Got to hand it to the blender team as they have turned that tool around, but thats what happens when somthing gets fully supported.
But i suppose thats what happens when you get lots of large studios investing big bucks into a package lol.
Interestingly enough, the funding and investment from large companies (like the Epic Mega Grant, etc.) didn't come until AFTER they had made significant changes to Blender (i.e. when Blender 2.8 was already in beta, if I remember correctly). Once they saw where the software was heading, they started to invest. So, the Blender team made some really good decisions that resulted in these companies paying attention and, ultimately, investing. The great thing is, all this investment has sped up the development of blender. It wasn't long between the release of 2.8, then 2.83, and now v2.9.
For me its now relaxing to model in blender where as using max was very stressfull, just my personal opinion though.
Absolutely. Modeling is fun again. Thank you, Blender!
Creating some Game Objects would be awesome, we need as much available contnet as possible, I will happily help you in the development of these so that all you packs will combine with the pre-existing systems.
Thanks! I'll take all the help I can get. Once I can actually take a look at the new engine/editor, I can figure out how to properly get assets into Skyline so they are the proper size, have materials properly applied, etc.
The Game Object system is one of the things that really got me excited about Skyline when I first looked at the old version. The way things were set up and operated just sort of clicked with me. I didn't feel like I was fighting with the system. I'm hoping that v2 is even better in this regard.
The material system for v2 - is it a PRB metallic workflow, like Unreal (and most other PBR systems)?