Why is it that 95% of the OC on here was made in Blender while the others just watch and spout complaint memes about said software?The industry standard got really affordable, so there's literally no excuse to be this lazy.
>>692231 What games and animations who made a fortune were created entirely on Blender? Really curious now. I mean, zero expense on software and all that, right?
>>692234Very good question. Fits well in the "complaints but no content" topic of this thread. A pity that barely anyone is standing up to those Blendlets with some actual /3/-made content though (which also is the theme of this thread, by the way).
>>692234I have used Blender at every contract job I have ever been hired for. Here's your (you)
>>692240>contract jobThat's cute.If you used the industry standard instead, you'd have made a fortune by now. How embarrassing.
>>692240I work at NASA and we use Blender all the time.
>>692250I am unsure if you're reel deel because NASA does actually use it. Are you Brian Kumanchik?
>>692234>animations who made a fortuneThe ones made by the Foundation. Look at how much they are getting now per month.Also, judging by the CGI in that fight scene, Black Panther.
>>692231Because people who work in the industry hate to do shit they can't put in their portfolio, and said portfolios are linked to their website/artstation with their actual names.
You guys know you can work in any graphic agency or studio and do 3D work with blender all day?You dont need to build game or movie content if you want to go 3D.Many standard graphic jobs require 3D now. Even if its only for product renders, camera matching, archviz, booth concept renders or what gives. And most will be very open to new ideas to use 3D. Just dont be an autist and sell your shit.And guess what software is used the most in this field?
>>692382>And guess what software is used the most in this field?Cinema 4D.
>>692394There can only be ONE industry standard.Cinemalets get the fuck out.
>>692403But he is right. >product renders, camera matching, archviz, booth concept renders or what gives. All the cheap advertising gigs and stuff like this go to Cinema 4d "artist". In 3rd world countries however this may be done with Blender and it absolutely shows.C4d is also present in ANY modern capeshit and SciFI movie due to the demand for flashy motion graphics on SciFi computer displays and shit like that...Motion Graphics being the one thing C4d can do better than any other DCC (inclusive Houdini because of time and $$$), so therefore it is used and part of the industry standard.Only braindead people and blendlets dispute this.
I'm new to 3d modeling, why is Blender considered bad exactly?
>>692459>I'm new to 3d modeling, why is Blender considered bad exactly?I'm sorry but these posts have a character limit.
>>692459- Retarded counterintuitive interface and workflow which puts people off (somewhat rectified in 2.80)- Being the "cheap open source alternative that kinda does the same thing" of its respective field (not as good at sculpting as ZBrush, not as good at materials as Substance, not as good at rendering as V-Ray/Corona/Renderman, not as good at rigging or animation as Maya, not as good at video editing as an actual NLE, not as good at motion graphics as Cinema 4D, not as good at cloth as MD, not as good at simulations and procedural shit as Houdini, not as good at quick architectural modeling as SketchUp, arguably IS as good at modeling as Max or Modo depending on who you ask)- Being free, and thus the tool of choice for 14 year old deviantArt users and rabid fanboys, who contribute to its negative reputation (see Unity)- Chicken and egg type situation in "the industry" - no one uses it, thus no one wants to support it, therefore no one wants to use it
>>692459Regardless of whether you use 3DS Max, Wings 3D, Milkshape, or Blender you're still going to:-sculpt in zbrush-texture in substance-render in renderman-composite in Nuke-video edit in NLE-simulate / create clothing in Marvelous Designer-use Houdini for procedural effects-use photoshop for paintovers-use CAD for ArchVizSo it's strictly a question of which one you like to box model with, and which one you want to animate in. Maya is "better" than Blender for animation / rigging but it's also better than Max, C4D, SFM, or any other software people use. But the reality is you're going to be most productive in the software you've learned the best; people animate in Blender or SFM or Max or whatever and they do it by learning the intricacies and workarounds and tricks that people using Maya also did. Blender is free so there are tons of people using it so there are tons of bad renders out there. There's tons of bad Max / Maya / Zbrush art out there too but it gets hidden or rejected by websites like ArtStation that curate their content. Blender's DEFAULT settings for everything (lighting, renderer, materials) are terrible, and beginners or low intermediates are going to use the defaults because they're still beginning, and tutorials aimed at beginners are going to be written using those defaults so as not to spook the beginners. Consequently DEFAULT renders look terrible in Blender, default renders in Maya and Max don't look great either but Blender cube rendered with diffuse grey lighting and a default diffuse shader looks like shit.
Don't assume we only use Blender for 3D. I file my taxes with it.
>>692464>- Being the "cheap open source alternative that kinda does the same thing" of its respective field (not as good at sculpting as ZBrush, not as good at materials as Substance, not as good at rendering as V-Ray/Corona/Renderman, not as good at rigging or animation as Maya, not as good at video editing as an actual NLE, not as good at motion graphics as Cinema 4D, not as good at cloth as MD, not as good at simulations and procedural shit as Houdini, not as good at quick architectural modeling as SketchUp, arguably IS as good at modeling as Max or Modo depending on who you ask) bro what the fuck do you even mean about the materials point? Substance is literally a suite all it's own and I am still trying to figure out why people actually shitfling about Blender vs anything.
>>692613All of those examples are a "suite all on its own", dedicated to that specific task. That's the point. Blender is a jack-of-all-trades tool that can fulfill the same roles as those suites, but not as well. You wouldn't sculpt in 3DS Max, you wouldn't start texturing in Daz Studio, you wouldn't use Cinema 4D for rigging, and you wouldn't pick ZBrush for CAD work, EVEN THOUGH YOU TECHNICALLY COULD.The shitflinging usually starts when the people colloquially known as blendlets come out of the woodwork to proclaim that, no, Blender is not merely good, it's actually BETTER at all those tasks than the standard option dedicated to it, and you should just use Blender because Blender is great.
>>692638I am still trying to use my two brain cells to figure out why anyone in their right mind would render in Blender when there's fucking UE4 for goddamn free.
>>692646Unless you're comparing it to Eevee, it's because realtime renderers take shortcuts to achieve the same result and thus look worse than "proper" path tracers like Cycles.
>>692655Incidentally, Octane for UE4 is also free (and probably the fastest renderer at the moment)
>>692646I've often wondered the same thing.
>>692655You can "properly" render with UE4 with or without octane in the actual cinematic render function.
>>692655please don't imply that cycles is a proper renderer
>>692658oh there's path tracing in Unreal now?
>>692662Not sure what that guy's talking about (it probably just "renders" your scene by taking screenshots and exporting them), but technically yeshttps://docs.unrealengine.com/en-US/Engine/Rendering/RayTracing/PathTracer/index.htmlIt's meant to be used as a dev tool to make sure that RTX/DXR effects aren't completely out of whack rather than a full on production tool, from what I gather.
>>692664Thanks for showing me that I've been wearing my pants on my head, anon.
>>692664cool thanks mate
>>692655>this kills the blendlet
>>692234Didn't fortnite use Blender?
>>693051No. Studios and artists who published Fortnite assets online all mention Maya, 3dsmax, and Zbrush.
>>692250-t. mohawk dude
>>692250Not surprised in the slightest, it's what I would have expected
>>693146Look at the poor dude on the bottom left. That's what working in a female dominated field feels like.
>>693155And of COURSE, the black man is still being held down by privileged white girls. smdh
>>693146>The actual state of CIT JPL at NASANo wonder you guys lost two space shuttles and are losing space to a Marijuana smoking car salesman who manufactures flamethrowers.
Real talk:Is Blender ok for sculpting? I can't stand ZBrush and no studios will take Mudbox seriously. The problem with ZBrush is I hate the ui and workflow and I've heard that's also the problem with Blender though.
>>693274No, it's not.
>>693274Just make a custom ui then.
You can here is an industry professional talking about it. He worked on dark souls 3https://cgcookie.com/articles/max-pulierosome work of hishttps://www.youtube.com/watch?v=noi14WV-tY0
>>694034whoops was replying too >>693274
>>693274Dude, 99% of your output depends on your abilities, talent and how much fun you have on doing it.You could sculpt with fucking clay. Just fucking go for it, dive into the matter and there's always time to jump on other tools. JUST FUCKING DO IT. Don't listen to some bored idiots and just be creative for the fun of it, everything else will come in place by itself as long as you enjoy it.Yes, the feature set itself is perfectly sufficient but at its current state you might top out at some point, especially when it comes to efficient painting / texturing of your works. But again, there's always the possibility to jump on something expensive once you reached a certain level where you'd need it.Also, keep an eye on the development of blender because sculpting is currently getting a major overhaul and shit's getting amazing.
>>692231I have used Maya and Max for years, and I now prefer blender 2.8. There's no way in hell I'll ever touch Maya or Max again unless I'm forced to. Thankfully, the studio I work at lets me use Blender, as long as I send the assets to Max to build the scene.
>>694045What made you choose Blender over the other two?
>>694064I mean, beyond that of course.
It's so strange, you don't see any Maya or 3dsMax screenshots or threads anywhere on this board anymore. It's like they just fucking gave up. What the absolute fuck.
>>695448They all switched to Blender 2.8. I mean, how can anyone resist?
>>692495Who the fuck uses Milkshape?
>>695448most of us realized this place was infested by cancerous blendlets with bad advice and peaced the fuck out for goodhonestly the only reason to come here anymore is to have a good laugh at the cringe that gets postedi try to be useful once in a while but most of the time the advices get lost in a storm of "USE BLENDER FOR EVERYTHING" shitposts
>>695498also this kind of shitposting to add to my previous point
>>695554>>695467lmao you sound whiny like some blendlet. get your shit together or you will never make it in the industry.
>>695566kek im already in a senior position and couldn't care less about what you (incorrectly) thinknice try tho
>>695611>blendlet having fever dreams
>>695615if you had followed the series of posts you would damn know that im not a fucking blendlet
>>695616funny how you think you could ever get anywhere using that shit instead of the industry standard. blendlets will never learn.
>>695619wow you're so smart and cutea/s/l ?
From my experience in games at least, maya has a better workflow and integrates better with pipelines. It has much better support so if you have an issue with the software you don't have to spend hours on blenderfagforums to fix the issue. Maya is a much easier software to model with as well in my personal opinion.Blender is fine as is maya and a good artist should be able to use both.
>>695623>It has much better support so if you have an issue with the software you don't have to spend hours on blenderfagforums to fix the issue.This has to be the most blatant and common lie spouted by mayafags.If you use blender and you have an issue, just go on one of the billion forums or discords and ask, and your issue is solved in minutes. If you find something that's an actual bug, report it, and it's most likely fixed within the month.Meanwhile, Maya still has bugs from many years ago that never got adressed. """Support""" is a bunch of telephone indiands who know less about the software than you do.
>>695663>Meanwhile, Maya still has bugs from many years ago that never got adressed.That's one of the reasons why Maya is gonna get pwnd by Houdini, and Autodesk seems to be totally oblivious to it.
>>695663>>695691Zbrush also has wonky stuff from a decade ago and you won't see either of these softs going away anytime soon.
>>695691>Maya is gonna get pwnd by Houdinigiven that modded maya is still staple of any self respecting animator and houdini team still insists that bones are better than joints, maya is not movin anywhere
>>695718Its not moving anywhere, but it is slowly displaced by Houdini when it comes to everything but character animation. Some years ago the number of Maya users vs Houdini users in an studio would be something like 20 to 1. That has changed. Maya is getting pummeled by Houdini and it wont stop, it only gets more intense.
>>692231blender got very well compared to 3dsmax for e.g. I feel like a completly faggot still paying this overpriced shit
>>695721yeah that's definitely what a clueless moron would say
>>695721same. as soon as my free student licence is over I'm switching straight to blender. Maybe even sooner
>>695740Switch now, just in case you need to renew your license. You don't want to find out once it's too late!
>>695740>>695721You can not do this.You will regret it.
>>695752>noooooo you can't just switch to other software
>>692231blender is not industry standard and I won't hire people with only experience in blender
>>695755You're doing God's work.
>>695755>I won't hireYeah because high roller bawlers with big plans are congregating on 4chan. Fuck off, I have two employees and that doesn't mean shit you self important faggot.
>>695772of course they don't mean shit if they are using blender lmfao
>>695773The funny thing is that they don't and it doesnt make a difference because only retards use one software for everything and only double retards think that the modelling software matters when you're exporting everything to a game engine.
>>695774I'd agree with you if rigging didn't exist
>>695774I'd agree with you if games where everything with CGI
They're too busy making 8 figures
>>700797Add a zero to that
>>703137still not enough
>>692231Maya and Max are $250/year. Is $20/mo too rich for your betabux budget, fag?
>>705986>when you pirate and don't even know the actual prices
>>705991>when you try to be clever and don't realize you're being a retard
>>694049Forgot to reply to this. Well I'm mostly a hard surface 3D artist. I like Maya's workflow and navigation but it's a pain to work with for hard surface. Max has great tools but the workflow is painful and slow. Blender has what I prefer about both softwares.
>>705996its $1,545.00/year for each. is it that hard to look at the autodesk site
>>706008>when you double-down on being a retard, unaware of the fact itself
>>706009so you pay $250 for indie license limited to one per organization to auto-renew to full $1,545 cost the next years. Sry i didn't know people went for 1 year-long careers in CG totally not $1,545 at all, right...>when you have to skew the reality of the facts to still fall short of blender
>>692250Do you erase the wires?
strange how there are so few maya threads when everyone here is supposedly an industry professional
>>692234My question is why don't more companies use Blender over others?
>>708623Industry standard chads cares more about the results than the software. So they usually just post in /wip/. They don't need safe space threads like blendlets
>>708645>Industry standard chads cares more about the results than the software.Right, that's why they come here whining over fucking Blender 24/7