Switching to Blender 2.8 for Advanced 3D Artists
Vložit
- čas přidán 11. 09. 2024
- In this Blender 2.8 3D tutorial, we give advanced 3D artists a comprehensive introduction to Blender 2.8. This is the perfect tutorials for 3D artists who's already familiar with another software, like Maya or 3ds Max.
Navigation - 00:36
Adding Objects - 02:35
Deleting - 04:21
Selection - 04:58
Select Through - 08:28
Select Linked - 09:24
Modeling Tools - 10:24
Manipulation - 16:08
3D Cursor - 22:42
Origin Point - 27:44
Changing Hotkeys - 29:53
Outliner and Collections - 32:46
Customize the UI - 34:53
Camera - 36:16
Locking the Camera - 37:02
Assigning Materials - 39:44
Deleting Materials - 41:17
Shader Editor - 42:00
Lights - 43:42
Render Settings - 44:48
Color Space - 46:00
HDRI - 46:44
--Hotkeys --
- Navigation -
Pan - Shift MMB
Zoom - Ctrl MMB/Scrollwheel
Rotation - MMB
Navigation Pie Menu - ` (top left key, right below escape)
- Objects -
Create new objects - Shift A
Adjust last operation - F9
Delete Object Mode - X
Delete Edit Mode - X
Object/Edit Mode - TAB
- Selection -
Vert - 1
Edge - 2
Poly - 3
Select - LMB
Select Multiple - Shift Select
Deselect - Shift Click
Select All - A
Loops - Alt Click
Rings - Ctrl Alt Click
Select Linked - L
Deselect - AA or Alt A
Change selection Mode - W
Wireframe - Shift Z
Xray - Alt Z
- Modeling Tools -
Knife - K
Join - J
Separate - P
Extrude - E
Extrude Along Normal - Alt E
Fill - F
Bevel - Ctrl B
Inset - I
Loop Cut - Ctrl R
- Manipulators -
Rotation - R
Move - G
Scale - S
Constrain to axis - X,Y,Z - or MMB click
Local Axis -XX, YY, ZZ
Clear rotation, scale, transform - Alt R, Alt S, Alt R
Apply transforms - Ctrl A
Precision - Shift Drag
Incremental drag - Ctrl Drag
- Proportional Editing (Soft Select) -
Enable - O
Size - Scrollwheel
-3D Cursor -
Move 3D Cursor - Shift RMB
Pie Menu - Shift S
- Various -
Transform Orientations - Comma Key
Pivot Points - Period Key
Move into collection - M
Support us by checking out our merch!
teespring.com/...
Subscribe now!
www.youtube.co...
Website - flippednormals...
Instagram - / flippednormals
Twitter - / flippednormals
Facebook - / flippednormals
Our episodes are also available on all major podcast services!
Tip for speeding up your workflow: Q is your Quick Favorite menu, it is view context sensitive i.e. different quick favorites will show if you are in object or edit mode.
If you know you will use Grid Fill a lot, and you don't really want to go through the trouble of setting up custom hotkeys for it since it doesn't have a hotkey by default, you could go into edit mode, find it under the Face menu, right click it and add it to Quick Favorites!
Highly recommended for applying transforms or all the origin stuff, saves you time going into the menus and no hotkey hassle, just hit Q :)
I've been using Blender for 7 years (2.8 for a couple of months) and still learned some new things from this :D
Thats awesome! :D Thanks Magdalena
Can u help me from where i can start it
@@ShOookYx a pink donut :)
@@fishploring8051 where we all started
As a 42-year-old guy from China, self learning blender to make my dream as a 3D artist, flippednormals is my paradise to learn stuffs, also brought your tutorials as well to learn zbrush and substance painter. If we have such good tutorials in Chinese that would help us a lot, especially for our film industry developments. You know, in China, lots of tutorials are really not that good. I am very happy to see you guys making such good and free tutorials for us, it really helps. Also, I am new to blender and love it so much. Hope you can produce more tutorials like character development, retopo, texture baking, substance painter 2 blender workflow, rendering, rigging, animation, compositing etc. I definetely will support you guys and brought all the tutorials. I want to learn the whole process! Thank you!
P.S. we have a lot of good programmers in China, and I do believe we can be a force to help develope more addons for Blender, also like combining with motion tracking, facial tracking hardwares, there is really a lot of possibilities for blender to be more easy to learn to apply for both commercial and film.
Finally, sorry for my poor English, hope I did not say something wrong hahahahahaha! :)
Good luck with learing blender! I hope you can make your dreams come true :D
Real talk. How you can access CZcams?
@@admiralamel9563 VPN
You can start to make your tutorials based on Flipped Normals but in Chinese.
For programmers and coders there are some forums such as Blenderartists org or devtalk Blender org to get started.
Would be happy to see more international programmers
@@jasonfanclub4267 I think flip normals can get more people for their bis if they hire someone to add couple of languages (subs) chinese, japanese , spanish and arabic for example. at least thats thats the solution for now.
I'm an intermediate Blender user that has never used any other 3D software before but I still learnt something I didn't know, that you can reset values by hovering over and pressing Back Space. Totally worth it.
Awesome, thank you :) The backspace trick is so useful, we use it all the time.
Yes, this is why Blender became so interesting right now. The interface is so clean, I show many professional friends Blender and they can give exact feedback.
25:07 *jaw droped, mindblown*
Oh yes this one is very nice. I dont use it often but its super useful when i do. Blender is full of these little less talked about features, its a really awesome surprise when you find one.
Been using blender for some years now... i had no idea about this 😅
Well Max has the same feature/Workaround (with a little more hassle though given how rarely I use it) - the reason why I barely touch Maya, and only if necessary.
I'd advise new (yet 3d experienced) Blender users to check out the preference options for zooming - Navigation > Zoom > Zoom Methed - use 'Continue' the first option - it's ace! Literally one of my favourite things about Blender is it's super smooth interaction; once you've tried Continue, everything else will seem wrong and clunky!
You changed my life
I much prefer dolly zoom
literally who zooms? just use shift+tab to fly
Great, many people will benefit from this.
20+ year Lightwaver here. Excited about everything Blender has to offer.
I am so jealous that you mentioned everything I knew about blender for the last 2 years plus so many tips and tricks but in one video! very helpful tutorial! this would be the video I would make If I should make a blender tutorial and I am very happy that you guys believed and committed to Blender!....I really like the pivot around a given vertex/edge/face
Blender really needs to adopt Maya's D & V pivot shortcuts.
just learn blender
Combination of changing your pivot to Active Element and using 3D cursor makes it kinda reduntant. I think the 3D cursor placing could be easier though.
Yes, that's really an awesome feature that blender should incorporate. Also, there's already a feature request for this but it hasn't got a lot of backing.
@@PrimordialStrange They did end up implementing a way to move the pivot point of an object, which is a great step in the right direction.
@@VideoSage Yes, recently I tried it and the pivot changing implementation was good but the snapping is kind of a pain. Need more practice I guess. It also lacks that "orientation" based on selection like when you place the pivot over a place in maya just by tapping over the face/vertex and it orients according to the normal.
You Guys, thank you soo much for this. This will help a lot of new comers or those who want to try or to switch to blender. Thank you for helping out the community.
Ctrl+f will give you the grid fill and you won't have to search. It's faster.
another shortcut oh god.
Learned one more shortcut... Thanks man
After years of using blender professionly i didn't know this shortcut...thanks!
Gives the Face context menu, which is very handy. Same as Ctrl+V and Ctrl+E for Vertex and Edge context menus.
@@Ironpants57 it's the same as just having a component selected and pressing RMB isn't it?
I never watched a flipped normal video from start to end other than this one. It is extremely helpful for someone like me who has been using Maya for years and not really keen on starting from scratch making a donut or an apple. This video is jam-packed with extremely useful techniques and hotkeys (I believe even for people who already know how to use Blender). Thanks a million for this epic video ;)
I would really appreciate a tutorial on industry standard settings. I refuse to use Blender standard settings as it will make it impossible for me to fluently switch between Unity or Unreal and Blender. I have worked with different sets of basic controls before, and it made all programs a pain in the ass. No way Blender standard settings are worth it if you work in more than one 3D program...
Since there will be a lot of pro users here i want to share this powerful tip that I've only heard mentioned a few times. It's a feature in blender I've never seen in another program. Everyone is familiar with the modifier keys Shift, Ctrl, and Alt. If you are customizing your hotkeys it is possible to set any key to be a modifier key. I personally use ~. ~ +A or ~+C, etc. In the hot key editor, under where most keys say Press and next to the check box for Cm, there is a grey box, click that box and set your key. Hope this helps someone.
Wow. That certainly does help. It makes it much easier to set your personal shortcuts, (which you have to do a lot more in 2.8 than in previous versions,) without clobbering the standard ones.
Ah, yes, this is what I needed. I'm used to Maya, Max and C4D and all the useless "beginner tutorials" were getting on my nerves like crazy.
Great, thank you very much.
Tipp: At 3:25 you say translations, scale and rotate "need" to be done in object mode. You can also do them in edit mode, and that has the advantage that you don't need to apply those transforms. The object mode I am only using with the modifiers or addons made especially for the object mode, e.g. Fluent and Speedflow.
Great video! I'm two weeks into my Blender switch, and this would'be been a much better start for me! Still learned quite a bit.
Only thing I would add as critical knowledge: Alt + Middle-Click focuses the viewport where you click. (Like frame selected) (Not sure you mentioned it but I use it constantly now and makes navigating a breeze)
Thanks for the tip! Thats a really good one :)
finally transiting to Blender as main Modeling tool professionally, that tutorial is super helpful, thanks guys !
been using blender for a while, still learned something from this. since you asked, I'd like to see sculpting onto a retopo'd mesh using the multi-res modifier. thanks!
When that feature works properly, we'll definitely do something on it 👍
@@FlippedNormals oh! I wasn't aware. I've seen people re-sculpting fabric creases for example over their retopo in time-lapse videos and wasn't quiet sure what was happening there. thanks
What I love the most about this is the description timestamps. because when I forget something I can just click em. Thanks for that and thanks for the tutorial X
You might have mentioned this later but when your talking about collections. They can be used like a groups (provided I understand properly, I've never used Maya) You can right click on the collection and click 'select objects' Or if you select an object in the collection and press 'shift G' it brings up the menu for selecting different types of 'groups' and collections is one of those. One of the cool things is the menu pops up with the last option you selected from the list under your cursor. Glad to see you guys doing more Blender tutorials!
I'm learning Blender 4.0, comming from 3ds Max and Mudbox. This tutorial is still relevant! Great, short information for people who are changing Software. Makes the transfer realle a bit smoother. Thank you for making this video! -very useful!
You have asked about what is troubeling in Blender...
There are some things that I have probably not found jet..
-what about layers (or is it the Collections)
-uw mapping -how to get different parts of an object to different UW tiles?
For example the head of a human figure ti tile UW 0.1 and the torso to tile UW0.2 the legs and arms to tile UV 0.3?
There sure is a way?
-modeling with precision -have I overlooked something? coming from 3ds Max, I miss those littele menues that you can use when you do very precise changes in geometry.
(for example the bridge tool... you can twist the bridge, bevel, change the numbers of edges while you bridge) -is here someting similar?
But all in all, Blender is phenomenal, as far as I can judge it now. -great fun!
I'm using 3ds max since 3D Studio R3, and I was hoping for a tutorial like this since 2.8 came out. And finally grab my attention. Thanks for this.
ive been wanting to get into blender for a long time after using zbrush, this video makes it much less intimidating.
thanks!
31:51 I'd never thought that kind of options are in the keymap menu. Thanks, you saved my day.
This is my current journey, I've been using Maya for years, and now prepping asset to bring to the blender world. Thanks for this
Hello, I was a user of Maya and for me it was almost impossible to switch to Blender, but to adapt I had to activate the “Pie Menu” addons, it is quite similar to working in Maya.
You should include that to change from Blender to Maya, it helped me a lot and I think that without that addon I would still use Maya and never have touched Blender. :)
i am a houdini user,
i bought an add on for blender which is a configurable pie menu. check the blender market
HeavyPoly also use pie menu a lot.
I'm learning blender but have to use maya for school. The software differences can kinda kill my brain sometimes lol.
I may have to look at this as I'm struggling to make the switch, it's all rather frustrating at the moment.
Hover copy and hover paste. Hover the mouse over a value you want, copy it, hover over a second value and paste it. Works on colors too.
You can move your origin point manually by going to the options pull down at the top right of the viewport and check on "affect only" "origins" and with the manipulator you can move the origin anywhere you want. Thanks for the video :)
Love the video guys. Kinda wish that soft select had a visual heat map like Maya.
There was patch for that, hope it gets added at some point.
Started learning blender 1 week ago. Its great. Eevee runs on my 2012 macbook pro and this is nuts
I am a modeller/texturer and most of the time I work from home which means I have to rent Maya every time when I need it. Learning Blender will change this.... Thanks for the great video!
My favorite UI thing in Blender is the Quick Favorites menu. Just right click on almost _anything_ in the interface and you'll see an "Add to Quick Favorites" option. Pressing Q will pop up a list of all that you've added. It's context sensitive, too (so things related to editing will only show up in Edit Mode etc.). Some of fundamentals I always have in the Quick Favorites menu: Wireframe, Face Orientation, Lock Camera to View, and Auto Smooth.
I was about to quit trying to learn blender until I found this video. Thanks a lot for sharing!!!
Holy crap, thank you for making this video. I've been modeling professionally for about a decade now in Max and Modo, but have been eyeing up Blender recently. It is excruciatingly painful sifting through beginner tuts to find the info I care about.
Go to my channel and check out my 'Blender 2.80 for 3dsMax users' series. Up to 10 parts now.
Awesome! Youre the exact kind of person we made this video for. Its really frustrating being an advanced user and learning about what a vertex is.
@@musashidanmcgrath These are also very useful, thanks for the heads up!
Thanks for this, I want to learn More about Blender
Just do it then
WOOOOOOOO, Just went through all of that, took like 4 pages of notes. Thank you, I am surprised you guys remember all of this on the spot. So pretty much BLENDER is it's own little world, just like ZBRUSH.
Getting the whole studio to switch thanks to this vid!!! Thanks Guys!
Nice!! :D
one very useful tip : add features to "quick favorites menu" by pressing right click on almost anything (toggle menus; modifires; set origin to object; etc. - "add to quick favorites" and than pressing "Q" in view port and use that chosen "quick favorites". you can create you own set of most often used features. highly recommend to work that way.
It is such a fantastic tutorial! Well done, FlippedNormals. Thank you for your efforts.
Me: Spends the last year moving from Blender to Maya
Everyone else: Have you seen Blender 2.8?
Well, I guess I'll start reinstalling my add ons...
This is so useful. Transitioned from Maya and I'm surprised how intuitive Blender is. Really good to just quickly get the lowdown.
I don't get it but at the same time I love it cuz I know Blender for over 10 years and all that work people put in to this software finally shows great it is. The amout of tutorials that are on youtube is growing and growing so quick and some many people actually see potential in this program, this is just insane how Blender developed during these years
For anyone wondering, @ 28:31 the way to now move the origin point is “R.Ctrl .”
we need more tutorials like this! I'm sick of "Beginner" spam
HI guys, I am a 3ds max user for more than 15 years ( you can take a look to my channel to see what I do) and I am trying to switch to Blender but being honest, there are some things that I still miss from 3ds max, like the maxscript community and some amazing plugins out there, but talking about workflow, here are some of the things that come to my mind right now. 1. Materials are deleted if not used: This was one of my first surprises when moving to blender because I never heard of that before or even expected from any 3d softwares, so I started working on shaders and materials ( trying to create a personal material library to migrate my projects from max/maya to blender) and I spent a while creating materials and applying them to a simple shader ball to see how they looked... when I finish my day I just save the file and close it... my surprise was huge when only the latest material applied to the shader ball was there the next day I open the file and then I realized ( google it) that you need to apply all your materials to a real or "fake" object if you want to preserve them after closing the software... I know this could be useful to keep files smaller and clean but this was weir... 2. The splines: I know these days modeling with splines is not as popular as before, but I still think that 3ds max has the best spline workflow of any 3d software because it works similar to Autocad or even like Illustrator ( not as good as illustrator obviously), but Blender splines workflow is really confusing and not as intuitive as expected ( maybe it is more related to maya splines than 3ds max splines). 2. The snapping workflow: as you shown in your video, the origin and the 3d cursor are a very powerful combination, but in 3ds max you can just drag an object from a vertex to another object vertex without the need of changing the origin or 3d cursor or pivot ( like maya), its my personal opinion but I think it is faster in some cases and even more intuitive. 3. Selection Crossing: I dont know if I am missing something or if it is not possible to achieve this in Blender but in 3ds max this feature (auto window crossing) allow you to easily select Objects/SubObjects easier including or excluding by selection direction (if you do a selection region from left to right it will behave different than if you do the same region from right to left). 5. The Outliner: The Blender "outliner" is very powerful but there is something that bothers me and it is when I select something into the scene that is way deep into a hierarchy, it is hard to see into the "outliner" automatically, it only show a subtle "light grey" color into the parent object, I know I can press the "dot" key and it will show the object, but I dont get why I need to do that... maybe I am missing something here, but I expected that this behavior should be automatically or at least have an option to automatically expand children... 6. Object Size: Like you mentioned in your video I expected that I could change the size of a primitive whenever I need, but Blender only allow you to access those values on creation because after finish, it "collapse" the object, so if you need to do a further adjustment in size, you need to approach with another workflow... In conclusion, thanks guys for your videos, I am improving faster than I expected and each day I think I am closer to my goal of fully migrate to Blender for my personal projects ( I am just starting with modeling, but later I should take a look to animation, rigging and rendering to see how powerful it is).
Loopcut (Ctrl+R) then bevel tool (Ctrl+B) what a god send, been googling my ass off for that functionality. My guys.
texture coordinates (from object texture), and modifiers like solidify go haywire if you don't apply scale (thickness will multiply with scale),
instancing, simulations and some particle things will all look broken if scale on the objects isn't 1/1/1,
same for array modifier, unless your origin is 0,0, it is very likely to break down when scales are off
if you care about precision, always apply scale
procedural pro tip for the texture coordinate node in shader editor
on "generated"vector values go from 0 to number of blender units of the bounding box of the object.
the "object" one ranges from -1 to +1 regardless of the size.
modulo and absolute are your friend
This is very helpful
I've been struggling getting into Blender coming from C4D and this was a huge help, thanks Y'all!
C4D is better
Little information:
Some shortcuts vary alot depending on the keyboard language you use. For example the cam pie menu is on Ö.
Also keep in mind that some programs like Geforce Experience usually use Alt und a key (in this case Z) to open up, so either unistall them or change hotkeys. For the example I simply changed the xray in Blender to Alt + X.
locking axes and putting in hard numbers is about the only way to really work with absolute measures for modeling though,
which makes the use cases of it way more frequent
i personally use it all the time when i'm subdiv/crease modeling to control the rounding of edges through geometic complexity and distance from points
once you get a feel of the numpad keys to switch views, you kinda get a hang for it,
also, X=red, Y=green Z=blue
if something doens't act right, the answer is almost always: apply scale.
the gizmos weren't a thing until like 3 months ago, so yeah, this used to be the way
blender becomes even more powerful with many of the free addons that have been baselined into the installation,
like formulaic objects in "extra objects" to make math driven models
life hack: you can ignore the colors in the shader editor
XYZ and RGB as basically the same, they get treated as the same 3 value array under the hood, bar the fact colors usually can't go over value 1 or under 0 (unless you math it out yourself), thererfor colors can be used as vector locations and vice versa
single values get treated as if all 3 fields were the same (putting in a factor in a color makes R,G,B all that value, essentially making greyscale.
back in the day when vector math only had like 3 options, the shorter way of doing things was putting that vector in mixrgb and treating them as if they were colors
also, only recently the mapping node got extrenal outputs, for real time texture rotation, you had to use a rig of sin/cos and deal with it yourself.
Good job, there were some shortcuts, tips and methods shown that I have not seen anywhere else.
For Free software this is awesome, and like you said there is a lot of other stuff you didn't even touch on.
I am a total noob in 3D, but this software makes me want to learn, pity it can't improve my creative side .. lol
I just wish they would allow you to import Solidworks cad models, cause I can use that.
You can improve the creative side. There are also videos on CZcams - totally not 3D related such as :
Image composition
How to use colors
How to find new ideas
Or what else are you looking for
Great video, even after a few years I learned some new things XD
28:30 You will be able to move the origin point in 2.81, more info in Blender Today #74.
But... you can already move object origins? I'm pretty sure there exists a way to move the world origin relative to an object too.
That will be amazing!
Im blown away with this software. Making a recent transition from C4D, since Maxon has been making some weird moves towards their older perpetual customers, as well as not developing quick enough...
Big thanks for this awesome video!
C4d isn't my main anymore so I might have missed some things. What did they do to upset you?
Please tell us
this time you really made me watch a full 50 minutes video about blender
Great explanation tx
Thank you! We tried to really compress a lot of good information into it.
The one thing, that would have been really nice for you to tell us about, was the button to actually render the scene :P
Haha sorry! F12 👍
F12.... you're welcome
just spent a couple of hours taking notes on this video. awesome stuff as always guys! thanks! sigh... i'm taking the notes to have them but it's really really hard for me to keep "on top of" blender while still using maya at work. i'd be very happy if most studios switched over to blender... then i'd be able to have a completely up to date version of my "work software" at home too. but until they do that, i'm probably still stuck with maya. i confuse hotkeys for maya and PHOTOSHOP as it is... not to mention my brain is cluttered with lightwave techniques from forever ago as well as zbrush (which is a pain in the ass because it's so different but i don't actually get to work with it all that often so that difference is a huuuuuge fucking deal because it's like learning ancient greek again when i have to drop in for a few moments)... trying to keep up with blender at the same time and i think my brain is just gonna pop.
but i got your vid and i got my notes so if it ever happens, i'm ready! : )
if you use maya then blender is easy man. you only need 2 hours top to get everything down and start modeling. dive in.
I have been waiting for this tutorial. Great!
I ♥ Blender
Finally it's catching on
why dislike a video like this
because you work for autodesk? ;-)
because teachers in college uniformly have a phobia of, and compulsive urge to slander open-source products.
Too long to watch, maybe expected a classic 10 Minute video
I love you! Lol I’ve been wanting to switch for a while but just like you said it’s a slog trying to start from ground up in a new program...
Can you make a similar tut about uv or texture baking in blender?
Yes, yes you can.
I've been using Blender for years, but every video I watch there is one or two little things I didn't know. In this video I had no idea about alt+e (I always extrude 0 depth, then hit alt+s), and I didn't know you could double tap i for inset individual. I doubt there is any single Blender use that knows every single trick, so thanks for this video that allows us to tap into the hive mind a little :)
Awesome, thanks guys. Just what I needed!
After all these years finally found a way to delete materials from blender scene.
Same here ;)
LOL...best comment!
I know, right? :D
I wish there was a video like that for animators... 99% blender tutorials are 3d modeling.
Really cool video - got me kickstarted pretty well! Thanks for sharing and keep up the great work!
Great video guys, so much information in this one video... I learned loads.
Personally, Im not switching to blender but using it on the side. I have found, I need familiarity of Autodesk products, so I need to use the gizmo.
I haven't got endless memory for hotkeys so Quick favourites and right click menus are my friends.
The best thing about blender is that it has its own style to be learned overtime, but it doesn't leave anyone out, especially those who are used to using Max, Maya and other similar programs.
The worst thing is the damn Alt key and LMB drag :D.. that in maya would rotate around your model but in Blender is switch between orthographic views.
Nicely done again .. this is a much-needed quick summary of Blender for folks experienced in 3D. Even after using Blender for years, I picked up a couple of things I never found before.
I did have a chuckle, though, around 42:50, when *after* emphasizing the importance of Node Wrangler, you didn't (Ctrl-0) use it to mix your texture nodes, ( and that you didn't drag and drop an image into the texture from the file browser provided for that purpose in the workspace ) .. but then .. If you tried to cover everything, just how fast Blender can be, your 'summary' would be years long.
Thanks you guys, this was the best surprise my life could get right now.
Thanks a bunch :D
This is a video that you should absolutely watch after your first 10-15 hours on Blender.
Man i have tried two times before to switch from Max to Blender. Hope this time sticks xD
Me too man, but 2.8 is the real deal. No going back for me.
Thanks for the video, I learned a lot and I now feel comfortable changing my main production software from Maya to Blender. Although I don't necessarily think that every single feature in Blender is going to be an improvement (mainly snapping from Maya just being more straightforward and faster), an incredible amount of features are absolute life savers that add lots of quality of life improvements. The video was great and the information was paced super well. At the end you asked for which pains were had changing to Blender and for me this would mostly come down to the hotkeys.
The hotkeys seem to be based on the first letter of a function rather than efficiency and speed, which is what hotkeys are for. I feel that if Blender made a keymap that focussed around ergonomics rather than findability I would much sooner consider using it. However, with the standard keys being mapped like this, it isn't worth it for me. Important functions like the Knife and Inset tools are pretty far across the keyboard if your left hand is positioned around Alt and WASD. Also, using the Industry Compatible keymap seems to take out some of the fuctionality of some functions. Other than the default hotkeys, great software that has a definite edge over Maya. Thanks for helping me transition!
I made my own hotkey setup, neither blender nor the industry standard is fitting my needs :P
Thank you guys. Need to learn this software!
blender users: "Blender is the most customizable program ever!"
also blender users: "Don't ever customize hotkey bindings or else every tutorial ever will be useless"
Gonna wait for Blenders userbase to grow immensely and that will pressure autodesk to make maya "buy to own" again. Thank you all for your hard work guys! :D
you are making me Love Blender :3
Amazing reference video, and thank you so much for the timestamps.
Got a modeling question. I use max and I like to use edge extrude in perspective view where I can edge extrude using gizmo on two axis (using that gizmo square bit). What is the best way to do this in Blender? I don't find using G and then Shift X/Y/Z to exclude certain axis to be intuitive (as I model in perspective in some weird angles). Doing G + MMB to align to axis is cool but that limits it to just one axis and then I have to still move it around where I really wanted it to be. I could go into a side view but again, that is an extra action where I have to switch from perspective, to side, then do the action, and then switch to perspective again.
Any ideas?
Man, Blender is hard! Been trying to follow you guys along, but man, Maya and Modo are way more simpler to learn.
Switching to Blender: "yeah there's no hierarchy in the outliner, let me not show you how to replicate that behavior...", Saved me some time but I guess Imma have to play around with this thing for a while. I dig the modifiers though, tired of deleting history and having shit not working cuz of conflicts and bloat in Maya.
Fantastic rundown of Blender. Thank you!
Thanks a bunch Prashan!
This ... this might be worth learning.
omg this is so USEFUL. thank you
Thank you so much. Just started blender now and got into a wall since all tutorials are from 2.79 backwards
Awesome tutorial as usual guys, thanks
Hey guys I wanted to ask if you could specifically address a part of blender regarding the usual game dev pipeline.
ESPECIALLY smoothing groups/hard-soft edges for baking, all about normals (weighing, un/locking, baking, etc;), handling materials, transparency , making hair,cloth; and ofc the equivalent of spline modeling in max.
I have yet to find a comprehensive blender tut on the subject. thanks bunches!
lol look at me spammin' , sorry not sorry.......... HYPED!
Yep. This video is exactly what I needed.
Really good presentation! Thanks to Andrew from Blender guru to share this.
sound great, thanks for this
I love this new blender 2.8 so much really. It has really amazing new interface, which is well categorized.
Btw. I just started learning maya and I can say its not much easy to learn, but it has so amazing possibilities. Amazing Features. Perfect for handling complex projects and more. But damn it takes time to learn it. I tried out all popular professional softwares over the years. I m learning houdini over 1 year and now I tried out maya and its so damn cool. It just needs a lot of practice to get started it good. Same for houdini.
Thank you so much for this video!
Great tutorial to learn blender for beginners
Blender 2.8: *exists*
Autodesk: *chuckles* I'm in danger.
wrong Maya & Max are way performant than Blender , Max is far superiror for modeling, simulation..etc and Maya is superior in rigging & animation alos don't forget that both have Arnold one of the best production renderer.
@@zed5449 educba.com/maya-vs-blender/
@@zed5449 From what I've heard, Maya just introduced offset matrix, check this thread twitter.com/Muream/status/1163813345440354306
@@zed5449 Also except for face constraints and snapping while constraining, blender has some modeling tools that max doesn't have without scripts, but for most of the modeling, everything is much faster in blender.
@@zed5449 yeah but it's paid lol
Best Thumbnail ever. LOL
Undo view is the feature i miss the most from max!
Being able to focus on an object is important when you have a complicated scene and might not be able to see where your object is. So being able to focus (zoom in) on the object AND being able to isolate it should be two different controls.