Big studios come and go, and the number of big firms throwing money at Blender grows every year. Epic Games in particular seems extremely interested in seeing the software grow in terms of industry applicability. With Unreal starting to creep deeper into AAA film and game production, I see Blender slowly making its way…
In all honesty True space was a disaster in regards of user experience. And real time viewport was more like directX material in MAx with unusable node editor. ShaderFX had been born around same time and so much simpler to use before Autodesk bought it and turned into non stop puzzle same as their creation graph . I am…
Hm, in my experience Blender is the one that tries to catch up permanently. trueSpace had a realtime render viewport already back in 2009. The UI concept with the middle aligned content comes from Maya when i have seen it right. And so on. And as my previous poster already said, rigging and animation still needs lots of…
For me, it's not an "either or" situation where there must be only one king of the hill. IMO, the hill is big enough for multiple apps. Blender and Maya can trace their roots back nearly 30 years. Maya's dominance and foothold is really an issue of timing more than anything else. In Maya's case, it origins go as far back…
Not sure about Maya but a decade ago Blender had been so much ahead of 3d max in almost everything . Data transfer , Face weighted normals, yeah they been there before modifier too, UVs . Every innovation came to Blender first. It took Autodesk a while to wake up and catch up with Blender. And while now Max is a bit ahead…
Well. I had my fastest workflow back in tS. I just loved the UI UX. Even nowadays for polygon modeling i would be much faster than in Blender. One click for things that needs a dozen clicks in Blender. But yes, user experience differs since users are different :) You can imho not blame Max for having a bad UV Mapping. Max…
Yeah. the rigging in Blender is a nightmare . You fight with quirks and puzzles 90% of a time while even in 3d max it's not that much a trouble. Moreover more complex your scene is more issues Blender spawns for you. Material system is a total mess. The whole scene quickly gets littered with some junk. Proxy is non…
Some much needed clearing up : At this time, the provided FBX exporter is absolutely compatible with UE4/5 and Unity ; blendshapes are supported, animations are supported, and so on. Any claim of the opposite is to be taken with a huge grain of salt, and likely comes from a misunderstanding of the settings (leaf bones). I…
I For a while it did had an edge over Blender and it's really shame Microsoft bought and killed it same as it did with another great soft Creative house Expression. As of user experiences it is true, users are very different. I recall my excitement about CG future in the end of 90th . That times it looked like great new…