Comment by whizzter

Comment by whizzter 5 hours ago

0 replies

No it was definitely Blender 2.8, and honestly the buzz around 2.8 was substantial in gamedev circles that hadn't talked much about Blender before (rather complained about the Autodesk monopoly).

Just compare the 2 videos below,

2.8, here the layout/modelling/sculpting/UV-edit/animation,etc workload tabs are on top (main workload context), to the top-left inside the viewport you notice object mode (that can change to mesh,mode,etc), in mesh-mode iirc the vertex/line/face selection will then appear inside the viewport to the right of the mode selector (so reading workload/mode/option goes top->down, left->right and all contained in the upper part of the UI).

https://www.youtube.com/watch?v=ILqOWe3zAbk&list=PLa1F2ddGya...

Now let's go back to 2.7, here you notice that object/mesh-mode selector (2nd level context) is at the bottom just above the timeline view.

Heck knows where the workload and vertex/line/face modes are (was it windows presents or smth like that?), but I distinctly remember being dumbfounded by their relative locations when I realized where they were when I went back to research why I hated blender previously.

https://www.youtube.com/watch?v=lY6KPrc4uMw

Now if you consider that cosmetic, sure you were probably a fan from before and managed by key shortcuts, but from a general UI perspective that makes the difference from being stumped by random locations of things to being able to get things done from the get-go with previous 3d modelling knowledge without reading the entire manual.