Monthly Archives: May 2016

Learning blender properly

After 16 years of 3dsmax every single day – I’ve started to force my self to work in blender on my own personal projects.
At work I still use 3dsmax daily, but I’ve always had an eye for blender.

The biggest reason why I find blender so intriguing is because it’s open source and free, and also it enables me to work in my favorite OS – Debian.
If something is ‘wrong’ in blender – I can fix it, if I need a tool – I can easily add it any way I like.
And the blender development is never slowing down, I can pull any version I want from source and just build it.
It’s not like the 12 month release cycle from Autodesk.

Don’t get me wrong – I still enjoy 3dsmax, but I also love the freedom blender gives me, both as a artist, and as a developer.

This is a screenshot of my current model, I’m making it from the photo you see here.
(It’s my first blender project, and is a work in progress).



I chose this model because it’s unique and fun to work with, and I enjoy mechanical rigging.

The idea is to make it photo real, and create a high-poly version, and a real-time version.
Then rig it for animation, but also for ‘real-time’ use in blender game engine \ Blend4web, so that you can drive that thing around in real-time.