8:15 Don’t forget, the trial version of Blender is only valid for ∞ days. After that, you have to pay $0 if you want to continue using it. You can pay for the entry-level activation licence, which gives you only 100% of the features, valid for a further ∞ days, for a fee of $0. Then for an additional $0, you can activate all the remaining features, valid for another ∞ days. Note that this licence is only valid for installation on ∞ different machines for ∞ different users at once; if you want more than that, you have to pay another $0 fee.
Crappy software is still crappy even if it's free. This is why linux still has no desktop market share, even when windows has turned in to a complete pile of crap.
Actually the blender development team is mainly based in Amsterdam. They work together with an animation team, and they develop blender while it's being used for real projects. They have been doing this for years and that is basically why it has come as far as it has been. (it's called the Blender Institute)
I'm currently transitioning from Modo to Blender as well and I 100% agree with everything you said. Though, aside from some really cool features (e.g. eevee), it's the thriving global community that has really drawn me in. There's an energy in the air and it's getting me fired back up and passionate again!
you don't understand anything about 3d programs, 2 programs are professional, 3ds max and The Foundry MODO because they make your job easier, and if you know how to use them you do truly extraordinary things, maybe you like blender more because it's a free program, but I assure you that you can't compare blender with 3ds max or blender with The Foundry MODO because blender can't compare with programs like 3ds max and The Foundry MODO they are too professional.
For those coming to this after...recent events and confused by how he talked around the video title: -Community -Pace of Development -Customization -Price
i've started in blender i haven't really touched any other program i heard Modo is awesome thing is i'm *usually* just a one man team and having all the tool in one place is freaking awesome for a one man team
you have my severe gratitude for the hard work you did with your custom Blender UI. It really made the switch to Blender 10x easier. I recommend it everyone !
Even in 2020 with all the changes in blender, it still feels a bit overwhelming and less intuitive than it could be to me. I wish there were a way to fully contextualize the interface, so options that are not applicable are invisible, to avoid the clutter and make things more streamlined.
I was like you, then in 2006 I sat down and read the manual. Every single day for 2 weeks, 30 min to an hour of reading, then another bit of turning everything into rote-memory. I practiced everything I learned for at least 30 min before going to bed. Now, 15 years later, I can still use it. Unfortunately some really handy philosophy was scrapped, like left-click being finalize instead of selection... but it's still pretty cool. Anyway, if you're still having problems, and for anyone like you, I'll try to list out some techniques to "get familiar" assuming you've just opened it up. You'll see a giant cube in front of you, and you wanna select it. Select it with either mouse button. Hit tab to enter Edit mode, hit tab again, that's object mode. Hit tab a bunch more times and say "edit, object, edit, object". Do this trick with everything I'm about to say. Shift-A is add (unless you changed it on purpose to spacebar when first started) MIDDLE MOUSE button is your navigation. Hold Shift to pan. Mess with ctrl, alt, and shift, and press the middle mouse. Every 3D software uses this except Modo for some reason. Bottom bar, just below viewport has Edit/Object mode, then axis (Global, local, pivot, etc), to the right is vertex, edge, face select. Select the face button, then pick a side on cube. the A button is "ALL" for selecting. tap it twice to deselect all, or try combinations of alt with A if you have issues. Press W for an all-around tool to subdivide. If you can't find it, hit F3 and search, it gives shortcuts for specific ones. 2 divisions, 3 by 3 is what you want (for practice). Now here's the tools you'll use most of the time. G for Grab. Select only the middle face and move it outward. Fun, huh? But you want more control, so here's a present: hold the Control key for unit-based movement. It will only snap one unit at a time. Move it around this way using the arrows. Put it back (if you want) and hit E. You'll notice this extrudes it. Be careful, if you don't move it, then you have an extra set of verts. Move this thing using Control for snap to units, but shift is for precise moving. Even more precision uses Z toolbar. Hit Z for the toolbar, wow, you can now move things specifically where you want. Let's get some more advanced. (B) Bevel edges after selecting all the edges with shift or ctrl. Selecting the wrong ones? Well check out that square with 8 mini dots next to it on the selection bar area, it's called Backface culling. Turn it on. Now you can only select what's visible. Handy. But you want more precision, so you've decided to only make visible the area you're working on. Alt B to draw a border around it, then Alt B again to see the rest of the world. Ok now that you've gotten the hang of some basic stuff, let's give you a shortcut. When editing something with the tools, hit middle mouse, and it will only rotate around the axis that you moved closest to. Hit the button again and/or move the mouse before hitting it to lock it to the other. Combine this with what you learned above for hyper precise movement. This also works on faces, verts. Speaking of verts, Weld, Join and, the F key for Faces are going to be your friends. Go look them up. Ingrain them into your muscles before much longer. Ctil K is (K)nife cut. Use it to split edges into things. Merge/Weld will undo and remove duplicates. Facing the wrong way? Look up Normal tools to see and change. Don't forget (I)nsets for when you need to extrude something but keep the bevel in it. That should be just about everything until you get into material, lighting, and more advanced stuff. After over a decade, those haven't changed. And I forgot one last thing, you can (S)nap the cursor to the grid if you wanted to move it, however hold Shift and hit S. That is one way to ensure the cursor is placed where you want new object.
I just love Modo.... modelling and animations is great. What through me os is the Shadertree. I NEVET got the hang of it. The Shadertree made me fight my designs instead of just making them. I had scenes with 200 items and lots of shaders, and everything went well,- and then I changed ONE shader and the whole scene screwed up...... I HATE the shadertree, but the modelling and animation is great. And the fact that Modo is a member of The Foundry is great.... but no. Now I am a Blender user.... and the new UI is doing me very good.... and happy. Great video, thanks for sharing. If you need a great video editing tool I can recommend DaVinci Resolve 15 to you. It is free and a great app.
I like the way we delete vertices, edges and faces in Blender, sometimes you only want to delete faces without deleting edges and vertices, sometimes you just want to dissolve something, this is really good for me.
Sometimes we just ~change~ cause we are tired of the same, so we try to find reasons that justify that. But Modo is much superior than Blender in modelling area, in many ways. No doubt!
Reasions I can't leave MODO 13 for Blender 2.8: Powerful modeling tool, Navigation and UI, UVmap tool, Powerful Rendering Reasons I am learning Blender 2.8 for future: Eevee, low cost memory, many addons for easy process, node base material editing, rigging addon Reasons I can't chang my tool to Blender: Bad modeling tools, Bad selection options
If I were you I'd learn 2.79 now and feel right at home when 2.8 comes out. There's a 2 hour free tutorial on Udemy for beginners which is the best tutorial to get started.
A lot is changing with 2.8 as well. It might not be good to get used to a keymap and control scheme that is in the works. 2.8's "beta" is supposed to be out this year though, so the wait won't be that bad.
The basic keymaps won't change at all. What's changing is actually getting improved, not something you'd have to learn from scratch if you're coming from 2.79. So there's really no point at all in waiting, and you can also go ahead and download the dev build of 2.8. Really, give yourself a head start, you won't regret it!
Sort of, they will retain a basic legacy keymap.. however Blender's keymap is quite bad and has very little compatibility with the industry standard choices. Thus its not good to build up habits around it. I suppose the OP could use the Maya keymap that is found in Blender as it is now, but still one will have to adapt again to some changes with 2.8. See: developer.blender.org/T54963 ^its better to hold out for that. Additionally, if the OP is already using software they are familiar with then there really is no rush to jump to 2.79 when 2.8 beta is around the corner. This is just my opinion though.
I'm a concept artist and I gave blender a shot, couldn't be more pleased, the results are amazing and the usability is great. I can do any thing that keyshot or any other $1000 software can do and for free!
I'm a Modo user and I'm studying Blender. Some things in Blender are so slow and boring to use that I immediately feel the need to make my own shortcuts, piemenu etc. But I'm not able to do it in Blender. Is there somewhere a buch of scripts to make Blender a little more "Modoish". For example the Spacebar to change selection mode...it's something I cannot live without. Blender has a menu to choose the selection mode...wow...slow as hell since you change mode every few seconds. This is just an example but lots of things are slower to use in Blender and I hope some guys will try to transform Blender in Modo (shortcuts and piemenus I mean). The other features of Blender looks awesome but honestly as it is in default configuration modeling is too slow! But I want to say that also Modo is becoming slower! The introduction of "mesh operators" in Modo for example is awesome but the implementation is very slow! The user is forced to open a few palette and click a lots to use it. This is weird for an application that has always been fast! Just to say that every application is fast in something and slow in something else. I'm sure that if Blender can be transformerd in a sort of Modo will be awesome!
Also wait for 2.8 to roll around. This: developer.blender.org/T54963 Will give Modo users a more familiar approach to working with Blender. There is also a new feature that lets you right click on just about anything and make it a quick access item within a pull up menu. It will be a lot easier to get Blender to act similar enough to Modo in that regard, especially the 1-3 component selection.
I started learning Blender because of 2.8! I saw a video about 2.8 new features and I was happy to see that lots of things finally are "common to other applications". What I mean is that finally I saw behaviours that are similar to other applications and that almost stantard nowadays! For example in 2.8 if you click a button the command doesn't start immediately! It start when you click! I was very impress because this is common in every application except Blender. I hope they get rid of the right click for the 3d cursor and stuff like that...Blender users are used to that but a newbie find those things annoying. I cannot wait to see 2.8 and to learn hot to create piemenus and shortcuts.
Sorry for the necropost. This just popped up in my feed. I started on modo 302. I ended at Modo 10 when the when to the new subscription plan. Modo went downhill when Brad Peebler left. I am having a hard time switching platforms. I just need to sit and noodle around for a while. I just hate feeling like a newb again. lol I loved your modo vids, and now I'm loving your Blender vids! Thanks, Vaughn! I'm always happy to throw money at you for any sci-fi related vids! :D
I'm a noob to 3D, modeling etc. A year ago I was interested in animation and 3D enough to dive in, but I didn't have a couple of grand just laying around, so - Blender! The first year was a little bumpy as you can imagine but I'm starting to get comfortable with it. So, so much to learn. Which brings me to my major point - all these amazing features for free. Mind blowing.
Yes - it *IS* mind-blowing. Stuns me every time I use it, actually. Once the word gets out that the UIX isn't that clunky 2.4 version any more, I think a lot of people are going to jump to Blender.
Fair enough. I started out in 3D studio max, worked in that for over 10 years and then found Modo. I use it a lot for animation, motion graphics and really love it. I see a lot of new stuff in Blender 2.8 which looks awesome too!
Thank you for all your hard work in getting the workflow up there where pros can jump in and start making cool stuff. I use pie menus all the time in Modo and marking menus in Maya.
Eh depends on what you find value in. For example, if substances are a big part of your workflow, and you need to work natively in your DCC with substances... then Blender simply cannot complete due to its licensing. It struggles with FBX workflows as well. GPL can be a limiting factor as to what it is compatible with. This may change in the future, but for now there are some areas that Blender cannot compete evenly in. Some of it is due to lack of development, the other due to licensing issues. Its a shame that there is truly no one perfect application.
Honestly it's the industry's tendency towards patent-encumbered, license-restricted standards and formats like FBX that should be looked at as the issue here. It's one thing to create some proprietary format that's designed to be used only with your application, but for industry-wide interchange formats, an open, freely-licensed standard should be seen as the only proper solution. In that regard, glTF2 seems to be a nice one to aim for, and is thankfully slowly being picked up (UE4 for example is working on implementing support for it).
+Anthony Flagg The industry goes towards what works and what gets the job done. The ideological equation is not really a factor. There is also nothing wrong with that. In the case of FBX, it had a big head start, with it appearing in everything from C4D, Softimage, Lightwave and 3DS Max. In the usual fashion, Autodesk only became the owner of FBX (film box) after Kaydara sold to Alias, which in turn sold itself to Autodesk. Part of the issue is the licensing for Blender itself when it relates to proprietary file formats. On one hand we have a hard coplyleft which demands everything is open source (GPL) and on the hand we have a copyright which protects closed source. If you want the middle ground where both can play nice you start to look at license types such as MIT and Apache. I agree with you though in that open file formats, while not always possible due to what they are part of, are ideal for the kind of industry we are in. glTF looks like its off to a good start, and there is willingness to adopt it.
M Hurly I misinterpreted nothing. You seem confused, Open Source is an approach, GPL is the license type. The license type is the problem. Cycles is not GPL. Were you aware of that? It is licensed under Apache 2.0. The most popular Open Source license is MIT. Both of those are considered permissive licenses. It also is considered "CopyCenter", as opposed to CopyLeft or CopyRight. Since Cycles is Apache 2.0, it can be used in closed source, commercial packages. If it was licensed as GPL, that could not happen without the target also changing its license to one that is compatible with GPL. Its for this reason why Allegorithmic cannot create a direct substance plugin (same as the ones that exist in Maya, Modo..ect). Remember, Open Source is a broad category, focus on the licensing and you will understand the inherent problems with GPL. GPL is only one license type (out of many) under the open source category.
In Blender, right-clicking on a function in a context menu like the deletion one yields the option to add a direct keyboard shortcut. Of course, keyboard shortcuts also have a tab in the user preferences.
True, but which would you rather work with: A separate hotkey for each delete type or 1 hotkey which knows what type of delete to use based on what you have selected.
Modo was just lightwave 2.0 It still had most of the same problems as lightwave and after using it a short time, I moved to softimage. Softimage was quite amazing, but when it was bought out by Autodesk, it's development was stalled, and then eventually it was killed off. At about that time I switched from working as a 3d artist to becoming an editor for the company I worked for. Doing 3d work for a living kind of killed off my desire for 3d and I did not want to spend the time learning a new package. I did spend some time with Blender, but the current version was still a mess. Many years later, I have recently had the growing desire to get into 3d as a hobby again and downloaded blender 2.9 from Steam and the latest changes seem to have improved the UI a bit to the point where I can use it, but it is still far from great. I am cautiously optimistic that I will be able to use it to get the results I want, but I am probably going to have to customize the interface a lot to get an acceptable workflow.
Merhaba.Yaklaşık 1 yıldır modo kullanan birisi olarak özellikle ülkemizde Modoya kıyasla daha çok tercih edildiği için Modonun yanına Maya programına yöneldim.Fakat maya her nekadar kaliteli olsada bana çok yavaş geldi.Şuan EEVEE ninde etkisiyle blender bana çok cazip geliyor fakat zamanımıda boşa harcamak istemem.Modoyuda kullanmış birisi olarak kıyaslıyabilirmisiniz.Program hızı,modelleme ve kalite anlamında Modo mu Blender mı?
Quick answer: since The Foundry (aka Autodesk bis) has acquired Modo they have doubled his price and haven't released any major update yet, they just have included MeshFusion and incremented the version number (and today we use the Bevel shader and it's available in Blender). The sofware is dead.
While the speed of development isn't what you may want, or in areas you want, I wouldn't spread misinformation like this. Mesh ops came after Mesh Fusion for instance. I'm not going to try and defend the development cycle of MODO in terms of pace, but just saying it stopped at Mesh Fusion is just wrong. Before you get all upset, don't think I don't like blender too. I have my little USB rocket right in front of me on my desk. What I don't like is people just spreading BS without checking on their facts first.
Anyway the new price that has doubled for no other reason than milking it, the lack of development and his competitor Blender that is free and evolves quickly will slowly kill Modo and the size of his community. And since Modo is acquired by a profit only corporation I don't really care about the future of the software, I am just sad for their users but maybe they will feel comfortable with Blender if they give it enough time.
Yes, price has gone up. That is true. Not sure blender will be what kills MODO or not. Could happen, but I think other factors are at play too. Don't quite understand though why you hate MODO so much. Honestly Autodesk has done a lot more to damage the CG marketplace than the Foundry ever has.
Both aim to earn as much money as possible even if it harms the CG industry as long as it is profitable, this reason alone should be an argument to boycott it if a non-profit alternative exist. You will say that it is what most capitalism companies do, but Luxology tried to make interesting modelling tools at least, while The Foundry doesn't seem to care much of his future. I know Autodesk has killed 50+ software and technologies but The Foundry isn't an example too, they never innovated they maintain their high price from their software that were popular in the past before the competitors come out. They do nothing to keep them up to date and be competitive. Substance Painter is much more recent than Mari and is already the industry standard for PBR texturing and they had the time to rewrite it from scratch with their small team in France while Mari hasn't changed since decades and they don't have any plan other than costing 8 times the price of Substance Painter (for a painting tool!) until the software dies. Nuke is bloated and cost the price of a small car for a compositing tool, their past updates were just some performance improvements. The price of Mari, Nuke and Modo and their lack of innovation reflects how greedy this company is, I won't be surprised if a massive lay off is announced like Autodesk did at the end of 2017 after their bad behavior with their customers and greedy strategy. At least artists start to understand that they have been scammed by those companies and their money invested to kill innovations, technologies and jobs. They are giving more time to try Blender. Using Blender isn't just using another software, it is contributing to innovate in the CG field and for a passionate like me, it is important to avoid every corporate CG companies. And I would feel very bad to give them money while being aware that those companies kill software, innovation and jobs that is why I try to stick with FOSS software in my workflow even if the software is limited, for example I stay with GIMP instead of Photoshop and Godot instead of Unreal.
I wish modo was strictly a modeling program again with a cheaper license. They tried to turn it into a full production software and it's just not working. The UI needs to be updated to 4K .. it's so awful looking on my screen. But It's still one of the best hard surface modeling programs out there.
I don't use blender despite having spent several hundred dollars on the free blender campaign back in the day. Why? Because I hoped that blender one day might not give me aneurisms by merely opening it. It looks like 2.8 might FINALLY be getting towards that state. Blender has always had lots of great features but wrapped in a user interface and workflow that made blood vessels in my head explode and try to kill me. Looking forward to 2.8 and beyond, a lot. (yes yes shortcuts, but thing is.. peoples minds are differently organized. I'm very visually oriented so a good GUI works far more efficiently for me than a list of shortcuts, I wish people would understand this. I think that's why a lot of people just can't blend. Me included)
Couldnt agree more. I use 3ds max and thats a VERY UI orianted software and ive been using that for about 2 and a half years now and I feel comfortable with that workflow but the licence is just ughhhhh. Im considering Modo because it looks to be the closest ive seen to max and that type of workflow but I used blender for 5 mins and I just got frustrated and closed it, uninstalled it, through my hard drive in an incinerator... Basicly all I hear is ``Move to Blender``, ``Screw paid software and move to blender`` and im just sitting there thinking, I dont care if software is paid or not, I want a good UI, something I can migrate easily too and I dont want to pay a TON out for a licence, then I find Modo and i'm like, ``eh is modo any good?`` and all I see is, ``dafq is modo?`` You see my point? People tend to jump on the band waggon without the consideration of other software. Thats what I did with 3ds Max and I think I have learnt my lesson. If blender comes out with a more polished UI and stuff, ill be using that but until that happens, alternitves will be considered.
Try BForArtists, it's a fork of Blender with the goal of having the kind of UI you seem to prefer. I haven't tried it myself, but I'm one of those people that loves to use the keyboard for everything, and hates to see icons of any kind. I even like right click select! Anyways, I think it will be good for Blender overall if BforArtists is successful, even if I prefer standard Blender.
It's strange, I am an hobbyist, and tried Blender 3 or 4 times; with tutorial, but never succeed in adopting it, to complex, not well thought, even sometime not logical ( according to me of course), but gave a try to Modo 6 years ago, and felt like at home, so bought it and have upgraded every version since. I will definitively give Blender another try, but when UI will be more polished.
I felt the same way about Modo vs Blender's UI. I spend a few years tweaking the Blender UI to something much more streamlined for modelling, check it out: ruclips.net/video/9XbdEiHfKhU/видео.html
try testing testing the new blender 2.8 beta. The UI was overhauled and in my opinion it is awesome, you might like this time. I am not a pro though just an enthusiast.
I think that if you truly work professionally, the upfront cost of the software is not the most important factor to consider. Lets say that Modo costs say $1500 or whatever it is while Blender is free of charge; and you have a situation where using Modo means a much more efficient workflow then Blender and you get a lot more stuff done within a given period of time. If this is the case, then Modo will be a lot cheaper for you than Blender even though it is expensive to buy. Now, I'm not saying that this is the case with Blender vs Modo but I just want to illustrate that when considering using FOSS it is a bit myopic to merely look at the upfront costs of acquiring the software.
This is such a good point... I' have license of C4D, and with this new release of C4D and Blender... I am thinking if I should fork over 1500 just for an upgrade price..Im a bit angry about that.. but at the same time, I work so fast in C4D, I've been working with it for about 10 years.. and with Blender, I feel its a lot clunky in several places... So, since I make money out of a 3D software, I feel that C4D will pay for itself very shortly, whereas It would take me 4x to achieve the same thing in Blender, at least for the first year of use.
Subscriptions are killing the paid software industry. Yo no longer own your software and if you decide you don't want to pay monthly, you lose all access to the software. This means that developers can be lazy and only add 1 or two new things to their updates, and you can't say, nope, I'll skip this version, like you used to be able to do.
2:18 You can delete the geometry you have selected with a context-sensitive dissolve, or Ctrl-X. This will delete whatever you have selected without bringing up a menu.
Ctrl X is good but it doesn't delete verts if I remember correctly, I have a context sensitive delete that replaces X, and can delete everything including objects and stuff in the outliner
Sadly the reason I’m still using the paid app MODO is that its interface makes sense. Blender is a MESS. Actually blender is like Maya. It’s very engineer friendly, not artist friendly. I love the idea of Blender, but every time I download it it’s like walking into a nuclear power plant and trying to figure out how to do one thing. You’re just standing there and "whaaaaaaaaat"?
I saw that Blender has revamped everything, so I’m giving it ANOTHER go. And there seem to be TONS of tutorials on RUclips now which could make all the difference. :). Even Flipped Normals is in on it. And some new guy Josh Grambel (?) has been pumping out insane tuts I’m actually excited this time!
2:44 That’s not quite what Blender means by those options, though: for example, “only faces” means leave the edges and vertices behind. How do you do that in Modo?
I started with a program called anim8or back in 2000 ish when i was just 15 :) then i went over to maya, which was great but i felt was lacking in some aspects, then i went to blender which i have been using since 2.49a ive tried other softwares like 3ds max and modo, but idk i just feel blender is my go-to tool :)
For somebody that just starts his journey with 3D, Blender is heaven on earth. It was like this for me, now after 2 years I pretty much mastered it and I don't really need Maya or ZBrush (I know about advantages) because it let's me do what I want, pretty much (and if it's not it's probably because I don't know about certain feature that's hiding somewhere, there's a lot of them and they're very cool, ex. drivers) With upcoming improvements Blender will win the industry.
20 year LW 3d user. They were a day late and a dollar short with their last update. And they treated me like a guest who had overstayed his welcome when I questioned them about it. I made the change to Blender last year and I haven't looked back. You are making the move at exactly the right time. ;)
I also switched from modo to Blender some years back and never looked back. Also used C4D and Maya before many many years. Each and every day I'm amazed how great Blender is, especially for a software that is completely free. But even if it costed money it would probably be my program of choice. 2.8 is gonna be mindblowing.
I jump from Blender, May, MAX to Cinema 4D and Houdini and never com back. C4D + Houdini are 100000 times better than Blender, Maya, Max . VFX and Mograph in Blender is some joke, very bad.
Hey just decided to leave also modo for blender today. Is there any chance you make a mate even paid tutorial where you explain all the settings you made setting up blender for your modo experience? Would be very helpful as modelling seems way different and I loved the approach when modelling in modo. Thank you!
Definitly will work on blender, Since Solidworks just requires and still requiring a lot of software add ons to produce a decent Render o animation, but when it comes to render animations, still has a lot to improve
Switched from Modo to Blender cause is Free, I'm not able to pay a Modo license, so i used cracked version and was a headache do the installation of each update. Blender is continuously being improved Also there is a bigger community, and you can find solution to any problem and tutorials of almost everything. Also any addon is easily install
I am, or was, a Modo user, have used it professionally (modeling) since version 401, last one I upgraded to was version 13.0. Since they have released Blender 2.8, I barely use Modo at all now. I will continue using Modo occasionally, there are some features that Blender doesn't have (e.g. there is no equivalent to the Modo UV transform operator in Blender, and the workplane functionality is far superior to this poor 3d cursor thing in Blender), but in no way do the features in Modo justify expenses of more than 400€ each year for me anymore. With a couple of (paid) addons, Blender offers all, or most, of the features any modeler could wish for, for almost no expenses at all. It almost feels like a steal to me.
This works for dissolve but not for delete...I have a menu that lets you delete faces, objects, edges anything all without any popup...it just deletes whatever you have selected
Blender has come a very long way since I first tried it, I am a hardcore 3dsmax junkie but in the recent years I have very seriously considered changing over to it.
Thanks for the video. In your opinion, what are the differences in your day to modelling work-flow? Is it faster? Are you getting to your end product faster? Easier to use?
Main difference as I said in the video are modifiers and rendering, which makes things faster. I still think Modo wins in the pleasant/easy to use category.
You're one of the main original reasons I jumped into learning Modo, but you've convinced me to finally take the plunge and switch to Blender after so many tries over the years. I definitely agree with the evangelical views of most Blender users which also put me off LOL, but there's just no denying that Blender is definitely going upward 2.8 and on.
I actually know someone from the Blender dev team, and went to the Amsterdam conference around the time this video was made. They'll be working as a professor at my college this fall as an animator. Glad to see that there are more people learning and getting into Blender. You've got stunning work! ♡
I really liked your modo tutorials. Would have liked to see more of them..but great to see that you can reach a much, much larger audience with your blender tutorials...
After having to use Maya for texturing, Modo is thus far my favourite 3D software at all time, great UI, easy to use and learn. I'll probably give Blender a go.
@@Heavypoly do you have a short vid for that. I'm not familiar with the Boolean workflow and extending some cut lines then intersecting then with what ?
i'm seeing you render at 7:05 and am a little confused because its rendering 8 tiles at once at a very small size (which makes it look like CPU rendering at 8 threads), though at the same time you have your GPU selected...but you probably dont use 8 GPUs to render your images, do you?
Interesting video. But there is one major difference between blender and other 3d modeling packages. It seems like you're not utilizing it, but whatever works best for you. It's that you don't need to be dependant on gizmo and viewport orientation all the time. I am trying to start modeling inside 3ds'max and modo, but it's so god damn frustrating to always seek and click on gizmo, or rotate view to change workplane like in modo. Blender on another hand can be used without gizmo, and even wtihout rotating the view at all. In blender, you just press the button in any part of viewport and the object is moving, then you press second button and you're moving along one or two axis, or rotating, scaling etc. Just GX and you are moving alonside X. RZ, rotating along Z. Even if you're fastest mouse\tablet user in the west, it's so much faster to not making unnecessary movements. And yeah. Lot's and lots useful features that came with the software. Like F2, Tiny CAD, Bsurface etc, some of which are usually done in other software by people like you, who like to write scripts for themself.
Agreed, the Transforms are one of my favorite things about Blender, especially that you don't have to hold any keys or mouse buttons to move. Modo transforms were pretty amazing too, you don't have to click the axis, holding ctrl would auto lock to whichever axis you dragged. Also workplanes in Modo are extremely useful vs Blender's 3D cursor.
@@Heavypoly 2.8's 3D cursor can now rotate, there's discussion on Right Click Select forum about creating a workplane feature in Blender using the 3D cursor as the origin of the new workplane. I think it could be done in Python, so if you miss the workplane, you might contact the people on that forum and try writing an addon.
One of the best things I've noticed in blender that I love the most, the devs listen to the community. Been using it for a little over 3-4 years now. I love Blender, and I'll never switch to another program.
Can't you hit CTRL + x and delete whatever is selected without a popup menu? The beauty of the Blender way of deleting is that if you have a lot selected and you only want to delete the polys/points/edges you can do that. In Modo, you'd have to specifically select what you wanted to delete, correct?
I only care about that last part of the video where you model the smooth transition between that spaceship’s body and its engine. Adding this sub d strip on top of the transition looks like a great solution, I would really love to see more of those.
the best program is The Foundry Modo 13.2v1, but I still haven't understood how uv map is done and how to make the bake, and save the project including textur.
Funny you say that, when i was using Maya (2011 and 2013) it was defacto in the places around me to use Roadkill, if you look into it Roadkill's code was lifted directly from blender, and they even mention as much. it might have fallen behind a tad in the last 2 years or so but before that it was miles ahead for a long time.
You can actually use ctrl-x to do dissolve based on what you have selected. It is bit weird that this is not the default behaviour but the modifier one but *shrug* Also I guess it still makes it bit bothersome to do something like deleting faces. (Personally I feel like they should do context dissolve on X, context delete on ctrl-x and menu on alt-x but oh well)
Are there any specific modeling features that are lacking or much harder to do in Modo compared to Blender? Recently I've been using the unreal bridge plugin to instantly send models from modo to unreal, without always exporting fbx. This is the only reason im staying with modo. Should I just give that up and go to blender?
Building blender yourself is super easy. Its like 3-5 commands in the command line to setup and from there on is only 2 to update the code and build it. This way you can have a new build every hour, basically each time the code is changed you can make a new build out of it. Modo kinda funny for me, because I consider it one of the best UIs if not the best and its developers used to work for Lightwave which I consider one of worst UIs. Blender UI is definetly not as good, but especially with 2.8 I can finally say its good enough. I am a huge fan of Blender though so maybe I am biased :D
I started with Modeler in the late 80's on the Amiga. That program became LightWave Modeler (which I switched to in the early 90's) and ultimately Modo. I think Stuart Ferguson created one of the best modeling apps in the world, and the success of Modo is a testimony to that. Nonetheless, I switched to Blender about a year and a half ago, and am now thoroughly convinced that it's the best 3D app on the market. I've used LightWave, Max, Modo, and Maya professionally over the years. And Blender trumps them all. Version 2.8 is bringing some much-needed interface and usability tweaks. But even without them, 2.79 is a true workhorse. Earlier this year, I made it the official pipeline app in our studio. I could tell that the Maya, Max and Modo artists on staff weren't sure about the move. But 3 months in, I've had them telling me that they now prefer Blender. It's not perfect, of course. But those who snub it because it's open source are missing out on an incredibly powerful tool.
I started 3D with C4D way back in 2005. when i was 16. then i stopped everything after about an year later. And I started learning Blender in the end half of 2016 and I am still using it. I tried 3D max and maya about 6 months ago but they feel so slow and too many clicks to model just a simple thing. specially 3D max. Interface is a full of buttons clutter mess. But most max users say Blender interface is hard lol. I can challenge to anyone who use 3D max to model anything and I can do it way faster in Blender. You can literally do stuff eyes closed in blender because it has so many shortcuts and hotkeys. With all the addons like Mesh Machine, Loop tools, Hard ops, there is absolutely no other software which can model faster than blender.
Did he release the modifications he did to the blender interface to make it more like Modo? Maybe this isn't necessary since this is an older video and the current version is 2.93 with some major UI updates.
They actually were - but Autodesk killed the software that had them - i.e. Softimage. In SI, everything you did was an operator - every point you moved, everything you created, every function performed. This allowed you to rearrange the operator stack, or, mute certain functions, or mute entire sequences. It's nice to see that some of the advanced features of SI's workflow are part of Blender. What has always baffled me is that Autodesk bought SI, killed it (after SWEARING they weren't going to) and scavenged the corpse (BiFrost is ICE rebranded, etc). SI had a vastly superior architecture and UIX to Maya - which is a garage sale of crap they've scavenged from other software. After personally paying support for over a decade only to have them kill SI, I refused to go back to the dark side. So glad to see Blender advancing so quickly.
Not that I treasure too much these kind of workflows but Blender modifier stack is a joke compared to max ones. Same for many modifiers in Blender that are old and bare bones. And non destructivrnes can be handled more elegantly and efficient than through modifiers. Cinema 4d way.
Is it possible to make procedural generated models in blender? I know modo has a bit of a random surface(?) generator from Scott Robertson's video's. Because I'm looking for an program that can create random models based on one simple shape, like a triangle or a square, that are adjacent to each other.
And procedural noise textures combined with deform and displacement modifiers, there is a free add-on ( -might be a core distributed add-on- oh just checked, yep it's in the Testing category) called Rock Generator, that should give you a really good idea of some of the possibilities (: If you have the patience, it's not actually that difficult to mess around with the shader node system and create Substance like materials (much simpler) within Blender, which you can bake out to textures. A pipe-line that's scriptable (but rather cumbersome by default, much like issues brought up in this video). tangentially you can also use the procedural noise texture types as masks for the painting and sculpting brush too.
Difference between Blender and other paid softwares is... if you don't like, you pay and get stuck in a loop of subscription with paid softwares. But Blender is something which you will pay out of gratitude, when you start earning. Later if you think you can afford any paid software, you can still have blender as fail safe and reduce production costs.
I'm also a long time modo user and I've been checking blender nightly builds from time to time since I saw some eevee demos on yt. Don't you think that new UI looks strangely familiar? Current builds seem to be following the way modo is organized in terms of icon placement, viewport navigation etc. I hope they will continue this in the future :)
Left bar yea, but I think that's just a general trend in modern software to have a toolbar with icons. To me the main meat to Modo's interface is the context sensitive tools, although the pretty icons are nice icing on the cake. Also I really hope Blender can get simple drag and drop for multiple items in the outliner....that still drives me crazy.
I'm sorry to say this but... after modelling in Softimage|XSI for 17 years, everything is a downgrade in terms of polymesh & hard surface modelling workflows. I've tried it all... Max, Maya, Modo, Blender... none of them have the elegance & efficient setup out of the box that came with Softimage & require more unnecessary mouse/kb steps between modelling operations. In Softimage, everything is 1 key or 1 click away, from menus to various tools... not 2, not 3. Also... F**k Autodesk.
It is... & the saddest part is they killed it because people & companies that bought Softimage had no need for Max or Maya afterwards... so obviously it was bad for business & Autodesk prefers a segmented market of divided products for increased profits... Softimage was too versatile & it cannibalized other app sales.
Thank you for precious anylization. Why do you think that 10 programs in oone (blender) is better than focusing only for just one discipline????? I deem that modo can win only in one case: - focusing only on modeling to adjust it to perfection stage.
I thought this was a nice, light comparison of some features of the two programs, but honestly, I didn't come away understanding why you switched. I'm a blender fan, and enjoy modelling in it, but this is just a hobby for me. I am interested in why people switch to Blender from other more commercial or well-established platforms. Since you've switched - what was it that caused you to switch? The only real comparison you mentioned that affected you was that Blender usually takes a few clicks to do something that Modo did with a single click, though through scripting you were able to bring blender closer to your modo experience. Well, to play the devil's advocate, why not just use Modo in that case? Ultimately - what was it about Blender that made you switch? I wanna know. :)
In short Blender is professional 3D software it's used in film and game industry, back in his day of development and they using it now..Blender was start creating in 1988 by Ton Roosendaal (it's creator), in time were Maya was not existed...Well, catching with industry - professional studios like Tangent Animation was moved since 2016 from Maya to Blender (look NextGen movie created full in Blender), UbiSoft are moved to Blender, Khara Studio (half studio use Blender, other half will use after license expiration with 3DS max) will soon completely be under Blender, Trace Studio use Blender in AAA Game Development.... Some pro artist already moved from Maya and 3DS MAX to Blender, soon will be more plus it's free software. Like you see, want we or not Blender will be soon an industry standard by it's nature.
Yeah, I'm so sad there is no free/cheap 3D software that has Modo-like UI. When I started experimenting with 3D, I also fell in love with Modo because I could intuitively find everything I need without having to look in a manual or on the Internet (and I didn't have Internet when I started working with 3D). Modo was especially great for occasional 3D hobby level mesh editing. If not using Blender for a few months, you can easily forget how to do something. In Modo, it's very easy to catch up. Also, Blender's UI can overwhelm you with functions that cannot be executed in the current context. For example, when you have an edge selected, Blender will not disable vertex and face menu items that do not even work on an edge, and you end up scratching your head "why it doesn't work..." Unfortunately, Modo is too expensive.
About deleting stuff being a "1 step process" thats how most 3d software work, not just Modo, Blender is the one with extra steps. Im interested in switching to Blender 2.8 from Max (also worked with Maya in the past) and your videos seem nice, but, I dont like starting out with someones personalized shortcuts. Your videos would probably gain more traction with vannilla settings especially since 2.8 videos are few.
I love Blender...except when I hate Blender. ;) Been trying to wrap my artistic brain around Blender since it was still owned by NaN in the late 90's. So far, Softiamge 3D (and then XSI) have been the easiest 3D programs for me to "grasp", workflow and logic wise. Next is Modo. I love the viewport movements (from Lightwave), with Alt, Alt+Shift, Alt+Ctrl and Left click. But like other frustrated potential-Blender-Users, I'm hopeful that the new 2.8 UI and flow will finally let me "get" Blender.
Many bugs in Modo are unfixed over many years! This is a huge problem of Modo! So I tried Blender too, but the user interface and the way 3d objects are handled is a horror! And the missing material library ist a no go for me.
I am a big fan of Modo for years. Starting with v103. I recently downloaded Blender, and I'm starting to look at it more. If you can recommend good video tutorials for Blender, I would be extremely grateful.
BlenderGuru is what a lot of us start with, just be aware his videos are full of self-advertising these days (good products, though, so not a bad thing). CGCookie probably has the best mix of quality and variety. Blender cloud has some great stuff, although some of it is outdated (but Blender has stayed consistent, for the most part, and old versions are all available). Blenderdiplom has some good stuff. Gleb Alexandrov, Zachariaa Reinhardt, very talented artists. I think there's CG Geek, or maybe it's CG Master, could be both. There are plenty on youtube, gumroad, etc. The community is pretty open and helpful-- blenderartists.org has some gold you can never find in regular tutorial sites. I'd also recommend reading the blogs of artists that you like, using any software. You'll be able to use the same or similar techniques. I have to use Maya for schoolwork and I can't tell you how much I've been able to bring over from Blender, and the Maya artists are surprised because they never thought to use the software like that. Similarly, learning Maya has helped me in my Blender art.
I was debating on whether or not I wanted to make the switch myself. One of the biggest reasons I like modo is the workplane feature. Do they have something like this in Blender that you are aware of?
8:15 Don’t forget, the trial version of Blender is only valid for ∞ days. After that, you have to pay $0 if you want to continue using it. You can pay for the entry-level activation licence, which gives you only 100% of the features, valid for a further ∞ days, for a fee of $0. Then for an additional $0, you can activate all the remaining features, valid for another ∞ days. Note that this licence is only valid for installation on ∞ different machines for ∞ different users at once; if you want more than that, you have to pay another $0 fee.
Hahah better start saving up
That's the perfect world! So I contributed money to Blender because I think the project can not stop.
Best comment about Blender ever!!! lol can't stop laughing!
Crappy software is still crappy even if it's free. This is why linux still has no desktop market share, even when windows has turned in to a complete pile of crap.
@@MAGAMAN but Blender is not crappy, so...
Vaughan, I'd like to see your 2 year update on this topic.
yeah.... me tooooooo
BUMP
Bump
Bumpin' that too. Especially since now there's 2.9.
@@Pewi73 Me as
well!
You never explained why you switched from Modo to Blender. All I heard you say was how much better Modo is than Blender.
Because he can see the future, that's why.
Actually the blender development team is mainly based in Amsterdam. They work together with an animation team, and they develop blender while it's being used for real projects. They have been doing this for years and that is basically why it has come as far as it has been. (it's called the Blender Institute)
Yes)
I'm currently transitioning from Modo to Blender as well and I 100% agree with everything you said. Though, aside from some really cool features (e.g. eevee), it's the thriving global community that has really drawn me in. There's an energy in the air and it's getting me fired back up and passionate again!
you don't understand anything about 3d programs, 2 programs are professional, 3ds max and The Foundry MODO because they make your job easier, and if you know how to use them you do truly extraordinary things, maybe you like blender more because it's a free program, but I assure you that you can't compare blender with 3ds max or blender with The Foundry MODO because blender can't compare with programs like 3ds max and The Foundry MODO they are too professional.
For those coming to this after...recent events and confused by how he talked around the video title:
-Community
-Pace of Development
-Customization
-Price
i've started in blender
i haven't really touched any other program
i heard Modo is awesome
thing is i'm *usually* just a one man team and having all the tool in one place is freaking awesome for a one man team
Yeah blender is for one Man army guys haha
you have my severe gratitude for the hard work you did with your custom Blender UI. It really made the switch to Blender 10x easier. I recommend it everyone !
Where did you get it?
m.ruclips.net/video/TRESMUenxa8/видео.html
Even in 2020 with all the changes in blender, it still feels a bit overwhelming and less intuitive than it could be to me. I wish there were a way to fully contextualize the interface, so options that are not applicable are invisible, to avoid the clutter and make things more streamlined.
I was like you, then in 2006 I sat down and read the manual. Every single day for 2 weeks, 30 min to an hour of reading, then another bit of turning everything into rote-memory. I practiced everything I learned for at least 30 min before going to bed. Now, 15 years later, I can still use it. Unfortunately some really handy philosophy was scrapped, like left-click being finalize instead of selection... but it's still pretty cool. Anyway, if you're still having problems, and for anyone like you, I'll try to list out some techniques to "get familiar" assuming you've just opened it up.
You'll see a giant cube in front of you, and you wanna select it. Select it with either mouse button.
Hit tab to enter Edit mode, hit tab again, that's object mode. Hit tab a bunch more times and say "edit, object, edit, object". Do this trick with everything I'm about to say.
Shift-A is add (unless you changed it on purpose to spacebar when first started)
MIDDLE MOUSE button is your navigation. Hold Shift to pan. Mess with ctrl, alt, and shift, and press the middle mouse. Every 3D software uses this except Modo for some reason.
Bottom bar, just below viewport has Edit/Object mode, then axis (Global, local, pivot, etc), to the right is vertex, edge, face select. Select the face button, then pick a side on cube.
the A button is "ALL" for selecting. tap it twice to deselect all, or try combinations of alt with A if you have issues.
Press W for an all-around tool to subdivide. If you can't find it, hit F3 and search, it gives shortcuts for specific ones.
2 divisions, 3 by 3 is what you want (for practice). Now here's the tools you'll use most of the time.
G for Grab. Select only the middle face and move it outward. Fun, huh? But you want more control, so here's a present:
hold the Control key for unit-based movement. It will only snap one unit at a time. Move it around this way using the arrows.
Put it back (if you want) and hit E. You'll notice this extrudes it. Be careful, if you don't move it, then you have an extra set of verts.
Move this thing using Control for snap to units, but shift is for precise moving.
Even more precision uses Z toolbar. Hit Z for the toolbar, wow, you can now move things specifically where you want.
Let's get some more advanced. (B) Bevel edges after selecting all the edges with shift or ctrl. Selecting the wrong ones? Well check out that square with 8 mini dots next to it on the selection bar area, it's called Backface culling. Turn it on. Now you can only select what's visible. Handy.
But you want more precision, so you've decided to only make visible the area you're working on. Alt B to draw a border around it, then Alt B again to see the rest of the world.
Ok now that you've gotten the hang of some basic stuff, let's give you a shortcut. When editing something with the tools, hit middle mouse, and it will only rotate around the axis that you moved closest to. Hit the button again and/or move the mouse before hitting it to lock it to the other. Combine this with what you learned above for hyper precise movement.
This also works on faces, verts.
Speaking of verts, Weld, Join and, the F key for Faces are going to be your friends. Go look them up. Ingrain them into your muscles before much longer.
Ctil K is (K)nife cut. Use it to split edges into things. Merge/Weld will undo and remove duplicates.
Facing the wrong way? Look up Normal tools to see and change.
Don't forget (I)nsets for when you need to extrude something but keep the bevel in it.
That should be just about everything until you get into material, lighting, and more advanced stuff. After over a decade, those haven't changed. And I forgot one last thing, you can (S)nap the cursor to the grid if you wanted to move it, however hold Shift and hit S. That is one way to ensure the cursor is placed where you want new object.
I just love Modo.... modelling and animations is great. What through me os is the Shadertree. I NEVET got the hang of it. The Shadertree made me fight my designs instead of just making them. I had scenes with 200 items and lots of shaders, and everything went well,- and then I changed ONE shader and the whole scene screwed up...... I HATE the shadertree, but the modelling and animation is great. And the fact that Modo is a member of The Foundry is great.... but no. Now I am a Blender user.... and the new UI is doing me very good.... and happy. Great video, thanks for sharing.
If you need a great video editing tool I can recommend DaVinci Resolve 15 to you. It is free and a great app.
Thanks for the recommendation! Love DaVinci and glad that it's free :)
I like the way we delete vertices, edges and faces in Blender, sometimes you only want to delete faces without deleting edges and vertices, sometimes you just want to dissolve something, this is really good for me.
Sometimes we just ~change~ cause we are tired of the same, so we try to find reasons that justify that. But Modo is much superior than Blender in modelling area, in many ways. No doubt!
Reasions I can't leave MODO 13 for Blender 2.8: Powerful modeling tool, Navigation and UI, UVmap tool, Powerful Rendering
Reasons I am learning Blender 2.8 for future: Eevee, low cost memory, many addons for easy process, node base material editing, rigging addon
Reasons I can't chang my tool to Blender: Bad modeling tools, Bad selection options
Thanks for this, I'm switching when 2.8 comes out (and will do your tutorials to learn)
Nice, that would be good timing.
If I were you I'd learn 2.79 now and feel right at home when 2.8 comes out. There's a 2 hour free tutorial on Udemy for beginners which is the best tutorial to get started.
A lot is changing with 2.8 as well. It might not be good to get used to a keymap and control scheme that is in the works. 2.8's "beta" is supposed to be out this year though, so the wait won't be that bad.
The basic keymaps won't change at all. What's changing is actually getting improved, not something you'd have to learn from scratch if you're coming from 2.79. So there's really no point at all in waiting, and you can also go ahead and download the dev build of 2.8. Really, give yourself a head start, you won't regret it!
Sort of, they will retain a basic legacy keymap.. however Blender's keymap is quite bad and has very little compatibility with the industry standard choices. Thus its not good to build up habits around it. I suppose the OP could use the Maya keymap that is found in Blender as it is now, but still one will have to adapt again to some changes with 2.8.
See: developer.blender.org/T54963
^its better to hold out for that. Additionally, if the OP is already using software they are familiar with then there really is no rush to jump to 2.79 when 2.8 beta is around the corner. This is just my opinion though.
I'm a concept artist and I gave blender a shot, couldn't be more pleased, the results are amazing and the usability is great. I can do any thing that keyshot or any other $1000 software can do and for free!
Have you seen the new Grease pencil tools? I wish I was a concept artist for the sake of using those.
I'm a Modo user and I'm studying Blender. Some things in Blender are so slow and boring to use that I immediately feel the need to make my own shortcuts, piemenu etc. But I'm not able to do it in Blender.
Is there somewhere a buch of scripts to make Blender a little more "Modoish". For example the Spacebar to change selection mode...it's something I cannot live without. Blender has a menu to choose the selection mode...wow...slow as hell since you change mode every few seconds.
This is just an example but lots of things are slower to use in Blender and I hope some guys will try to transform Blender in Modo (shortcuts and piemenus I mean). The other features of Blender looks awesome but honestly as it is in default configuration modeling is too slow!
But I want to say that also Modo is becoming slower! The introduction of "mesh operators" in Modo for example is awesome but the implementation is very slow! The user is forced to open a few palette and click a lots to use it. This is weird for an application that has always been fast!
Just to say that every application is fast in something and slow in something else. I'm sure that if Blender can be transformerd in a sort of Modo will be awesome!
Check out this video, there's alot of pies and custom scripts that do the stuff you're talking about ruclips.net/video/vychtDH3Drw/видео.html
I'm already watching it. Thank you.
Also wait for 2.8 to roll around. This: developer.blender.org/T54963 Will give Modo users a more familiar approach to working with Blender. There is also a new feature that lets you right click on just about anything and make it a quick access item within a pull up menu.
It will be a lot easier to get Blender to act similar enough to Modo in that regard, especially the 1-3 component selection.
I started learning Blender because of 2.8! I saw a video about 2.8 new features and I was happy to see that lots of things finally are "common to other applications". What I mean is that finally I saw behaviours that are similar to other applications and that almost stantard nowadays! For example in 2.8 if you click a button the command doesn't start immediately! It start when you click! I was very impress because this is common in every application except Blender. I hope they get rid of the right click for the 3d cursor and stuff like that...Blender users are used to that but a newbie find those things annoying.
I cannot wait to see 2.8 and to learn hot to create piemenus and shortcuts.
@@RobotJeeg Now left click is default in Blender 2.8
Sorry for the necropost. This just popped up in my feed. I started on modo 302. I ended at Modo 10 when the when to the new subscription plan. Modo went downhill when Brad Peebler left.
I am having a hard time switching platforms. I just need to sit and noodle around for a while. I just hate feeling like a newb again. lol
I loved your modo vids, and now I'm loving your Blender vids! Thanks, Vaughn! I'm always happy to throw money at you for any sci-fi related vids! :D
I'm really happy to went with Blender! it's amazing program! I love open source projects, I'm glad you liked it too.
I'm a noob to 3D, modeling etc. A year ago I was interested in animation and 3D enough to dive in, but I didn't have a couple of grand just laying around, so - Blender! The first year was a little bumpy as you can imagine but I'm starting to get comfortable with it.
So, so much to learn. Which brings me to my major point - all these amazing features for free. Mind blowing.
Yes - it *IS* mind-blowing. Stuns me every time I use it, actually. Once the word gets out that the UIX isn't that clunky 2.4 version any more, I think a lot of people are going to jump to Blender.
Fair enough. I started out in 3D studio max, worked in that for over 10 years and then found Modo. I use it a lot for animation, motion graphics and really love it. I see a lot of new stuff in Blender 2.8 which looks awesome too!
Thank you for all your hard work in getting the workflow up there where pros can jump in and start making cool stuff. I use pie menus all the time in Modo and marking menus in Maya.
I'm an ex modo, maya, max user myself. There are many reasons to jump to Blender. Most of which, the other dcc's just can't compete with.
Yup, I guess a benefit of experience with all those programs is you can jump to another one relatively easily.
Eh depends on what you find value in. For example, if substances are a big part of your workflow, and you need to work natively in your DCC with substances... then Blender simply cannot complete due to its licensing. It struggles with FBX workflows as well. GPL can be a limiting factor as to what it is compatible with.
This may change in the future, but for now there are some areas that Blender cannot compete evenly in. Some of it is due to lack of development, the other due to licensing issues. Its a shame that there is truly no one perfect application.
Honestly it's the industry's tendency towards patent-encumbered, license-restricted standards and formats like FBX that should be looked at as the issue here. It's one thing to create some proprietary format that's designed to be used only with your application, but for industry-wide interchange formats, an open, freely-licensed standard should be seen as the only proper solution. In that regard, glTF2 seems to be a nice one to aim for, and is thankfully slowly being picked up (UE4 for example is working on implementing support for it).
+Anthony Flagg
The industry goes towards what works and what gets the job done. The ideological equation is not really a factor. There is also nothing wrong with that. In the case of FBX, it had a big head start, with it appearing in everything from C4D, Softimage, Lightwave and 3DS Max.
In the usual fashion, Autodesk only became the owner of FBX (film box) after Kaydara sold to Alias, which in turn sold itself to Autodesk.
Part of the issue is the licensing for Blender itself when it relates to proprietary file formats. On one hand we have a hard coplyleft which demands everything is open source (GPL) and on the hand we have a copyright which protects closed source. If you want the middle ground where both can play nice you start to look at license types such as MIT and Apache.
I agree with you though in that open file formats, while not always possible due to what they are part of, are ideal for the kind of industry we are in. glTF looks like its off to a good start, and there is willingness to adopt it.
M Hurly
I misinterpreted nothing. You seem confused, Open Source is an approach, GPL is the license type. The license type is the problem. Cycles is not GPL. Were you aware of that? It is licensed under Apache 2.0. The most popular Open Source license is MIT. Both of those are considered permissive licenses. It also is considered "CopyCenter", as opposed to CopyLeft or CopyRight.
Since Cycles is Apache 2.0, it can be used in closed source, commercial packages. If it was licensed as GPL, that could not happen without the target also changing its license to one that is compatible with GPL.
Its for this reason why Allegorithmic cannot create a direct substance plugin (same as the ones that exist in Maya, Modo..ect).
Remember, Open Source is a broad category, focus on the licensing and you will understand the inherent problems with GPL. GPL is only one license type (out of many) under the open source category.
In Blender, right-clicking on a function in a context menu like the deletion one yields the option to add a direct keyboard shortcut. Of course, keyboard shortcuts also have a tab in the user preferences.
True, but which would you rather work with: A separate hotkey for each
delete type or 1 hotkey which knows what type of delete to use based on what you have
selected.
Modo was just lightwave 2.0 It still had most of the same problems as lightwave and after using it a short time, I moved to softimage. Softimage was quite amazing, but when it was bought out by Autodesk, it's development was stalled, and then eventually it was killed off. At about that time I switched from working as a 3d artist to becoming an editor for the company I worked for. Doing 3d work for a living kind of killed off my desire for 3d and I did not want to spend the time learning a new package. I did spend some time with Blender, but the current version was still a mess. Many years later, I have recently had the growing desire to get into 3d as a hobby again and downloaded blender 2.9 from Steam and the latest changes seem to have improved the UI a bit to the point where I can use it, but it is still far from great. I am cautiously optimistic that I will be able to use it to get the results I want, but I am probably going to have to customize the interface a lot to get an acceptable workflow.
After I used lightwave and modo for years, I went to blender. I am very pleased.
Merhaba.Yaklaşık 1 yıldır modo kullanan birisi olarak özellikle ülkemizde Modoya kıyasla daha çok tercih edildiği için Modonun yanına Maya programına yöneldim.Fakat maya her nekadar kaliteli olsada bana çok yavaş geldi.Şuan EEVEE ninde etkisiyle blender bana çok cazip geliyor fakat zamanımıda boşa harcamak istemem.Modoyuda kullanmış birisi olarak kıyaslıyabilirmisiniz.Program hızı,modelleme ve kalite anlamında Modo mu Blender mı?
Quick answer: since The Foundry (aka Autodesk bis) has acquired Modo they have doubled his price and haven't released any major update yet, they just have included MeshFusion and incremented the version number (and today we use the Bevel shader and it's available in Blender). The sofware is dead.
While the speed of development isn't what you may want, or in areas you want, I wouldn't spread misinformation like this. Mesh ops came after Mesh Fusion for instance. I'm not going to try and defend the development cycle of MODO in terms of pace, but just saying it stopped at Mesh Fusion is just wrong. Before you get all upset, don't think I don't like blender too. I have my little USB rocket right in front of me on my desk. What I don't like is people just spreading BS without checking on their facts first.
Anyway the new price that has doubled for no other reason than milking it, the lack of development and his competitor Blender that is free and evolves quickly will slowly kill Modo and the size of his community. And since Modo is acquired by a profit only corporation I don't really care about the future of the software, I am just sad for their users but maybe they will feel comfortable with Blender if they give it enough time.
Yes, price has gone up. That is true. Not sure blender will be what kills MODO or not. Could happen, but I think other factors are at play too. Don't quite understand though why you hate MODO so much. Honestly Autodesk has done a lot more to damage the CG marketplace than the Foundry ever has.
Both aim to earn as much money as possible even if it harms the CG industry as long as it is profitable, this reason alone should be an argument to boycott it if a non-profit alternative exist. You will say that it is what most capitalism companies do, but Luxology tried to make interesting modelling tools at least, while The Foundry doesn't seem to care much of his future.
I know Autodesk has killed 50+ software and technologies but The Foundry isn't an example too, they never innovated they maintain their high price from their software that were popular in the past before the competitors come out. They do nothing to keep them up to date and be competitive. Substance Painter is much more recent than Mari and is already the industry standard for PBR texturing and they had the time to rewrite it from scratch with their small team in France while Mari hasn't changed since decades and they don't have any plan other than costing 8 times the price of Substance Painter (for a painting tool!) until the software dies. Nuke is bloated and cost the price of a small car for a compositing tool, their past updates were just some performance improvements. The price of Mari, Nuke and Modo and their lack of innovation reflects how greedy this company is, I won't be surprised if a massive lay off is announced like Autodesk did at the end of 2017 after their bad behavior with their customers and greedy strategy.
At least artists start to understand that they have been scammed by those companies and their money invested to kill innovations, technologies and jobs. They are giving more time to try Blender. Using Blender isn't just using another software, it is contributing to innovate in the CG field and for a passionate like me, it is important to avoid every corporate CG companies.
And I would feel very bad to give them money while being aware that those companies kill software, innovation and jobs that is why I try to stick with FOSS software in my workflow even if the software is limited, for example I stay with GIMP instead of Photoshop and Godot instead of Unreal.
I wish modo was strictly a modeling program again with a cheaper license. They tried to turn it into a full production software and it's just not working. The UI needs to be updated to 4K .. it's so awful looking on my screen. But It's still one of the best hard surface modeling programs out there.
I don't use blender despite having spent several hundred dollars on the free blender campaign back in the day. Why? Because I hoped that blender one day might not give me aneurisms by merely opening it. It looks like 2.8 might FINALLY be getting towards that state. Blender has always had lots of great features but wrapped in a user interface and workflow that made blood vessels in my head explode and try to kill me. Looking forward to 2.8 and beyond, a lot. (yes yes shortcuts, but thing is.. peoples minds are differently organized. I'm very visually oriented so a good GUI works far more efficiently for me than a list of shortcuts, I wish people would understand this. I think that's why a lot of people just can't blend. Me included)
Couldnt agree more. I use 3ds max and thats a VERY UI orianted software and ive been using that for about 2 and a half years now and I feel comfortable with that workflow but the licence is just ughhhhh. Im considering Modo because it looks to be the closest ive seen to max and that type of workflow but I used blender for 5 mins and I just got frustrated and closed it, uninstalled it, through my hard drive in an incinerator... Basicly all I hear is ``Move to Blender``, ``Screw paid software and move to blender`` and im just sitting there thinking, I dont care if software is paid or not, I want a good UI, something I can migrate easily too and I dont want to pay a TON out for a licence, then I find Modo and i'm like, ``eh is modo any good?`` and all I see is, ``dafq is modo?`` You see my point? People tend to jump on the band waggon without the consideration of other software. Thats what I did with 3ds Max and I think I have learnt my lesson. If blender comes out with a more polished UI and stuff, ill be using that but until that happens, alternitves will be considered.
Try BForArtists, it's a fork of Blender with the goal of having the kind of UI you seem to prefer.
I haven't tried it myself, but I'm one of those people that loves to use the keyboard for everything, and hates to see icons of any kind. I even like right click select! Anyways, I think it will be good for Blender overall if BforArtists is successful, even if I prefer standard Blender.
You made a wise choice 6 years ago lol. It aged like wine.
It's strange, I am an hobbyist, and tried Blender 3 or 4 times; with tutorial, but never succeed in adopting it, to complex, not well thought, even sometime not logical ( according to me of course), but gave a try to Modo 6 years ago, and felt like at home, so bought it and have upgraded every version since. I will definitively give Blender another try, but when UI will be more polished.
I felt the same way about Modo vs Blender's UI. I spend a few years tweaking the Blender UI to something much more streamlined for modelling, check it out: ruclips.net/video/9XbdEiHfKhU/видео.html
try testing testing the new blender 2.8 beta. The UI was overhauled and in my opinion it is awesome, you might like this time. I am not a pro though just an enthusiast.
I think that if you truly work professionally, the upfront cost of the software is not the most important factor to consider. Lets say that Modo costs say $1500 or whatever it is while Blender is free of charge; and you have a situation where using Modo means a much more efficient workflow then Blender and you get a lot more stuff done within a given period of time. If this is the case, then Modo will be a lot cheaper for you than Blender even though it is expensive to buy.
Now, I'm not saying that this is the case with Blender vs Modo but I just want to illustrate that when considering using FOSS it is a bit myopic to merely look at the upfront costs of acquiring the software.
This is such a good point...
I' have license of C4D, and with this new release of C4D and Blender... I am thinking if I should fork over 1500 just for an upgrade price..Im a bit angry about that.. but at the same time, I work so fast in C4D, I've been working with it for about 10 years.. and with Blender, I feel its a lot clunky in several places...
So, since I make money out of a 3D software, I feel that C4D will pay for itself very shortly, whereas It would take me 4x to achieve the same thing in Blender, at least for the first year of use.
moved to blender when modo doing subscription, a few days in blender and i find it a GREAT & FREE 3d software
Subscriptions are killing the paid software industry. Yo no longer own your software and if you decide you don't want to pay monthly, you lose all access to the software. This means that developers can be lazy and only add 1 or two new things to their updates, and you can't say, nope, I'll skip this version, like you used to be able to do.
2:18 You can delete the geometry you have selected with a context-sensitive dissolve, or Ctrl-X. This will delete whatever you have selected without bringing up a menu.
Ctrl X is good but it doesn't delete verts if I remember correctly, I have a context sensitive delete that replaces X, and can delete everything including objects and stuff in the outliner
1:35 Unfortunately that game engine has been dropped from 2.8. But there might be more fun stuff coming down the track, later.
Good news for your there is a full game engine being made, to have full blender intigration, and it's open source. It's called Armory3D.
Sadly the reason I’m still using the paid app MODO is that its interface makes sense. Blender is a MESS. Actually blender is like Maya. It’s very engineer friendly, not artist friendly. I love the idea of Blender, but every time I download it it’s like walking into a nuclear power plant and trying to figure out how to do one thing. You’re just standing there and "whaaaaaaaaat"?
Just check 2.8, it is completly different now. Actually Blender 2.8 feels like Modo.
@Darren Munsell 2.8 IS still in beta though, not ready for production
Check bforartist. It is blender but with more customized ui
Now blender has best ui, try it
I saw that Blender has revamped everything, so I’m giving it ANOTHER go. And there seem to be TONS of tutorials on RUclips now which could make all the difference. :). Even Flipped Normals is in on it. And some new guy Josh Grambel (?) has been pumping out insane tuts I’m actually excited this time!
2:44 That’s not quite what Blender means by those options, though: for example, “only faces” means leave the edges and vertices behind. How do you do that in Modo?
I think both have the ability to do 'only faces' but how often do you use that in regular modelling?
I find all the options useful.
I started with a program called anim8or back in 2000 ish when i was just 15 :)
then i went over to maya, which was great but i felt was lacking in some aspects, then i went to blender which i have been using since 2.49a
ive tried other softwares like 3ds max and modo, but idk i just feel blender is my go-to tool :)
Glad you accepted the good news about Blender and now sharing in preaching the message. lol. JW that was funny to me being one by the way.
Blender is free, but the team needs continues the work. So I contributed money to Blender because I think the project can not stop
agreed, blender cloud is a great way to support!
Unfortunately I think blender foundation is richer than most of us anyways!
For somebody that just starts his journey with 3D, Blender is heaven on earth. It was like this for me, now after 2 years I pretty much mastered it and I don't really need Maya or ZBrush (I know about advantages) because it let's me do what I want, pretty much (and if it's not it's probably because I don't know about certain feature that's hiding somewhere, there's a lot of them and they're very cool, ex. drivers) With upcoming improvements Blender will win the industry.
20 year LW 3d user. They were a day late and a dollar short with their last update. And they treated me like a guest who had overstayed his welcome when I questioned them about it. I made the change to Blender last year and I haven't looked back. You are making the move at exactly the right time. ;)
Thanks for your thoughts on this.
Yup, hope it helps
I also switched from modo to Blender some years back and never looked back. Also used C4D and Maya before many many years. Each and every day I'm amazed how great Blender is, especially for a software that is completely free. But even if it costed money it would probably be my program of choice. 2.8 is gonna be mindblowing.
Agreed...the $0 price tag is the cherry on top, it's amazing regardless.
I jump from Blender, May, MAX to Cinema 4D and Houdini and never com back. C4D + Houdini are 100000 times better than Blender, Maya, Max . VFX and Mograph in Blender is some joke, very bad.
Hey just decided to leave also modo for blender today. Is there any chance you make a mate even paid tutorial where you explain all the settings you made setting up blender for your modo experience? Would be very helpful as modelling seems way different and I loved the approach when modelling in modo. Thank you!
Yup, check gumroad.com/vling
Definitly will work on blender, Since Solidworks just requires and still requiring a lot of software add ons to produce a decent Render o animation, but when it comes to render animations, still has a lot to improve
About the contextual delete , there is an addon called Smart Delete , give it a look
Switched from Modo to Blender cause is Free, I'm not able to pay a Modo license, so i used cracked version and was a headache do the installation of each update. Blender is continuously being improved Also there is a bigger community, and you can find solution to any problem and tutorials of almost everything. Also any addon is easily install
I am, or was, a Modo user, have used it professionally (modeling) since version 401, last one I upgraded to was version 13.0. Since they have released Blender 2.8, I barely use Modo at all now. I will continue using Modo occasionally, there are some features that Blender doesn't have (e.g. there is no equivalent to the Modo UV transform operator in Blender, and the workplane functionality is far superior to this poor 3d cursor thing in Blender), but in no way do the features in Modo justify expenses of more than 400€ each year for me anymore. With a couple of (paid) addons, Blender offers all, or most, of the features any modeler could wish for, for almost no expenses at all. It almost feels like a steal to me.
Which one would you recommend for someone wanting to model and design a modern sneaker?
you can press ctrl+x while having an element selected and it will be deleted without the popup asking further input
This works for dissolve but not for delete...I have a menu that lets you delete faces, objects, edges anything all without any popup...it just deletes whatever you have selected
Yes, right, it´s "just" dissolve. Good that you found a way to make it work for you :)
Blender has come a very long way since I first tried it, I am a hardcore 3dsmax junkie but in the recent years I have very seriously considered changing over to it.
Thanks for the video. In your opinion, what are the differences in your day to modelling work-flow? Is it faster? Are you getting to your end product faster? Easier to use?
Main difference as I said in the video are modifiers and rendering, which makes things faster. I still think Modo wins in the pleasant/easy to use category.
You're one of the main original reasons I jumped into learning Modo, but you've convinced me to finally take the plunge and switch to Blender after so many tries over the years. I definitely agree with the evangelical views of most Blender users which also put me off LOL, but there's just no denying that Blender is definitely going upward 2.8 and on.
Yup..I'm a little guilty of it too now but ah well. It's a fun time to be 3D modelling in general.
I actually know someone from the Blender dev team, and went to the Amsterdam conference around the time this video was made. They'll be working as a professor at my college this fall as an animator.
Glad to see that there are more people learning and getting into Blender. You've got stunning work! ♡
nah youre lying
@@joeyparenti7815 You're joking, right? lol bc that's literally what happened when I went to college
@@ADreamCalledEternity youre literally lying
@TreGear Bassam Kurdali! They were so fun to work with, super inspiring and talented!
I really liked your modo tutorials. Would have liked to see more of them..but great to see that you can reach a much, much larger audience with your blender tutorials...
Thanks for sharing you skill and your choices, really really appreciated
Thanks for the kind words!
After having to use Maya for texturing, Modo is thus far my favourite 3D software at all time, great UI, easy to use and learn. I'll probably give Blender a go.
Could you explain your process for creating the cutlines on the yellow ship at the end of the video?
Extruded the cutlines then boolean intersect to fit them to the body
@@Heavypoly do you have a short vid for that. I'm not familiar with the Boolean workflow and extending some cut lines then intersecting then with what ?
Blender is awesome, such a powerfull tool open to anyone who dares to create art just blows my mind
i'm seeing you render at 7:05 and am a little confused because its rendering 8 tiles at once at a very small size (which makes it look like CPU rendering at 8 threads), though at the same time you have your GPU selected...but you probably dont use 8 GPUs to render your images, do you?
I think this is CPU+GPU, 8cpu + 2 gpu tiles
i also switched from lightwave 3d/maya to blender... Blender is awesome
Very interesiting and welcome to Blender:) !
Interesting video. But there is one major difference between blender and other 3d modeling packages. It seems like you're not utilizing it, but whatever works best for you. It's that you don't need to be dependant on gizmo and viewport orientation all the time. I am trying to start modeling inside 3ds'max and modo, but it's so god damn frustrating to always seek and click on gizmo, or rotate view to change workplane like in modo. Blender on another hand can be used without gizmo, and even wtihout rotating the view at all. In blender, you just press the button in any part of viewport and the object is moving, then you press second button and you're moving along one or two axis, or rotating, scaling etc. Just GX and you are moving alonside X. RZ, rotating along Z. Even if you're fastest mouse\tablet user in the west, it's so much faster to not making unnecessary movements. And yeah. Lot's and lots useful features that came with the software. Like F2, Tiny CAD, Bsurface etc, some of which are usually done in other software by people like you, who like to write scripts for themself.
Agreed, the Transforms are one of my favorite things about Blender, especially that you don't have to hold any keys or mouse buttons to move. Modo transforms were pretty amazing too, you don't have to click the axis, holding ctrl would auto lock to whichever axis you dragged. Also workplanes in Modo are extremely useful vs Blender's 3D cursor.
@@Heavypoly 2.8's 3D cursor can now rotate, there's discussion on Right Click Select forum about creating a workplane feature in Blender using the 3D cursor as the origin of the new workplane. I think it could be done in Python, so if you miss the workplane, you might contact the people on that forum and try writing an addon.
One of the best things I've noticed in blender that I love the most, the devs listen to the community.
Been using it for a little over 3-4 years now. I love Blender, and I'll never switch to another program.
Can't you hit CTRL + x and delete whatever is selected without a popup menu? The beauty of the Blender way of deleting is that if you have a lot selected and you only want to delete the polys/points/edges you can do that. In Modo, you'd have to specifically select what you wanted to delete, correct?
I only care about that last part of the video where you model the smooth transition between that spaceship’s body and its engine. Adding this sub d strip on top of the transition looks like a great solution, I would really love to see more of those.
2:29 There are options in that popup besides simple deletion, remember.
the best program is The Foundry Modo 13.2v1, but I still haven't understood how uv map is done and how to make the bake, and save the project including textur.
Great video. Thank you for sharing your thoughts
How about UV mapping? it's unfortunately still very unsophisticated in Blender IMO
Funny you say that, when i was using Maya (2011 and 2013) it was defacto in the places around me to use Roadkill, if you look into it Roadkill's code was lifted directly from blender, and they even mention as much. it might have fallen behind a tad in the last 2 years or so but before that it was miles ahead for a long time.
Agree
use Unfold3D, literally the best UV unwrapping software.
You can actually use ctrl-x to do dissolve based on what you have selected. It is bit weird that this is not the default behaviour but the modifier one but *shrug* Also I guess it still makes it bit bothersome to do something like deleting faces. (Personally I feel like they should do context dissolve on X, context delete on ctrl-x and menu on alt-x but oh well)
Yea ctrl-x context dissolve is great, while delete is a menu...these kind of inconsistencies are the 'low hanging fruit' for improving the UI
Are there any specific modeling features that are lacking or much harder to do in Modo compared to Blender? Recently I've been using the unreal bridge plugin to instantly send models from modo to unreal, without always exporting fbx. This is the only reason im staying with modo. Should I just give that up and go to blender?
They both have about the same capability modelling wise. Blender has some nice modifiers, EEVEE and Cycles which was my reason for jumping in.
Building blender yourself is super easy. Its like 3-5 commands in the command line to setup and from there on is only 2 to update the code and build it. This way you can have a new build every hour, basically each time the code is changed you can make a new build out of it. Modo kinda funny for me, because I consider it one of the best UIs if not the best and its developers used to work for Lightwave which I consider one of worst UIs. Blender UI is definetly not as good, but especially with 2.8 I can finally say its good enough. I am a huge fan of Blender though so maybe I am biased :D
I'm also considering to move to blender slowly. Does it have proper UDIM workflow?
Dear ,no matter what software you are using.i think the skill is the key!
I started with Modeler in the late 80's on the Amiga. That program became LightWave Modeler (which I switched to in the early 90's) and ultimately Modo. I think Stuart Ferguson created one of the best modeling apps in the world, and the success of Modo is a testimony to that. Nonetheless, I switched to Blender about a year and a half ago, and am now thoroughly convinced that it's the best 3D app on the market. I've used LightWave, Max, Modo, and Maya professionally over the years. And Blender trumps them all. Version 2.8 is bringing some much-needed interface and usability tweaks. But even without them, 2.79 is a true workhorse. Earlier this year, I made it the official pipeline app in our studio. I could tell that the Maya, Max and Modo artists on staff weren't sure about the move. But 3 months in, I've had them telling me that they now prefer Blender. It's not perfect, of course. But those who snub it because it's open source are missing out on an incredibly powerful tool.
Congrats on the pipeline switch, that's pretty impressive! Glad your team was able to pick it up
I started 3D with C4D way back in 2005. when i was 16. then i stopped everything after about an year later. And I started learning Blender in the end half of 2016 and I am still using it. I tried 3D max and maya about 6 months ago but they feel so slow and too many clicks to model just a simple thing. specially 3D max. Interface is a full of buttons clutter mess. But most max users say Blender interface is hard lol. I can challenge to anyone who use 3D max to model anything and I can do it way faster in Blender. You can literally do stuff eyes closed in blender because it has so many shortcuts and hotkeys. With all the addons like Mesh Machine, Loop tools, Hard ops, there is absolutely no other software which can model faster than blender.
Did he release the modifications he did to the blender interface to make it more like Modo? Maybe this isn't necessary since this is an older video and the current version is 2.93 with some major UI updates.
Where you learn Blender or 2.8 if you use it now, some course, any suggestions ? Thanks
1:18 It always surprises a Blender user like me that non-destructive modifiers are not commonplace in other software.
They actually were - but Autodesk killed the software that had them - i.e. Softimage. In SI, everything you did was an operator - every point you moved, everything you created, every function performed. This allowed you to rearrange the operator stack, or, mute certain functions, or mute entire sequences. It's nice to see that some of the advanced features of SI's workflow are part of Blender.
What has always baffled me is that Autodesk bought SI, killed it (after SWEARING they weren't going to) and scavenged the corpse (BiFrost is ICE rebranded, etc). SI had a vastly superior architecture and UIX to Maya - which is a garage sale of crap they've scavenged from other software. After personally paying support for over a decade only to have them kill SI, I refused to go back to the dark side. So glad to see Blender advancing so quickly.
The biggest botch AD ever made was killing XSI and keeping MAX.
Not that I treasure too much these kind of workflows but Blender modifier stack is a joke compared to max ones. Same for many modifiers in Blender that are old and bare bones. And non destructivrnes can be handled more elegantly and efficient than through modifiers. Cinema 4d way.
Is it possible to make procedural generated models in blender? I know modo has a bit of a random surface(?) generator from Scott Robertson's video's. Because I'm looking for an program that can create random models based on one simple shape, like a triangle or a square, that are adjacent to each other.
Yes you can do that with particle / hair systems
Oh great, thanks! Now I know where to look :D
And procedural noise textures combined with deform and displacement modifiers, there is a free add-on ( -might be a core distributed add-on- oh just checked, yep it's in the Testing category) called Rock Generator, that should give you a really good idea of some of the possibilities (:
If you have the patience, it's not actually that difficult to mess around with the shader node system and create Substance like materials (much simpler) within Blender, which you can bake out to textures. A pipe-line that's scriptable (but rather cumbersome by default, much like issues brought up in this video).
tangentially you can also use the procedural noise texture types as masks for the painting and sculpting brush too.
I'm going all in on Blender(been using Modo for 5+ years). Where can I get your scripts or addon for Blender?
This is the latest version: gumroad.com/l/BraunHL70 Good luck!
Difference between Blender and other paid softwares is... if you don't like, you pay and get stuck in a loop of subscription with paid softwares. But Blender is something which you will pay out of gratitude, when you start earning. Later if you think you can afford any paid software, you can still have blender as fail safe and reduce production costs.
Truth.
Which one would you recommend for someone wanting to model and design a modern sneaker?
Blender
Happy to see a new blender user! I see you use linux mint as well and looking for that cyberpunk 2077 juice, a man of taste :)
I'm also a long time modo user and I've been checking blender nightly builds from time to time since I saw some eevee demos on yt. Don't you think that new UI looks strangely familiar? Current builds seem to be following the way modo is organized in terms of icon placement, viewport navigation etc. I hope they will continue this in the future :)
Left bar yea, but I think that's just a general trend in modern software to have a toolbar with icons. To me the main meat to Modo's interface is the context sensitive tools, although the pretty icons are nice icing on the cake. Also I really hope Blender can get simple drag and drop for multiple items in the outliner....that still drives me crazy.
Do you have recorded video of ship modeling in 2:58 ?
only timelapse
If i were to learn modeling on blender, how easy would it be for me to transition to modo?
Do you have a tutorial on here or Gumroad for the modelling you're doing at 7mins 20 sec?
I'm sorry to say this but... after modelling in Softimage|XSI for 17 years, everything is a downgrade in terms of polymesh & hard surface modelling workflows. I've tried it all... Max, Maya, Modo, Blender... none of them have the elegance & efficient setup out of the box that came with Softimage & require more unnecessary mouse/kb steps between modelling operations. In Softimage, everything is 1 key or 1 click away, from menus to various tools... not 2, not 3. Also... F**k Autodesk.
I've always heard good things about XSI...sad that they killed it
It is... & the saddest part is they killed it because people & companies that bought Softimage had no need for Max or Maya afterwards... so obviously it was bad for business & Autodesk prefers a segmented market of divided products for increased profits... Softimage was too versatile & it cannibalized other app sales.
Yea...it's gotten to the point where I would love to use programs like fusion 360 but I don't because I don't want to deal with Autodesk.
You don't have to... I'd just use Dassault SolidWorks for CAD
Yup...but that's pretty expensive
Thank you for precious anylization. Why do you think that 10 programs in oone (blender) is better than focusing only for just one discipline?????
I deem that modo can win only in one case: - focusing only on modeling to adjust it to perfection stage.
I thought this was a nice, light comparison of some features of the two programs, but honestly, I didn't come away understanding why you switched. I'm a blender fan, and enjoy modelling in it, but this is just a hobby for me. I am interested in why people switch to Blender from other more commercial or well-established platforms.
Since you've switched - what was it that caused you to switch? The only real comparison you mentioned that affected you was that Blender usually takes a few clicks to do something that Modo did with a single click, though through scripting you were able to bring blender closer to your modo experience. Well, to play the devil's advocate, why not just use Modo in that case?
Ultimately - what was it about Blender that made you switch? I wanna know. :)
The other factor was direction and speed of development
In short Blender is professional 3D software it's used in film and game industry, back in his day of development and they using it now..Blender was start creating in 1988 by Ton Roosendaal (it's creator), in time were Maya was not existed...Well, catching with industry - professional studios like Tangent Animation was moved since 2016 from Maya to Blender (look NextGen movie created full in Blender), UbiSoft are moved to Blender, Khara Studio (half studio use Blender, other half will use after license expiration with 3DS max) will soon completely be under Blender, Trace Studio use Blender in AAA Game Development.... Some pro artist already moved from Maya and 3DS MAX to Blender, soon will be more plus it's free software. Like you see, want we or not Blender will be soon an industry standard by it's nature.
Yeah, I'm so sad there is no free/cheap 3D software that has Modo-like UI.
When I started experimenting with 3D, I also fell in love with Modo because I could intuitively find everything I need without having to look in a manual or on the Internet (and I didn't have Internet when I started working with 3D).
Modo was especially great for occasional 3D hobby level mesh editing. If not using Blender for a few months, you can easily forget how to do something. In Modo, it's very easy to catch up.
Also, Blender's UI can overwhelm you with functions that cannot be executed in the current context. For example, when you have an edge selected, Blender will not disable vertex and face menu items that do not even work on an edge, and you end up scratching your head "why it doesn't work..."
Unfortunately, Modo is too expensive.
About deleting stuff being a "1 step process" thats how most 3d software work, not just Modo, Blender is the one with extra steps.
Im interested in switching to Blender 2.8 from Max (also worked with Maya in the past) and your videos seem nice, but, I dont like starting out with someones personalized shortcuts. Your videos would probably gain more traction with vannilla settings especially since 2.8 videos are few.
I love Blender...except when I hate Blender. ;)
Been trying to wrap my artistic brain around Blender since it was still owned by NaN in the late 90's. So far, Softiamge 3D (and then XSI) have been the easiest 3D programs for me to "grasp", workflow and logic wise. Next is Modo. I love the viewport movements (from Lightwave), with Alt, Alt+Shift, Alt+Ctrl and Left click. But like other frustrated potential-Blender-Users, I'm hopeful that the new 2.8 UI and flow will finally let me "get" Blender.
have you made the jump to blender, already? just curious.
There's BforArtists, it's supposed to have a more approachable UI, but then again, I'm one of those people that prefers vanilla Blender.
Modo will have to implement something like the object/edit mode to keep competitive with Blender.
Its preferable to actually use program before you comment it.
Many bugs in Modo are unfixed over many years! This is a huge problem of Modo!
So I tried Blender too, but the user interface and the way 3d objects are handled is a horror! And the missing material library ist a no go for me.
I am a big fan of Modo for years. Starting with v103. I recently downloaded Blender, and I'm starting to look at it more. If you can recommend good video tutorials for Blender, I would be extremely grateful.
BlenderGuru is what a lot of us start with, just be aware his videos are full of self-advertising these days (good products, though, so not a bad thing). CGCookie probably has the best mix of quality and variety. Blender cloud has some great stuff, although some of it is outdated (but Blender has stayed consistent, for the most part, and old versions are all available). Blenderdiplom has some good stuff. Gleb Alexandrov, Zachariaa Reinhardt, very talented artists. I think there's CG Geek, or maybe it's CG Master, could be both. There are plenty on youtube, gumroad, etc. The community is pretty open and helpful-- blenderartists.org has some gold you can never find in regular tutorial sites.
I'd also recommend reading the blogs of artists that you like, using any software. You'll be able to use the same or similar techniques. I have to use Maya for schoolwork and I can't tell you how much I've been able to bring over from Blender, and the Maya artists are surprised because they never thought to use the software like that. Similarly, learning Maya has helped me in my Blender art.
I was debating on whether or not I wanted to make the switch myself. One of the biggest reasons I like modo is the workplane feature. Do they have something like this in Blender that you are aware of?
Does Blender generate UVs procedurally or have any procedural UV creation tools like MODO?
It’s called “generated” rather than “UV” texture coordinates.
The thumbnail! 🤣🤣🤣 I was going to add this to “Watch Later” then I looked closer at the thumbnail and decided I’ll go ahead and watch it now. 😁😂
mission accomplished :)