing artists who work with Blender.
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>>598855
>Except your arguments don't hold up because you're an idiot loyal to a corporation

I haven't used AD products in my pipeline in over 5 years, and Blender is my primary DCC application. I have Blender open right now. I'm working between posts.

>there are plenty of amazing artists who work with Blender.

Which does not, in the slightest, say anything to contradict the facts in my initial post. Ton did say those things about PBR. Blender does not follow the general trends for mouse use. A couple grand a year buys you more support from AD than you're likely to get for a similar amount for Blender. These things aren't matters of opinion.
>>
I mostly only know blender, it seems pretty great for modeling and retopo, and it seems fine for rigging. Even cycles seems pretty adequate for rendering. What kind of features do the autodesk programs have over blender for these tasks?

I know zbrush is better for sculpting, it can just handle way more faces. The navigation is annoying though, even more annoying that it's not customizable at all. Really wanted to just transfer over blender navigation.
>>
>>598805
When you learn how to use the hotkeys, your perfornance efficiency goes up through the roof.
>>
>>598884
Not to mention, the fact that it has hotkeys like programs such as Photoshop at least give it that edge over Maya.

That said Blender, while I have seen both good and bad come from it (just as much as I've seen good and bad from any given Autodesk program), is both rather hard to use and some of its features are rather lacking.
>>
Blender and z-brush are good tools with the massive flaw of their user interfaces literally being like pissing around a corner to hit a thimble 5 miles away.

Their organisational layout is not intuitive enough to make picking them up easy enough so that you can't just spend the same effort to find a solution in Maya or another autodesk product. Having paid for an autodesk product gives you the option of support, which is usually shit but it give you the excuse of paying off someone who doesn't know what you want to at least lift a finger to deal with your problem. Being skilled at blender gives better results in the end because you're freed from not paying off anyone. Zbrush's interface is still shitty. This is coming from someone who hasn't made any effort to at least give either of them a shot, so my critique isn't very valid. It's too daunting because they've got such a strange setup, it's non-linear in menu structure and zbrush is like what the fucking fuckity fuck, if i click on something it better do something when i click it.
>>
you know when you don't want to learn how to write in chinese because you can write in english? Yeah. That.

There's going to be a point where one of these pieces of software has a feature that another one doesn't.

Autodesk products (not saying maya) have the same layout as the new Microsoft standard, a nice ribbon instead of a menu where every tool is sorted well easily visible and each tool has a tiny little video on it where if you move the mouse over it it literally shows you eeeexaaaclty what it does.

the fact we even have to use shitty windows setups when we could use linux, which at this point i think even responds to human emotion... means we're kind of stupid, it's liekw as just wannt to sit there staring at a wall of little lights because physicaly activity and real work scares us. We're kind of sad.
>>
>>598804
It's controls are pretty vague for me I like programs which are closer to CAD than anything else
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>>598895
blender have the same menus as maya or 3ds its just that the majority of blender tutors don't recommend using them.
i can work exclusively using buttons in blender, the keyboard workflow thing is a myth.
yes its much faster working with a keyboard but it doesn't mean you can't work with buttons
>>
>>598884
>when you learn how to disregard the garbage UI entirely your performance goes through the roof
That's not a real argument when you consider that the UI is supposed to be the gateway that makes or breaks whether someone spends more than an hour with your product.
You would have to be incredibly delusional to believe that a user who has spent less than an hour figuring out how a program works is going to find enough merit to suddenly destroy all impressions of being a beginner and use nothing but keyboard shortcuts.

>>598804
The real, quantifiable fault with Blender is that from a human factors (UX) perspective, the UI is a complete failure. By placing each Editor in a dropdown box, they give each Editor equal priority, which is an objectively wrong thing to do.
You cannot, from a user experience perspective, give equal priority to a group of interfaces, when all of those interfaces are used more or less frequently than each other. That's fucking dumb.

For an example of MASTERFUL UX design, see Autodesk 3ds Max.
Everything a beginner to 3D modeling needs is front and center. 80% of what the beginner needs is right in their face.
No need to go hunting around dropdown boxes and figuring out what the fuck a "Logic Editor" is.
All they have to do is read the titles of the buttons and they can roughly figure out what would happen if they pressed it.

t. someone who started out with 3ds Max with only prior experience from Blender, and used no tutorials in the process.
>>
>>598911
To add onto this, Blender has a tendency to give equal priority to interfaces where it shouldn't, because there seems to be some severe autism where the first and foremost design requirement is to be able to completely redesign the UI.
This would ordinarily be a good thing, if only a single person in the world would take the time to do such a thing and then force everyone else to use it.
Too little too late.
>>
Majority of people on this planet are retards.
If you take a group of people, with big chance most of them will be retards.
If you take into account group of 3d artists, most of them will be retards
retards is incapable of learning handful of shortcuts that fasten work bysignificant ammount in the long run.
Considering the above, retards say that they're not the problem - the software is the problem.
>>
>>598920
Software that can't be used by most of the people who would use that software for its typical use-case is badly designed.
>>
>>598911
blender UI is broken down into 3 main parts

the first part is views, views can be changed from the dropdown like you said, and helps to organize and customize views

the second part is panels, panels open in N and T. the left side panel is the equivalent of autodesk panel. i call it "the underused panel" because sometimes buttons come in handy. blender might fail in arranging those properly, but those buttons are there to use.

and number 3 are modes. like texture paint,sculpting,render mode etc.

if you want blender to be more like maya, you have to focus on using the panel buttons rather than the keyboard, which is simply a matter of preference
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>>598931
In 3ds Max, the top panel is actually rather important, because it's the panel where buttons have images, which makes the button's purpose immediately understandable.
On top of that, the top bar will sometimes change by itself depending on usage context.
This somewhat organic toolbar is more or less omnipresent in Autodesk software and in my opinion is one of the best parts about using their software.

The main issue is that the utility of software should be judged by people who are completely new to the field--these people are your life and blood.
If these people have difficulties using the software without consulting documentation or having someone hold their hand for them, something is wrong.

All software should be judged from the context of newfags, and that's something that almost everyone in this thread seems to be forgetting.
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>>598884
>>598887
>You can't use shortcuts in other software, they just don't exist!
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>>598897
>Having a straightforward interface stops shortcuts from existing!
>>598920
>SHORTCUTS DON'T EXIST! BLENDER INVENTED SHORTCUTS WAKE UP SHEEPLE!
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>>598939
When the hell did I say that? I'm saying other programs have it too.

How dense are you?
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>>598940
what i meant was, autodesk people always say blender is too dependent on hotkeys, which is true.
but people hardly utilize the buttons in blender and it stems from how people teach the program to others.
personally i rather use buttons sometimes depends on the project and what im doing
>>
I on the other hand like Blender exactly for its UI and shortcuts. Yes, I know other programs have shortcuts as well, duh, but Blender's workflow is still faster for me. I LOVE that you're able to click and just pull the mouse and that's it. Makes things like e.g. extruding super fast. In Max I could use an extrude shortcut but I'd still have to click on the edge everytime and pull it to extrude. Small things like that, and it eventually adds up.
>>
>>598893


Zbrush gets a pass for being phenomenal at what it does. It's also intended to be used with a stylus (preferably with a cintiq style display) and that makes a big difference to the overall feel of it.
>>
>>598804
Blender is NOT bad. The people giving it shit are just worried because with every build it comes closer to replacing their precious Maya and zbrush.
By the end of 2018 I can guarantee more AAA studios will be using it over Maya.
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>>598957
>Not to mention, the fact that it has hotkeys [...] give it that edge over Maya.

I mean, Maya has hotkeys, it's not exactly exclusive.
I don't get how "Blender has fast hotkey workflow" became some go-to, Blender-exclusive positive to point at when every other DCC package out there has hotkeys and is capable of a "Fast hotkey-based workflow". Do you guys just not think to configure and use hotkeys unless you're forced to?
>>
Blender is the only 3D program that has hotkeys. They patented them and will sue anyone who tries to put hotkeys in their software. In fact you're not even allowed to look directly at your computer keyboard when using other 3D software or else Blender will send you a C&D Order.
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>>598972
*inhales*
HAHAHAHAHAHAHAHAHAHAHAHA
>>
>>598989

It's not completely laughable, but it's not going down that way either.

Maya/3ds Max maybe, for some things: AA game dev (AA, not a typo. like Hell Blade), and arch viz come to mind. Blender has been chipping away at the arch viz marketshare for a while, and that's only going to accelerate. Autodesk makes most of its money outside the entertainment industry, so that's a real threat to them.

AAA studios using Blender will not outnumber the ones using Maya, not by a long shot, not in 12 months. There's SO many factors to overcome that aren't even "lolz Blender is weird". That's not to say there aren't a lot of eyes on Blender as Eevee shapes up, but Blender devs are going to have to show that it can be integrated into their pipeline and the Blender devs aren't really keen on it. There may be some community solutions, or some enterprising plugin developer will handle integration with popular game engines, we'll see. So not in 2018, but a large scale switch to Blender could happen over the next few years depending on how things go with 2.8. I'm not optimistic due to Blender dev's track record of not understanding what pro users want, and not giving a damn when they do understand it, but it's at least possible.

<cont>
>>
Every thread this happens:
>Autodesk users insulting "Blendlets" because they constantly shill their software
While the reality is this:
>Autodesk user opens a thread asking why Blender sucks so much
>Blender user calmly tries to give a fair explanation why he thinks Blender is a good software
>Autodesk user starts making insults and memes like >>598989
This happens EVERY time. Just remember all those "donut maker" threads we had recently.
>>
>>598996

Now, Zbrush isn't getting displaced without some major changes to Blender, some of them so deep under the hood that they might not ever be practical. Zbrush handles data and 3d operations in a fundamentally different way and that's how it can push so many polys without chugging. Blender struggles to keep up at an order of magnitude less detail. This allows Zbrush to do much more computationally expensive stuff (not to mention the Blender foundation not having the resources to implement those more advanced features anyway). Even considering Moore's Law, raw hardware is years away from giving Blender brute force parity with what Zbrush can do now on today's hardware. Though I gotta give props to Blender for doing the smart thing (for maybe the first time literally ever) in stealing Zbrush's Shift+Click as the shortcut for the smooth brush.

So Autodesk I can see a move away from, Zbrush not so much.
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>>598974
You forgot that I compared it to Photoshop and other Adobe products.

Besides, is there any official documentation on Maya Hotkeys?
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>>599001
That post was inappropriate, and I apologize to anyone that might have seen it.
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>>599001
F* both of you for arguing over and over again, insults go in both directions and I'm tired of seeing these retarded threads all the time.

*EDIT: seen your post, there's no point in this, I agree.
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>>599003
I was over the line there, I freely admit that.
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>>598804
Actually microwaves are bullshit.
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>>598804
I started learning 3D with Cinema 4D, which is regarded as having a very easy to learn UI. I really liked Cinema 4D, but when I wanted to start making money on things I need to either buy a license or find an alternative. I tried Blender and within a couple weeks removed C4D from my computer.

If you "buy in" to the Blender workflow, it's one of the sleekest, fastest programs you'll ever use. I use Blender for modeling, animation, UVs, and compositing, and the hotkeys all transfer throughout the different phases of the program.

I truly love Blender and feel it's workflow has made me a better artist.
>>
blender is hated by autofags because of one simple reason:
the one guy on the team at the only job they had, that one guy that knew blender, he had the best workstation because his value was higher for knowing blender.

blender fits into workflows where other 3d progs fail to work.
>>
>>599067
>>his value was higher for knowing blender.

>this is what blendfags actually believe
>>
>>599067
>job
>blender
Pick one.
>>
I have first hand experience with the cancerous userbase. I know that if I have to troubleshoot anything, I will have to interact with this cancerous userbase.
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>>598836
Not all of us :')
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>>598804
blenderfags like furries
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>>599108
Accurate
Top 3 things describing the physical world:
>General relativity
>Quantum mechanics
>Blenderfags like furries
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>>599067
you got it backwards kid
kys asap
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>>599067
This is the single most retarded comment I've read on /3/

That is a fucking accomplishment, congrats.
>>
I've never had any opinion or experiencewith blender, so I went out of my way to ask a lot of people in the industry what they thought about blender.

The pattern is pretty clear. Blender users usually think its some sort of "first 3d program" and that they will switch to big boy maya when they're good enough, first time 3ds/maya users cargocult their way out of everything just by "its what the industry uses so if i use it im in the industry and im a professional", and actual veteran professionals all had this "if it works for you and you can prove, its cool" attitude about most of the software no matter which one they used.

This whole thread reeks of Vim vs Emacs threads where no one actually knows what the fuck they're doing but they read in an article that Stallman uses Emacs so they do too without knowing why.
>>
>>599114
I know our sticky is outdated, but god damnit people this still applies.
>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
>>
>>599117
Try telling that to the people who keep bitching about Blender's existence.

So unless the mods begin to crack down harder on the behavior of idiots, or when or if /3/ even gets mods, it'll remain that way probably until whenever.
>>
>>599114

No professional is going to give you shit for using Blender if you gets results. The question is what kind of results you're going to get from Blender vs the other guys, and if it's worth putting down the money. And I get the feeling you're trivializing that, or somehow acting like the people who have these discussions wouldn't be having them if they "knew better", whatever that means.
>>
>>599114
as a user ill admit that some of the tools in blender are tough to work with. a good example is the baker, i had to sort through 20 videos until i found someone that knows how to bake without using multires.
the texture paint and vertex paint can be improved too, the lightning system could use better portals than the shit we have now.

now if you actually have to deal with those things, fixing them is not a problem. you can mod blender to the point where its an excellent tool.
same goes for autodesk, people rather use xnormal and topogun for a reason. its better to use something like that than mod every single tool that you don't like
>>
>>598804
I don't understand the UI

It's probably ok but it doesn't make sense for anyone to suffer through it if they can just pirate maya or some shit
>>
>>599195
It depends entirely on which program you use first and how you respond to each program personally.
I don't understand the clusterfuck that is maya.
Lots of people say the same about blender, but it makes sense to me.
Tools don't make the artist.
>>599122
I don't think we'll ever get a proper mod/admin here.
They'd rather just piss people off at this point, just look at the state of basically every other board.
>>
>>598974
You have never used Blender.
Blender's hotkey system is unique and increases work speed a lot. Try it.
>>
>>598893
Maya has a lot shittier UI than Blender. Maya's menus aren't structured, and everything is buried within long dropdown menus.
In Blender, everything is available right there, and hotkeys are universal - Whether you're editing UVs, modeling, making video fx or animating, Blender's hotkeys and controls are always the same.
Maya's UI is like that of a badly ported console game.
>>
>>599114
This right here. I personally use Blender exclusively for modeling and UV, and some light sculpting before exporting into Zbrush. I really enjoy it's UI, both visually and in a UX context. I work super fast with it. The other areas are obviously very lacking compared to paid "industry standard" softwares for me, so I just don't use them and use better equivalents instead.

That being said, you do have to realize that some studios will not let you use Blender, because they have invested in tons of plugins for a specific software. Even if you always COULD use it to make some solo asset (it always exports in the same format anyway), it's just not possible for larger scenes. You won't get any great tools they've already made, nor a support if something goes wrong.

For example, Naughty Dog uses exclusively Maya, you can't even be a Maxfag there. They have so many extra software on top of Maya that Maya is basically their engine at this point.

The point in the end is that no matter what, you will have to learn new software and be able to adapt. You just can't think that you are "investing my time into a safe choice" and stick to it like an autist. And what if you now "invested" so many years in "industry standard" 3DS Max and are too incompetent to make a switch when needed, and now you want to work in Naughty Dog? You're fucked, my man. So, these threads are stupid and pointless, and the people that get invested in heated discussion here are, dare I say it, retarded.

P.S. - I have to admit I don't have a real experience with this yet, but I learned it through reading and listening to a lot of podcasts. If something is wrong, please do correct me, because I don't want to spread false information.
>>
>>599109

I bet you like midichlorians as well.
>>
>>599220
Maya's menu clusterfuck is what initially drove me to learn Blender in the first place, and holy shit do I ever agree. I don't necessarily like Blender, but some of it actually makes more sense than Maya, and what doesn't is for the most part equally obtuse with the exception of left click being Set 3d Cursor. Even years later that doesn't make any sense to me.
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>>598804
A daily reminder. Know your place, blendlets.
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>>599393
/3/ would be a much better place if idiots like you weren't here.

You're like those console war shitposters on /v/.
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>>599393
See, I can do it too.
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>>599458
And for a more accurate opinion...
>>
>>599458
This is what blendlets actually believe.

"b...but...we're gonna beat Maya and 3ds. 2.8 will be a game changer!" says increasingly nervous man for the hundredth time.
>>
>>599483
delete this
>>
>>598836
Lol okay learn the industry with a dildo in your ass from some nosey professor for that sweet cum drip on top of your blue waffle
>>
>>599483
No, I'm just proving a point. Anyone can edit that image to anything they damn well want. See >>599459 for an example of /3/ as a whole and not just one program.

Hell, I could easilly do it to you or your mom if I knew who you were. It's really not that fucking hard to twist it like that.
>>
>>599500
Or better yet, realize that 3D is a joke and neck yourself as soon as you realize everyone either sucks or are snobs who make you suck.
>>
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>>598804
>>599458
>>599459
Huhuhuhuhu i haz the funnies.
>>
>>598804
no actual numbers, so I can't make my 3D models to print
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>>599557
What are you referring to?
>>
>>598804
I've been using Blender, never used Maya so my opinion might just be total shit. I feel like Blender is criticized unfairly because people compare it's functionality to specialized programs like cycles renderer vs something like Octane, Redshift or whatever. Sculpting feels kind of weak and just the fact that Zbrush has preset brushes along with layers puts it way above Blender.
Working with hair and clothing system in Blender makes me want to kill myself.

I didn't really answer your question OP but that's that kind of criticism I come across most often.
>>
>>600676
I have yet to make blender not shit the bed when trying to give clothing cloth physics.
And when you Google it, all you get is a flag tutorial
>>
>>599557
wut
>>
>>600732
when doing cloth physics, I make a very simple mesh cage for the clothes, give the cage cloth physics, and then apply mesh deformation modifier on the actual clothes.
>>
>>600676
The biggest gripe that I have with blender is the amount of shortcuts I have to memorize. Yeah sure, they are right there in the menus but every time I pick up blender, I get huge waves of anxiety. It's taken me 2 years to learn the donut tutorial because there's just too much to memorize and know and I still haven't finished. It's a program that makes me unsure of itself. I seriously have no idea how I can understand every other 3D program except for this one.

I'm saying this coming from a background in C4D, AE, and a little bit of Maya
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>>600755
I don't think I've had that much trouble with my first donut. I have to agree though that when learning Blender, I had a bit of trouble learning the hotkeys, but it really does manage to be helpful after learning them. I think the learning curve starts steep but gets more even once you get over the troubles with the UI, hotkeys, and start getting used to how everything works.
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>>599459
we're already in the trash bro this is the bottom
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>>600795
If this is the bottom, I'd hate to see what's underneath the can.
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>>598804
if you are just starting and want to get into the industry i see no reason to waste time learning blender over maya or max depending on what you want to do.

if you are just learning for some fun on the side, desu max and maya are still better as you can just pirate them and the tutorials if you want and no one will care cos you just making dicks and ugandan knuckles anyway
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>>598805
>the interface is considered intuitive and confusing
>coming from 3ds max users
I have both programs installed and 3DS Max looks like something out of 1995.
>>
Don't know why, but working in 3ds max always feels like a chore to me. It could possibly be just because of the fact that it is industry standard and people say that you should use it, so naturally I refuse to like it. It could also be because of the old-school UI. And 3ds max was my first 3d program.

I jumped back and forth a few times between 3ds max and blender and every time, I felt so good when working with blender that now I still use it for modeling and unwrapping. I don't know about the industry and if I'd want to be a part of it, I'm probably shooting myself in the foot, but blender actually makes modeling a lot more fun for me. Everybody is different, I like pretty much everything about it from UI to shortcuts, and it also has some pretty great addons like hardops for modeling hard-surface with booleans similar to tor frick's approach in modo. 3ds max probably has more plugins, but so many of them are either paid or, worse, old and lack any support that they might as well not exist in the first place.
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>>598935
i have mostly used blender, but i have tried maya once. I couldn't figure out how to do nearly anything the first 30 minutes, while this may be because i am used to blender, and really like the shortcut workflow.

but the UX in such software doesn't really matter because any user working with it, learned its tools somewhere. if you have no experience beforehand, you won't be able to use bleder or maya.

it ultimately ends up being user preference, which for alot of non professional users is blender, because it is free and the internet is filled with tutorials on it.

i understand why someone would prefer buttons, i just love shortcuts, in any program.




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