The best thing about Blender is there isn’t a disgusting amount of ugly, unintuitive, unnecessary, poorly placed ICONS. Every damned thing in Maya seems to have an icon. Having a menu with text and checkboxes is much better, for example all of the visual customizations of the overlays in the 3d viewport. A few of these in Maya are good to have. The one good thing is they can show the state in the color of the icon. Blender could use that for the few icons it has, like “lock camera to view” should be clearly displayed somehow without needed to open the N panel to check it.
I do not miss having to click the arrows on move and scale widgets at all. G/R/S is heaven.
Being able to select-through objects in solid view always seems like a good idea as you’re making your own symmetrical model from scratch. But when you’re tweaking something complex someone else made, especially if it’s not symmetrical, it’s best to not have select-through unless you activate x-ray.
per-viewport view transform, gamma, and exposure is a nice thing to have.
in quad-view maya has too many stupid tiny icons in the header of 3d viewports. Blender has similar scenarios but you can always scroll the header side to side which is great.
It might be nice to have things like safe-action, safe-title, and resolution gate + mask (passparteux) more easily accessible in Blender without having to add a camera first. Per-camera output resolution really needs to be in Blender by default.
I rarely need a real “quad view”. I need to see front+back+perspective or top+bottom+perspective or perspective+right much more than I need to see front+right+top+perspective so I don’t really miss that at all. I also tend to want one or 2 of those really big and the other can be small and then put a uv editor in the corner and another one in the other corner set to view a reference image and another small one with the render preview and a light property panel pinned to 1 light and a regular properties panel and an outliner set to to only show lights that start with the letter B… etc… I like Blender.
The range of movement when using a widget for rotating or scaling down is so small, I don’t think I’ve ever used the scale widget in Blender and I’m certain I’ve never used the rotate widget. I couldn’t tolerate being forced to only use a scale widget. I’m watching this maya tutorial and they guy had to make multiple scale operations to shrink a cylinder down to the desired size.
I attempted to learn maya almost daily for several years… I thought I understood object “pivot points” and freezing transformations but apparently I don’t. I like how Blender always shows the “object origin” point. This guy just did a “freeze transformations” on a wheel that was nowhere near the world origin and that made the wheel translate values all go to zero but the move gizmo was still centered on the center of the wheel geometry and the wheel was still several yards away from the world origin. I’m confused.
I’ve had cats that I nicknamed Phong and Lambert… one died of old age.
I don’t think blender needs a “hypershade window” but it definitely needs a convenient way for us to see all materials in the scene and select a material and edit it without having to select an object that uses the material first. Editing materials on things that I’m using as collection instances is annoying.
I gave Blender a hard time about needing to “apply scale” in order for the bevel modifier and face inset tool and a few other things to behave as expected. It turns out Maya has a similar problem when doing UV projections.
People give Blender a hard time about the Middle mouse button… Maya’s usage of the middle moue button is even stranger in my opinion. Also, my left hand is really tired from having to press the ALT key so much. I remember in my early days with blender fearful that my hand would hurt from having to press the middle mouse button so much. It did, but after I got a mouse with a softer middle button I was fine.
Blender 2.79 might be “ugly” but it is for the most part a "better’ UI than maya in my experience ( 4 incomplete donut tutorials over 2 years versus 2003-ish to 2012-ish trying to get good at using Maya). Yes the limited ambiguous layer buttons were very bad and the “fake user” nonsense is illogical, but for a beginner, or someone who failed to make any real progress with Maya over a very long period of time, Blender 2.79 was really good.