UV tools and retopology tools pretty much. When I was doing my internship last year I used Maya and Blender has a long way to go before it can measure up in that department. There are add-ons which are both free and cheap that address the vast majority of these issues, but the problems have to be addressed inside of Blender eventually.
At least some work on UV mapping has been made as of late. Letâs hope weâll see more.
Hello. Iâm a new to blender, so maybe i make some mistake because of lack of knowledge.
The same system to modify the orientation of the gizmo when you push the ââdââ Key. With automatic snap when you click on any component in this mode.
This is not the orientation of the pivot point of the object, but a temporary re orient of the gizmo for transform modification of the component or object.
there is a good edge constrain in blender, but there is no face constrain. I use it all the time to clean edgeflow of facial blendshape, to maintain the volume of the characterâs head without snapping it or shrinkwrapping it on a clone.
the exact same soft selection, only one shortcut to activate/desactivate/brush size modification ââbâââ by default in maya. (i donât want to have to use 2 shortcut to change the brush size, i donât want to use the mouse wheel).
Different falloff curve to modify the ramp of the radial influence (not so important).
Possibility to change the influence in surface or volume. Surface will influence all the vertices directly connected to the selection in term of edgeflow, volume donât care about topopogy, any adjacent volume is taken in the soft selection.
For example, if i need to move both upper and lower lips in once, i will use volume soft selection, if i only want to move the upper lips, il will use surface mode.
In zbrush, surface soft selection is like the automasking topology range.
Mudbox brushes in the standard interface. I need a push/pull, grab, smooth, flat, relax brushes for modeling, for modify my facial shape. I donât want to go in a sculpt mode for this. Maybe it already exist.
-Just press 1, 2, 3, 4 to directly go in component selection mode without toggle tab.
A pie editor like the marking menu editor, donât need to code it, donât need to buy an external addon.
a preselection highlight : when i move my cursor above a vertex, it will bright, so i know that if i click, even if my cursor is not exactly on it, i will select this one. So i donât need to precisely click on a vertex, i can click far away from it because i know it will be the good one.
In tweak mode, this is particularly important.
Not sure if iâm clear, my english is so bad, a video will be better.
-Not really in a vanilla maya, but a BlendShape Combination System.
Facial rig for a movie like despicable me is largely based on shape. But you just canât mix a mouthcorner out and and mouthcorner up in a linear way (for making a basic smile). You need to sculpt the combination of the two shape to avoid pinches, or making an artistic intention.
In maya we have Stargrav BCS which is my favorite or braverabbit SHAPES.
This is the most critical system that we need to offer professional facial rig services.
This is all my thought at this is moment, in regard of my beginning in blender.
But i donât know if there is a reorder vertex, i donât know if there is a deltamush for any deformer/blendshape, an absymmesh etcâŚ
there is a good edge constrain in blender, but there is no face constrain. I use it all the time to clean edgeflow of facial blendshape, to maintain the volume of the characterâs head without snapping it or shrinkwrapping it on a clone.
I donât know about face constraints.
can you put an image or video?
the exact same soft selection, only one shortcut to activate/desactivate/brush size modification ââbâââ by default in maya. (i donât want to have to use 2 shortcut to change the brush size, i donât want to use the mouse wheel).
Different falloff curve to modify the ramp of the radial influence (not so important).
Possibility to change the influence in surface or volume. Surface will influence all the vertices directly connected to the selection in term of edgeflow, volume donât care about topopogy, any adjacent volume is taken in the soft selection.
For example, if i need to move both upper and lower lips in once, i will use volume soft selection, if i only want to move the upper lips, il will use surface mode.
In zbrush, surface soft selection is like the automasking topology range.
my way to activate soft selection is Q key marking menu>selection>soft selection
You can change the brush size with the B key or double-click on the Tool box and use Tool settings or W key marking menu> Move Options, to fine-tune it. Itâs a good idea because you can adjust it with sliders and numbers.
This is a specification. Letâs accept it. (I think itâs the same for Blender too.)
However, there is a useful marking menu.
There is a marking menu that you can use with MMB, Shift, and MMB. (In Sculpt mode.)
Master the marking menu if youâd rather waste a few seconds clicking on an icon from the shelf.
(And customize it.)
For me, the no. 1 wish is Xgen. Blenderâs hair tools are really terrible. Thankfully though, there is a new node based hair system in the works, but it will probably be quite a while before itâs implemented.
Polyquilt addon is actually better than Maya Quad Draw, imo. QD is good, but Mayaâs modeling UX is so painful that itâs just not worth it. Going back to Maya to model(or even Max these days) feels so outdated now aftwr spending the last year in Blender.
QD is good too.
For some reason, your comment reminded me of Mash, and I want Mash too.
Going back to Maya to model(or even Max these days) feels so outdated now aftwr spending the last year in Blender.
ikr. Iâm an animator but Blender speeded up my animation speed too.
the reason is copy-paste of animation, timeline panel, and Dope Sheet Panels and Graph Editor are smooth. feels like a user friendly.
I will be happy once Blenderâs hair tools are up to par with Xgen. Thereâs no modifier stack for sub clumping, randomness, and noise breakup. Itâs really behind the curve
If Blender can pull off an expression system for hair breakup, i will be SO happy.
Everything that has to do with performance and animation.
Parallel Rig evaluation.
GPU accelerated deformers.
All the rigging tools and advanced modifiers/deformers.
Maya is up to 8x faster whit rigs and animations on my machine than Blender is, which makes the latter unusable for me (when it comes to character animation).