A secondary material control interface with the ability to switch between the new and old ones for those who want to choose between them.
To the Blender Development Team,
Warm greetings,
First and foremost, we would like to express our deepest gratitude for your exceptional efforts in developing Blender. It has become an essential tool in the hands of artists and creators around the globe. Your innovative vision and continuous support for the creative community have revolutionized the field of 3D design, breaking down barriers and providing unparalleled opportunities for everyone.
As former users of 3ds Max, my friends and I often discuss Blender and the incredible possibilities it offers. Although adapting to the program initially presented a challenge due to fundamental differences, we found ourselves drawn to its simplicity and the efficiency of its keyboard shortcuts, which make 3D modeling a more streamlined experience.
However, as with any tool, there are challenges. For us, the primary obstacle lies in the Materials section. The current workflow feels somewhat unintuitive and less accessible, especially when compared to programs like Photoshop or Substance Painter, which boast visually intuitive and user-friendly interfaces that clearly display every detail.
Our humble request is for you to consider developing a new interface for materials in Blender one that is simple, visual, and similar to the interfaces that professional artists have grown accustomed to in other design programs. Additionally, it would be fantastic if a dedicated shading interface could be introduced, one that simplifies material handling and enhances creativity while streamlining the process where there is a clear option for the user that allows them to choose the material control interface they prefer..
We believe that such an update would remove significant barriers faced by aspiring artists and empower them to fully unleash their creativity within Blender’s wonderful ecosystem.
Thank you for your time and efforts. We hope our message resonates with you. We are confident that as a creative and visionary team, you understand the importance of these changes in supporting and inspiring the artistic community to use your incredible tools.
With sincere gratitude and respect,
Yosef Anan
2 Comments
This proposal feels like a very long way of saying, “make it better,” but it doesn’t provide the crucial details needed to make it actionable. A strong proposal should clearly outline what is lacking, why it’s an issue, and how it could be improved. This allows developers to immediately understand the problem and assess if a solution is feasible.
What exactly feels unintuitive about Blender’s material workflow? What specific features or changes do you think are needed? Without these details, it’s hard to even understand the problem, let alone determine how to address it.
Name-dropping softwares doesn’t add much value. Developers and community members might not be familiar with them, and devs don’t have the time or budget to analyze external tools. More importantly, suggesting Blender mimic proprietary software risks legal complications—it’s not as simple as copying what others do.
Plus here the comparison to Photoshop doesn't sound relevant: it’s an image-editing tool, not a generalist 3D software. Substance is more relevant, but it’s a specialized software, so its workflow still doesn’t directly translate to Blender’s broader scope.
I was thinking about everything you already said here, so no point in me saying anything other than I agree with your points completely.