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  1. #41
    Originally Posted by AlmaTalp View Post
    No parametric modeling, no non-destructive workflow. Adding these will a give a boost to Blender's reputation.
    Nobody care about parametric modeling in any other software except houdini, and the "non-destructive" workflow in all software is an empty word because 3DsMax have the more painful modifier system in the world, destroy your work (seams, custom normals, smoothing groups,...) in each operation... and user talk about the non-destructive workflow like if they use it.



  2. #42
    Originally Posted by DcVertice View Post
    Nobody care about parametric modeling in any other software except houdini, and the "non-destructive" workflow in all software is an empty word because 3DsMax have the more painful modifier system in the world, destroy your work (seams, custom normals, smoothing groups,...) in each operation... and user talk about the non-destructive workflow like if they use it.
    Parametric modeling could include many things. Houdini is wan of the concepts, keeping meshes parametrically editable through the workflow (Max concept) is another. From archviz aspect Max is very capable with this workflow.

    3ds Max modifier system could have its flows, but I never had any problem with it for archviz and even in its current state it is more handy then restart everything from the scratch as Blender works.

    It is not a coinsidence that other packages try to make something similar (Modo) or earlier LW.

    But - of course - this could be the question of favour. I miss 'Edit Poly' modifier since I started Blender, also adding and setting up primitives is a pain IMO.

    Anyway, there is a parametric modeling addon on its way for Blender, also a tree modeler addon using parametric approach. I'm happy that these things are happening, I would be also happy with some 'seamless' primitive-based UV modifier (like SureUW, but as a modifier), also with an 'Extrude' modifier.
    Last edited by AlmaTalp; 14-Sep-17 at 10:40.
    Blender + 3DS Max, GTX 1070 + RX 480



  3. #43
    Originally Posted by AlmaTalp View Post
    Parametric modeling could include many things. Houdini is wan of the concepts, keeping meshes parametrically editable through the workflow (Max concept) is another. From archviz aspect Max is very capable with this workflow.

    3ds Max modifier system could have its flows, but I never had any problem with it for archviz and even in its current state it is more handy then restart everything from the scratch as Blender works.

    It is not a coinsidence that other packages try to make something similar (Modo) or earlier LW.
    It is a secondary feature, few people use this and it is not useful in three normal works



  4. #44
    I understand that very well, it's just not industry standard. When everybody customize their own versions, you open a big can of worms.
    The biggest hurdle is really the first one you encounter, the interface and navigation. I am currently more and more used to the software for home use, and I really can't see it spreading on a big scale as it is right now, even if sporadic work use is more than possible. Having by default right clicking for selection is ludicrous.
    Asking companies to transfer all their tools to a new platform and to find employees being proficient at using it is also a major issue (the navigation not helping for the latest).



  5. #45
    I don't know what 'three normal works' mean, maybe my fault. What does it mean? Thanks.
    Blender + 3DS Max, GTX 1070 + RX 480



  6. #46
    A corrector error



  7. #47
    Thx. What did you want to say?
    Blender + 3DS Max, GTX 1070 + RX 480



  8. #48
    Member SandraDau's Avatar
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    Originally Posted by TeaCrab View Post
    I'm doing 3D only because I like doing it as an artist, and Blender has been the most comfortable to use, gives me most control over what I want to achieve, and have the most possibility for me to fiddle around making scripts. I don't want a job working for people with a creative direction and listening to bullshit every 9 to 5. Fuck that. I don't need a job that pays me 20 dollars an hour and I don't even own the copyright for what I have designed/made. Fuck that.

    I'd rather work at a factory then working with a piece of software that I'm not comfortable with but at the same time, doing what I loved doing. That essentially is turning love into hatred.

    Be realistic. Turning interest into a job is not always a happy story.
    No I don't agree TeaCrab in order to make it as an artist and get paid real money sacrifices have to be made.
    I am okay with being a part of a group that isn't artistic per se but has deadlines, if I get a paycheck for doing what I love, which is art.
    I have had to ask myself am i willing to not always love what I do in order to make it? and I am, and it's what artists need to be willing to do, because making it as an artist is just too hard otherwise. Some can make it in freelancing, but being part of a studio with a reliable paycheck is really something that I hope to experience someday. And then later down the line I can work on my own artistic dreams, but only after having the stability of that job first.

    ~

    But anyway, I can't afford those programs right now.. So anyways. But I do think blender will make it. It's good and lots of people use it. I think it will be okay and people using blender will be able to get nice jobs in the future, but sadly for the most part I don't think it's really happened yet, and so blender user that want to advance will ultimately have to purchase the other softwares for now.
    Last edited by SandraDau; 30-Nov-17 at 15:14.



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