Most of the major commercial Blender projects I am aware of started out by putting a Blender developer on staff to make sure that they didnt run into any unfixable technical problems. From what I understand, one of the 'behind the scenes' goals of 2.5 was to untangle the code base so that programers without Blender…
Blender is capable of doing this but I have personally never tried it. Your best bet is to go on Blenders main site and ask their forum goers for help if you need it. Or you could try figuring it out via this tutorial on Blenders fluid system, which happens to show a fluid in a teacup.…
Blender Artists Unite :poly136: I'm not a full time Blender user but I'm sure there's lots of guys who started hobbying/self-teaching in 3D with Blender and transitioned into the pros like http://www.kjartantysdal.com/ If funding is not a serious issue for you though (and you don't have the patience for self-teaching),…
Yea my big gripe with blender 2.8 is that because it's in beta, add-on support is non existent.But I have a couple of projects that will need to be delivered this year so can't wait for Blender 2.8 to be officially released so will attempt MODO for now and once the add-on support catches up to blender 2.8 I might…
Axi5 thank you for so extended answer! :) It could be a little difficult for me at this stage - I'm not a pro animator atm :( At the same time, I've found a guide for Blender, where a person somehow utilized MDD feature. I don't know Blender, but probable it could help to generate the same approach for Modo: Blender to…
Blender is opensource, can fit any pipeline without extra cost for the company or yourself. You can subscribe to the Blender cloud to get access to training and resources for 10euro a month. I like Blender because the strong modifier stack approach, such as bevel modifier, data transfer, triangulate etc.. I don't know much…
You don't need Mudbox. Blender has sculpting tools included. And switching from Max to Blender isn't too difficult. You can configure viewport controls and shortcuts to work similarely and you can work with modifiers in Blender like you're used to from Max. For your monthly budget i would recommend Photoshop and Substance…
Not a blender guy, but at some point blender would export hard edges/smooth group splits as broken (detached) edges rather than mesh normals. This would cause gaps where baking unless you export a cage mesh from blender as well. Don't know if this is still the case of if they've sorted out mesh normal exporting yet.
About time Maya gets Blender-ish UV tools. And FYI, Roadkill's technology is straight from Blender, and they even state it in the program credits. Instead of laughing Maya being late from the party when Blender has had these kind of UV features for years... I'm genuinely interested how Maya approaches UV unwrapping now.
In my debugging adventures, I've found that it's possible to create static mesh sockets in Blender by creating an empty and naming it with the prefix "SOCKET". However, the imported socket only shows up at the origin with a .fbx from Blender. I'm making a note to myself to figure out later whether it's a bug with Blender…