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Full Version: Maya to Blender transition: blockout to Cycles-ready hard-surface retopology
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I'm a 3D artist transitioning from Maya to Blender for personal projects, and I'm struggling to adapt to its workflow and shortcut system for hard-surface modeling. My main hurdle is achieving the same level of precision and clean topology I'm used to, especially with boolean operations and subdivision surface modeling. For experienced Blender users, what are your essential add-ons or native tools for non-destructive, precise modeling? How do you organize your node setups for materials, and what is your general pipeline for going from a blockout to a final, textured model ready for rendering in Cycles? I'd also appreciate any tips for retopology within Blender.
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