But I need to be able to hit the ground running. I would love to use blender along with all its new features. I have been using Maya for a little over 22 years. There is the Industry standard Configuration but it is extremely limits and non of the developers of add-ons and-or tutorials use it. IMHO the biggest limiting factor keeping me from transitioning to Blender is muscle memory. You need to deal with licenses and license servers, UI is klonky, weird scripting interfaces, closed data formats. Whereas with the proprietary ones: the packages are HUUUGE, it takes ages to open, to install, to get updates, to get information. I strongly believe that blender is getting there! It feels super fresh and welcoming and open and fast and clean and dynamic. Why should this not be applicable to other software? Like Linux itself? This is not going anywhere and thousands of individuals as well as companies are contributing to it to make it better for everyone. There are areas where FOSS is irreplaceable nowadays. And Stockholm Syndrome is real! Whenever you deal with things long enough you become attached and defend it. In the end this always boils down to "people". But as I say, I’ve not used it at all so it might already do these things! I’ve not used Blender yet (it’s on the list of things to learn) so I can’t really judge or give suggestions on what to improve but I think to really make it a strong competitor, it would be cool to either see something completely new that no other software can do (or can do well) or drastically reduce the time needed for a particular task. Especially now that it has backing from major companies such as Ubisoft, Microsoft and so many more. However, I don’t think Blender will become the industry standard but at the rate it’s going, it wouldn’t surprise me if some studios make the switch in the next couple of years, making it one of the industries standards. With more studios coming out recently to support the Blender Foundation I can’t wait to see what the future holds for Blender!Īndy Baigent: When I started in the industry, Blender was the go-to piece of software for hobbyists due to it being free (which is understandable) and it was always frowned upon by the industry in general but now it’s really gaining some momentum and so many people in the industry are using it for their personal work. However, given that Blender is open-source, and has a really strong and talented community behind it, new features are can be added more quickly than with Max/Maya. These differences may sound minor, but to artists who have invested years in their chosen software and workflow, it can really make or break the decision between which software you choose. However, Max and Maya both lack Blender’s amazing point to point selection tool which I use all the time when working on complex organic shapes (Max sort of has this but it’s really clunky). For example, Blender is missing Max and Maya’s ability to make additive adjustments to meshes while preserving the UV’s. There are of course features present/missing within each program. Once you get to know all its shortcuts you can model and iterate blazingly fast, and if you utilize the modifiers you can do it in a fairly non-destructive way too. I’ve been using a combination of Blender/Maya/Max for about 5 years now, and despite being free, I’ve actually found Blender to be the fastest and most intuitive one out of the three. I could however see Blender becoming the standard tool for indie studios, primarily because of the financial gain from using free, open-source software. What I do think we’ll see is more studios accepting Blender as an industry-standard tool alongside Maya/Max. George Garton: A lot of AAA studios have custom tools and scripts that are built to work with Maya/Max etc, not to mention all the employees who would need retraining.
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