Isn't blender good enough for game development?

And which features is Blender missing that are in Maya/3D which are relevant for game development?

Like I said, I haven’t looked into it recently, but a while back (maybe a year ago?) I had read a post about new Blender features that people were excited about, and one of them was n-gons, which is a surprising feature to be getting in just the last few years.
And again, while I haven’t looked into the current state of Blender–considering how basic that is of a feature that affects everything about modeling–it makes me wonder what other features it still doesn’t have.

So you basically are not sure what you are talking about.

Let me clarify that for you then:

When game development is concerned Blender has everything what needed (and in better form than Maya or 3D ).

Better is a matter of opinion, based on past history there’s good reason to believe that it’s lacking features that the other programs have that could make things easier. If you know of a useful feature that it has that the others don’t, or that it does something in a way that makes it easier or faster, then clarify that.

Definitely agree with . Blender does a lot of good things but have several serious design flaws since day one. The UI overhaul since 2.5 was a step in the right direction. From a rigging and animation standpoint, I love how Blender decouples rigging and animation in the scene so you never risk breaking the bind pose. However, Blender’s weight painting system and constraints are backwards. There are several flaws in how constraints evaluate, doing cross hierarchy constraints sometimes evaluates erratically or not even as expected. Try using Child Of constraint, which is similar to Maya’s Parent constraint, and you’ll notice it doesn’t work half of the time.

I can understand the love for Blender, but be careful to not let it blind you. I’m amazed that it took a community effort of documentary styled videos to prove the point that the user interface had serious problems. Problems that had been pointed out for years. This delay took time because some of the core Blender developers were prideful in Blender’s design and couldn’t admit it had problems. Luckily, they have become more humble since the last overhaul and Blender is gaining a lot of momentum.

You will help the development of Blender much more with tough love, knowing what its limitations are. I really like Blender and always bring it up as a good alternative, but it saddens me when community members claims that it’s better without substantial arguments of why. Blender, Maya, Modo and other applications are just tools for the job. There is no reason to get attached to them.

Ive been following blender lately, and last 2-3 years its has been a EXPLOSION of fancy stuff every 2-3 months. It now has a lot of cool stuff, and even things neither 3dsmax or maya have. Lately,blender updates(every 2-3 months) have been more packed with things than 3dsmax and maya yearly. If only their FBX exporter wasnt such trash… (but thats not a problem of blender foudation, but becouse Autodesk doesnt let them use the official fbx sdk due to licenses, poor guys had to reverse-engineer the fbx format)

Excuse me, but the ball is in your corner now. You are supposed to say which features Blender lacks for game development. Can you do that?

s x 2 [ENTER];

^^^This will scale object on x axis by factor of 2. I didn’t use mouse (in blender to do it, and I’ve used only one hand to actually do it)

Can you do that, that is faster or easier in Maya or 3DMax? What about moving, rotating, etc, etc. Those features in blender do not require you to touch a mouse, in and Maya you need at least couple of clicks to execute it.
That’s why I say that blender is far, far better than or Maya, when game dev is concerned.

Every soft has problems.
3DMax is ridden with problems.
Maya has also lots of flaws.

The point in this discussion is if blender is enough for game development and I say that the requirements needed for game development that is:

a) Model
b) Unwrap
c) Bake maps
d) assign material slots
e) rig
f) animate

Blender can do all of that (and more) much better than or Maya.

Second that. On top of that, if 3DMax is concerned, when you really think about it there has been virtually no change to how it worked 10-15 years ago, and perhaps even 20 years. No, 3DMax is a total disaster. Clumsy, fat, ridden with bugs, slow and what not. Nope…

Blender is the Indie standard for all your needs, don’t loose money with others.

Before this becomes a discussion of which is best…
a) yes blender is perfectly fine for game development.

B)
://www.yohyoh/img_upload/server/php//files/42a71d416b484326e1cbace9d4a9934a.jpeg
://www.museumofbadart.org/coll8/image02.jpg
Both are oil paintings.

Yes, but not only that. For game dev Blender is much, much better tool than or Maya.

Beautifully put.

Yes, Blender is good enough for game development. Its price is ideal, for a start. Anyone who says it can’t do the job is just plain wrong.

However, I would say give others a try. Most have evaluation periods that you can take advantage of.

It clearly has its fervent admirers, however, you may not be one.

That’s not any faster than what you would do in 3ds , it takes the same amount of actions–in 3ds the transform values are visible on the bottom of the screen, just double click to select and then type it in.

I just downloaded blender to check it out and here’s a few things I’ve noticed:

-Lack of selection options, 3ds has vertex, edge, border, poly, and element.
-Shift+translate to make a copy
-3ds has Reference copy type where it keeps all changes that the original has but you can add changes to it that don’t apply to the original
-3ds has modifier stack–make non destructive changes, and changes on the bottom go all the way to the top
-right-click spinner to make value 0
-Shortcuts aren’t consistent in different modes–for instance, object mode W is translate, E is rotate, R is scale, when I go to Edit mode, E is now extrude
-actually, a ton of unintuitive keyboard shortcuts, though I assume that can be adjusted

That’s just spending a little bit of time with it, the lack of a system like modifiers is probably the biggest difference

It’s not to say that Blender is a bad choice–you should just be more careful about fanboy comments. Ultimately you want to feel like you’re OK using a free program, and that you don’t have to spend money to do what you need to. And for people using Maya/3ds it comes down to wanting to be sure that spending thousands of dollars is worth it.
It’s probably not worth the thousands of dollars considering what Blender can do for free, and Modo can do for less than half the cost (and much better licensing/upgrade systems), but if 3ds were free, I’d still use it over Blender.

I’ve gotten way too comfortable with 3DS .

There’s a lot more to modeling than just characters.

There’s architecture and environment design. 3DS is amazing for environments. Blender can be fine for modeling a character but its snap to grid tools and UV mapping sucks for precise architectural modeling. UVW Map modifier in 3DS is quite essential for slapping on textures onto arbitrary surfaces.

I’d be very interested in being more into Blender though if only a few things were added, since the PRICE!!! It’s free.

@, you should take a tutorial first or something XD.

the selection options are all there in blender, just in differnt places, reference copy same, modifier stack its actually smoother in blender(imo) becouse its 100% non destructuve and you can do crazy **** with that simplicity it has.
the shortcuts you are talking really are odd, normally its G(grab) for translate, R for rotations, and S for scale, and they are there in ALL the windows. W should add a different menu and R should rotate, not scale your stuff. Are you trying to use the optional maya-like bindings?, those are seriously buggy.
Keyboard shortcuts actually make a ton of sense lots of the time, E for Extrude, control P for Parent, C for Circle select, things like that all the time.

Modifier system its under the Modifier tab, in the left side of the screen with the default window. Looks like a small wrench.

Blender doesnt give a SH*T about normal “standard” behaviours for user interface or keys, it just does things in its own way, remember that, so dont just open the program and start pressing random buttons. Go see some tutorials, these should be alright
https://cgcookie/blender/cgc-courses/blender-basics-introduction-for-beginners/

Ived learned all the mayor 3d software Maya, , Autocad, Zbrush, Mudbox, and Blender.
Blender is the one i like the most, initially becouse its so easy to install or just use portable, its so small in size, and opens instantly, with a difference compared to or Maya where it takes a good while to open.
Then i just got more used to it, and know it deeply, even took a look at the code to see how stuff works. For game development needs, i think Blender its 95% fine. The 5% its becouse the **** terrible FBX export and all the workarounds you need to get stuff to export, specially with animations and skeletal meshes. For modelling, UV, there is literally nothing that 3dsmax or maya have that is missed in blender, as you dont need some special features that those have that are meant for very high poly. I model quite a bit of stuff and never found the need of other software, and when you learn the few shortcuts and stuff, modelling its WAY faster than it could ever be on 3dsmax or maya ,never found someone faster than me on speed modelling(though i stopped pratising when i changed to programmer).
Take my fanboy opinions with a grain of salt :slight_smile:

Missed that looking through tutorials–but seeing the reference about it it’s lacking quite a bit, like a basic mesh edit modifier like Edit Poly. For instance in 3ds I can have a Bend modifier and then I can put an Edit Poly modifier on top of that to do some more modeling and then I could put another Bend modifier on top of that. There’s also a lot more modifiers for 3ds available

No, not biased at all…

But see you’ve failed to even explain why

Oh my bad I missed this:

Oh just a few clicks? Yeah 3dsmax is totally trash, you’re right. My bad.

Guys, the tool really doesn’t matter. Everyone will have different requirements, different workflow, etc… etc… etc… Epic Games isn’t going to hire someone because they are a pro at 3ds or a pro at blender. They want to see the final result. That’s what matters.

No not really, as with anything in life it’s all about using the right tool for the job. For example the water simulations you can make in Blender, IMO, are light years ahead of 3Ds , Maya, or Houdini because with out any extra plug ins or crazy scripting hackery you can export each frame of the water sim to a .FBX mesh. Now you will get more accurate water sims from the other programs but in the end, for a videogame, you do not need all that extra data so it’s wasted time. Also due to the internal works of most dynamic sim engines, getting usable mesh data is rather hard with out a lot of work. So with that stated, Blender is not useless for big or bigger projects, it’s just picking the right tool for the job and sometimes that is , other times that is Maya and in a very few instances that could be Blender.