Blender Compared To the Major 3D Applications
LetterRip writes "Recently TDT 3D published a comparison of the major 3D digital content creation applications such as Maya, 3DS Max, and XSI, and of course Blender. Blender came out surprisingly well, although it definitely still has some weaknesses."
I've always thought Blender to be a solid but completely useless application because for whatever reason, the developers created the most heinous god aweful UI known to man. It's a freakin eyebleeding headache that leaves one happily shelling out the hundreds or thousands of Dollars for a modelor with a usable GUI.
It's a shame. Because Blender could be a contender, but since the developers live in their own little world with the attitidude that their app is made for a "certain group of people and not everyone", the application is basically a sick joke. If you're looking for a free 3D package and don't care how painful it is to use it, Blender might be for you. Otherwise, go with Maya or Lightwave. Also, Modo is a good modeler with a great UI, if you just want to model and not animate/render.
First off, the name is a tad misleading, it's more "Major 3D Applications Comparison (including Blender)" as opposed to a focused against Blender - but that can be easily forgiven. What is good is that the author has used a wide range of industry standard tools (Maya, 3ds max and Lightwave etc) in everyday tasks, so it's not a fanboy style review where the outcome was and always would be 'Blender best'.
Blender is maturing well, especially considering if you look at the progress they've made since the code was first open sourced, and I'm confident that they will be able to continue this progress in to the future. I won't comment on the feature to feature comparison, I will just reiterate what the author said early on in the article - it's the artist not the tools - and in this case the an open source and free tool is sufficient to create some stunning art. Check out Elephant's Dream to see an example.
And my one note to those commenting later - the interface. Many people complain about the interface, how it's difficult to learn. Unfortunately, many of these people are trying to 'learn 3D' over the weekend - and I'm sorry, that won't happen, regardless of the package. To become truly proficient in any 3D software package takes a long time.
Overall however, I'm glad that Blender has progressed so well, and look forward to seeing it's progress in the future. Without it I would never have begun my exploration into 3D at all.I also see many people compare the UI disaster to that of GIMP - I don't think that's really an accurate comparison. Read reviews of people who have actually mastered the Blender UI and they will confess that once learned it is very effective. The author in the article also states this, with him saying that it's a "Fast workflow, (but) can be more intuitive".
I'm not saying the Blender user interface is perfect, or that improvement can't be made, merely that even in its current state, once learned and mastered it is a powerful tool.
Comparison lists like this are very misleading. The devil is in the details. It's not about how many buzzword columns an app can check, it's about whether the app has had a userbase that has thrashed the software through years and years of real production work and had the software evolve into a powerful tool. It's very easy to add a feature in a 3D app. Most interested hobbiest weekend coders could whip up most functions found in any given 3D app. Whether that feature is production ready is another story. Going by the list it would seem that something like Blender of C4D is on a par with Maya and Max. They're not. They don't have the huge in-depth expert user communities and the benefit of thousands of users pushing them to the limit day in and day out. If you're choosing a 3D app, talk to some real 3D artists who have been in the industry for years and depend on their 3D application system for their living. Don't compare checkbox lists.
Some people don't like blender's UI like some people don't like vi.
Once you spend the time (say a day or two) it's really quick and productive. The UI is a major asset.
I don't therefore I'm not.
CSG is just a means, you could just as well use NURBS or subdivision to represent a highpoly model. The problem is that you have to downres it to a point where it's not just fewer sides on a cylinder or something but where the entire surface has to change. Details must be removed from the geometry and put onto the texture instead. Some things will be faked with alpha. The software would have to automatically recognize which details are important and need to be kept. Even worse, for organic objects it has to understand where and how the object will deform and how to make that look good. And finally, it's just unnecessary work to model every little detail on a model when 90% of them will be lost in the downressing anyway, that just wastes time and time is money.
Justice is the sheep getting arrested while an impartial judge declares the vote void.
Just because you can learn to use a harder system, doesn't mean it isn't harder. Since car analogies are popular let's go for another one: The difference between a stick and an automatic. I drive a stick, always have, always will if I can get away with it. I'm an ace at it, never causes me any problems. I don't even think about it, I just do it. However there is no way I can argue that it isn't harder than driving an automatic. There is simply more to do, more to learn, and I remember how painful learning to drive on a stick was. It certainly isn't an unusable or unlearnable system, and once you've learned it well you are plenty efficient with it, but it is not as easy as an automatic.
Well same deal with interface. Not all choices are arbitrary, it isn't as though all UIs are created equal. There really are things that make it easier and things that make it harder. Just because you spent the time learning it and now don't have a problem, doesn't mean it is easy.
Also, some things are easier for computer people than non-technical people. I've seen many things that make assumptions in relation to a level of understanding of how computers work that if you lack that, you are really screwed. A good example would be regular expressions. If you understand how a finite state machine works, regular expressions are likely to be easy for you. I remember when I learned about them and as soon as I was shown the syntax, a light bulb went off. I found them quite easy, once told how they work, but then I'd been tinkering with FSMs before I knew that term. However a non-technical person could be hopelessly lost on them because they just don't understand the logic behind them.
Trying to defend bad UIs in OSS does no good for anyone. People don't want excuses and they certainly don't want to be told that it is their problem.