I will admit it's pretty subjective. I will also be the first to admit Blender takes a lot of getting used to. But as someone who has used both Maya and Blender extensively, I can confidently say I much prefer Blender for most modeling tasks, retopology, etc. It also has some very wonderful UV unwrapping tools. If you haven't used Blender recently, you might want to take another look at it. It is a radically different tool than it was two years ago.
Re:Autodesk CEO on Investing in the Future
by CyberDildonics on Sunday March 06, 2016 @11:16PM
(#11237070)
I've used it in the last month. Maya's weak point is also modeling (although it is used for modeling quite a bit for some reason). Manual 3D modeling is also basically a solved problem. It is everything that comes after that that can throw a wrench into the process.
This is unfortunately untrue. In fact saying that this is untrue is downplaying it, this could not be further from truth and is ridiculous to even consider. Anyone who has used all of these programs knows how incredibly awkward blender is to use. Even moving an object around or saving a scene is a disaster so forget about cranking through shots in a studio under a deadline.
If blender was better, studios wouldn't pay thousands for licenses of other closed software. They do though, and that should tell you something. Animation studios large and small don't have money to burn but the truth is that the tools make a huge difference in productivity and blender is not even in the same league as commercial tools.