Why Blender is not industry standard?

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Are you wondering why Blender isn't considered an industry standard in 3D modeling and animation? 🤔

In this video, we'll be debunking that myth and explaining why Blender can be a choice among professionals in the industry. From its powerful features and capabilities to its accessibility and affordability, we'll cover all the reasons Blender is a valuable tool for any artist 🎨

So if you're interested in learning more about the capabilities of Blender and why it should be considered an industry standard, be sure to watch this video!

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I come from using Maya in the VFX industry and I can tell you that one of the main reasons why Blender has not been massively adopted by the industry yet is because the interface is so quirky and unintuitive. It would take a lot of retraining for studios to change their established workflows. Also, the old proxy system was also quite limiting which made working on big projects with lots of shared assets challenging, but, Library Overrides has been a step in the right direction. As more QOL tools and features like this get improved, I think we'll start seeing mass adoption by bigger companies because most of Blender's tools are BETTER than in Maya and other 3D software. I just hope Blender remains free!

heckensteiner
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The basic reason is that blender only became easy to use after the 2.8 update which pushed it into becoming more mainstream. Which happened in the last part of 2019 So it's still early for it

zaidkiwan
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Learning new software takes time. It can be frustrating when you’re not a beginner and know how to create what you want but not with the new software. I had an assignment where we had to use blender instead of Maya which we normally use. it was challenging given the time constraint but would’ve been so quick in Maya. It’s to prep us for graduation since Maya subscriptions are crazy.

Kiwikick
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'industry standard' is such a dumb buzzword
it usually means big known software for 15+ years that you pay a lot for the license

overdev
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After using 3DStudio, Lightwave, Maya, 3DSmax and Modo I finally landed smoothly on Blender few years ago and I'm never going back.

jakemarcus
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I started learning 3D and animation using Blender. 3 years down the line, when I finally decided to get a job, they were all Max / Maya. I later joined a company that offered Max training for pro Blender artists for box modeling. Max is so much more mature and the modifier stack is very powerful. However, Blender is far more intuitive and like 3x faster for modeling because of the hot keys.Evee is also God sent for material editing. Blender is however still not at par with Max in terms of polish and maturity. If you want a job it's easier if your skills are Max.

simonk.
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Just a pointer: it's true that Blender didn't exist in 1986, but neither did Maya nor 3ds Max (They were all released in mid to late 90s). Even then, Bethesda didn't start producing 3D games until the 90s.
3D games like Battlezone in 1980 did exist before the release of all 3 softwares, but it was very rudimentary, probably manually coded in.

Throndronis
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Cost has nothing to do with whether a software is industry standard and studios aren't going to switch to Blender because its free. Besides, Blender is only free because some of us pay for it.

Blender isn't industry standard for several reasons:
1. No C/C++ SDK
2. The GPL license of Blender prevents merging it with closed source code in publicly available products.
3. Industry inertia. Pipelines have existed for years and its expensive to train artists to use new software and also expensive to retool an existing pipeline.
4. 3rd party support is limited due to having to use a slow runtime language like Python and also the inability for developers to protect their code from being public.
5. Blender has a large user base but a very small number percentage wise of professional artists working in the industry so the talent pool among Blender users is very small compared to other software.

massivetree
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I was Max, then Maya, and I jumped to Blender and I'll never look back.

douglasprinceart
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Bro, IS THAT DEXTER IN THE THUMBNAIL?!

thedoglovinggamer
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The only reason why maya is widely used because most studios use it since beginning and have tons of projects and models in it and can still be re use in some projects

lexmaun
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ive always wondered this, great quick and awesome explination!

MRSnout
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I think blender will implement in the industry as more of a quick and dirty design and concept tool. The quick and uncomplicated workflow allows studios to have a faster turn around on first design iterations before handing them over to bigger production pipelines with Houdini etc.

RomanJahns
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We were at a Blender studio that was pulled off a project because we had a hard time getting Blender to work with Houdini for better hair and water EFX. We need more development in USD to make more softwares universally compatible.

charliebonifacio
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Let's be honest, in a world where Maxon (Cinema4D + ZBrush + Redshift) or Autodesk (Maya + Arnold) were free softwares, no one would even talk about Blender... So, the only reason Blender is so popular is because it's free, and for that reason is so overhyped. I used both Blender and C4D, and I wouldn't change my C4D + Arnold workflow for anything...

Edit: I changed my opinion about this. I'm still not changing my C4D+Arnold workflow for anything. But I said that Blender is so popular because it's free. While that is true, the advantage it has over others is not just price, it's the fact that it's open source. AI tech is changing every industry, and in the CGI industry, private companies such as Autodesk or Maxon will have to do something to keep adapting to the fast rate of AI imporvements. In Blender this adaptation to new stuff is done via plugins. Plugins keep updating as new tech arrives. So, I think this is a HUGE factor in favor of Blender. So, who knows, maybe the software with better AI integration will be Blender...

mouaadjaaidi
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Just starters an internship for casino machines motion GRAphics
And they have a workflow with 3ds max, but they recently been interested in the procedural workflow of blenders geometry nodes I brought to the table .
They like the idea of updating their studio, but yeah we create like 26 projects a month and it’s a lot of files bro, but I also believe because this company been running for a while, the directors been using old programs, and you know what they say about old dogs? You can’t teach them new tricks

_casg
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Blender is great but I think I've reached it's limit. It's always crashing. I get the impression that Maya and other expensive software doesn't crash as much as Blender. When you start to get into complex hair particles, Blender crashes a lot. It could be my computer but I always have a gut feeling that Blender doesn't conserve RAM well. It's no different than video editing software. I've always edited video on Final Cut Pro and when I try free editing software I'm blown away at how slow the software is. Some software is not designed to handle 4K video. I assume it's the same with 3D software. I feel like I'm not reaching my full potential with Blender.

maxwillson
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Here the thing, Industry Standard = Stability,

and Blender change things up drastically to the point that the past tutorials of blender releases will be useless,
the options change, the ui change, the workflow change, the hotkey change,
their way of doing thing is always changing.
and it's a frankenstein of feature implementations stitching from everyone who is trying to prove themself.

and like recently they stop supporting the 3.3 Opengl which makes newer blender unuseable in older laptop.
which is kinda a weird move, because they're supposed to be accessible for everyone.
while the 2022 Maya and Max and even Adobe still support the 10 year old laptop with potato graphics card.

sure you can relearn stuff, but compared to the real industry standard like Maya and 3dsmax,
you can abandon your 3d software for 10 years and still be able to create Awesome stuff from muscle memory alone.
3dsmax and Maya is boring and feels old school, but, it's allow you to get your job done with confidence

Stability alone is a confident booster,
because you need it for collaboration as well, and stability allow people to be in the same page, same workflow.

i'm using Blender, Max and Maya btw

jensenraylight
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Look, I WANT to love Blender. I have tried countless times over nearly 20 years to get into it, but just can't. It feels so clunky, even after its supposed UI retooling, even after grease pencil and everything else. It just doesn't feel natural to use. Obviously I started off with something else. But that something was originally 3DS Max, which I haven't used in years either. I'm not a moron, I can adapt well to most any software. But for some reason, Blender has always just felt... wrong.

That's how I feel.

Now I'm not saying that's the reason the industry hasn't adopted it. That's a whole other ball of yarn to unravel. There are many companies with their claws sunken in, with a stake in the game... and they're not going to let go when there is billions of dollars being poured into making films. Studios don't care. Spending hundreds of millions is pretty much nothing nowadays for most tentpoles. You think they care about using free software? Of course not. There are plenty of other technologies they haven't adopted either, like deep fakes (or if they have, they're just getting around to it).

sir_john_hammond
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People used to pronounce it like U B soft or oo B soft. The first time I heard someone say ab-soft.

fuzzyhenry