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Blender.
Your opinion of the software.
>>
It's great. The modeling experience is better than any other soft i tried (max and maya), and i really like the overall interface (both pre 2.8 and 2.8)
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>>696404
This, but unironically.

/thread
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Bad viewport performance, unusable for subdivision or high-detail modeling. It has good tools though, so with improvements to the viewport it could become a suitable alternative to Maya/Max/Modo.

It's very poor for anything else beyond modeling, however. And it has a terrible community full of amateurs trying to "convert" you to their side and use Blender for everything.
>>
It's even worse than Max or Maya.
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>>696401
Coming from rhino, its a lot of fun to be able to live boolean models and I really enjoy the Eevee renderer. I don't like how slow UNDO is in big files and the snapping leaves a lot to be desired.
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>>696421
What do you think is better than these two then?
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I guess it's good
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>>696427
For everything except modeling or animation, Houdini.
>>
USE THE INDUSTRY STANDARD.
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Came from Cinema4D. Loved how idiot-friendly C4D was, but the render times were atrocious for less than spectacular results.

Trying to learn blender 2.8 was like trying to learn Japanese from a Chinese guy who had no idea how to speak Japanese.
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>>696463
This.

Maya
Max
Modo
Cinema 4D
ZBrush
3DCoat
Fusion 360
Houdini
Substance Designer
Substance Painter
Mari
Arnold
V-Ray
Renderman
Redshift
Fusion
Nuke
DaVinci Resolve

If you don't have a basic knowledge of at least half of those, and no expert knowledge on a core two or three, you won't get into the industry.
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>>696466
>>696463
>>696466
>>696466
THIS.
SO MUCH THIS.
Why would you waste time on an experiment instead of joining the industry standard.
Utterly pathetic.
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>>696401
My impression is that it's slightly better than Maya for modelling- but much worse for rigging and animation, and you lose access to the enormous ecosystem of professionally developed plugins. I don't really see any reason to actually use or learn it over Maya, overall- except possibly if you're strictly a hobbiest with no intention of ever joining industry, and have a focused interest on modelling.

It's absolutely amazing considering that it's free, though. Upon the release of 2.8, Autodesk shit their pants with fear and immediately announced a $250/year licensing option for full-fat Maya (not LT). Competition is good.
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>>696463
>>696466
>>696468
>wanting to put yourself in the position to let (((the industry))) tell you what is acceptable and what is not

If you've done this, congratulations, you have successfully sold-out!
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>>696471
>Autodesk shit their pants with fear and immediately announced a $250/year licensing option for full-fat Maya (not LT).
Autodesk did some questioning of users on CGsociety, Polygon and even Blenderartist.
I used this opportunity to tell them if they don't act quickly they get overrun by Blendlets and Wizards so they better try to get some market-share back by introducing an indie license.
Thanks to Sidefx and Blender, Maya is now affordable and i no longer need to use pirated versions.
Feels good.
>>
if you do game related stuff, its mediocre, its okay. wasn't really built around game pipeline.

but where it really shines is when you combine video editing with motion graphics 3D and compositing. that's where blender truly shines
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>>696462
>Houdini
>Procedural modelling is bad
>Rigging is good

0/10 didn't even try.
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>>696401

Worse than maya at animation, worse than max at modeling, worse than Zbrush at sculpting. Worse community than any other software. I have no reason to use it.
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>>696473
Disguising yourself as a Blender user to inflate their numbers and motivate Autodesk to offer better deals. Nice move, I'll do the same if I ever come across some market research by Autodesk.
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>>696401
I´ve snooped a bit on it before, seems good for a free stuff.
However, 3ds max has BIPED, to which i am hooked on for more than [redacted] years, so i don´t have any reason to make a blender port unless i ran completely out of money. Since Zbrush doesn´t work with Blender, this is also another reason to not to.
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>>696463
dilate
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>>696492
blender is really weak at game pipeline, that's why the baking/painting tools are known to be weaker than other programs.
they made modeling and unwrapping good to somewhat compensate those things and to give animators a chance to model their own stuff.

blender strength is the video editor, the compositor,the track editor,the coding editor the node system etc.. but the problem is everyone talks about blender in the wrong context of game development.
it was meant to make pictures,video,audio etc. not assets
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>>696850
How exactly is it weak at game pipeline? I'm producing assets with it just fine.
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>>696401
Super cool!!!
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>>696401

It's shit.
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>>696404
fpbp
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>>696466
fusion 360 lmao wtf
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>>696404

It's because you never used 3DS max long enough to see how superior to everything else it is for modeling. Donut Maker is still better than Maya at modeling though.
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>>696911
ngmi.
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>>696472
>you have successfully sold-out
That's right, I have no morals and i need the cash. i prefer to be a sold out who gets paid and has a job than some neet who screams about blender and staying true to his shitty software
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>>696850
>blender strength is the video editor, the compositor,the track editor,the coding editor the node system
Literally the worst part when compared to dedicated software for each of those tasks
It's strength is modeling, all rest is crap
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>>696401
Fanboy infested and annoying workflow. It's now irrelevant since the big boys went to indie licenses.Maya/Max/Houdini/C4D are your daddies, blenderfags
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>>696935
if you actually did some work, you would know that bigger software means more clutter, and more clutter means more manhours. i don't have to time to sort through the UI's of 60 different programs, you go do that- if you do work other than shitposting
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>>696980
Load of bullshit. Yes it takes some time upfront to learn more tools, but you'll get the time back a thousand times if you know how to use these tools.
You can spend hours or days sculpting cloth or sim it in 10 minutes in Marvelous designer for example.
There are countless examples like this.
Doing it all manually in Blender vs dedicated tools, the one with the dedicated tools always wins in the end.
>if you actually did some work...
I did, in several studios and agencies, in several disciplines, it's you who has no idea how it works...
And i am using Blender too, it can have a nice place in an pipeline, but disregarding other tools because you are too lazy or too stupid to learn them just shows what a noob you are.
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Blender doesn't have a reference copy like Max does, right? I just realized that now because it would be very useful. I don't want to just create a new instance, but create a reference so if I modify original, the copies will be affected, but if I modify a specific copy, original won't be affected.


... I can't find this in Maya neither now.
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>>696466
I'm prdy gud with Maya.
Just started learning substance.

Not really looking to get hired by some shit company that wants to pay me half what I make now at a trade job.

I'll stick with making my own games/tutorials.
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>>696983
You can link different objects to the same mesh, but for modifying any one of the instances you have to create a copy. At least that's how it works on 2.79.
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>>696982
im writing this because im actually making a short film using blender, the thing about blender is that you can do 3D effects (be it with dynamic brush or just regular 3d scenes with standard lightning effects) and insert it quickly into the video editor. since blender is also an animation program you can control the interpolation of individual animations and that's very useful when making something like a documentary with statistics. i would never be able to do this with after effects or vegas because they mainly work around 2D workflows and for example if you want to have a fancy 3d watermark you just model the motherfucker and put it in like any animation would. since everything is based on layers you have endless options when it comes to movie production, it takes me 2 seconds to set fading effects/sound fades because the hotkeys transfer from the 3D portion to the video editor
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>>697018
Good for you that you can use this workflow and be efficient, but this is personal preference and case dependent.
What you are doing doesn't sound very complicated so your minimalist approach pays off, but do it with complex stuff and your workflow might not work. And that's the point we are debating here.
Blender is good enough for everything low to medium level complexity, it might even be faster, but if you need to push the limits, it completely falls apart because the advanced number of tools (you call bloat) in other programs are exactly what is needed to reach higher levels of complexity.
If you are under pressure to push as much complexity as possible, as fast as possible you'll need the right tools and Blender stops being the right tool.
It also doesn't scale.
10 or 20 people using only Blender for everything will not beat an equally talented and sized team using a multitude of specialized programs.
Not gonna happen.
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>>697021
i agree with the part about teamwork and bloat being useful. and i generally agree that blender is worse when it comes to full scale development.

however, you may want to believe it or not but i actually got TV level production by just tinkering with stuff for years in the program and now it led me to creating this film.
still, artists have all the tools they need (just like you said, professional industry hrub drub tools) so how come the content is so shit? i can hardly watch a movie for 15 minutes nowdays. half of the shit on netflix is 3/10 on imdb.
what im saying is if we encourage people to use blender and not shit on them we might get something good every once in a while
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>>697034
>so how come the content is so shit?
because not the artists but the suits are in charge.
Its business first, then maybe a little bit art if at all.
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>>697034
>content is so shit
Anon, you're talking about artists and their tools.
AAA content is literally state of the art. It doesn't get any better than that.

>but muh capeshit
I thought you were talking about the artists and the tools?
You can think that the last $2.5B+ capeshit is hot garbage, and I and even a whole lot of people who worked on it agree with you. It doesn't mean that the digital effects aren't state of the art.

Notice that only very rarely if at all you see criticism directed at the visual effects? It's always "amazing effects, shit story".
It's not up to the artists to decide what keeps the lights on in the industry. For the 2010s, it was capeshit. Idiots just keep paying for the tickets, and ONLY those tickets.
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>>697034

because people who write those stories are utter shit, who learned only to talk nice way and not to feel or do the good story. and most of them are fucki9ng jews who got their job because rabit recomend them.
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>>697040
i don't buy that.. as a business man you want to get a quality product for cheap. if its not a quality product there is not reason to invest in production.

>>697053
its not the stories or the script, its about the people that sit in the production room too, basically everyone that's involved.

even if you have a really shit story you can make a decent movie by just chopping the scenes up correctly and use proper music and that's not the case with movies nowdays. have you watched any recent horror films? they are terrible, absolutely terrible.
i don't know whats going on in hollywood but they clearly have a huge problem with quality control
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>>697118
btw if you want to learn more about this watch

https://www.youtube.com/watch?v=BPMfCJpfhdo
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>>696466
LMAO delusional
I know Maya and Substance, that's it.
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>>697118
You do know that the digital effects guys have ZERO control on the final cut?
It's the client who decides.how to chop up the movie and which music to put in. Editorial just complies and delivers.
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>>697134
what client m8? you are talking about business people who have no idea what is art or what art should be.
the only compelling argument in this thread is the super-hero movie market, which is different because it appeals to international markets.
you can sell a superhero movie in every market and every age/gender will watch it. but with everything else- there should be alot more creative freedom.
'the client' pays for a good movie, and that's the end of it. if your producer can barely scrape 5/10 on imdb then give him the axe.- but its not happening
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All Blender and no pay makes Andrew a poor boy.
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>>696472

Everything has a price you commie. Selling out to software, only a blendlet would say something like that. I'd rather be a ''sellout'' that makes money than an unemployed proud proletarian blendie.
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>>697053

Next Gen is the poor man's Big Hero. You can tell it's made on blender with how noisy it is.
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>>697153
they forgot to denoise
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>>697154

So much for a team of pros using Blunder.
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>>697139
>what client m8?
The one who pays?

>'the client' pays for a good movie
No, the client pays the vfx company to make the visual effects. That's it. The vfx company isn't a movie studio, it's a vfx company.
Many movie studios do have animation subsidiares (e.g. Sony Pictures), but even they outsource their high-end stuff, depending on whether their own guys can pull it off or not.
Dreamworks SKG has Dreamworks Animation, which is ironically much better known than its parent company.
Disney has Pixar AND Disney Animation Studios. AND Lucasfilm/ILM, AND 20th Century Fox and they STILL outsource (e.g., The Lion King)

Dreamworks and Pixar are kinda left to do their own thing, but they're an exception. And oh look, they're also the 2 who are famous for consistently shitting out quality products.

All the rest still just get told what to do by the Sony, Disney, Warner, whoever suits. Or rather, the directors, who are still just the suits' puppets.

Disney doesn't just tell ILM to "go make the next Star Wars".
They just get the vfx done for virtually free.
It never worked that way, not even when they were doing the first Star Wars. Lucas wrote and shot the movie, then told ILM to make the effects.

Sometimes an unicorn director who knows what he's doing does come along.
Most of the times, not.

The vfx producer is also irrelevant. The one who gets credited as THE Visual Effects Producer is the guy/gal that deals directly with the client, and deals with money.
The other vfx producers are just faggots who keep track of time and think that by filling some spreadsheets they can take credit for the work of the artists. They are the cunts that "accidentally" forget to credit 30%+ of the poor sods who worked weekends for 6+ months but will never forget to credit themselves and their own dog.
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>>696401
It's almost perfect on every level...
BUT:
everything regarding materials and texturing is extremely convoluted and unintuitive
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>>697186
This. Or, setting up basic PBR materials is very easy now, but texturing is a fucking mess.
The worst part about it is that Blender is fully capable of having masks and brushes and layered blending, just like in Substance Painter. It just taker 300 million years to set up a basic blending system from one material to another. I'm certain Blender could smash the shit out of Substance Painter if soem dev actually made a simplified and good workflow for texturing out of the tools already available. They would have to improve the damned baking too, though.
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>>697219
There's new hope with the pablomon who joined the team recently and seems like a total programmer madman.
I'm willing to bet he also wants to do something with the materials system.
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>>697233
True, but he seems to focus on vertex paint for some reason. I don't see why, really.
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>>697234
Not sure what exactly his motivation is but at least in my case I prefer vertex paint over classical texturing. It allows me to always be able to swiftly do changes on the fly without having to set up UVs and without worrying about fixing it after changes were done. All this while the people who commission sculpts from me don't care in the slightest.
So yeah, it's pretty neat for one-offs, concepts, 3D sketches and stuff.
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>>697236
What kind of retards commission you and what do they want the models for?
Genuinely curious
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>>697243
Written character design by them that I turn into something visual they can drool over.
Basically what has been done for decades by artists who draw and paint, only sculpted now.
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Swiss knife
Great to get started. Perfect for hobbyists because it's free. Don't bother if you want to make a career out anything /3/ related, unIess you have some revolutionary use to it or intend to start your own company.
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Stillborn.
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>>696401
I've been working as a programmer for a handful years. Blender has been great for me as a swiss army knife for every technical modelling task has doesn't require a dedicated artist. It has been able to get me the results i need, before they even finish booting up 3ds max. And I don't have to deal with the headaches.
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>>696472
What a demoralizing faggot. You will stay poor while these guys will get jobs.
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>>696926
nice zoomer speak
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>>697758
back into the cage with you wagie
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I started with anim8tor as a teenager, and up until the blender 2.8 open beta I never was interested in learning it as an art tool enough to dedicate the time. Lately adobe has been messing with artists by charging a monthly fee instead of custom perpetual licenses. That made a red flag go up and I stopped doing flash animation. Only because renting would only make sense if I had income from using that program.
I’m a hobby guy so the less cost for making art, the more I can make.
I took to traditional stop motion, with clay and a camera on a tripod.

The trailer of 2d animation for blender was on YouTube and I was hooked.
For the low cost of hard drive space you can make quality animations, with the aid of other programs.

if you brute force it enough you can just use blender by itself for everything but the production of sound files. (Watch as they import a modular music/sound sequencer with Instrument emulation in 3.0).

I learned you can take an Xbox Konnect, run it with a program that translates the tracking data to a blender mesh. giving you a cheap and dirty motion capture set up.
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>>697246
I felt the same way as a portrait artist. The level of detail from sculpture and dynamic shading alone is a powerful way to finish work faster.

You can focus on the fine details more than the chore of getting the perfect color patterns with methodical and repetitive brush strokes.
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>>696401
Can't even do basic quick smoothing
youtube.com/watch?v=HfDBVjLyQtc

Look at the amount of effort and trial and error a TUTORIAL has to go through just to show you how to smooth.
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>>696466
People watch online content by individual creators more and more around the world. If you want to make games or movies, you don’t need a film or game company to get your work on the market. You can generate revenue from ads and custom merchandise.

Create a new kind of addictive compelling game, and sell it on steam,psn,app stores. Including whatever new digital gaming services are popping up these days.

I think if you’re a work horse(desk jockey) who would rather be given repetitive tasks for large sums of money, joining a mainstream company like Disney is a wet dream.

If you want to see how far you can push your abilities to make your own thing. without the constraints of being micro managed, start your own company and build it up with likeminded people looking for opportunity. Either way as long as you earn a living doing what you love, there’s no need to have a pissing contest about who has more material gains.
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>>697760
>He makes money so he's a wagie.

Easy thing to say when daddy pays the rent.
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>>696466
>DaVinci Resolve
What do you mean by this?
I mean it’s good for being free video editing software but I don’t see why you included it in your little list.
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>>697774
sounds like you are just retarded
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>>696401
it's servicable and does some things very well, but learning the software is nightmarish since everything is hidden behind hotkeys and quick command menues that arent obvious or readily accessible to someone who doesnt know what they are looking for

you can stumble through menues in maya/max and eventually find what you're after, but in blender everything is obscured. 2.8 has done a bit to alleviate this with the addition of on screen icons that also show their hotkey, but the lack of simple visible drop down menues to find what you want categorricaly makes it innately difficult to learn coming from other softwares.

cant really find what you need without sifting through a pdf of the programs hotkeys and quick commands line by line
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>>696466
at most of the studios i've worked at, as long as you can export your work into something usable in their pipeline, they tend not to give a fuck.

i did work at one big studio that mandated max, but thats because they had a bunch of custom scripts and bridge programs for hot-swapping files between softwares and they wanted to validate all the money they had spent to have it developed (in my opinion it didnt really make things any faster, maybe a little bit going between max and the engine, but this was also like 4 years ago)

software used matters a hell of a lot more for animation, rendering, comp, and sim than it does for modelling, sculpting, and texturing. if all you're doing is asset creation and using blender doesnt affect your speed but still gives you the same results, it doesnt fucking matter that you use it



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