@@dingle2987 bingo...as long as the work gets done no one cares....just be good at it and export fbx or obj etc do final export from whatever they want it from.
Im gonna be using both and this tutorial was extremely useful. Everyone who's switching, you already know all these things, you just gotta figure out the navigation and that's it. The issue is when you start doing tutorials and try to follow the shortcuts from scratch it gets real confusing. It's better to follow this guy first and get used to the navigation.
Hey Morten and Henning. Would you guys still recommending 'embracing the Blender controls' even if you are working alongside other software like Zbrush / Maya / Substance etc that have Industry Standard control sets? Is using the industry compatible mappings in Blender still not worth it even though it would make controls consistent across all softwares in the workflow? Also the argument can be made for the industry standard controls as being more efficient than Blender native controls (ie. W,E,R keys for Move / Rotate / Scale are right next to each other on the keyboard whereas the corresponding hotkeys for Blender, namely G, R, S are not). Genuinely curious on what you think of this as someone who is trying to switch to Blender from Maya (became too expensive for me)
Industry Standard is definitely the way to go. Makes everything just streamlined and much more efficient. I work across Blender, Unreal, Unity, Spark AR, Lens Studio etc and just having a standardised Keymap setup just makes sense. I absolutely love Blender but I always make sure I switch to Industry Compatible.
for that last tip, you don't have to go to wireframe mode to be able to select the back faces you need x ray to be enabled wireframe mode has x ray enabled by default. the x ray toggle is the little 2 squares icon next to the wireframe icon in the top right
ive been using blender for years but ive never used xray mode, its a lot easier for me to press shift+z whenever i need to select backfaces then use alt z or press the icon for xray
21:40 You can join and split the viewports by clicking and dragging on the corner of the view where the mouse will change to a little + sign, it does an auto split / join. Splitting the viewport to a separate window that you can put on a separate monitor is nice also, Window > New Window.
As an industry professional working on AAA studios, I wouldn't have switched to Blender if I hadn't immediately utilized gads of addons, and customized the ever-loving bejeebies out of the hotkeys. After doing that (admittedly tedious and time-consuming) initial legwork, I now love Blender and use it every day. Although, my dirty little secret is that I still use Rizom for complex UV mapping. But I do have an addon for getting models into Rizom and back automatically.
now i can use both blender and maya, i got it easily from ur video since i done a donut before from blender guru but i forgot many thing.Before i was study maya and zbrush in college so i can now use three of this software as well
i mean i installed maya config addon and its much better. navigation makes sense now and hotkeys are still blender ones so i dont see any issue with tweaking blender a bit.
Switched from 3dsmax 4 years ago. No regrets. I love how in Blender you start new scene and you already be able to create something and edit mesh by simply hiting TAB key not like in 3dsmax, where you need to add specific modifier to start editing mesh.
It's not a beginner course if you're new to 3d. We're specifically not covering basics that people familiar with 3d already know. You can check out our intro to blender course for that :) flippednormals.com/downloads/introduction-to-blender-2-8/
@@FlippedNormals thanks, well I have so experience with ZBrush but I often find it to limiting to creat every assed I need. I will check out both course then
In you want to select all faces in edit mode, just press A on the keyboard. This also works if you want to sellest all the meshes. To grouping object (you dont need external plugin) you can just parrent them by pressing Ctrl+P and to remove the pairing press Alt+P :) Remember to chose keep transform if you want to keep it :)
To be honest, I recommend using industry standards. In the beginning is kinda hard to get used to and there are some bugs that you may have to fix by yourself, but it is much more intuitive to use a gizmo and your own shortcuts than very weird keybinds that make you jump all over your keyboard to make something simple as move a edge along X axis.
I don't know if you're still looking at the comments but if you do something like s and shift+x you will scale on only the z and x axis. Also double taping and axis will change the axis. Essentially going from global to normal and back.
Not bad, i feel like everytime a video for switching or using Blender is released by you guys it's 4 months behind the pace of the software so that things you point out have already been looked at/or added functionality is already done or updated.
To everyone getting triggered: Consider the fact that blender is free, and rather than switch, you can expand your toolkit without a license. I have my professional recording software, but I'm always checking out free alternatives. None have made me switch, but they have fun tools I can use. Doing things differently is a good way to get inspired. There, world peace.
at blender a year and a half now i changed a few hot keys also when i model i use quad view i set up a hot key for that also upskilling my modleing skills at the moment in sculpting last project i done was a bolt new blender update less than 2 weeks away folks
I just have a Joystick with many of the Blender Hotkeys mapped to it, I find it very usefull for navigation, I can go from Zbrush to Blender, and stop trying to fight with the shortcuts of both programs
@@CybranM I have profiles for all the programs I use, using JoytoKey, I mapped similar shortcuts between programs, like brush size, to the same button in the joystick in all my profiles, and then you just need to use muscle memory like a game
Hey you guy's have used Modo before should I be switching to Blender. Seems like allot of people are leaving Modo because of lack of stability and product development. What I want is a program I can model characters, rig and animate is blender as good or better for this? I am a hobbyist by the way and I have allot of time and money tied up in tutorials and plugins for Modo. I feel like I tied my wagon to the wrong horse because now I am really interested in animation and there is no training for Modo but a ton of schools for Maya. Maybe I should bite the bullet and learn Maya. What do you guy's say.
Would appreciate to see c4d to blender workflow. Especially mograph process. Where we have effectors like plane, delay, random etc and fields. What blender can offer. Maxon... they are not integrating redshift in c4d for a little less!
@@erik.... may be. Would be really helpful if any blender guru make some tutorials or workflow guide on that. As I just started to learn blender but then didn't find a way for my mograph work due to lack of blender knowledge I guess or may be blender is not there yet in mograph area.
@@ahsan118 Go find the animation nodes add on. The doveloper of that add on it the same one running the everything nodes project. Someone correct me if I'm wrong.
Actually for backface selection, there is a dedicated inbuilt addon called xray selection tools which is highly customizable to each selection, i set it to active only when i select with B key, in that way if i have to select backface i just press B for box select and in normal scenario just use regular one.
this is all great, but as a motion designer heavily into the mograph tools, I haven't been able to justify the switch. As expensive as C4D is, I have to say the ROI from getting awesome shit done faster is worth the price tag.
One important question every one has its in mind that. Why do some one need to shift into blender. What the difference btw max and maya or what ever software.
I've used Modo, Max, and Maya as well as Blender at some point. They are all good software. Add ons for most software are really expensive. In Modo the toon add on is like $200, you can pick up several for Blender and still pay less than that total. Also Blender can do it natively pretty well even without add ons. Maya and Max never get a rewrite. Everything just keeps getting added on and added on. They have become the kings of bloat. Maya and Max are both pay to use programs. You have to pay to keep using them and can never own a copy.
I'm not too familiar with Maya, or a pro at shaders, but Blender's default shader ("Principled BSDF") has Subsurface settings for skin, and two methods for subsurface scattering one of which is Random Walk. I guess that means yes?
@@ProjectAtlasmodling what if Blender is no longer open source as its becoming industry standard. Do you think those indies and Freelancers will remain loyal and pay the affordable fee for the latest updates.
@@oluowolabi6589 It's literally impossible. If it were, in theory, you would need to have every code contributer to sign off on it and if one person said no you couldn't make it go closed. That said sense blender was first available to the public it was always free. You did haft to pay for a key to get more advanced features but it was free
@@Peligrimo For me learning a new tool in the mist of project with deadlines looming can be nightmare. I'll learn Blender shortcuts at my free time with personal projects.
I installed it. What I do when I follow a tutorial I click the button that makes blender go back to default. Then go back to "maya mode" to navigate and stuff.
So do you consider that modeling in Blender is better tahn that in Zmodeler in Zbrush ? Cos I dont see nothing special in this video about modeling in Blender.
Definitely. Zmodeler comes with many restrictions and in general is a very suboptimal way of doing many things when it comes to modeling. It can be really good for some hard surface stuff, but you're still suffering under the fact that it's not a full fledged 3d software.
@@MikeMike-wc8on I was made with zmodeler bike, car , electric scooter, hover. Dont tell me that zmodeler and zbrush is not good for modeling. Probably you not sitting too much in this softver.
I am a Max user trying to switch to blender and that "embrace blender" easier said than done. Some of the things blender makes you do to achieve what you want is too silly/painful compared to max. And that sometimes keeps me away from blender. I think this software still has a long way to go in terms of user experience. About that course: A course targeted Max users trying to switch would be the thing I need. I am pretty sure the author of the course didn't use max, because things like "think non-destructively and use modifier".... well, thats what max users do. Instead what would be helpful is if someone showed the different approaches to doing things in Blender from a max users pov (not asking to replicate workflow). For example: Yesterday I was lighting a scene in blender and I needed specific lights to affect specific objects only. Apparently, there is no way to do unless you use composite nodes meaning you have 10/20 different lights affecting 10/20 different objects... you are in for some agony. Now thats something that makes embracing blender even hadrer. And what the hell??? Blender lighting artists never felt the need for this feature?
Can't switch to Blender because it's still missing everything about Max's modifier stack, also it's mouse input is still bugged to this day (rebinding things and various problems with middle click and having to let go/hold/release the mouse in wierd as shit ways you don't have to do in other software). The very fact that the coordinates for manipulation are off to the side in some weird side menu is all I need to never touch the program ever again. But not having something equivalent to Edit Poly modifier makes the program a destructive no go zone, everything in Blender always needs to be collapsed. Max is still the king for just absolute non destructive highly maleable workflow for modeling. Maya isn't even comparable to Max or Blender for modeling unless all you do is alien humanoids, in which case it's retopo tools are slightly better than Max's, but the actual program's lack of any modifier or non destructive workflow makes that also moot. I get people moving from Maya to Blender as it's a straight upgrade for like any of the core modeling tools, but Max? Lol. None of the programs also have anything close to max's CATrig. I cannot manipulate my viewport as fluid as Max, I cannot model as fluid as max, It can't handle anywhere close to the same geo counts as max, every modifier is destructive and requires you to flatten your model, it's unuseable as a 3D concept artist in my opinion. Blender is way too broad and cannot ever specialize, so I can't ever hope to be a specialist using it.
Maybe its blender that should stop inventing key combinations and switch to industry standards like the others "embrace blender" you'll have a workflow that will be useless in any other standards
You say that about a program who uses hot keys to do most tasks and that is older than Maya. What you have said is like telling an artist to do more mainstream art. It's stupid. Blender developed it's hotkeys, not for the industry but for it's users and it's sell. Maybe go tell Maya to get rid of floating windows and that one hotkey that brings up a menu the size of Texas with it's menu and it's bazaar half pie menu thing.
@@ProjectAtlasmodling bruhh the menus are dope man the only reason i don't wanna switch to blender is those shortcuts and as for rigging and animation for now stick to maya if u want a job at a big studio
1. Give Autodesk the finger 2. Give Autodesk the finger 3. Give Autodesk the finger 4. Give Autodesk the finger 5. Give Autodesk the finger 6. Give Autodesk the finger 7. Give Autodesk the finger 8. Give Autodesk the finger 9. Give Autodesk the finger 10. Breathe a sigh of relief and thank God for Ton Rosendale as he doesn't care about the money
in my opinion its better to stick to your own hotkeys and mix blender hotkeys here and there. Because if you are migrating from another software to blender you already would know what you want (workflow). But if you are a complete beginner then definitely stick to blender hotkeys. PS: blender hotkeys are all over the place something i personally dont like. i would rather stick to left side of the keyboard for hotkeys
from the comment, I do not know who wants to teach whom the friend still has a lot to catch up on , and by the way I prefer to have £ 8,000 in my pocket than pay autodesk and UE4 I know what I'm saying I just turned 50 yep , if there is such a need, I will jump to a piece of paper and a pencil ;-)
2019 - "Why Blender Isn't 3D Industry Standard" 2021 - "10 Tips for Switching to Blender" 2023 - "How to uninstall all 3D software other blenders in the correct way" 2030 - "How to divorce with Blender without any regret - psychology session"
I used Blender for years and 3D cursor is just as annoying as it was day one. I wish it was optional. No matter how long I am using Blender it is just a bother for me :D
Anyone who switches from the four powerhouses mentioned - Zbrush, C4D, Maya and Max - needs their head examined. Unless your decision is purely financial.
I'm most regards blender will do the job of all those software. You don't need the best tools in the industry to do a job that doesn't require them. You don't go out and by a carpenter's tool box when you just need the saw and a hammer.
@@ProjectAtlasmodling Usually best tool in the industry to do the job come with far superior tools to speed up your workflow. With Maya I always discover new tools and features that could have saved me alot of time and labour aches.
@@oluowolabi6589 Just because it's the most "advanced" tool doesn't mean it's the best of the job. Blender is fare faster at modeling than Maya and max. They may have tools in there that may be better for certain things or may be able to have more polygons but 95% of the time it doesn't matter. Maya is amazing at animation but lacks a truly good modeling workflow. Max has a lot of modeling tools but it's clunky and most of those tools you'll never use.
@@ProjectAtlasmodling Absolutely Advance tool doesn't mean best for the job. I think if the advance tool is efficient and time saving in production pipeline then it is the best tool for the job. For Example when modelling garments/clothing folds neither Maya, Zbrush,3D Studio Max or Blender are efficient for the Job. Marvelous designer is the most efficent tool doing a faster Job.
Nah, use industry key. If you need a tutorial to tell you how to move around you're not really coming from another program now are you. Need a key just rt click on the button you need. Also if you follow industry keys you can basically watch other program tutorials and follow along.
@@FlippedNormals kind of. but all the principles are the same, edges are still edges. Blenders hotkeys are vomit and will slow you down production wise
I used to be a university 3ds Max and Maya teacher. I found that my lectures could not be used for the other program. Max workflows are nothing like Mayas. The tools especially up to 2017 didnt exist in Maya. And still, chamfer, inset, the concept of smoothing groups aren't there. So i had to write totally different curriculum for each modeling workflow. Regardless of hotkeys
@@AdamMann3D I was an autodesk trainer for a while way back in the day for max and maya, I might have to disagree with that. They were named differently, smooth groups, soft and hard edges and mean crease, modifier stacks vs history stacks. I think you should re-look at workflows with todays software, I have to bounce between the 3 all the time, their principles and standards are basically the same, your search history for a tool might differ on the definition. For example all you have to search (smooth groups ___ program__), regardless program you'll get your answer. This is why it's much more important for people to learn UX definitions and the principles of 3d rather than a follow along tutorial.
One advantage has given Max the upper hand. The assets are widely available on the internet. Blender is less than 500Mb and the latest version of Max is 5GB+ quite a big difference. Blender is a complete basic package animation software compared to Max.
Maybe they can't afford to pay for a 3d package, they like the suite as a whole. Each person has their own reason. We're just here to make it easier :)
I find blender incredibly muscle memory friendly and immediate (breaks my focus less) when it comes to modelling, particularly compared to Max (maya is also pretty good in these regards). Max does have an edge when it comes to modifier based modelling, but both leave a quite a bit to be desired particularly in terms of immediacy. Having a closely matched PBR viewport and pathtracing engine is pretty solid, especially given how interactive cycles is. Its also nice to have something that is relatively small and starts fairly quickly.
because it really annoys Autodesk and the staunch people in the industry that people can both enjoy another 3D program while simultaneously doing it for free and to whatever level you decide, and still get help from potentially millions of people for free, and have input to the software for free. if that's not enough keep on trolling along, for free lol
Great work guys! these videos really help make the transition less daunting. To all the Max / Maya users on here posting sh!t like 'number 11. Don't switch' - some people have only experienced software through work, where they haven't had to pay for it. Some are hobbyists - not EVERYONE wants to make sci-fi concept game art for games that don't even exist or overdo edge wear in Substance just for their Insta feed. Blender isn't great just because it's free, it's great because it's powerful. There's a good reason many have switched and are switching, don't denigrate them for that. Not everyone uses the software every day, sometimes for a few weeks or a month even, so paying expensive subs for something not used much sucks.
@jevf4a2 I think the anti-Blender crowd are miffed because the software is getting a lot of attention this past 18 months since the 2.8 major overhaul. Not many newbies will look at Max and Maya with their idiosyncrasies and huge monthly costs and say 'THAT'S the software I'm gonna use!' - most Max / Maya users do so for work and college. Blender gives people an opportunity to create 3d art without £100 a month costs or piracy. Blender is not just good because it's free, it's great because it has excellent modelling, sculpting and rendering tools. And Cycles-X is just round the corner. You can spend the monthly price of Maya on a great PC set up and use Blender for free.