I’m new to Blender, having worked in C4D, Maya and most recently and currently, mostly MODO.
And while Blender looks hugely promising, there seem to be quite a few curious workflow blockades that make working in Blender unnecessarily cumbersome.
Workflow and UX design is the area where MODO really shines and where Blender could learn from MODO’s example. Now to be clear, this is not a “Blender sucks, make it more like MODO!” thread as there are areas where MODO is severely lacking compared to Blender, which I by the way also point out in the MODO forums.
Just as an example, Blender’s rig and deformation performance is light years ahead of MODO’s.
But let’s get to where I think Blender could work smoother:
First of all, it seems like an unnecessary step having to CTRL+E > Mark Seam for an Unwrap. Blender could simply see what edges are currently selected and consider those as seams. This is how MODO works and it works great.
Secondly, it seems like needless complexity to have two sets of selection modes. In the 3D view we have Vertex, Edge and Polygon selection options, and in the UV Editor we have separate, independent Vertex, Edge, Polygon and Island selection options. Unifying them into one could simplify and speed things up a bit in a way that outweights the disputable benefits of being able to have different selection modes for both views at the same time active. (I for one don’t see where that would ever be necessary).
What are your thoughts on those?
Now something Blender has that MODO doesn’t is the option to show Angle Stretch and Area Stretch. Those seem like very useful tools to have, so thumbs up for those!
EDIT: Just for the record, I found out that MODO in fact does also have a feature to show distortion in its UVs. Never knew about that before today. Cool!