moved from Max to Blender and it was a great decision. - full 3D suite for making art which plummeted my interest for student versions of the competition. - Blender can be used in a pipeline as a glue program, works in a pipeline with Substance Painter/Designer, ZBrush, 3Dcoat, Akeytsu, Marmoset/UE4 etc - Community -…
That's always been the impression I've gotten of Blender's community, but I was never really invested enough to look into it. After Pior's suggestions, I've found that I quite prefer it to Maya, for the most part. It'd be nice if the software could be forked without all the copyleft BS coming along for the ride. Blender's…
Yeah, this is seriously bothersome. It's not as bad with Autodesk products because there's only a new release once a year after which you have to wait for everyone to come out with new scripts. Luckily the plugins are open-source due to Blender's GPL license, so if you know what you're doing and the plugin is important…
It is depressing to many of us MmAaXx. However, kind of hard to skip the UI hurdle when it comes to a discussion about "moving to Blender". It's a pretty big hurdle for those new to the application ;)
Yes, I moved from a Maya-centric workflow to one using Blender as I was no longer employed by a company willing to pony up their license fees (not that I blamed them). For the most part, I am a software developer that dabbles (sometimes successfully, sometimes not) in the over-crowded "indie bottom-feeder" niche. It…
From what I've seen, there's seem to be 2 major direction of thinking in the Blender community. There are those what started 3D with it, are used and comfortable with the UI, the control scheme, are in love with the software, they constantly praise Ton and applaud every new release of the software. Then there are those who…
I use it as a glue program. Over the last ten years I've watched the common workflow go from being very Maya/3DS centric to a string of specialized tools, e.g. ZBrush, Substance, 3DCoat etc. and I'm more glad I'm familiar with it every year. My pipeline is Maya LT/Zbrush > 3D Coat/Substance/PS > Unreal/Marmorset/PS/etc.…
Hi there. When I extrude faces separately, is there a way to scale them in their own local space at once?? In Maya it'd look like this. Can't figure out how to do the same in Blender.
I highly recommend using the axis hotkeys instead. Blender's manipulators can be pretty fiddly so most people just turn them off and press x y and z to constrain to axis.
Some Blender defaults sucks. And this is one of it. Unfortunately the devs are not really willing to change this. So you need to do some vital adjustments by yourself. Or Blender will give you a hard time. The problem here is, a new user will not even think about doing this adjustments in fear to break the software and/or…