This is a no-brainer considering Blender is free. Though both have a bit of a learning curve, Maya continues to stand the test of time for its process of creating animation. Having been around in the industry for quite some time, Maya’s many plugins have stood the test of time to be essential and valuable for creating high-quality theatrical animation. The rendering tools within Maya are remarkably robust and save quite a bit of time. The interface for Blender has made vast improvements over time that has allowed it to be one of the friendliest of work environments. Winner: Blender.Thanks to a host of improvements, Blender’s animation process is relatively smooth when it comes to getting your rigged models moving. Winner: Maya.With a host of different plugins to aid in the process, Maya’s intricate rigging system offers excellent range and control. The surface and texturing tools are just a bit more simplified in Blender than in Maya. While Blender’s modeling environment may take some getting used to at first, its process for creating models is a relative breeze. Though Maya offers a wealth of industry-standard features, Blender stands tall as the superior program not just for its cheaper cost (free is a good price) but for the friendly interface, a multitude of tools, and ease of use. Not as much of an industry-standard program yet.Takes more time to learn the workflow when compared to the straightforward nature of Maya.Lacking in tools and plugins to simplify rendering and workflows.Until the issues above are addressed it will still just be average for general sculpting though. If we had an improved retopology workflow (fingers crossed for the future of Contours) it would one day be the ultimate concept sculpting tool. It’s recently gotten to the point where the speed and automatic topology cleanup make it a real contender for one of the best sculpting tools. The ability to not have to worry about topology at all makes it an invaluable tool for concept sculpting. Ditto for transpose tools and easier masking workflow. I also really miss the presence of ZRemesher and Dynamesh when I’m working in Blender. Reprojection with the shrinkwrap modifier is okay at best, and often requires a lot of manual vert tweaking to fix, which isn’t always reasonable or possible with heavy meshes. The lack of an option to delete lower multires levels is also unfortunate. The current modifier can permanently break meshes without the user being aware for hours until they drop and re-raise subD levels, by which point it’s possible that an unbroken earlier sculpt is long overwritten. There are also literally thousands of courses and tutorials out there.īlender has a decent sculpting workflow, but there are some glaring issues. The whole package is designed around tablet use as well. Tooltips are always available and are incredibly descriptive. It feels like a physical workspace, and everything can be made entirely custom. Speed, poly counts, and toolset all dwarf Blender’s sculpting toolset, but this is to be expected. You have to keep in mind that ZB does sculpting and ONLY sculpting, and it does it incredibly well. If you take Dyntopo out of the equation, it’s very hard to compare the two.
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