SamSuka
AngryDemonStudio
AngryDemonStudio

patreon


My Ongoing Journey from Maya to Blender – A 3D Artist’s Perspective

Hello all amazing supporters!

It's me again—John from Angry Demon Studio! For those of you who are reading this for the first time, I'm the 3D artist at Angry Demon Studio, and I recently made the transition from Maya to Blender for all my 3D work. After working in Maya for years, I decided to make the leap due to a variety of reasons, ranging from cost-efficiency to workflow improvements.

Now, I can proudly announce that the main character (My second character in Blender) for our upcoming game is fully completed in 3D! This milestone gave me the perfect opportunity to apply everything I’ve learned from Blender so far and refine my workflow even further. I’d love to share my experiences with this transition and highlight both the aspects I love and the few things I still miss from Maya.

The Unique Blender Features I Absolutely Love

Switching to Blender has been an overwhelmingly positive experience, and here are the standout features that have absolutely won me over:

🚀 Rock-Solid Stability (SANITY SAVING)

For two full characters, Blender only crashed on me three times, and in each case, it was due to user error. Compared to my experience with Maya, this is a game-changer.

🎯 Select Closest (Ctrl + Shift)

The 'Select Closest' path is an absolute lifesaver—especially when UV mapping. It makes handling areas where topology isn’t critical so much easier.

🔓 No More Licensing Hassles

Maya's constant sign-in requirements were a major headache, particularly when switching between my home and work computers. With Blender, that’s no longer an issue.

💰 Affordable Plugin Ecosystem

As an indie studio, every dollar (or Krona) counts. I previously used Maya LT, which had significant limitations—like no XGen for hair grooming. Blender offers a vast array of plugins at incredibly reasonable prices.

🛠️ Retopoflow – A Game-Changer

This tool has completely replaced Maya’s Quad Draw in my workflow, and it actually offers even more functionality.

🔄 Fast View Switching (F1-F3 Keys)

I love Blender’s quick-change view options compared to Maya’s more cumbersome space-hover-space system.

🎭 Consistent UV Mapping

Maya had a tendency to randomly roll back UV maps or make shells disappear (Rare but incredibly rage quit inducing)—something that has never happened to me in Blender.

👀 Better Default Selection Transparency

I’ve lost count of how many times I accidentally selected geometry through a model in Maya. In Blender, the default settings prevent that frustration.

🧩 Zen UV’s Quadrify Tool

A fantastic replacement for Maya’s Unitize and Stitching workflow, allowing me to straighten UV shells for clean tiling materials effortlessly.

A Few Things I Miss from Maya

Blender isn’t perfect, and while I’ve found workarounds for most issues, here are a few things I still miss:

🔍 Selecting UV Shells

Maya’s ‘Select UV Shell’ tool made packing and adjusting UV layouts incredibly efficient. Blender has alternatives, like ZenUV, but it’s not quite as intuitive.

✂️ Unfolding UVs in U or V Separately

This was a huge help in keeping either U or V straight while minimizing stretching in the other. I haven’t found a one-click equivalent in Blender yet.

📍 Independent UV Vertex Movement

Blender always wants to move all connected vertices along a seam. The workaround using the grab tool works but feels like an extra step.

🎨 Material Assignment Simplicity

Maya’s right-click assign-to-object material workflow was faster and more streamlined compared to Blender’s extra linking step.

📏 Projection from Angle

Maya allowed quick X, Y, or Z-axis projections. While Blender’s ‘Project from View’ works fine, I do miss the dedicated function.

💾 Sticky FBX Export Presets

In Blender, the exporter resets to default upon restart. I have a preset saved, but I wish it would automatically apply every time.

Final Thoughts – No Regrets!

Despite these minor drawbacks, I’m beyond thrilled with the switch to Blender. The speed, stability, and overall workflow improvements have completely won me over. Even though I’ve been using Maya for 10 years, I feel like I’ll be even faster in Blender after just a couple of character retopologies and asset creations.

I can’t wait to keep refining my workflow, and I’ll be sharing more insights in future posts.
If any of you have any tips for fixes for my Maya feature home sickness I would greatly appreciate it. My goal is to keep learning and sharing.
If you have any requests for future content feel free to reach out on OUR DISCORD 

Thank you again for your incredible support, and I hope my journey helps any fellow artists considering the switch!

John / Angry Demon Studio

My Ongoing Journey from Maya to Blender – A 3D Artist’s Perspective

More Creators