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…
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…
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…
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…
The above mentioned companies like to publicly support blender because it's free and there's no barrier to entry. With the exception of epic's fortnite team (who outsource most of their artwork) none of them run an art production pipeline as a major part of their business and in the case of epic especially they profit…
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…