I'd like to know how viable it is to rely on Blender as your main 3D program for freelance work. I also have ZBrush for the base/highpoly creation and Substance Painter/Photoshop for base texturing, Substance Designer for baking and texture detailing. I'd be relying on Blender primarily for retopology, UV mapping, rigging,…
Hi, I have written an addon to Blender that allows baking all sorts of maps using xNormal as the external renderer directly from within Blender. Maybe it is just me being workflow fanatic, but I found for myself that switching between the two applications was somewhat interrupting, time consuming and quite annoying when…
Blender can pretty much do anything you would need to as long as you know what to look for. If you include the community developments and plugins then I'd say it could be considered just as strong, if not stronger than the other candidates. To be honest I have the option to use both Maya and Blender, but there are many…
You probably don't see so many game artists use Blender because studios want to stick to their pipelines and keep the variety software used to a minimum. In that case I guess the artist will just switch to use whatever the studio requires even though they might personally prefer Blender. I don't have 100 followers and only…
The tangent space in Blender is the same one that xNormal uses and actually has some pretty significant advantages over the tangent spaces in Maya and Max, which you can read about here. So there is noting wrong with Blenders baking in that regard ;) All in all, Blenders baking is pretty good in terms of workflow, it's…
@Asyme, do you mean only grid snapping? Because snap to vert/pivot work on all the axis. Anyway... I would say Blender needs a way to edit vertex normals. You can edit them with an add-on, but they reset as soon as you exit Edit mode. 3ds Max and Maya can't touch Blender's new interface. But 3ds Max is still faster for…
I have just run out of a year of MAx subscription. And having a tough time justifying another year. Had been using MAx for decade before switching to Blender . MAx was so monstrously awful, slow and crashy around 2008 Blender had been a huge win, especially in UV department, even before all its new cool things and new UI.…
Hi everybody, I have been 3D modeling in Blender for a few months now. I recently started importing my models to ZBrush in order to make the "high poly version" for normal mapping. My workflow this far as been: Blender model low poly -> unwrap low poly -> export to ZBrush -> sculpt -> import to 2nd layer in Blender ->…
There are many indie company in my country that use blender. Some of them just using blender and some of them using maya, 3dsmax or blender. But all of them accept blender because of avoiding subscription cost. Because of this facts, i want to learn blender too. Would it be difficult to learn 3dsmax and blender at the same…
I just released my second Blender addon called 'FBX Bundle'. It splits selected objects into bundles and allow to export each as its own FBX file. That's the core functionality, everything else is just to support that workflow. Download & Documentation * https://bitbucket.org/renderhjs/blender-addon-fbx-bundle Features *…