firstly, I say all this liking the package, and being an user of it (too).
greenlig, as ever I see that well known passion with blender, I fully respect it.But imho blendeheads tend to say things that don't match the facts, when they "defend" Blender.
I have used Max, professionally in gam companies, and certainly it blows Blender away if you -really- know both tools in depth.
I can model and specially animate characters with Blender.
Max is better in a zillion ways.Blender can be a fntional tool, but man, you can't eve comapare, it has limits evertwhere.You can do extremely good stuff with it, but mainly if ur extremely good in 3d, u'd do with a wood stick and a knife, too.
Even more: as a modeller, wings imho is better, more intuitive and faster. As character animator, character studio or max bones blow it away,xsi foundation even more...lw or maya in this are so much better also.
there's no way you can even try to compare it with maya, max, xsi or lw..that's another league...maybe with cinema, am, ts or milkshape...
and even in that ..milkshape has some advantages....in blender , no smooth groups.(in max is since beguining of times, like in milkshape)
no lightmaps in blender...as no multiple uv channels possible...
Blender users do complex to fake what they can't do: in too many cases this ends up in a low quality solution, that took way too many time to do it..specially in comparison with other tools...sadly here is the problem: main blender mass of users never used in depth a pro tool for games like max or maya. most tried em and couldnt learn it.my case is the opposite, but different: i have no prob in modelling or animating in blender: just i know so much better ways to do this and that in pro packages. they tend to even don't know a feature as they never got a foot out of blender world...which is wrong even in a pro package...companies i've been at...u need to use all available, each for its best use.)
u can't easily limit axes in rotation of intermediate joints in an ik chain.nor limit angle of rotation (automatic in biped, and doable in max bones.xsi has even better ways...not to speak bout maya! lol...)
u can't pin a joint other than using an empty , copy location constrain....after u do a VERY complex rig, u still have dager of leaving the toes in the floor...they say manually is more powerful, as if u couldn't do it also in max or maya...just u *also* have the option of doing it in a much more sensible way and leave the fakes when are only totally needed.
u can't do fk and ik at same time like in most pro tools.
rendering has a load of less power than mental ray 3.3 , lw , even than basic rendering on those packages...
I could go on and on...the list is way long.
the fact is a like blender. just like i love my bicycle, not meaning then that i think it can allow me go at 80km/h, or carry with it all my family to a village that is 200km away. If the answer is each one of the family use the bike, per turns, no thanks, we're are a large family and some not in the age to use a bike
is just that while is a lovable tool (if it worths for youto spend the loads of time) is untrue you can compare with max, specially in games...
if u just say it's free, it's quite powerful for being free (but soorry not necesarily the best in modelling , imho wings 3d or metasequoia are better in that), or that it can be used professionally in small video production, in posters and press, in mmedia presentations, etc, that can be used in games if u can live without certain stuff(i can't, i like top stuff), like such basic game things as lightmaps, or smooth groups, or a proper animation system...i'd agree. Saying is (better??) better or equal to Maya or Max is elevate your feet from floor and out of reality. While it sound poetic, and we all like free software (I do. I have helped in games formats export for blender, and explaining the raw use of blender for what is essentially needed to output stuuf for game engines (being thanked many times as they didnt want to read the doc from start to finsh to put their character in game, and learn basic animation ))
is that i keep reading these posts at elysium and blender org...man, I *know* Blender and what it can do quite well, and have worked at hi pressure at game and design companies...allways in extreme conditions...no way..it's all about maya or max...used both asa total need, also had to master the use of cryptic inhouse made level editors in a matter of hours, zbrush, adobe , psp, macromedia pack...hey...everything needed, free or not, what makes ALL needed, in no time. Blender is not yet there. and while they say they'll be, where would be then max and maya ,well, where they've allways been.they 'r constantly improving with large teams fulltime.
alll that said, is wrong to say is not capable. indeed, if u havea game without lightmaps, or like my case , have purchased an extra tool for that like giles, or use a free lightmapper, and milkshape for some game related final touches , like fixes , conversions, sooth groups...
so, is good tool for indy games...to do things well u'll need extra tools. and a lot of time, patience with blender, and be prepared to not be able to do things u can do with a game art pro package.
like with any package, there are individuals that kikass in what they produce, as u can ouput wonders with good knowledge.
I wouldnt bother to post if i just read "it's equal to max".I know in plainly untrue , though said with best intentions (I totally respect you and you hopes), but i lrt it be...but man, "better than max", hehe. Don't ask me.
I have been helping some python coders in the test and art -tech side.So to explain here i've helped blender and will continue.
Oh, and one thing really good for games : it can ouput md3, md2, md5, milkshape format, cal3d, *.x (yep very featuredly,specially one external plugin, mindfloaters.de , the native one may be harder to handle for a newbie, besides gives less options in export)
I find many ppl defending blender and not considering on what really is (the best tool for games, together with maya , xsi and lw) which don't know many of these facts (like those exports, done all with isolatyed external user scripts)
well, u said you'r not the type you quickly get the grips of a package...well...i am. i wasn't but had to to earn my dish of food everyday. I fI make the list I *totally* know, you plainly wont believe me, as happened before...I learnt blender almost not looking at the doc (besides some in depth stuff is not said in doc, also it evolves qucke rthan doc updated, only way is spend quite time in forums for certain dirty tricks.)
you also said yet using MORE max u could not get it at all,well then that's another difference. I'm quite comfortable with both, and many other packages.
And I like Blender...Though only certain type of Blender veteran (not all of them, only a few one) understand me when say this. What is more, they agree. Yet they'r truely passional with Blender. The best way to improve is know ur weakness. Is more important this than what it seems. Many long term blenderheads think blender must not changeor its god-like. Some silly limits are yet ther for this.And that'sa pitty as in what is games it has a great potential: it's nearer of being a good game tool than a film tool, as requirements are lower(just lightmaps, smooth groups,a proper character animation system(fk-ik simultaneous, limits in ยบ rotation in an ik chain and disable axe for ik chain intermediate joints, and of course, joint pinning) maybe a more standard ui (not for me, i tend to adapt to each ui, and i did with blender))
To compete with mental ray3.3, or be at the level of todays maya or xsi fluids, particlwes, softbodies,etc,etc...seems to me a much longer way.Sadly, very few ppl interested in games for other engines than blender game engine.Most are bout hi res renders,and mainly static.So, no luck there.
dont take me wrong, greenlig. I fully respect you and your opinion.