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Following the recent developments of blender 2.8 (like actully having modifiers) we have come upon the topic of if Blender's new idea for a left ui is good.

Here is the thing, it seems already obvious it'll be an optional thing (else mega retard stuff) and I find it very similar to modo and max (max in particular is good because I work a bit with max) and uh I wanted to know /3/'s opinion on the all the new changes.

I feel like it is just modernizing Blender rather than actully improving things like the Cycles Renderer (and make it render caustics without choking on it's own render cock) and that's kinda sad, but whatever.
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>>620199
UI's the obvious elephant in the room here, so best get that shit out of the way before tackling Cycles or other things like rigging.

Though preferably, I kind of wish they had small teams working on more than just one thing.
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>>620205
>Though preferably, I kind of wish they had small teams working on more than just one thing.
Here's how 2.8's development is divvied up at the moment. https://code.blender.org/wp-content/uploads/2018/04/planning.jpg
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>I feel like it is just modernizing Blender rather than actully improving things like the Cycles Renderer

That feel. I feel like they've also completely negelcted sculpting because they try too hard to appeal to the mass market with all the stylized crap.
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>>620226
Be real, they neglected sculpting because they know there is no way they can compete against ZBrush or the other big players.
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>>620235
Zbrush > Mudbox > power gap > everything else, and the only reason Zbrush has that advantage is because it's not a "real" 3D program.
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good change imo

new users will be able to use buttons for everything, without getting perplexed by the UI
if they will remake animation UI it will even be better
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>>620235
They don't need to compete. It just needs to function properly. There's no talk of bringing a layering system, or welding feature, some better brushes, no to just about anything that would make at least passable.
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>>620237
oi dont forget 3dc
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>>620199
>and uh I wanted to know /3/'s opinion on the all the new changes.
Looks better for new users, and looks ok for small devices such as tablets with Windows 10, It's an improvement and they are testing all that with another open movie, the top bar could be a problem in multiwindow mode, forcing you to work in full screen
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>>620290
it looks like they are going for the 3d-coat UI with their separate tabs for different tasks
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>>620301
>>620301
You had that in previous versions too, but it was a dropdown menu, now they change that and put tabs there so nothing has really changed, but it looks cleaner
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>>620237
>Zbrush > Mudbox > power gap > everything else, and the only reason Zbrush has that advantage is because it's not a "real" 3D program.
I never get why someone doesn't make an open source zbrush alternative, the faux 3d method it uses clearly works well for sculpting, endlessly trying to turn a polygon modeler like blender into a zbrush alternative seems like a huge waste over just making a proper zbrush alternative.
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>>620308
the sculpting tools in blender are there to give the option to add detail to your props and chars. it was never meant for full blown sculpting like with zbrush
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>>620306

Biggest advantage for me is that you can now easily have temporary layouts. Before you could set them, but going back and forth between them wasn't so great as they would always reset to whatever you saved them.
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>>620310

What's annoying is that the sculpting features are mostly there, but always with a thing or two that makes the toolset subpar as a whole. Skin modifier is sort of like zSpheres but not as good, Dyntopo is sort of like Sculptris/Dynamesh but not as good, the Remesh modifier is sort of like qRemesher but not as good...
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>>620314
dynamesh and zremesh are groundbreaking tools that no software has managed to replicate, not just blender in context
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>>620315

I was referring to the old qRemesher, zRemesher is on a whole different level. Dynamesh on the other hand isn't that special - Sculptris does subdivision really well, and while Dyntopo can do it too, it adds crappy artifacts most of the time.
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why wont they hire some UX professional/researchers? They would have a field day with this piece of shit software lmao
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>>621845
Because the Blender Foundation is under no pressure to make a good product, on the contrary, the worst the software is, the more tutorials and books you're going to need. ANd they sell books and tutorials.
Also, hiring a good UI designer would cost them money, hiring "diversity" instead some philanthroper of questionable morality may give them money.
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>>621845
there are only 8-10 shortcuts you need to learn in blender and you won't never need the UI.
i don't even lookup new shortcuts because i use the searchbar
most blender haters here make a mountain out of nothing
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>>621852
Nothing is the Blender market share in the industy. Considering they've been working on it for 20 years, maybe it's time you concede that Blender is deeply defective.
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>>621850
>.Also, hiring a good UI designer would cost them money, hiring "diversity" instead some philanthroper of questionable morality may give them money.
so the BF are effectively open source google, but with less internal politics then. Gotcha.
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>>621850
>Learn Blender: License, $0; Books, courses, and other training material: $100 - $500
>Learn anything else: License: $500 - $3000; Book, courses, and other training material: $100 - $500; Your dignity: Invaluable
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>>621876
With "anything else" you can actually get stuff done.
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>>620235
>compete
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>>621863
your'e seeing it the wrong way. most employers have the attitude of "if its not broke don't fix it".
you clearly haven't worked anywhere in the industry so you don't know that.
my cousin makes HVAC parts in cad and he uses a software that was made in the 80's
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>>621917
You would be right, if Blender wasn't broken.
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>>621876

Forgot to mention that anything else also leads to employment




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