Isn't blender good enough for game development?

No it does not.

Fair play, well said.

Blender has all these selections indeed, and many selection tools like edge and face loop, it is more advanced than Maya if you dig all the features it proposes.

One major problem with Blender is that it is GPL which prevents binary third party integration with non-GPL code. For example, the substance designer run-time engine can’t be integrated into Blender. Essentially, Blender isolates itself from the rest of the world in this regard. I can’t imagine professionals dealing with this and investing a bunch of time and money into Blender, when they can just get commercial non-GPL applications (with a much larger pool of talent that knows how to use them) that don’t have this limitation.

I like Blender personally. I use it as a hobbyist. But it would not be my first choice of tool in an art pipeline for a commercial project. Obviously it just all depends on the situation and what you’re willing to deal with.

Just say that i am an old Maya Addict , but now , “modern workflow”, Blender is the best tool for : Speed Sculpt/Retopo/Unwrap/Export … In Maya or 3ds , I lost pleasure and lost a lot of fun. Blender is awesome , like UE4 , tools are amazing. Blender is Free ok great ! but it’s absolutely not a criterion selection for me.

Maya is awesome
Blender is awesome

Maya is tons of money
Blender is free.

Maya has pros and cons
Blender has pros and cons

Maya is more suitable for some people with specific workflow
Blender is more suitable for some people with specific workflow

Maya has almost no limitations
Blender has almost no limitations

Blender has loyal community, because well… it’s remarkable thing to have such powerful software completely free. That’s really admirable. I don’t know there’s another example of the same caliber. It’s normal to be super grateful to everyone behind it, because it gives everyone a to get into the 3D field.

Maya really is standard for big companies, because they can the policy to use commercial applications, NOT always because they’re the best, but because they will be a thing tomorrow too, updated and can expect support.

I’m using ZBrush, but… seen a lot of people working with both Maya and Blender and what matters is the skills of the guy behind the application.

You won’t do anything better only because you use Maya instead of Blender or the other way around.

The biggest pros of Maya and Autodesk overall is you’ll find more serious job opportunities one day, if you start looking for work.

A lot of people have started to discuss the thread like the typical A vs B wars, but when you see something like that, you immediately know that most of the cases there’s no better thing, if people furiously defend their side.

Does Modo work well with UE4?

Hi Sam, I gave a thought to that over-night and I have to say that I actually disagree with you, and can actually prove it. You say that Blender doesn’t do things faster and it all comes down to the skill of person using that tool. I really object to that. You see the point is that Blender’s workflow requires fewer clicks in order to do the same thing as 3DMax, and by this fact, that is fewer clicks, keyboard strokes, it is faster to work with Blender than with 3DMax. Example:

Copy an object:

3DMax

  1. Shift+Drag
  2. OK the dialog box

Blender

  1. Shift+D

but there are tens if not hundreds of similar “tiny” gains in each step whilst using Blender that at the end of the day amount to thousands of spared clicks, keyboard strokes, navigating via menu etc. Multiply that by 24 each month on average and you’ve spared tens if not hundreds of thousands of clicks, keyboard strokes over one year.

Another example of Blender’s superior workflow in general - Non Modal windows. Some operations (if not all, but here I’m not sure) in 3DMax like for example a bones mirror have modal windows, which in order to fully inspect result you have to first accept it, that is close the window. Only after that you can fully inspect the result, and if the result is unsatisfactory you have to undo what you just did and start all over.

In Blender there is complete lack of modal windows, meaning that you can fully inspect result of your operation before actually accepting it.
This^^^ contributes to overall faster workflow in Blender.

I’d be really interested to hear you addressing those points.

Thank you.

For game dev Blender is the way to go. Who ignore Blender either artist or game engine, make a huge mistake.

Maya//Modo are so bloated and have features that you probable never touch for game dev. I can give you a huge list. And you have to pay for those also, even if you don’t plan to use them. Totally disappointed with what Maya or Modo indie offers, by example, Maya indie = no plugins, bang!!! Great marketing, take this but we cut you one of the most important part, I wonder how they made plans to target indie some times or if they understand correctly the needs of an indie or start-up.

And don’t forget, no matter whats the tool price, is all about art and creativity. If you pay for an expensive package does not automatically means you gonna be better.

I really don’t get why you are still carrying on the debate. You even say in the above quote, “in general”. All everyone else has said is that Blender is definitely up to the task of game dev. However, there may be specific instances when it is not the best tool. (E.g. it has no equivalent to the Maya ART plugin), so if you are rigging a character, and you had a spare copy of Maya lying around, that may be the better/faster/least-keystroke-using-and-mouse-clicking tool for that specific activity.

You seem to be trying to win an argument, having lost sight of the fact that we are in agreement. Please take a step back, and figure out what it is you are trying to achieve, because from my standpoint, you are just trying to get Sam to say “Okay, Blender is, without exception, the best piece of software for game dev 3D modelling, in all areas, in every way. And uses less keystrokes.”

That is not what this thread was about and, in any case, is a disappointingly back-and-white view of a complex area like human interaction with software development.

Yep, I’m working with indie version of MODO and I’ve build static meshes and created character with animation with no problems.

Hi, my point is that Sam said that workflow in Blender is not faster than in 3DMax or Maya:

and I’m saying that it is. Also, because of Blender not having modal windows is superior design in area of human interaction with software. Not software development as you’ve said, because you don’t interact with software development. You interact with software.

I would like see videos doing the same task…

He said it is not automatically faster because it depends on the skill of the user and circumstances. I think both you and I can both agree that Maya, for example, is faster/uses less keystrokes etc than Blender when rigging for Unreal Engine 4, thanks to the ART plugin.

Start here:

v=uDVShnEjrYw

?v=KlPtih-hT-o

v=sEpdDShF29k

v=sKqKScCvJH4

And I say that I disagree with him, and that he is incorrect. It doesn’t depends on the skill of the user and circumstances, but depends on how workflow in each software is designed, which I’ve proved that Blender’s workflow is far superior to 3DMax/Maya. Unless he can show otherwise, he is incorrect.

I started with 3ds so it doesn’t make a lot of sense for me to learn another 3d software at this point but I have used maya, blender, and recently modo.

Out of all of these I feel modo is the most intuitive and powerful for modelling and feels more “modern” than the other ones (but then again I have not used them all equally for an extended period of time so I cannot say that modo is better for modelling with 100% certainty :p)

The problem with blender in game dev (and one of the reasons I can’t leave 3ds ) is that there is no nvidia apex cloth, physx destructibles (etc.) and the fbx support is not good enough from what I have seen.

Also I feel that maya is pretty much the most advanced for animation purposes (but then again I’m not an animator so that’s based from my limited knowledge).
That doesn’t mean that you can’t animate in blender of course but I don’t think blender is necessarily the best option for everything game related.

At least I can say that you can’t beat blender’s price-to-functionality ratio :stuck_out_tongue: that’s for sure.

Okay … enough now … please get the thread back on topic. This is not a comparison of what software is better but whether Blender can be used for Game Development. If the thread is not steered back on topic we will have to lock the thread.

Edit: Ninja’ed by TK-Master … thank you for bringing it back on thread.

I’m going to agree and disagree with this all at the same time :), as an extreme example eclipse or notepad ++ can make games and engines in which N++ is just a tool. But I’m pretty sure we can all agree using UE4 is much quicker than making a game in notepad.

There are some 3D modelling suites that have half tacked tools, sub par .FBX pipelines and issues with common game items like smoothing groups and some apps layouts are extremely convoluted. But I’ll agree that today most 3D modelling apps are just different ways of skinning a cat and it comes down to personal preference.

So in summary, it’s all about time and individuals.

No it is not. If software like Blender for example, have better designed workflow, doesn’t use modal windows and requires less mouse clicks/less keystrokes, the speed of developing with this software is by its design better. Individuals may prefer one or the other, but this has nothing to do with speed the application allows you to work with.