Not many people actually "hate" blender. Most studios have heavily invested in Maya, spent years developing custom plugins and wrappers and so just dropping everything to switch to Blender would put them out of commission for too long to be practical. This is true in the other direction too, new studios who build their pipelines around Blender would suffer tremendously if they decided to switch to Maya. Not to mention all your current workforce is trained and probably specialized in one package, getting everyone to switch is not likely to be a good strategy.
From being in the Industry since 1995... I can attest that this is 95% true. There still is the fact that Maya is a platform that works as a development application a bit better than Blender because of the facts of its origin necessity. Today, Blender can handle pretty big stuff so it is far more capable. Plus the UI is finally something very nice vs the very clunky version it was back in the 2005-2015 era. It inches ever closer.
I've used Cinema 4D for over a decade and just spending 15 minutes in Blender trying to figure out how to model an object. I could have with C4D, modeled, textured, lit and rendered it in Redshift/Octane. Now after a fashion I'd be as efficient in Blender as I am in C4D. But with clients etc, they aren't going to want to pay for me to "learn" a new software via their projects. Instead, I'd have to take time out for myself to relearn. After relearning web development and coding every 3 months because of a new "type" of coding; AS3 vs CSS vs jQuery vs HTML5 vs Wordpress. The 12 Principles of Animation havent changed since its inception, just the media in which we do it.
The one thing I really wanted massive improvements with was the animation aspect. Nobody cared, nothing was done. Kinda hate it for its lack of animation goodness. Now it's just "we'll fill the flat tire with hay and it's just as good" feeling about the animation tools for Blender.
@@RedTyrant you do know that Blender has plugins for every major 3D design software that all film studios use to make the transferring of files much easier. Autodesk, Maya, C4D, Rhino, sketchbook and many more
As someone originally learned Maya, before Autodesk, I can say one of the things that make Blender great is actually the community. Tutorials, walk throughs, plug ins, add-ons, geo-nodes. Just so much out there.
OR The most Powerful. it's sculpting, for instance, needs to be worked on BADLY. when they DO start working on it again however and fix the problems.. i think it'll be great. but for now, there are better programs. but if you're broke and/or don't wanna Pirate, it's the best program out there. also has the most Tutorials, so that's great too.
My 3D teacher hate Blender, we use Maya in the classroom, but even for personal projects they get annoyed if I say I did it in Blender (One of the activity I modeled in Blender and I passed it to Maya, he praised me and I didn't tell the truth)
I don't hate Blender, I just hate using hotkeys. I've used maya and 3ds max for years and almost never use hotkeys. The only hotkeys I use is to extrude, to undo, to duplicated and to move/rotate/scale. My main method of working involves clicking on icons in the ribbon or selecting from a right click menu. I find it very difficult to remember hotkeys. I did originally learn Blender and used it for 3 years and constantly needed to look at a document of hotkeys just to do simple operations I would do every day. THIS is why I hate Blender.
As a long time 3dsmax user since 2008 I had the same thoughts, hotkeys to move and lock axis are useless to me, i would also accidently press E, X and Z. Others i taught also did this, which was annoying but I just disabled a lot of the single key ones so i don't accidently hit them. Blenders strength is customization though and you can avoid the hotkey obsession in blender entirely though, I barely use them and I wouldn't let it put you off. There is a search bar and quick access menus, which when starting the program the first time it will prompt you with a choice can set to it spacebar and if not it will switch the F3 hotkey. I would definatley recommend going back and trying using this in conjuction with the widgets like, which are the only hotkeys other than extrude i used much at all. You can also right click anything in the software to set a key so setting the tools to the familiar Q, W, E and R. Select, Move, Rotate and Scale. Then above that you will have the numbers keys already 1, 2, 3 for selection mod types Vertex, Edge, Faces. You can also right click anything and click add to favorites which is handy for actions you do a lot, i have a key for favorites set up as Shift+Q. L and setting extrude to Shift + E are my other hotkeys along with a focus on hotkey like 3dsmax Z key.
The fact an open source, free 3D package is even in the conversation with Maya is amazing. As I’m not necessarily interested in doing 3D professionally, Blender is a perfect fit for me.
Been a Maya user for the past 6 years, trying to use Blender now. It's a nightmare. The UX/UI don't make sense, basic features are very hard to preform, hotkeys are a mess and overlap each other, basic maneuvers require way too many keys to press and hold, very limited and restricted pivot controls and menus that just disappear. At least there is a search feature, so I can type the name of the tool I desperately look for. And the worst of all - no icons for tools. In Maya I can just look at the icon and know exactly what the outcome will be. It's much easier faster than having to read a tiny text that tells me what the tool does. It's all just very unintuitive and don't make any sense. But, I will say that Blender is amazing in the features it has, the flexibility, the plugins, the fact that it's free (Maya is very expensive).
Blender exists for a reason, to allow everyone access to the workflows and tools that exist in more expensive packages. It is a gateway for those who want to try their hand at something new, and if they find they like it, they can learn the workflow for that type of work, and get the basics down, this in turn then allows those skills to be easily transferable between packages, because in 3d, all the basic principles are the same, it is just the interfaces that are different. I started with blender, then moved on to Maya and ZBrush, and am now doing a university course in 3D Game art, I'm in my 40's but would have never known that I had an affinity for 3D had it not initially been for Blender. Its a gateway drug into the industry.
After multiple tries, I'm still not a fan of Blender. It has some robust features however the UI, while much improved over previous versions is still horrible and the software is still buggy as Hell. There is no way it would be as popular as it is if it wasn't free.
agreed the UI and UX to blender is just awful. In maya you get a nice little view of a obejct from all angles. By default blender doesn't have that, like why?? who on earth does that to their users? Click off a object after you make it and can't go back? In what universe is that ok? Ok so you have a bunch of stuff all set up. and give it all of the bloom and then. It slows--to---a----crawl. And may even crash. The blender forum on reddit is awful. I once made a stupid "holographic" cube and put it up on sketchfab, as well as the all might --picture-- render . Noting it was only the second thing I ever made and thought it came out well. Then the fe forum trolls "teehehee iT HaS ClIppIng and and whaS The bFd drool". Compare that to one of the general 3D forums on reddit and got. Actually helpful ideas for how to get the same effect much easier.
Well, more importantly why does blender hate the the industry standard method of UI navigation? More people would have few or no problems with blender features if the basic interaction with the interface had a default option to switch to the industry method of navigation. More people would use blender and work around the short comings like every other tool. Zbrush is the only tool that can get away with a totally non-standard UI/navigation and that’s because of what it can do, but there are limits to what people will accept with Zbrush too. If blender was capable of doing significantly more than Maya could without any add-ons people just learn the app. Since that likely may never be the case blender should just add an industry standard navigation option in the prefs.
Guess the developers hadn't in mind the practical usage of their app as well, because its learning curve is still ridiculously steep for something claims to be a universally available to everyone. If that is a price for being "Open Source"... In Last 10-15 years I have tried almost everything from small indie 3d-animation apps and sculpting to RenderMan and other obscure things, but nothing gave me that much trouble with understanding even basic functions.
@@LineOfThy It shouldn't take months. Weeks perhaps if you rarely use it, and days if you use it a lot, but months to get a hand on a software that I need to rely on for sculpting is unacceptable to me
Well I don't hate blender but I do wind up getting frustrated at almost every turn because it is so unintuitive when you get into the deeper aspects of blender.
0:53 Right there is the main problem with Blender, it is shortcut-driven, and that is horrible UI design. Having shortcuts is great. Forcing the use of shortcuts is bad. The more complicated the things you want to do with a piece of software, the more important it is that the UI adds as little as possible to the cognitive load. A shortcut should not be the first thing to learn about a function, it should be the last.
The love of shortcuts (and hatred of toolbar buttons) in the Blender community is almost like a weird cult. Newsflash to the cult members: other 3D applications DO have shortcuts. Many 3D applications also allow you to easily modify the interface to suit your needs. Want to add a button to your toolbar? Drag it. Don't like the toolbar? Hide it. Want a custom toolbar button in Blender? Learn how to code operators in Python.
You're not forced to use shortcuts. I use the menus and buttons, not the shortcuts. It's Blender's user community that strongly advocates shortcuts, and their tutorial videos use shortcuts instead of menus.
@@stevenlitvintchouk3131 You are right! However, to learn Blender, I need tutorials, videos or books, that show how to use menus and buttons. My current tools and workflow allow me to do most of the things I want. For Blender to be attractive, I want those things to be easier with Blender than with my current tool set, not more difficult. I need to be able to learn in the time that I have available, so shortcuts, non-standard file dialogs, windows that don't have synchronized focus, nodes with no help built in (compare with Terragen), cameras with some settings only accessible via keyboard, UI that keeps changing, etc., is, right now at least, too much of a hassle. Maybe in the future, if I have a lot of free time to spare, but that is not likely to happen anytime soon.
you couldn't have phrased it any better, blender offers a lot of good features for hard surface modeling but for texturing and sculpting and also animation it lacks a lot of features and optimization, which you can get only by paid addons that are buggy as hell sometimes. If I was starting 3d modeling from scratch I wouldn't have picked blender.
Blender doesn't get the basics right. I'd never deny it's advanced. But anything geometrically accurate, like a building is Gona be hard. Even despite myself making art i still want buildings to be accurate
I've known blender for many years and always thought of it as a very confusing and complicated app... but since the last few months I've used I've fallen in love with blender... the number of features, in the app is just 🤯 -- 2D animation, geometry nodes, video node pipelines, sculpting, video editing, physics , custom python code... man its grown so much... I've become a fan in the last few months..
@@ThreeDee I started playing around with it for AI image generation pipelines and animations, and for doing quick edits to small videos. But actually, it's a joy to learn just as a hobby.
ive been on blender for many years as well and all i can feel with it is how easy workflow. i cant change anymore lol i simply use maya for riggin and animating at times. but sometimes i forget. plus blender is free hard not to pick up.
@@dmingod999 having used Cinema 4D for its use-ability and previously the other 3D software out there, i can say hand on heart that i really enjoy using it, experimenting with it and learning something everyday, it is Fun and powerful. It's awesome!
I can recognize Blender's powerful tools. But I have extreme frustration with all the key commands. I am one of those people who just cannot get key commands. None ever make sense, and my fingers never go to the correct place. Not to mention I already have bad carpal. key commands is just an alien way of thinking to me. They are impossible to remember. I have never been good at any hand-eye stuff. I am terrible at action games too. "muscle memory" doesn't happen with me. decades of using a computer, i still do not know where the keys are, i always have to look at the keyboard to use it. Ugh, but for soooooooo many other people, key commands make life easier for them. so jealous.
my honest answer is because blender tries to be that multipurpose knife, instead of being best in one or two directions. blender devs are mostly programmers/coders, not designers or artists.they cannot know any little things artists need. many professionals wants to use blender. for interiors, for example, there are some missing pro features for it. rendering interiors are stupidly bad. yes cycles is good unbiased engine but for interiors it is not optimal. we may sacrifice some Physicaly accuration for a faster result. there is no some GI precalculation passes, even some open source might be added like photon map which is in luxcore. other important feature is ICC color management. blender does not use the icc profile of the monitor. yes there are some workarounds to make it possible but it is not what a pro artist want to do. he wants to open blender and work. we have node compositor. ok, but why not realtime node compositor? it is really slow when we have high resolution renders and multinode structure in the compo. next, we have denoise node in the compositor by intel. why there is no also nvidia denoiser node which is much faster? ok, what about hardware video decoding and encoding while working in video editor? this could make compiling our videos much faster. why not using all potential of the machine? if blender wants to be all mightly tool then make it to be so. add all possible existing options. i am an artist. i use it for my daily and there are really many things i am borred of.
I use blender mainly for hobby (grease pencil animations), 3D and 2D modelling for game assets. For that purpose, it’s an awesome tool. For professionals, I can understand that they need a stable solution that fits into their pipeline. It’s all about whether you get the service out of the premium product you pay for or not.
The impression of "hate" comes from the blender community being overly sensitive when someone criticizes "their" program. And Blender still has a lot to be criticized for, just like maya, 3dsmax or any other software out there. But the blender community has a bigger audience in the amateur/semi-pro market, which identifies much stronger with the program and hence takes critique a little too personal at times. Also when you're only really fit in one program, you tend to internalize all the quirks and problems, while being overly critical of the quirks and problems of other programs. I call this the "stockholm syndrome"-effect. I've been working with 3d programs for over 20 years professionally, now going onto 4 years with blender and i can say: It's just as great and annoying as any other program out there. I love it because i don't have to deal with all the stupid licensing shit from the big companies and i feel that it's the fastest developing program. But it was a painful transition, some concepts of blender are simply bonkers.
Before dissing Blender, I would urge people who are serious about using 3D modeling software to take a damn class in Blender. I am taking a Udemy class and I can tell you that even though it is kind of slow, I am finally getting the explanation and instruction I needed in order for Blender to make sense to me. Like this video says, you can customize Blender to your needs, though I am using it default so that I can follow tutorials easily in the future. My advice: Be patient with yourself and take a formal class, working through the projects with the instructor so you get actual hands-on practice. The more you practice, the better you will remember the way Blender works. Maybe write down a cheat sheet of keystrokes as well. Blender is shockingly stable and has such scope as a tool. Get to know it well.
@Jelly Absolutely look at the reviews. I agree. I don't actually have a problem with the model you describe as it should encourage an engaging instructional style. Keep me on it! :)
@ZEJ Sure! Nobody is saying you have to like Blender. My point was that the biggest complaint I see is that it has a steep learning curve. Since that is the main critique, I encourage people to actually get some training in the tool before dismissing it as "too hard". I have tried Maya and Sketchup and thought they were great, and certainly easier to dive into. Biggest issue for me was that they were not only NOT free and open source, but that they were expensive. Just my opinion.
@@jeffreyjumisko5165 the steep learning curve is usually from people that used it long ago and never came back. Blender has come a long way since the early days and is much more intuitive now. You don't even really need a class. There are plenty of articles and videos for free that will teach you everything you need to know. Just not as organized. I'd like to see it taught more in traditional schools. AutoDesk pays too many schools to teach their software almost exclusively. None the less people are learning Blender somewhere. Many of the big design studios are letting people use Blender now were before they only let you use "industry standard" software. Blender has become an industry standard and it's ok to use, if the artist prefers it. That's huge.
Biggest problem is its not pipeline friendly and its very closed file format system, maya is used beecause its files can be read as text making very, very flexible in small to large pipelines, this alone is a huge advantage, however this will change in future if the developers can adopt a more open file standard. everything nodes is a great start.
hello, the big problem that some artists have IF they don't take Blender is that they have to buy or pay a subscription for "so-called" pro programs, it's that they will be forced to buy or take a subscription for a modeling software then switch to another animation software and then to an FX software and then follow with a compositing program...ect...ect...that's a lot of money and learning various software. .and whatever we say, Blender has superb productions....and it will evolve
after a year of switching from 3ds max to blender, I find it the fastest 3d software for my needs and very good to create EVERYTHING i want and render inside it or export to unreal engine. as you said a swiss knife which is the best swiss knife I've ever seen.
Almost same boat. I use 3D Studio since first DOS version (~30 YEARS ago) and I hate/love it since almost a decade. I feel Autodesk software frozen in time since they almost monopolized 3d market acquiring Maya (former Alias/Wavefront) , XSI (former Softimage), etc. Inventor looks like a Solidworks Wannabe. Mudbox as a Zbrush wannabe and most important I think 3dMAX doesn't has anything new to offer since at least 2019. It's legacy software same as Maya...I understand they use to be 'industry standards' but things are changing. I also followed and tried Blender time to time since its origins and I knew it were beat rivals someday. Well...I finally migrated from Max to Blender a few months ago and I am so in love with it! It really matured. Almost everything I did in max its a lot easier/enjoyable/powerful in blender ( modelling, rigging, skinning, texturing, rendering, you name it! ). I used to work on advertising for 25+ years as director, animator, sfx artist, etc but few year ago I turned to gamedev and I am using Unreal almost all day long and blender/unreal workflow works flawlessly too :) Biggest issue with Maya and Max, as legacy 3d applications, its too hard to revamp it carrying all the past to make it backwards compatibility and keep same workflows/concepts...things changed...tech evolved...I think Autodesk should develop a 100% new fresh 3d app with all the best from current other applications and discontinue max and maya if they want survive. Sometimes a fresh start from zero is needed. Blender is rocking hard now and I don't see a real competitor around.
@@eldany_uy wow what a good journey! I was using max since 5 version (around 2005 I think) and you are right! it hasn't changed a lot, it seems they don't listen to us. 3ds max was getting good with extra plugins but blender has them all with more flexibility. the geometry nodes is another world that really separates 3ds max from blender. and yesss couldn't agree anymore on "enjoying" the blender. everything is in touch! I had a really hard time using unwrap in 3ds max but in blender I do it with JOY! yeah they must start coding it from scratch but they are too proud to do that I think :D and I just finished an animation for an ad the renderings were so fast and high quality! I'm happy u've commented about this blender+UE experience and going into game dev! are you part of a team or doing solo? game dev, specially character design, is my and my girlfriend's goal now. It's so nice of you if you can share your experience for us. best wishes
Here is a basic rendering project for you. Make a glass. Put liquid inside. Render it so it has realistic reflective/refractive caustic effect. Oh wait... It is just fake BS shadow that doesn't even display liquid properly cause cycles has "limitations". But hey - here is a new GREASE PENCIL BRUSH and GEONODE for ya!
I just want to chime in about the getting jobs with Blender, and thought you make a good point about the fact that there are many Blender jobs, but I also want to note that you can get a job using other tools, with a portfolio made out of Blender work. I spent a lot of time making 2D cutout animations in Blender, and now I have a job working with ToonBoom Harmony, a software I had previously no experience with.
I am an old Modo3D user, its instability issues forced me to switch to Blender, but I must say that Blender clunky UI IS holding it back and is not just "something" to get used to. Examples: Copy object Modo: Select object, CNTRL-C, CNTL-V Blender: Select object: SHIFT-D Copy face/faces (to another object) Modo: Select face/faces, CNTR-C, select target object, CNTR-V Blender: Select face/faces, P separate, SHIFT-D to duplicate separated object, select first of the duplicated object, select target object, CNTRL-J (join), select second of the duplicated object, select old object you copied from, CNTRL-J(join) Other issues: Modo y axis = UP (like all game engines, Unity, Godot, probably Unreal, and most likely other 3D softwares such as Maya etc) Blender y axes = FORWARD, and impossible to change. For a well designed software this should just be a configuration change. Now I have to change back and forth between my engine axies orientation and blender :( Blender: Knife tool does not work, solution, change near view distance from small to higher value in the "View tab" WHAT? Modo: Extrude and scale always work as expected and create clean geometry. Blender: Uses a mix of Extrude and Inset tools, that many times just does not move geometry as expected, specially when vertices are close (creates overlapping bad geometry) Modo: Clean booleans with great results. Blender: Uhh better now in v3, it was a disaster in 2.8 (trying to union or Difference two spheres for example), but still not as clean With a couple of free/paid plugins, it does have a few advantages over Modo, but OMG the interface is bad.
Been trying to use Blender for maybe 3 or 4 days, watching vids b4 that. I downloaded the latest blender (3.5.1) and the control-shift-t shortcut to add texture images won't work. I have checked everything. Node wrangler is enabled. Images are named with proper tags. All it does is come back saying "no matching images found" when I navigate to the textures folder. I have D:\Blender_Projects\Textures and inside there are images and inside that folder is another folder with images and sometimes rarely it will let me into the Textures folder but not into the sub folder. I even took the node wrangler python script from version 3.3.6 and pasted it over the 3.5.1 node wrangler script, properly named for 3.5.1, and it still did not work. This is kind of why I hate BLender right now. Not to mention you literally can't remember all of this unless you do one thing 20 times b4 going to another thing. I think voice-driven AI for the interface would be great. Blender, show me the camera view with materials. boom. no shortcuts, just English language. Something most of us ALREADY KNOW. Okay, I'm done with my little rant. Anyway have any clue why I can't get the principle BSDF node working with control-shift-T ? thx!
You forgot to mention that blender can drive you crazy! I changed middle mouse button orbiting to left mouse button. I wanted to change it back - wasn't able to - so I just installed the whole software from the scratch
doesn't matter what software you use, it depends on us, how we can learn and get an easier way, faster, effective workflow, the more we learn the more we feel comfy
Used to despise the interface and do it all but nothing great applications … then something happened. Grease pencil. It got me and allowed me to accept and DISCOVER that the interface and tools had been reworked . And then I found auto rig pro. Game over Hard ops and box cutter sealed the deal.
Been using Maya for 6 years in industry. Tried adding blender in my toolbox. Took me a few weeks but I got used to the modeling and shading features. Not a bad tool.
This a well-put-together short video discussing the highs and lows... I have worked in Maya and 3DsMax... And what I desire to do - Blender should be enough for me... Thanks for sharing... I am even more motivated than before...
"How to delete this cube?" Press X. Or Delete. Or Shift Delete. Yeah, there are THREE different default hotkeys for "DELETE", because that's so freaking normal.
As a 3DSmax user let me just say, there is absolutely no reason to hate a free program that can do basically everything Max and Maya can do. True, it's a little more convoluted at times, and its UI could use some "Ease of use" love. But still... It's FREE!
I started in blender about 4years ago... I've used other software as i expanded my hobby but I'm finding it hard and difficult to use most of them or even to get urrrhh like motivation to get used to the features and gui... I guess some of the hate could be from that perspective... When i first started blender as my first 3d software it was really confusing and a pain so transitioning to it from a software where your used to could be frustrating and might lead to people finding issues with it without even really understanding the software like a veteran would. I realise in the end u mentioned basically what i said ✌️
People need to recognize that next to no 3D developer uses one single program. Most tend to use a variety in order to get everything they want. In my work flow, I prefer Lightwave, yes Lightwave, for modle product and simple animations. It was quick to pick up, I love the layers and the fact that it has a separate animation program which makes it easier to produce model. I can make a model in an hour in Lightwave that would take a day or more in Blender, Maya and 3DS. The problem...my version doesn't have GPU rendering, it lacks some of the new features, I don't use it, but I haven't seen sculpting and it doesn't have a lot of the features which Blender offers for free. So since Blender is free, I use them both. I don't use Maya, it's just too expensive, and I no longer use 3DS. It too went to the subscription model.
First day of University, I was expecting them to tell us to use Maya, but nope, these industry professionals teaching us... taught us Blender instead and I've never felt more at home!
I don't hate Blender. I just hate that the program is so awesome, but I can't use it because it doesn't have a pass system like Maya or Cinema 4d. For me, it's more of a frustration than a hatred.
I don't hate Blender, it's just... Blender is like the expensive Ninja blender at Target. The one that's like $250. It's great, has a ton of attachments, can blend smoothies right in the bottle, and even has modes for shaved ice and margaritas. You're buy it and you're very happy with it. Best blender you ever bought. Then one day you're visiting a friend who works in an upscale restaurant and you see their $3000 Vitamix that has no attachments or modes and only does one thing, but does that one thing in large amounts and to a higher quality than you every thought possible and is built for continuous commercial operation. Just sayin'
For my work that I do, where I don't actually create assets, but merely work with them. I switched from Blender to Unreal Engine. And although at first I felt I made a huge mistake, in the end I felt it was the better move. Because some of the stuff that I couldn't grasp in Blender are just easier in Unreal Engine. I will say that Blender has a fantastic group of people online who make loads of content, and anything you want to do has already been done several times over. But in terms of grasping it from a film making perspective, I prefer Unreal Engine.
UE and Blender are 2 very different class of software. I'm from 3DS Max background, tried learning and using Blender but can't really grasp it, whereas it was so much easier and faster to learn and get into UE. I believe the future of 3D animation and game making is UE, so I see no point in learning and using Blender other than just as a side hobby.
@@yearight1205 for me it's very easy to learn 3ds max. Everything is very intuitively structured and placed in context, while in Blender everything seems to be everywhere and not easy to find what I wanted to do. Although it could be just me being so used to Max's UI and structure. I've heard many saying it's easier for them to learn Blender than to learn Max, having no prior experience in any 3d software and coming in as a complete beginner. So I guess it really depends where one is coming from when it comes to learning Blender.
I'm a 3ds Max veteran who recently switched to Blender. It's an excellent tool for game development. (But when it's animation, I ditched everything for Cascadeur and Sequence on Unreal).
Blender has gotten way more user friendly after 2.8 and beyond. Has a bit to go and still feels like a "young" software, and it is compared to 3ds and maya. But overall for hobbyist and even some professional work I think it's good.
Compared to maya, no But compared to 3ds max, blender is a 100 times better Modeling, sculpting, shading, animation, rendering, compositing and the overall performance are faarr better in blender than 3d max
I just dislike how it handles Rendering, Cinema 4d main strength is how simple it is to render out an idea, you get tags for specifics, and very simple render settings.
I tend to find more Blender users rag on 3ds Max. As someone who switched from 3ds Max to Blender, I can agree that it handles high polycounts a lot better and even crashes less. But does that make it worth taking out a second mortgage to use Max? I don't think so tbh
For a beginner who just want to try 3D or indie game devs, Blender is the best tool they can use without spending much money. Blender gets more and more foothold everwhere. Tutorials are easy to find.
If you learned on other packages, lightwave, 3ds max, maya, etc, blender can be friggin annoying. And not necessarily because blender is bad but because it just does everything differently. But if you learned on blender it's likely you would love blender.
this explains why, try as I might, I can't really seem to be able to grasp Blender. I've been using 3ds max since v1.0 and knew the software like the back of my hand, but when I tried switching to Blender, I'm like a complete noob. But when I tried learning Unreal Engine, I got into it almost immediately, like it's a sister program of Max, and I know intuitively how to navigate and get things done in UE even without going through tutorials or help file. Which is good since I believe UE will be the future of 3d animation and game development
Blender, when I used it many years ago, was a very frustrating experience and all the courses and tutorials that now exist weren't there at the time, so some of us just moved on and tried other things and, based on that initial experience, don't really feel like switching to Blender even if it does sound way more usable now
And it’s super convenient to model pieces in blender and put it together in unreal with nanite… fixing the high polycount issue… and using unreal is also free for small companies.
I love Blender, however my biggest gripe is it sucks working in quad viewports, as you can in Max and Maya. Example in Blender, when working in quad view, maximize any of the four views, then go back to quad and the last maximized view becomes the top-right view. So frustrating.
You mentioned Blenders present UI is similar to some of the Indusrty standards. I must disagree. Since Blender is key command focused, its UI is sparse compared to other pro 3D apps. I have always admired Blender but couldn’t get past the interface. Once the interface was updated, it was much better but I still had problems with learning all the key commands. I have always used 3-D software with a much more graphic interface. A combination of UI and key commands. I don’t have the time or inclination to memorize a ton of key commands to do my job. After some research, I decided to use BforArtists. The interface is much easier to use. It’s very similar to Cinema 4D, Maya and Studio Max. BforArtists has tools Blender does not and it is also mouse centric. For example, all of the navigation is done with the mouse and no modifier keys. That simply adds to the overall speed of use. If anyone loves Blender but hates the UI, check out BforArtists.
As universal instrument, Blender 3D could a lot of things, but doing all of them not so well as special software... But except hard-surface modelling, the main modelling process here is awesome in comparison with other software, and I like it!
I really be upset when majority don't understand that "there is no free lunch". This economic principle unfortunatelly is ignored by fun club Blender comunity( and other areas...). After Maya, Houdini is my way. The really important is if Blender is usefull for you. That's is the key.
Blender is simply amazing open software and it's always on top among all 3d software, others are for business but blender is not. It is for the common man who wants to do 3d/2d animation for common use and understanding or expressing feelings by making short movies totally free. Gradually it will come to the same level as other highly paid software. Geometry node is really amazing and i think no other software have this.
Blender's UI is mostly very polished imho and I've always found the program very intuitive to use. Coming from an engineering background I've noticed that most artists who've done some form of digital art academy or university have been taught how to use certain pieces of software in a very mechanical way, instead of understanding the workflows and underlying principles that are transversal to any software package. It's a pattern that's polluting pretty much any discipline, including my own field, where courses are getting very unidimensional and highly specialized towards software suites that make commercial deals with the universities themselves. Invest your own time into learning skills, not pieces of software.
You know why I hate Blender? It's because every time (EVERY TIME) I need to do some fool thing, everyone says I can do it in Blender. Sure enough, Blender can do it. No problem. Very powerful. So, I open the program up... all right, I'm used to learning new stuff, I'm used to hitting the steep end of that learning curve, I can do this. Well, enough futzing, tutorial time. I find a tutorial that does exactly what I want, because there are tutorials to do EVERYTHING in Blender, because it does everything. 20 seconds in, I have to pause because the menu the tutorial creator hit isn't there on my desktop. Some time later, minutes...HOURS, I figure out I have to hit alt-shift-N or some other key combination and, hey, there's the menu. 20 more seconds, and I'm stuck again. Here's another fool comparison. SketchUp, remember that? Yeah, it's got an "inference engine" that tries to figure out what you want to do and actually helps you do it. It actually worked. Blender? Blender has a 9 page PDF of shortcut keys, in small font. First time I tried Blender, it was the old interface. Yeah, I've done open-source a lot, I get that it was made for the people that made it and I'm happy they share. I'll put up with a lot, but dang. Next, new interface, hey it almost looks "standard." 30 minutes in and I realize it's just a normal skin over the same 9 pages of keyboard shortcuts. Dang. I get some fool idea, try to do it, realize I need more software than my standard kit, try EVERYTHING else, then end up in Blender... because Blender can do it. So far, I've managed to get a pathway through a couple of specific things that I need doing. It works great, so long as I don't accidentally hit some magic key combination that leaves me wondering if I have to reset/reinstall to back out of. But, it gets the job done. At this rate, I should have Blender Basics figured out in 2045 or so. I hate Blender because it works. I hate Blender because my life is forcing me to learn how to use it. I hate Blender because it's so freaking awesome I'd be a fool to not learn how to use it. Everything I want to do... apparently, I can do it in Blender. Sigh...
The thing about Blender that commercial software can't beat is the power of collective input. I've ignored Blender for a long time. When I was finally ignored by Keyshot after buying the KS ZB bridge and denied support, I was kind of forced into looking at Blender as an alternative for a renderer. This was a blessing in disguise. I found Blender to be superior to KS. I was impressed with all the tutorials that let you dig deep into the software.
I just started using Blender, and I'm greatfull for industry standard button configurations. Lets you speed up the process in learning the package. So far it's pretty cool it's just quirky with the way it models, but gives great results will be learning to rig soon since I do all that sorft of thing in Maya. I'm glad I'm learning it especially witht it's fluids.
I use first 3ds Max, it's a good software for modeling , after i try Blender to modeling and animating, i found the difference is on keyboard shortcut, now i use Blender to do all my project and i learn Maya because it seem we can do animation with more facility... my story resume what Blender represent in the eyes of whom who works in the animations industries, but the girl they love but can get married with her !
Blender has enterprise support. I see this misinformation in almost every why blender is not used in the industry video when it really takes few mins to research.
and they wont know whats hit them when people stop doing 3D at schools/colleges/Uni's because everyone can use Blender wherever they like without the need to go into a computer lab to learn it, and that has already begun, the surge of new Blender users is growing fast and soon more people world wide will use Blender than any other 3D software and that changes things
Blender has exploded in the film design sphere. Did you know that film studios like Disney, WB, Sony etc do not provide software for the Art Directors, set designers, VFX artists etc? At best you might get a weekly fee towards your "kit". Thus, any tool that can "do the job" whilst saving money will always be popular.
I am 3D Rigging (Maya)artist have 8years of big industry experience.. Maya is commonly used for most of the VFX studios so we learned maya and next gen will learn maya so they get job.. So for a studio it’s difficult to hire someone who only know blender and for a student it’s harder to get a job if they only learn blender and it’s become a circle that’s the only reason blender is underrated.. But i am sure no true artist hate blender it’s a excellent software for personal use or some freelance.. Hope blender will be an option for most of the industry soon so it’s get it’s true value..
Being open source and Free as a result of that, means more people exploring Blender which brings more people to doing ever more awesome things to give back to the community which then becomes a positive feedback loop and ultimately others adopt it because it's become a staple in more places than the niche studios who need the other pipelines.
@@quackcement spending 50hrs learning anything is something but it ain't gonna make you knowledgeable about anything enough to enjoy it use it. You have to want to use it and enjoy the learning for learning sake otherwise you will never enjoy anything and will never truly learn anything properly.
@@quackcement sorry but your are just never going to be happy about anything with your attitude, plenty of people learning Blender and creating everything you can imagine with it, the problem is not the tool of choice but the person using it, if you can't use the tool effectively then you need to examine why that is in the mirror.
@@GaryParris that statement you made would be credible if I aspired to make art that other blender artists make. However if after a sufficient amount of time the tool you use doesn't adequately do what you need it to, it's safe to say it's the wrong program. Reality is I would have likely put in a thousand hours into it and maybe become a blender fan boy if it got the basics I need it for right. But unfortunately it doesn't.
I LOVE Blender for what it can do and it's potential to make every other 3d modelling CGI software obsolete. I HATE Blender because you need to be a devotee of Tzeentch to accept the GUI, key shortcuts and figure out why 5 times out of 10 edit mode face extrude moves vertices in a random direction instead of extruding a face... and you need to be a dedicate yourself to Slaanesh in a masochistic sense to persevere with the sheer agony of learning how to overcome Tzeentch's influence over Blender.
It will be a matter of what level it reaches. If you are a student and preparing to work as a 3D designer, it is more beneficial to become familiar with most companies built on 3DS Max or Maya, as others have said, rather than Blender. If you have a certain level of technical skills and are confident that you can make money from your individual work as a freelancer, Blender is a great companion for you. (Because it's free anyway)
I love Blender! I used it to create the animation I use in my videos and my profile picture here on TH-cam. It takes some getting used to, but it's great. I prefer it over Lightwave and Modo. (Though Lightwave is pretty MIA at this point.)
Hate is too strong a word, but I see the same across multiple genres. Besides the fact that something is a industry standard, which does bring some oomph, people have an affinity for something and slam anything they are not used to and don't see the point of. Windows user will slam Mac (I have used both and don't see the issue), Android users slam iOS for much the same reason ("you can't configure it, so it must be dumb"), Burger King vs McDonald and so on. The last one mentioned kind of shows what it is; just a matter of taste. Just because you like it, doesn't mean everyone else has to, and vice versa.
Still many who will use all the same arguments despite many of them not being true anymore and in future, if you can't use Blender as the great tool it is, then you simply are limited by your own imagination and creativity. The Dev's and the Community are awesome and always happy to help people!
I don't hate Blender, its a fantastic program that lets you do amazing things. I use Blender, 3ds max, Modo, Rhino and Solidedge (the last two for CAD). I rely on these programs and i think that Blender and Modo have the most awkward UI. Its like trudging through sludge. They both render fantastic images, but for the easiest mesh modelling and UI, i think 3ds max is better. It took a lot of time to understand Modo and i think i need to spend that time with blender, but it could be easier.
Generally it's fine but it keep crashing all the time, when I use 3ds max and maya they chrash like once in 3 days but Blender can easily crash 5 times in one day.
blender 3d is the spark in the dark....... the history how the program evolved ,the evolution of this idea of freedom & sharing and working together specially is amazing .. thats what we need for a better future ... ... share ideas, tools knowleadge with the world and develope a free and better world...
Blender deserves to be industry standard at this point, in my opinion. With the introduction of new features like the overhaul of the hair system, brand new geometry nodes with simulation and find shortest path, the improvement on the python scripting and render engines, basic assets and the growing amount of non destructive workflows, I do believe it needs to be standard. It even has all the tools for professional compositing and 2D animation like the grease pencil. Plus there are a plethora of add ons to make your life a million times easier, a dedicated community. It can 100% produce professional level projects
Don't worry Blender is or isn't industry standard it's just meant to be Blender for all, and if it's used in the industry then no problem if it's not, it's not the end of the world, remember the more its used the more opportunities exist to use it in.
I actually love blender it is free the only real problem I had was not having good enough software to handle some of my own projects which I am currently working to fix.
I miss Softimage. It was the best by a large margin. Imagine how close to Houdini ICE would be if Autodesk hadn't bought Soft so that they could take it out back and shoot it. Right now I am forced to work in Maya at work and I hate it, but Blender is my personal choice.
The only 3d software im using is Blender, even for sculpting, when i tried to use Zbrush and i saw the UI and shortcuts i had stroke. I want to belive blender Is going to be as good as maya and zbrush in the near future :3
Blender just has to be as good as it can be for all of us not a clone of any other software, i've seen Zbrush sculpters use Blender just as well as zbrush and attest to it's capability, regardless of the limitations most people put on it. Just let Blender grow as it does, you will get comparable funcionality in future but not the same workflow and reasons
@Agape Zbrush has some advantages and disadvantages for sculpting, checkout some professional zbrush users who have successfully used and abused Blender to get the results many zbrush only people could learn from. its not as simple as you think in terms of professional sculpters don't want to admit! the game has changed, the end!
@@GaryParris still no proper alpha rotation for brushes in blender. Still no decent management for new brushes. Still worst performance. Game wasnt changed at all and the end is not even near.
@@sounddifferent3752 blah blah blah is what I hear, still no this or that, all I see is someone whining that they can't, instead doing what they can with what There is, or getting involved with what can be. That is the failure of your words, you need to take on task of moving forward or be the change, it's an artists tool if it is limited it's because you are limited. An artist does not whine about the tool they use the tool to find a way to do their art
Nowadays Blender is highly used software than anything else. Yeah still it is developing but has a lot for new comers for their better or may be best. Tutorials on Blender are more than any other software. I have been using Blender and 3DS Max and I know tutorials on Blender are than 3DS Max.
I don't like blender even if I don't deny that it has qualities. For me the main problem I have with it is the inability to create custom menus and the incessant travel between modes. To tell you the truth, I find Zbrush much more practical than blender.
Most that I've interacted with that dislike Blender haven't used it in many years and are remembering the old interface before they started improving it.
This video is a reaction to our previous one. To get full picture check it out and read the comments :)
th-cam.com/video/T8GLAe9J9Y8/w-d-xo.html
Not many people actually "hate" blender. Most studios have heavily invested in Maya, spent years developing custom plugins and wrappers and so just dropping everything to switch to Blender would put them out of commission for too long to be practical. This is true in the other direction too, new studios who build their pipelines around Blender would suffer tremendously if they decided to switch to Maya. Not to mention all your current workforce is trained and probably specialized in one package, getting everyone to switch is not likely to be a good strategy.
From being in the Industry since 1995... I can attest that this is 95% true. There still is the fact that Maya is a platform that works as a development application a bit better than Blender because of the facts of its origin necessity. Today, Blender can handle pretty big stuff so it is far more capable. Plus the UI is finally something very nice vs the very clunky version it was back in the 2005-2015 era. It inches ever closer.
I've used Cinema 4D for over a decade and just spending 15 minutes in Blender trying to figure out how to model an object. I could have with C4D, modeled, textured, lit and rendered it in Redshift/Octane. Now after a fashion I'd be as efficient in Blender as I am in C4D. But with clients etc, they aren't going to want to pay for me to "learn" a new software via their projects. Instead, I'd have to take time out for myself to relearn. After relearning web development and coding every 3 months because of a new "type" of coding; AS3 vs CSS vs jQuery vs HTML5 vs Wordpress. The 12 Principles of Animation havent changed since its inception, just the media in which we do it.
it is probably difficult for giant studios to find a schoolboy who will rewrite your plug-ins for a blender.
The one thing I really wanted massive improvements with was the animation aspect. Nobody cared, nothing was done. Kinda hate it for its lack of animation goodness. Now it's just "we'll fill the flat tire with hay and it's just as good" feeling about the animation tools for Blender.
@@RedTyrant you do know that Blender has plugins for every major 3D design software that all film studios use to make the transferring of files much easier. Autodesk, Maya, C4D, Rhino, sketchbook and many more
As someone originally learned Maya, before Autodesk, I can say one of the things that make Blender great is actually the community. Tutorials, walk throughs, plug ins, add-ons, geo-nodes. Just so much out there.
We are happy to hear that :)
wats geo node
@@ehsan_shardum geometry nodes, let's you procedural generate object and other things
Don't forget now chatgpt. Apparently it moonlights as an interactive Blender tutorial 🙂
@@IrocZIV plugin for lazy 😃
Nobody hates Blender, is just not the most used in the industry bc is not the oldest software
Couple of folks were quite vocal here: th-cam.com/video/T8GLAe9J9Y8/w-d-xo.html
OR The most Powerful. it's sculpting, for instance, needs to be worked on BADLY. when they DO start working on it again however and fix the problems.. i think it'll be great. but for now, there are better programs. but if you're broke and/or don't wanna Pirate, it's the best program out there. also has the most Tutorials, so that's great too.
My 3D teacher hate Blender, we use Maya in the classroom, but even for personal projects they get annoyed if I say I did it in Blender (One of the activity I modeled in Blender and I passed it to Maya, he praised me and I didn't tell the truth)
@@Nathanielson that is sad lol
Blender is great, but it isn’t as stable either
I don't hate Blender, I just hate using hotkeys. I've used maya and 3ds max for years and almost never use hotkeys. The only hotkeys I use is to extrude, to undo, to duplicated and to move/rotate/scale. My main method of working involves clicking on icons in the ribbon or selecting from a right click menu.
I find it very difficult to remember hotkeys. I did originally learn Blender and used it for 3 years and constantly needed to look at a document of hotkeys just to do simple operations I would do every day.
THIS is why I hate Blender.
As a long time 3dsmax user since 2008 I had the same thoughts, hotkeys to move and lock axis are useless to me, i would also accidently press E, X and Z. Others i taught also did this, which was annoying but I just disabled a lot of the single key ones so i don't accidently hit them.
Blenders strength is customization though and you can avoid the hotkey obsession in blender entirely though, I barely use them and I wouldn't let it put you off. There is a search bar and quick access menus, which when starting the program the first time it will prompt you with a choice can set to it spacebar and if not it will switch the F3 hotkey.
I would definatley recommend going back and trying using this in conjuction with the widgets like, which are the only hotkeys other than extrude i used much at all.
You can also right click anything in the software to set a key so setting the tools to the familiar Q, W, E and R. Select, Move, Rotate and Scale. Then above that you will have the numbers keys already 1, 2, 3 for selection mod types Vertex, Edge, Faces.
You can also right click anything and click add to favorites which is handy for actions you do a lot, i have a key for favorites set up as Shift+Q.
L and setting extrude to Shift + E are my other hotkeys along with a focus on hotkey like 3dsmax Z key.
The fact an open source, free 3D package is even in the conversation with Maya is amazing. As I’m not necessarily interested in doing 3D professionally, Blender is a perfect fit for me.
Been a Maya user for the past 6 years, trying to use Blender now.
It's a nightmare. The UX/UI don't make sense, basic features are very hard to preform, hotkeys are a mess and overlap each other, basic maneuvers require way too many keys to press and hold, very limited and restricted pivot controls and menus that just disappear. At least there is a search feature, so I can type the name of the tool I desperately look for.
And the worst of all - no icons for tools. In Maya I can just look at the icon and know exactly what the outcome will be. It's much easier faster than having to read a tiny text that tells me what the tool does.
It's all just very unintuitive and don't make any sense.
But, I will say that Blender is amazing in the features it has, the flexibility, the plugins, the fact that it's free (Maya is very expensive).
Blender exists for a reason, to allow everyone access to the workflows and tools that exist in more expensive packages. It is a gateway for those who want to try their hand at something new, and if they find they like it, they can learn the workflow for that type of work, and get the basics down, this in turn then allows those skills to be easily transferable between packages, because in 3d, all the basic principles are the same, it is just the interfaces that are different.
I started with blender, then moved on to Maya and ZBrush, and am now doing a university course in 3D Game art, I'm in my 40's but would have never known that I had an affinity for 3D had it not initially been for Blender. Its a gateway drug into the industry.
If you had to choose between Maya and blender, which one would you prefer to work in? have you gone back to the newer blender after going to maya?
@@potatobread98 I would pick Maya over Blender any day of the week!
After multiple tries, I'm still not a fan of Blender. It has some robust features however the UI, while much improved over previous versions is still horrible and the software is still buggy as Hell. There is no way it would be as popular as it is if it wasn't free.
You're a hater
agreed the UI and UX to blender is just awful. In maya you get a nice little view of a obejct from all angles. By default blender doesn't have that, like why?? who on earth does that to their users? Click off a object after you make it and can't go back? In what universe is that ok? Ok so you have a bunch of stuff all set up. and give it all of the bloom and then. It slows--to---a----crawl. And may even crash. The blender forum on reddit is awful. I once made a stupid "holographic" cube and put it up on sketchfab, as well as the all might --picture-- render . Noting it was only the second thing I ever made and thought it came out well. Then the fe forum trolls "teehehee iT HaS ClIppIng and and whaS The bFd drool". Compare that to one of the general 3D forums on reddit and got. Actually helpful ideas for how to get the same effect much easier.
Well, more importantly why does blender hate the the industry standard method of UI navigation? More people would have few or no problems with blender features if the basic interaction with the interface had a default option to switch to the industry method of navigation. More people would use blender and work around the short comings like every other tool.
Zbrush is the only tool that can get away with a totally non-standard UI/navigation and that’s because of what it can do, but there are limits to what people will accept with Zbrush too.
If blender was capable of doing significantly more than Maya could without any add-ons people just learn the app. Since that likely may never be the case blender should just add an industry standard navigation option in the prefs.
why without the add-ons?
Guess the developers hadn't in mind the practical usage of their app as well, because its learning curve is still ridiculously steep for something claims to be a universally available to everyone. If that is a price for being "Open Source"...
In Last 10-15 years I have tried almost everything from small indie 3d-animation apps and sculpting to RenderMan and other obscure things, but nothing gave me that much trouble with understanding even basic functions.
Completely agree with you
really? Took me a couple months to get a hand on most things.
@@LineOfThy It shouldn't take months. Weeks perhaps if you rarely use it, and days if you use it a lot, but months to get a hand on a software that I need to rely on for sculpting is unacceptable to me
@@d.d.d.a.a.a.n.n.n sounds like a you issue
@@LineOfThylol months?) Literaly in any other software, it takes days, or maaaaybe weeks
Well I don't hate blender but I do wind up getting frustrated at almost every turn because it is so unintuitive when you get into the deeper aspects of blender.
0:53 Right there is the main problem with Blender, it is shortcut-driven, and that is horrible UI design.
Having shortcuts is great. Forcing the use of shortcuts is bad.
The more complicated the things you want to do with a piece of software, the more important it is that the UI adds as little as possible to the cognitive load.
A shortcut should not be the first thing to learn about a function, it should be the last.
The love of shortcuts (and hatred of toolbar buttons) in the Blender community is almost like a weird cult. Newsflash to the cult members: other 3D applications DO have shortcuts. Many 3D applications also allow you to easily modify the interface to suit your needs. Want to add a button to your toolbar? Drag it. Don't like the toolbar? Hide it.
Want a custom toolbar button in Blender? Learn how to code operators in Python.
You're not forced to use shortcuts. I use the menus and buttons, not the shortcuts. It's Blender's user community that strongly advocates shortcuts, and their tutorial videos use shortcuts instead of menus.
@@stevenlitvintchouk3131 You are right! However, to learn Blender, I need tutorials, videos or books, that show how to use menus and buttons. My current tools and workflow allow me to do most of the things I want. For Blender to be attractive, I want those things to be easier with Blender than with my current tool set, not more difficult.
I need to be able to learn in the time that I have available, so shortcuts, non-standard file dialogs, windows that don't have synchronized focus, nodes with no help built in (compare with Terragen), cameras with some settings only accessible via keyboard, UI that keeps changing, etc., is, right now at least, too much of a hassle.
Maybe in the future, if I have a lot of free time to spare, but that is not likely to happen anytime soon.
People don't "hate" Blender, they dislike the rabid/insane Blender fanboys that plague the 3D community.
you couldn't have phrased it any better, blender offers a lot of good features for hard surface modeling but for texturing and sculpting and also animation it lacks a lot of features and optimization, which you can get only by paid addons that are buggy as hell sometimes. If I was starting 3d modeling from scratch I wouldn't have picked blender.
Exactly. The cult gets so offended if you want to learn something else. I am a hobbyist and when I choose something easier, their heads exploded.
I’ve only been using Blender for a year but in that time I think it’s one of the greatest 3d software packages ever!!
I'm using it for almost ten years and yes, I totally agree.
Hell yeah
@ZEJ It can do what you can do in it, with nodes you can do almost everything you can....
Blender doesn't get the basics right. I'd never deny it's advanced. But anything geometrically accurate, like a building is Gona be hard. Even despite myself making art i still want buildings to be accurate
@@quackcement But wouldn't you use a CAD application for that? I don't think Blender is that type of app.
I've known blender for many years and always thought of it as a very confusing and complicated app... but since the last few months I've used I've fallen in love with blender... the number of features, in the app is just 🤯 -- 2D animation, geometry nodes, video node pipelines, sculpting, video editing, physics , custom python code... man its grown so much... I've become a fan in the last few months..
We are happy to hear that! For what use-cases do you use Blender the most?
@@ThreeDee I started playing around with it for AI image generation pipelines and animations, and for doing quick edits to small videos. But actually, it's a joy to learn just as a hobby.
ive been on blender for many years as well and all i can feel with it is how easy workflow. i cant change anymore lol i simply use maya for riggin and animating at times. but sometimes i forget. plus blender is free hard not to pick up.
@@dmingod999 having used Cinema 4D for its use-ability and previously the other 3D software out there, i can say hand on heart that i really enjoy using it, experimenting with it and learning something everyday, it is Fun and powerful. It's awesome!
I can recognize Blender's powerful tools. But I have extreme frustration with all the key commands. I am one of those people who just cannot get key commands. None ever make sense, and my fingers never go to the correct place. Not to mention I already have bad carpal. key commands is just an alien way of thinking to me. They are impossible to remember. I have never been good at any hand-eye stuff. I am terrible at action games too. "muscle memory" doesn't happen with me. decades of using a computer, i still do not know where the keys are, i always have to look at the keyboard to use it.
Ugh, but for soooooooo many other people, key commands make life easier for them. so jealous.
Thanks for crediting my work! Been using blender since 2011, it's astonishing how much it has improved in recent years! Keep up the good content 🚀
wow! THE passivestar! love your videos!
@@juliestrator thanks, big fan of your works! 💯
my honest answer is because blender tries to be that multipurpose knife, instead of being best in one or two directions. blender devs are mostly programmers/coders, not designers or artists.they cannot know any little things artists need. many professionals wants to use blender. for interiors, for example, there are some missing pro features for it. rendering interiors are stupidly bad. yes cycles is good unbiased engine but for interiors it is not optimal. we may sacrifice some Physicaly accuration for a faster result. there is no some GI precalculation passes, even some open source might be added like photon map which is in luxcore. other important feature is ICC color management. blender does not use the icc profile of the monitor. yes there are some workarounds to make it possible but it is not what a pro artist want to do. he wants to open blender and work. we have node compositor. ok, but why not realtime node compositor? it is really slow when we have high resolution renders and multinode structure in the compo. next, we have denoise node in the compositor by intel. why there is no also nvidia denoiser node which is much faster? ok, what about hardware video decoding and encoding while working in video editor? this could make compiling our videos much faster. why not using all potential of the machine? if blender wants to be all mightly tool then make it to be so. add all possible existing options. i am an artist. i use it for my daily and there are really many things i am borred of.
I use blender mainly for hobby (grease pencil animations), 3D and 2D modelling for game assets. For that purpose, it’s an awesome tool. For professionals, I can understand that they need a stable solution that fits into their pipeline. It’s all about whether you get the service out of the premium product you pay for or not.
The impression of "hate" comes from the blender community being overly sensitive when someone criticizes "their" program. And Blender still has a lot to be criticized for, just like maya, 3dsmax or any other software out there. But the blender community has a bigger audience in the amateur/semi-pro market, which identifies much stronger with the program and hence takes critique a little too personal at times. Also when you're only really fit in one program, you tend to internalize all the quirks and problems, while being overly critical of the quirks and problems of other programs. I call this the "stockholm syndrome"-effect.
I've been working with 3d programs for over 20 years professionally, now going onto 4 years with blender and i can say: It's just as great and annoying as any other program out there. I love it because i don't have to deal with all the stupid licensing shit from the big companies and i feel that it's the fastest developing program. But it was a painful transition, some concepts of blender are simply bonkers.
Right now I think animation and texture painting are the most lacking in blender, hopefully with more time they'll fix it.
^^this right here, thank you good sir
Before dissing Blender, I would urge people who are serious about using 3D modeling software to take a damn class in Blender. I am taking a Udemy class and I can tell you that even though it is kind of slow, I am finally getting the explanation and instruction I needed in order for Blender to make sense to me. Like this video says, you can customize Blender to your needs, though I am using it default so that I can follow tutorials easily in the future. My advice: Be patient with yourself and take a formal class, working through the projects with the instructor so you get actual hands-on practice. The more you practice, the better you will remember the way Blender works. Maybe write down a cheat sheet of keystrokes as well. Blender is shockingly stable and has such scope as a tool. Get to know it well.
@Jelly Absolutely look at the reviews. I agree. I don't actually have a problem with the model you describe as it should encourage an engaging instructional style. Keep me on it! :)
Best Blender instructor ever... The BLENDER Donut Tutorial th-cam.com/video/nIoXOplUvAw/w-d-xo.html
Absolutely 👍😎
@ZEJ Sure! Nobody is saying you have to like Blender. My point was that the biggest complaint I see is that it has a steep learning curve. Since that is the main critique, I encourage people to actually get some training in the tool before dismissing it as "too hard". I have tried Maya and Sketchup and thought they were great, and certainly easier to dive into. Biggest issue for me was that they were not only NOT free and open source, but that they were expensive. Just my opinion.
@@jeffreyjumisko5165 the steep learning curve is usually from people that used it long ago and never came back. Blender has come a long way since the early days and is much more intuitive now.
You don't even really need a class. There are plenty of articles and videos for free that will teach you everything you need to know. Just not as organized.
I'd like to see it taught more in traditional schools. AutoDesk pays too many schools to teach their software almost exclusively. None the less people are learning Blender somewhere.
Many of the big design studios are letting people use Blender now were before they only let you use "industry standard" software. Blender has become an industry standard and it's ok to use, if the artist prefers it. That's huge.
Biggest problem is its not pipeline friendly and its very closed file format system, maya is used beecause its files can be read as text making very, very flexible in small to large pipelines, this alone is a huge advantage, however this will change in future if the developers can adopt a more open file standard. everything nodes is a great start.
hello, the big problem that some artists have IF they don't take Blender is that they have to buy or pay a subscription for "so-called" pro programs, it's that they will be forced to buy or take a subscription for a modeling software then switch to another animation software and then to an FX software and then follow with a compositing program...ect...ect...that's a lot of money and learning various software. .and whatever we say, Blender has superb productions....and it will evolve
..... and you have to pay to get plug ins for blender to make it compete. there are many reasons why 3ds max and maya are professional
after a year of switching from 3ds max to blender, I find it the fastest 3d software for my needs and very good to create EVERYTHING i want and render inside it or export to unreal engine.
as you said a swiss knife which is the best swiss knife I've ever seen.
Almost same boat. I use 3D Studio since first DOS version (~30 YEARS ago) and I hate/love it since almost a decade. I feel Autodesk software frozen in time since they almost monopolized 3d market acquiring Maya (former Alias/Wavefront) , XSI (former Softimage), etc. Inventor looks like a Solidworks Wannabe. Mudbox as a Zbrush wannabe and most important I think 3dMAX doesn't has anything new to offer since at least 2019. It's legacy software same as Maya...I understand they use to be 'industry standards' but things are changing. I also followed and tried Blender time to time since its origins and I knew it were beat rivals someday. Well...I finally migrated from Max to Blender a few months ago and I am so in love with it! It really matured. Almost everything I did in max its a lot easier/enjoyable/powerful in blender ( modelling, rigging, skinning, texturing, rendering, you name it! ). I used to work on advertising for 25+ years as director, animator, sfx artist, etc but few year ago I turned to gamedev and I am using Unreal almost all day long and blender/unreal workflow works flawlessly too :) Biggest issue with Maya and Max, as legacy 3d applications, its too hard to revamp it carrying all the past to make it backwards compatibility and keep same workflows/concepts...things changed...tech evolved...I think Autodesk should develop a 100% new fresh 3d app with all the best from current other applications and discontinue max and maya if they want survive. Sometimes a fresh start from zero is needed. Blender is rocking hard now and I don't see a real competitor around.
@@eldany_uy wow what a good journey! I was using max since 5 version (around 2005 I think) and you are right! it hasn't changed a lot, it seems they don't listen to us. 3ds max was getting good with extra plugins but blender has them all with more flexibility. the geometry nodes is another world that really separates 3ds max from blender. and yesss couldn't agree anymore on "enjoying" the blender. everything is in touch! I had a really hard time using unwrap in 3ds max but in blender I do it with JOY!
yeah they must start coding it from scratch but they are too proud to do that I think :D
and I just finished an animation for an ad the renderings were so fast and high quality!
I'm happy u've commented about this blender+UE experience and going into game dev!
are you part of a team or doing solo?
game dev, specially character design, is my and my girlfriend's goal now.
It's so nice of you if you can share your experience for us.
best wishes
@@eldany_uy 100% agree! Blender is fun and powerful. congratulations btw on your journey and change to Blender :O) Enjoy!
Exactly! it's fun and powerful! :) getting better with every generation
Here is a basic rendering project for you. Make a glass. Put liquid inside. Render it so it has realistic reflective/refractive caustic effect. Oh wait... It is just fake BS shadow that doesn't even display liquid properly cause cycles has "limitations". But hey - here is a new GREASE PENCIL BRUSH and GEONODE for ya!
I just want to chime in about the getting jobs with Blender, and thought you make a good point about the fact that there are many Blender jobs, but I also want to note that you can get a job using other tools, with a portfolio made out of Blender work. I spent a lot of time making 2D cutout animations in Blender, and now I have a job working with ToonBoom Harmony, a software I had previously no experience with.
I am an old Modo3D user, its instability issues forced me to switch to Blender, but I must say that Blender clunky UI IS holding it back and is not just "something" to get used to.
Examples:
Copy object
Modo: Select object, CNTRL-C, CNTL-V
Blender: Select object: SHIFT-D
Copy face/faces (to another object)
Modo: Select face/faces, CNTR-C, select target object, CNTR-V
Blender: Select face/faces, P separate, SHIFT-D to duplicate separated object, select first of the duplicated object, select target object, CNTRL-J (join), select second of the duplicated object, select old object you copied from, CNTRL-J(join)
Other issues:
Modo y axis = UP (like all game engines, Unity, Godot, probably Unreal, and most likely other 3D softwares such as Maya etc)
Blender y axes = FORWARD, and impossible to change. For a well designed software this should just be a configuration change. Now I have to change back and forth between my engine axies orientation and blender :(
Blender: Knife tool does not work, solution, change near view distance from small to higher value in the "View tab" WHAT?
Modo: Extrude and scale always work as expected and create clean geometry.
Blender: Uses a mix of Extrude and Inset tools, that many times just does not move geometry as expected, specially when vertices are close (creates overlapping bad geometry)
Modo: Clean booleans with great results.
Blender: Uhh better now in v3, it was a disaster in 2.8 (trying to union or Difference two spheres for example), but still not as clean
With a couple of free/paid plugins, it does have a few advantages over Modo, but OMG the interface is bad.
Been trying to use Blender for maybe 3 or 4 days, watching vids b4 that. I downloaded the latest blender (3.5.1) and the control-shift-t shortcut to add texture images won't work. I have checked everything. Node wrangler is enabled. Images are named with proper tags. All it does is come back saying "no matching images found" when I navigate to the textures folder. I have D:\Blender_Projects\Textures and inside there are images and inside that folder is another folder with images and sometimes rarely it will let me into the Textures folder but not into the sub folder. I even took the node wrangler python script from version 3.3.6 and pasted it over the 3.5.1 node wrangler script, properly named for 3.5.1, and it still did not work. This is kind of why I hate BLender right now. Not to mention you literally can't remember all of this unless you do one thing 20 times b4 going to another thing. I think voice-driven AI for the interface would be great. Blender, show me the camera view with materials. boom. no shortcuts, just English language. Something most of us ALREADY KNOW. Okay, I'm done with my little rant. Anyway have any clue why I can't get the principle BSDF node working with control-shift-T ? thx!
You forgot to mention that blender can drive you crazy!
I changed middle mouse button orbiting to left mouse button. I wanted to change it back - wasn't able to - so I just installed the whole software from the scratch
doesn't matter what software you use, it depends on us, how we can learn and get an easier way, faster, effective workflow, the more we learn the more we feel comfy
Used to despise the interface and do it all but nothing great applications … then something happened. Grease pencil. It got me and allowed me to accept and DISCOVER that the interface and tools had been reworked . And then I found auto rig pro. Game over Hard ops and box cutter sealed the deal.
Grease pencil completely rocks. Combine that with the GooEngine fork of Blender, and you really have some powerful NPR tools to work with.
Been using Maya for 6 years in industry. Tried adding blender in my toolbox. Took me a few weeks but I got used to the modeling and shading features. Not a bad tool.
This a well-put-together short video discussing the highs and lows... I have worked in Maya and 3DsMax... And what I desire to do - Blender should be enough for me... Thanks for sharing... I am even more motivated than before...
When you open Blender for he first time:
-How to delete this cube?
-Why RMB can't rotate the view?
"How to delete this cube?"
Press X. Or Delete. Or Shift Delete. Yeah, there are THREE different default hotkeys for "DELETE", because that's so freaking normal.
Why this cube is there in Blender in first place?
As a 3DSmax user let me just say, there is absolutely no reason to hate a free program that can do basically everything Max and Maya can do. True, it's a little more convoluted at times, and its UI could use some "Ease of use" love. But still... It's FREE!
I started in blender about 4years ago... I've used other software as i expanded my hobby but I'm finding it hard and difficult to use most of them or even to get urrrhh like motivation to get used to the features and gui... I guess some of the hate could be from that perspective... When i first started blender as my first 3d software it was really confusing and a pain so transitioning to it from a software where your used to could be frustrating and might lead to people finding issues with it without even really understanding the software like a veteran would.
I realise in the end u mentioned basically what i said ✌️
@ZEJ I'm pretty sure that some big companies like ubisoft uses blender..
Blender is made for programmers and not artist.
This is why NPCs love it and humans don't.
People need to recognize that next to no 3D developer uses one single program. Most tend to use a variety in order to get everything they want. In my work flow, I prefer Lightwave, yes Lightwave, for modle product and simple animations. It was quick to pick up, I love the layers and the fact that it has a separate animation program which makes it easier to produce model. I can make a model in an hour in Lightwave that would take a day or more in Blender, Maya and 3DS. The problem...my version doesn't have GPU rendering, it lacks some of the new features, I don't use it, but I haven't seen sculpting and it doesn't have a lot of the features which Blender offers for free. So since Blender is free, I use them both. I don't use Maya, it's just too expensive, and I no longer use 3DS. It too went to the subscription model.
First day of University, I was expecting them to tell us to use Maya, but nope, these industry professionals teaching us... taught us Blender instead and I've never felt more at home!
Thank you for posting that.
Suggesting it doesn't have market share is just plain ignorant.
Lucky
That is awesome!
Same experience here.
I don't hate Blender. I just hate that the program is so awesome, but I can't use it because it doesn't have a pass system like Maya or Cinema 4d. For me, it's more of a frustration than a hatred.
I used C4D since 2002, last year I learned blender and there is no way I go back!
Because it's unusual to use and requires a lot of of experimentation and is constantly updated.
So it may be different to many users.
I don't hate Blender, it's just... Blender is like the expensive Ninja blender at Target. The one that's like $250. It's great, has a ton of attachments, can blend smoothies right in the bottle, and even has modes for shaved ice and margaritas. You're buy it and you're very happy with it. Best blender you ever bought. Then one day you're visiting a friend who works in an upscale restaurant and you see their $3000 Vitamix that has no attachments or modes and only does one thing, but does that one thing in large amounts and to a higher quality than you every thought possible and is built for continuous commercial operation. Just sayin'
For my work that I do, where I don't actually create assets, but merely work with them. I switched from Blender to Unreal Engine. And although at first I felt I made a huge mistake, in the end I felt it was the better move. Because some of the stuff that I couldn't grasp in Blender are just easier in Unreal Engine. I will say that Blender has a fantastic group of people online who make loads of content, and anything you want to do has already been done several times over. But in terms of grasping it from a film making perspective, I prefer Unreal Engine.
UE and Blender are 2 very different class of software. I'm from 3DS Max background, tried learning and using Blender but can't really grasp it, whereas it was so much easier and faster to learn and get into UE. I believe the future of 3D animation and game making is UE, so I see no point in learning and using Blender other than just as a side hobby.
@@kenhew4641 how hard is it to learn 3DS max?
@@yearight1205 for me it's very easy to learn 3ds max. Everything is very intuitively structured and placed in context, while in Blender everything seems to be everywhere and not easy to find what I wanted to do. Although it could be just me being so used to Max's UI and structure. I've heard many saying it's easier for them to learn Blender than to learn Max, having no prior experience in any 3d software and coming in as a complete beginner. So I guess it really depends where one is coming from when it comes to learning Blender.
I'm a 3ds Max veteran who recently switched to Blender. It's an excellent tool for game development. (But when it's animation, I ditched everything for Cascadeur and Sequence on Unreal).
Blender has gotten way more user friendly after 2.8 and beyond. Has a bit to go and still feels like a "young" software, and it is compared to 3ds and maya. But overall for hobbyist and even some professional work I think it's good.
Compared to maya, no
But compared to 3ds max, blender is a 100 times better
Modeling, sculpting, shading, animation, rendering, compositing and the overall performance are faarr better in blender than 3d max
Oh sweet! Thanks for mentioning Bforartists! Lot's of love went to the GUI.
You are welcome! Keep doing amazing things ❤️
I just dislike how it handles Rendering, Cinema 4d main strength is how simple it is to render out an idea, you get tags for specifics, and very simple render settings.
I tend to find more Blender users rag on 3ds Max. As someone who switched from 3ds Max to Blender, I can agree that it handles high polycounts a lot better and even crashes less. But does that make it worth taking out a second mortgage to use Max? I don't think so tbh
For a beginner who just want to try 3D or indie game devs, Blender is the best tool they can use without spending much money.
Blender gets more and more foothold everwhere. Tutorials are easy to find.
If you learned on other packages, lightwave, 3ds max, maya, etc, blender can be friggin annoying. And not necessarily because blender is bad but because it just does everything differently. But if you learned on blender it's likely you would love blender.
this explains why, try as I might, I can't really seem to be able to grasp Blender. I've been using 3ds max since v1.0 and knew the software like the back of my hand, but when I tried switching to Blender, I'm like a complete noob. But when I tried learning Unreal Engine, I got into it almost immediately, like it's a sister program of Max, and I know intuitively how to navigate and get things done in UE even without going through tutorials or help file. Which is good since I believe UE will be the future of 3d animation and game development
I learned on Blender and have no issues with the UI. I always translated "Blender has a bad UI" as "I'm used to Maya".
"No one hates blender"
-Entire Blender community
"I hate blender!"
-That one maya guy... you know the one.
Blender, when I used it many years ago, was a very frustrating experience and all the courses and tutorials that now exist weren't there at the time, so some of us just moved on and tried other things and, based on that initial experience, don't really feel like switching to Blender even if it does sound way more usable now
And it’s super convenient to model pieces in blender and put it together in unreal with nanite… fixing the high polycount issue… and using unreal is also free for small companies.
Where did u get your statistical data that ppl hate Blender?
The clunky UI criticism was valid before update 2.8. Nowadays it has a pretty good UI.
I love Blender, however my biggest gripe is it sucks working in quad viewports, as you can in Max and Maya. Example in Blender, when working in quad view, maximize any of the four views, then go back to quad and the last maximized view becomes the top-right view. So frustrating.
I love blender, I just hate using it, gives me a headache.
Shortcut driven is not good, bad for posture for starters
You mentioned Blenders present UI is similar to some of the Indusrty standards. I must disagree. Since Blender is key command focused, its UI is sparse compared to other pro 3D apps.
I have always admired Blender but couldn’t get past the interface. Once the interface was updated, it was much better but I still had problems with learning all the key commands. I have always used 3-D software with a much more graphic interface. A combination of UI and key commands. I don’t have the time or inclination to memorize a ton of key commands to do my job. After some research, I decided to use BforArtists. The interface is much easier to use. It’s very similar to Cinema 4D, Maya and Studio Max. BforArtists has tools Blender does not and it is also mouse centric. For example, all of the navigation is done with the mouse and no modifier keys. That simply adds to the overall speed of use. If anyone loves Blender but hates the UI, check out BforArtists.
As universal instrument, Blender 3D could a lot of things, but doing all of them not so well as special software... But except hard-surface modelling, the main modelling process here is awesome in comparison with other software, and I like it!
I really be upset when majority don't understand that "there is no free lunch". This economic principle unfortunatelly is ignored by fun club Blender comunity( and other areas...). After Maya, Houdini is my way.
The really important is if Blender is usefull for you. That's is the key.
Blender is simply amazing open software and it's always on top among all 3d software, others are for business but blender is not. It is for the common man who wants to do 3d/2d animation for common use and understanding or expressing feelings by making short movies totally free. Gradually it will come to the same level as other highly paid software. Geometry node is really amazing and i think no other software have this.
Blender's UI is mostly very polished imho and I've always found the program very intuitive to use.
Coming from an engineering background I've noticed that most artists who've done some form of digital art academy or university have been taught how to use certain pieces of software in a very mechanical way, instead of understanding the workflows and underlying principles that are transversal to any software package.
It's a pattern that's polluting pretty much any discipline, including my own field, where courses are getting very unidimensional and highly specialized towards software suites that make commercial deals with the universities themselves.
Invest your own time into learning skills, not pieces of software.
totally agree with you
It's counter-intuitive.
@@aresnir2725 no it's not, you are just not attuned to it!
@@aresnir2725 that's a counter-intuitive comment!
I love the philosophy of always developing new tools, its the most exciting thing about blender and eventually will lead to some amazing software.
You know why I hate Blender? It's because every time (EVERY TIME) I need to do some fool thing, everyone says I can do it in Blender. Sure enough, Blender can do it. No problem. Very powerful. So, I open the program up... all right, I'm used to learning new stuff, I'm used to hitting the steep end of that learning curve, I can do this.
Well, enough futzing, tutorial time. I find a tutorial that does exactly what I want, because there are tutorials to do EVERYTHING in Blender, because it does everything. 20 seconds in, I have to pause because the menu the tutorial creator hit isn't there on my desktop. Some time later, minutes...HOURS, I figure out I have to hit alt-shift-N or some other key combination and, hey, there's the menu. 20 more seconds, and I'm stuck again.
Here's another fool comparison. SketchUp, remember that? Yeah, it's got an "inference engine" that tries to figure out what you want to do and actually helps you do it. It actually worked. Blender? Blender has a 9 page PDF of shortcut keys, in small font. First time I tried Blender, it was the old interface. Yeah, I've done open-source a lot, I get that it was made for the people that made it and I'm happy they share. I'll put up with a lot, but dang. Next, new interface, hey it almost looks "standard." 30 minutes in and I realize it's just a normal skin over the same 9 pages of keyboard shortcuts. Dang.
I get some fool idea, try to do it, realize I need more software than my standard kit, try EVERYTHING else, then end up in Blender... because Blender can do it. So far, I've managed to get a pathway through a couple of specific things that I need doing. It works great, so long as I don't accidentally hit some magic key combination that leaves me wondering if I have to reset/reinstall to back out of. But, it gets the job done. At this rate, I should have Blender Basics figured out in 2045 or so.
I hate Blender because it works. I hate Blender because my life is forcing me to learn how to use it. I hate Blender because it's so freaking awesome I'd be a fool to not learn how to use it. Everything I want to do... apparently, I can do it in Blender. Sigh...
Great job on this video. I'm not a blender user but this is pretty true. Use, whatever works for the job and what works, for you.
You are free to use what ever like and comfortable with, why there is need to discredit others for their effort.
The thing about Blender that commercial software can't beat is the power of collective input. I've ignored Blender for a long time. When I was finally ignored by Keyshot after buying the KS ZB bridge and denied support, I was kind of forced into looking at Blender as an alternative for a renderer. This was a blessing in disguise. I found Blender to be superior to KS. I was impressed with all the tutorials that let you dig deep into the software.
I just started using Blender, and I'm greatfull for industry standard button configurations. Lets you speed up the process in learning the package. So far it's pretty cool it's just quirky with the way it models, but gives great results will be learning to rig soon since I do all that sorft of thing in Maya. I'm glad I'm learning it especially witht it's fluids.
Quite a small thing but can help significantly.
"Grateful."
I use first 3ds Max, it's a good software for modeling , after i try Blender to modeling and animating, i found the difference is on keyboard shortcut, now i use Blender to do all my project and i learn Maya because it seem we can do animation with more facility... my story resume what Blender represent in the eyes of whom who works in the animations industries, but the girl they love but can get married with her !
Blender has enterprise support. I see this misinformation in almost every why blender is not used in the industry video when it really takes few mins to research.
Probably because all the industry standard tools are the ones being used in the early days and taught in schools.
and they wont know whats hit them when people stop doing 3D at schools/colleges/Uni's because everyone can use Blender wherever they like without the need to go into a computer lab to learn it, and that has already begun, the surge of new Blender users is growing fast and soon more people world wide will use Blender than any other 3D software and that changes things
It didn't come to life because they wanted it for free. It came to life because the company that implemented the first proprietary version went bust.
Blender has exploded in the film design sphere. Did you know that film studios like Disney, WB, Sony etc do not provide software for the Art Directors, set designers, VFX artists etc? At best you might get a weekly fee towards your "kit". Thus, any tool that can "do the job" whilst saving money will always be popular.
I am 3D Rigging (Maya)artist have 8years of big industry experience..
Maya is commonly used for most of the VFX studios so we learned maya and next gen will learn maya so they get job..
So for a studio it’s difficult to hire someone who only know blender and for a student it’s harder to get a job if they only learn blender and it’s become a circle that’s the only reason blender is underrated..
But i am sure no true artist hate blender it’s a excellent software for personal use or some freelance..
Hope blender will be an option for most of the industry soon so it’s get it’s true value..
Being free means giving a chance to everyone...blender gives more than a chance...everyone loves blender
Being open source and Free as a result of that, means more people exploring Blender which brings more people to doing ever more awesome things to give back to the community which then becomes a positive feedback loop and ultimately others adopt it because it's become a staple in more places than the niche studios who need the other pipelines.
Nope I spent 50 or so hours learning it felt like a waste of time
@@quackcement spending 50hrs learning anything is something but it ain't gonna make you knowledgeable about anything enough to enjoy it use it. You have to want to use it and enjoy the learning for learning sake otherwise you will never enjoy anything and will never truly learn anything properly.
@@quackcement sorry but your are just never going to be happy about anything with your attitude, plenty of people learning Blender and creating everything you can imagine with it, the problem is not the tool of choice but the person using it, if you can't use the tool effectively then you need to examine why that is in the mirror.
@@GaryParris that statement you made would be credible if I aspired to make art that other blender artists make. However if after a sufficient amount of time the tool you use doesn't adequately do what you need it to, it's safe to say it's the wrong program. Reality is I would have likely put in a thousand hours into it and maybe become a blender fan boy if it got the basics I need it for right. But unfortunately it doesn't.
I LOVE Blender for what it can do and it's potential to make every other 3d modelling CGI software obsolete. I HATE Blender because you need to be a devotee of Tzeentch to accept the GUI, key shortcuts and figure out why 5 times out of 10 edit mode face extrude moves vertices in a random direction instead of extruding a face... and you need to be a dedicate yourself to Slaanesh in a masochistic sense to persevere with the sheer agony of learning how to overcome Tzeentch's influence over Blender.
Firts time it was very hard to use, but after I learned some basics it was my prefer software.
It will be a matter of what level it reaches.
If you are a student and preparing to work as a 3D designer, it is more beneficial to become familiar with most companies built on 3DS Max or Maya, as others have said, rather than Blender.
If you have a certain level of technical skills and are confident that you can make money from your individual work as a freelancer, Blender is a great companion for you.
(Because it's free anyway)
never heard of someone hating blender but ok.. i clicked and commented, you win
I love Blender! I used it to create the animation I use in my videos and my profile picture here on TH-cam. It takes some getting used to, but it's great. I prefer it over Lightwave and Modo. (Though Lightwave is pretty MIA at this point.)
Hate is too strong a word, but I see the same across multiple genres. Besides the fact that something is a industry standard, which does bring some oomph, people have an affinity for something and slam anything they are not used to and don't see the point of. Windows user will slam Mac (I have used both and don't see the issue), Android users slam iOS for much the same reason ("you can't configure it, so it must be dumb"), Burger King vs McDonald and so on. The last one mentioned kind of shows what it is; just a matter of taste. Just because you like it, doesn't mean everyone else has to, and vice versa.
Still many who will use all the same arguments despite many of them not being true anymore and in future, if you can't use Blender as the great tool it is, then you simply are limited by your own imagination and creativity. The Dev's and the Community are awesome and always happy to help people!
1-Im used to these "clunky UI" to be border by that.
2-It's free, cant argue with that.
I don't hate Blender, its a fantastic program that lets you do amazing things. I use Blender, 3ds max, Modo, Rhino and Solidedge (the last two for CAD). I rely on these programs and i think that Blender and Modo have the most awkward UI. Its like trudging through sludge. They both render fantastic images, but for the easiest mesh modelling and UI, i think 3ds max is better. It took a lot of time to understand Modo and i think i need to spend that time with blender, but it could be easier.
Generally it's fine but it keep crashing all the time, when I use 3ds max and maya they chrash like once in 3 days but Blender can easily crash 5 times in one day.
If you learn blender from the right place, you Won't say things like It's a shortcut driven software.
YO EMPECE CON MAYA, pero ahora uso blender fue dificil adaptarme pero valio la pena
Blender is great entry software that is generaly improving and is good in many areas
blender 3d is the spark in the dark.......
the history how the program evolved ,the evolution of this idea of freedom & sharing and working together specially is amazing ..
thats what we need for a better future ...
... share ideas, tools knowleadge with the world and develope a free and better world...
I didn't know that people hate Blender.
I did for the older version (2.7 or older)
Blender deserves to be industry standard at this point, in my opinion. With the introduction of new features like the overhaul of the hair system, brand new geometry nodes with simulation and find shortest path, the improvement on the python scripting and render engines, basic assets and the growing amount of non destructive workflows, I do believe it needs to be standard. It even has all the tools for professional compositing and 2D animation like the grease pencil. Plus there are a plethora of add ons to make your life a million times easier, a dedicated community. It can 100% produce professional level projects
Well, soon as it can handle a sculpt with more points than i can count on both hands, im sure it will be.
Don't worry Blender is or isn't industry standard it's just meant to be Blender for all, and if it's used in the industry then no problem if it's not, it's not the end of the world, remember the more its used the more opportunities exist to use it in.
I actually love blender it is free the only real problem I had was not having good enough software to handle some of my own projects which I am currently working to fix.
I miss Softimage. It was the best by a large margin. Imagine how close to Houdini ICE would be if Autodesk hadn't bought Soft so that they could take it out back and shoot it.
Right now I am forced to work in Maya at work and I hate it, but Blender is my personal choice.
The only 3d software im using is Blender, even for sculpting, when i tried to use Zbrush and i saw the UI and shortcuts i had stroke. I want to belive blender Is going to be as good as maya and zbrush in the near future :3
Blender just has to be as good as it can be for all of us not a clone of any other software, i've seen Zbrush sculpters use Blender just as well as zbrush and attest to it's capability, regardless of the limitations most people put on it. Just let Blender grow as it does, you will get comparable funcionality in future but not the same workflow and reasons
@Agape Zbrush has some advantages and disadvantages for sculpting, checkout some professional zbrush users who have successfully used and abused Blender to get the results many zbrush only people could learn from. its not as simple as you think in terms of professional sculpters don't want to admit! the game has changed, the end!
@@GaryParris still no proper alpha rotation for brushes in blender. Still no decent management for new brushes. Still worst performance. Game wasnt changed at all and the end is not even near.
@@sounddifferent3752 this is called "just name every feature blender doesn't have because it makes me look smarm"
@@sounddifferent3752 blah blah blah is what I hear, still no this or that, all I see is someone whining that they can't, instead doing what they can with what There is, or getting involved with what can be. That is the failure of your words, you need to take on task of moving forward or be the change, it's an artists tool if it is limited it's because you are limited. An artist does not whine about the tool they use the tool to find a way to do their art
I've actually never heard someone say they hate blender
Nowadays Blender is highly used software than anything else. Yeah still it is developing but has a lot for new comers for their better or may be best. Tutorials on Blender are more than any other software. I have been using Blender and 3DS Max and I know tutorials on Blender are than 3DS Max.
I don't like blender even if I don't deny that it has qualities. For me the main problem I have with it is the inability to create custom menus and the incessant travel between modes. To tell you the truth, I find Zbrush much more practical than blender.
2:10 "Why would you?"
For proceduralism, variants (model a rock once, generate thousands of unique rocks), easy UVs...
I use Houdini but Blender's Cycles X for rendering it out.
Most that I've interacted with that dislike Blender haven't used it in many years and are remembering the old interface before they started improving it.