maxxxmodelz opened this issue on Jan 31, 2015 · 56 posts
maxxxmodelz posted Tue, 03 February 2015 at 10:18 PM
Cybermonk, thank you for bringing that up. THAT is where a 3dsmax user, like myself, will have a hard time adjusting to certain modelling limitations in Blender. While all the basic functions are there, and some are very very well implimented, some important things are very different.
In 3dsmax, every Extrude or Bevel command you can perform on the polygon or face level can be done in 3 distinct MODES. You can extrude or bevel faces in Group, Local Normals, or By Polygon. It seems Blender's "Extrude Individual" is actually the same as "By Polygon" in Max, which makes sense. However, the "Local Normals" or "Group" modes are together as one function in Blender, and they don't always work as one function, it seems. So in order to get the same results as I do in 3dsmax, there are going to be conditions where a little (or a LOT, depending on the model) more work will need to be involved. Here's what I mean by the modes:
Before doing a Bevel, I can set the "mode" I wish for the bevel to work. Once done, I can perform the action in just one go on any number of faces, anywhere on the mesh again and again in one session, and it works as expected. I think I'm faced here with a limitation which may affect the fluidity of the modelling session, and I'll have to get used to that if and when I am forced to use Blender as my primary modeller. Unless these limitations are addressed in later versions, adjusting pivots and coordinates every time I want to do a particular type of Bevel will become laborious, I think? It's already a little bit frustrating.
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.