This is probably a better guide to the keyboard shortcuts:
There's still a lot there, but that's the nature of blender's setup. It's mainly focused around the shortcuts.
Even worse considering I don't have a numpad on my keyboard. :(
I've been using 3ds max for almost 2 years now and since last year I've been forcing myself to get to Blender because it is free and and I don't wanna deal with Autodesk's licencing.
I couldn't do it. Like others said, it felt "unintuitive and clunky" (at least it was better than ZBrush, shudders).
I still wanna try getting into it. Is there a way to split the viewport into 4 like in 3ds max?
Currently doing some foley work for my game (because i was stealing mirror's edge's sounds and realized this while almost releasing the demo of the game...)
All of the sounds are a combination of stock sounds and mostly my own recorded ones, using a Blue Yeti because I can't afford a good shotgun mic. Oh, and no mixing yet, this is just the raw layout of sounds.
I tried to use Blender at work recently to make a super simple mesh to use for a deformation rig. I couldn't.
The interface is a horrible schizophrenic mess. One of my friends described it as playing a piano, but I only see it this way if the notes were assigned to random keys and also the piano turns upside down on hitting certain notes.
I remember someone posted an image in the 3d art thread where blender actually had a half-way logical ui in the autodesk style, maybe it was a plugin or something?
Go watch some intro videos on youtube to get familiar with their UI and hotkeys.
The only thing that bugs me about blender is that the Y and Z axes are swapped which can be an issue with some model exporters if they're garbage (looking at you fbx exporter )
It always makes me laugh when I see complaints about Blender because I've had the opposite experience to what most people do; I learnt using Blender, and moving to Maya has been such a pain. The lack of hotkeys, the millions of buttons and drop down menus, the restrictive UI customisation. Things have definitely improved over the past couple of years, but as far as my workflow goes I still get frustrated with basic things that Blender has no trouble with.
I started with Max, and then had to switch to Blender for work. Now in school, we're using Max.
The advantage is that given roughly a day, I can switch between the two easily. It's been insanely frustrating learning and re-learning software. Even harder is unlearning old habits.
I spent years training in the himalayas, learning to improve my webm craft.
I also did some more work on my game
Enjoy some new recordings:
I've had a lot less time to work on my own stuff due to my new job but I've really been enjoying it. Working with unity every day is insanely good practice
Also please excuse some graphical glitches, we converted to unity 5.2 and it broke a couple sprites and shaders.
my god that is really polished. great work man!
There we go, entirely integrated and there's even some new item sounds too.
Holy crap that is tight!