

Instead of creating one gigantic post, I’ll spread it over multiple posts, each containing bite-sized chunks of information. It is a lot to cover, and I landed on a different approach than what I planned in the first place.
LIGHTWAVE VS BLENDER HOW TO
When deciding to cover Blenders toolset I had to make some decisions on how to organize the material of this post so it makes sense and follows a pattern of some kind. It speeds up things considerably, and it’s no different learning the Blender hotkeys than learning the Maya or Modo hotkeys, it’s the same thing.
LIGHTWAVE VS BLENDER SOFTWARE
The way I feel about it is that no matter what software I use I’ll want to learn the hotkeys. It all boils down to laziness if this is an argument for not learning Blender! Besides in the recent versions, Blender has gotten more comfortable in sense of the user interface, and most things CAN be done using menus and buttons. For those that’s just starting out in the world of 3D this is totally understandable, but for users coming from a different software it should not be a problem learning the most important hotkeys needed for let’s say modeling. Many new users complain that Blender is so hard to learn because of all the hotkeys involved. What I’ll do in this post today, is to present some tools and their hotkeys that I’ve found myself using a lot and describe their usage and sometimes compare them to similar tools in Maya and Modo. This time around I’m going to cover the general tools and workflow in Blender compared to software like Maya and Modo.Īs you all know I’ve just started using Blender a couple of weeks ago myself, so I’ve had to do some serious experimentation and reading to get comfortable enough with the different tools to present it to the public! But now I finally feel that I’m ready to embark on a real project in Blender, even though it will take more time than usual, because I’m not fluent with the hotkeys and tools just yet. The main reason I’m doing this is to get more users out there to understand that Blender can be a viable alternative to their current commercial software, and at the same time I tend to learn things much better myself when I try to teach / demonstrate the workings of something. Its good now, but it will be an absolute beast once the kinks get ironed out with eevee and the painting + sculpting tools get improved.First I’d like to say thank you to those giving me feedback on this blog series, through comments, forums, Twitter and the Blender IRC channel! It’s been very positive and that makes writing these posts a lot easier. Tl dr Blender is a jack of all trades and covers a lot of bases fairly well. But you quickly have to start using textures and normals to simulate details whereas I've seen people just sculpt those details directly in zbrush. It has things like dynotopo to add details and the brush engine can do a lot of the things zbrush can do so its possible to make things. Blender's sculpting can still be used to sculpt complicated things, but it probably has to be planned a little bit better by separating the mesh up. I don't know if most people will reach it, but zbrush can handle way more polygons and is just a way better tool for sculpting since that's what its main purpose is. I mentioned zbrush for sculpting, and it just has a way higher ceiling.

So depending on the workflow its still pretty powerful and can achieve the same results. Even though the painting is primitive, the material node system is fairly powerful if used with textures instead of procedural generating everything. Blender's materials and painting system is there, but even with tweaking its only somewhat as good as designer+painter let alone the extensions that allow to export materials to unity/unreal.

Its insane how good it is at the things it does especially with its procedural workflow. Houdini is just a step up in simulations and particle effects. I would say the real standouts are probably Houdini and Substance3d with kind of zbrush. is in some ways really good with the new eevee engine. Blender's animation tools are good, rendering. Objectively, I would say blender is even slightly better at things like modeling. A lot of major players customize things like their rigging so in that sense blender is far from being able to remove maya's position. So the former is better for architectural stuff and product design, the latter for modeling, rigging, animation etc. Lightwave, Softimage are pretty much dead.ģds max and maya are both owned by autodesk.
