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   My Game... idea | F95zone
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Release Date: DEA (dead on arriva... nah jk Don't Even Ask..." property="og:description"/>
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              My Game... idea
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                bobdillan
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                <time class="u-dt" data-date-string="Jun 25, 2018" data-time="1529872106" data-time-string="4:28 AM" datetime="2018-06-25T04:28:26+0800" dir="auto" title="Jun 25, 2018 at 4:28 AM">
                 Jun 25, 2018
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                  Overdone (if so pm me an tell me how so)
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                  IMMMA DE TEC TIVE!!!!
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                  eh okay, need to see something first
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                  Destiny 1 bad
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                  Destiny 2 bad (this is worse)
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                  The Abyss bad (hehe)
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                  <div class="message-userContent lbContainer js-lbContainer" data-lb-caption-desc="bobdillan · Jun 25, 2018 at 4:28 AM" data-lb-id="post-858628">
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                     So a while back I posted a question of what kinda of game should I make and if I make a sfw game should i post it here cause community.. anyway the specifics don't matter but here is the result of that.
                     <br/>
                     <br/>
                     Title: TBD (to be determined)
                     <br/>
                     <br/>
                     Release Date: DEA (dead on arriva... nah jk Don't Even Ask, only cause I have no idea if this will even go further than the planning phase, cause if it isn't fun it just isn't fun. that being said if the story is good enough then I will just find better gameplay)
                     <br/>
                     <br/>
                     The Idea: think of it as a sort of mix between the depraved awakening, the last door (non-porn game) and drugs... lots and lots of drugs.
                     <br/>
                     <br/>
                     Plan to have the character see some shit, not because they are high though but because they are mentally ill and seeing shit, but not the mentally ill where you are crazy, they will be pretty sane, but they just hallucinate a lot.
                     <br/>
                     <br/>
                     Anyway basically you will be a detective (probably the only thing similar to depraved awakening) but the style will be pix-elated and done similar to the last door (although not as pix-elated).
                     <br/>
                     <br/>
                     The sexy scenes, will probably be more detailed (might do they myself or get someone else to) but they won't really be part of the gameplay (if there is some nsfw gameplay it will be pix-elated).
                     <br/>
                     <br/>
                     I plan to make two versions, one sfw the other nsfw, reasons being so i can have something to add to my portfolio that is sfw
                     <img alt=":D" class="smilie smilie--sprite smilie--sprite674" data-shortname=":D" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Big grin    :D"/>
                     and you know if you like it share it with your non-porn gaming friends
                     <img alt=":D" class="smilie smilie--sprite smilie--sprite674" data-shortname=":D" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Big grin    :D"/>
                     that being said the nsfw version will be the priority and sfw version probably won't even be worked on until nsfw is finished.
                     <br/>
                     <br/>
                     If I make a patreon (not going to for now) it will be for me as a creator not the project, which may also mean that I don't even post about the nsfw version there at all and only post it here or maybe do something like mike inel where i seperate the sfw from nsfw, but if they are just the same game with different content I am not going to bother until I actually have different drawings/games/animations on either side.
                     <br/>
                     <br/>
                     This patreon talk is just me thinking btw none of it will happen anytime soon, I would like to at least have a proper build (say a 0.1 maybe, an actual 0.1 not a 0.01, so I would wager that I would have released multiple builds already, so might do the 0.1 alpha thing minecraft did. although game won't be big enough to do beta XD )
                     <br/>
                     <br/>
                     I must emphasise though that THIS IS NOT A CASHGRAB... while I would love to make money cause I don't have an income atm, the point of this is to just start making games and this idea is simple enough for me to start making it now and I can add porn to it without changing what the game is supposed to be (porn would be pretty easy though and I can have fun with the whole hallucination side of things
                     <img alt=":D" class="smilie smilie--sprite smilie--sprite674" data-shortname=":D" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Big grin    :D"/>
                     and then it turns out he is humping a hole in a pillow or some shit XD )
                     <br/>
                     <br/>
                     The gameplay: this is where The Last Door inspiration comes back. basically going to be a point and click style game (one handed lvl up
                     <img alt=":p" class="smilie smilie--sprite smilie--sprite673" data-shortname=":p" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Stick out tongue    :p"/>
                     ) although might add wasd option for walking (switch between them sort of thing) so yeah basically a point and click puzzle detective ADVENTURE
                     <img alt=":D" class="smilie smilie--sprite smilie--sprite674" data-shortname=":D" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Big grin    :D"/>
                     I don't know why but I am really liking the detective or private eye part of it. not much else at this point tbh, don't plan to do health bars or anything, so no planned ways for the character to die and get game over. probably going to be pretty linear.
                     <br/>
                     <br/>
                     The Point of this thread: so for now I will post any progress or updates to it here. Once I have settled on a good name I will create a new thread for the game and post progress there (will try to get a mod to edit this post and add a link when I do)
                     <br/>
                     <br/>
                     test-build eta: :| DEA
                     <img alt=":p" class="smilie smilie--sprite smilie--sprite673" data-shortname=":p" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Stick out tongue    :p"/>
                     <br/>
                     <br/>
                     anything else: uhhh don't expect much XD
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                     (Some paragraphs and styling would have been magical here, this way people see at it and TL; DR and no reply)
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                     I saw a lot of people who are into developing are a bit behind of self confidence. Create a demo for the game. Name it Untitled, and see if the support you get enough to continue.
                     <br/>
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                     If not see if you get enough positive constructive criticism to be better at it. I am a Programming Engineer real life. I learned in college most people does not see through lines of codes to see everything that is.
                     <br/>
                     Small example: "You want to turn on the light". This row to create in any language requires a lot of effort, like defining dark and light, what is a lamp, interaction etc. This really sets back people.
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                     Start developing, good luck.
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                  <div class="message-userContent lbContainer js-lbContainer" data-lb-caption-desc="bobdillan · Jun 26, 2018 at 11:15 PM" data-lb-id="post-863045">
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                        TearStar said:
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                        (Some paragraphs and styling would have been magical here, this way people see at it and TL; DR and no reply)
                        <br/>
                        <br/>
                        I saw a lot of people who are into developing are a bit behind of self confidence. Create a demo for the game. Name it Untitled, and see if the support you get enough to continue.
                        <br/>
                        <br/>
                        If not see if you get enough positive constructive criticism to be better at it. I am a Programming Engineer real life. I learned in college most people does not see through lines of codes to see everything that is.
                        <br/>
                        Small example: "You want to turn on the light". This row to create in any language requires a lot of effort, like defining dark and light, what is a lamp, interaction etc. This really sets back people.
                        <br/>
                        <br/>
                        <br/>
                        Start developing, good luck.
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                     I prettied it up a little, might repost once I actually have something to show and fancy it up more (not time soon though XD ) I wouldn't say I have a lack of self confidence on this per say (I do a bit) however I just don't want to overachieve which I do a lot of, and then have it turn out I can realistically only do say 1/4 of what I had envisioned.
                     <br/>
                     <br/>
                     My own background is a diploma in games design (yes I made the massively stupid choice of going for a degree in one of the arts, yes it is useless, and yes I regret it, hence why I dropped out with a diploma instead of going for a bachelor after I had accumulated 30 grand in debt, arts degrees are a scam XD ) I know a little coding, but would have to learn quite a bit for things I want to do, but a 2d project would be great for a first project to get the hang of things and better my skill (the little amount I do have atm) my fortay so to speak would be 3D modelling but maya LT isn't very cheap :S so 2d game it is.
                     <br/>
                     <br/>
                     I got this idea and I really liked it (still do) and it is something I can do right now so I thought why the hell not, so yeah. my other ideas require 3D models and more expertise in coding so they have to stay in the idea phase until I can actually do them. And yeah I know how much of a bitch (like pushing a button to unlock a door then have the door detect the player to then open) can be, did the thing in brackets for an exam in my coding class, had the code right, like it should have worked but it didn't and my lecturer was like well shit (still got a good enough grade to pass so I didn't mind.... meanwhile failed like 5-6 other subjects having to repeat 5 just to get the diploma XD yeah I had a habit of learning things the hard way when I first came out of school)
                     <br/>
                     <br/>
                     TLDNR: I just want to get started on something to start getting experience and learning while I do it, and will see where it goes.
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                     Ass IS Ass... thighs... hips... the trinity of the behind.
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                     Sick of these fake "harem" games. (sharing is not caring)​
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                     Implement your idea with bare minimum. Forget 3d models put cubes for characters.
                     <br/>
                     implement your base idea. then start to develop your game assets, levels.
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                        I prettied it up a little, might repost once I actually have something to show and fancy it up more (not time soon though XD ) I wouldn't say I have a lack of self confidence on this per say (I do a bit) however I just don't want to overachieve which I do a lot of, and then have it turn out I can realistically only do say 1/4 of what I had envisioned.
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                     Much better thanks.
                     <br/>
                     <br/>
                     Forget any paid version. Use freewares like Blender. Or DAZ, you can find assets here to use. Or Sims4 as engine. As long as you don't earn high amount of money it's legal. And also if you give credits to creator (Like TurboDriver for WW mod), it's fair use license.
                     <br/>
                     <br/>
                     Your idea is viable with Ren'py, coding on high-level languages is easier than on lower level. Easy to learn, hard to master stuff. But really don't. You can always hit me with stuff to help with (coding most) since it's my degree.
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                        Implement your idea with bare minimum. Forget 3d models put cubes for characters.
                        <br/>
                        implement your base idea. then start to develop your game assets, levels.
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                     PROTOTYPING
                     <img alt=":D" class="smilie smilie--sprite smilie--sprite674" data-shortname=":D" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Big grin    :D"/>
                     <br/>
                     disclaimer: first game is 2d so no 3d
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                        TearStar said:
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                        Much better thanks.
                        <br/>
                        <br/>
                        Forget any paid version. Use freewares like Blender. Or DAZ, you can find assets here to use. Or Sims4 as engine. As long as you don't earn high amount of money it's legal. And also if you give credits to creator (Like TurboDriver for WW mod), it's fair use license.
                        <br/>
                        <br/>
                        Your idea is viable with Ren'py, coding on high-level languages is easier than on lower level. Easy to learn, hard to master stuff. But really don't. You can always hit me with stuff to help with (coding most) since it's my degree.
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                     eh I get that but
                     <br/>
                     1. I hate blender controls.
                     <br/>
                     2. it will be a pain in the arse to learn.
                     <br/>
                     3. I just really like maya so it is worth it for me even just for a hobby.
                     <br/>
                     <br/>
                     On the sims thing I would prefer to make my own models, although I would use daz to render stuff since maya lt doesn't really do renders. (if using still images if using ingame assets then would use unity or unreal)
                     <br/>
                     <br/>
                     Also thanks on the offer to ask you for advice I shall use that now to ask if you know any good websites or resources to further my coding knowledge and ability?
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                     I use Sims 4 for basic concept art building for my game. Since rendering all the game when stuff changes is really not good for my pc (even if it's master race). Maya is better for animation, for modelling 3DS Max. Both of them aren't cheap.
                     <br/>
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                     <br/>
                     I learned most of my new stuff through college years but game development is the best way to learn programming. Since it's complex you need to work through certain problems during development. Also Ren'py programming is not that far into programming itself. Basic stuff can achieve many things. If it's not 'free roam' type than you can do everything with variables and if-else if-else statements, jumps, labels, menus, just fine.
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                        I use Sims 4 for basic concept art building for my game. Since rendering all the game when stuff changes is really not good for my pc (even if it's master race). Maya is better for animation, for modelling 3DS Max. Both of them aren't cheap.
                        <br/>
                        <br/>
                        <br/>
                        I learned most of my new stuff through college years but game development is the best way to learn programming. Since it's complex you need to work through certain problems during development. Also Ren'py programming is not that far into programming itself. Basic stuff can achieve many things. If it's not 'free roam' type than you can do everything with variables and if-else if-else statements, jumps, labels, menus, just fine.
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                     ehhh I would argue that Maya is better at modelling as well since from what I know the industry is shifting from 3dsmax to maya. but I do now that for animation usually they model in maya cause of the high poly count (might be wrong there) personally I go maya cause I just love to model in it. here is an example of an unfinished project of mine.
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                     Nice stuff. You can work with that. I'm not really into modelling stuff although I wanted but I'm more technical than an artist. All I can say: Good Luck.
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                     Inform me (and us) about your progress.
                     <br/>
                     <br/>
                     Until then I'm working on my project too
                     <img alt=":D" class="smilie smilie--sprite smilie--sprite674" data-shortname=":D" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Big grin    :D"/>
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                        Nice stuff. You can work with that. I'm not really into modelling stuff although I wanted but I'm more technical than an artist. All I can say: Good Luck.
                        <br/>
                        <br/>
                        Inform me (and us) about your progress.
                        <br/>
                        <br/>
                        Until then I'm working on my project too
                        <img alt=":D" class="smilie smilie--sprite smilie--sprite674" data-shortname=":D" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Big grin    :D"/>
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                     Nice, if you have a thread already link it please
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                     One thing I need to do is just start something, 100% I will do so many things wrong, but I can't know what I am doing wrong if I do nothing.
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                     Ass IS Ass... thighs... hips... the trinity of the behind.
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                     Sick of these fake "harem" games. (sharing is not caring)​
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                     Not yet, I'm behind progress now since I got two projects in work going.
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                     Programming is all about trials and errors and learning about them. I learned that. But I got some scripts about ~15 minutes to ~30 minutes long. After I finish the first introduction chapter it should be about an hour long game. But creating the renders though... That would take more time since I can't do it on my free time in work.
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                     Also I'm doing in Sims 4 as a concept art style at first see how should one look. I would like change to DAZ like everybody else did here I'm collecting assets everytime I got that chance.
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                     Maya is honestly trash in it's stock form. It's only saving grace is that everything about it is customizable and scriptable. Big studios take full advantage of this with dedicated staff to transform it into exactly what they need to fit their pipeline. Another big reason why Maya is often preferred over 3DS Max is because big film studios use Linux a ton and Maya's been native on there since the '90s while 3DS Max has always been a Windows only program.
                     <br/>
                     <br/>
                     Unless you want to get a job at a studio that uses Maya, there's no good reason to bother with it. It wastes more system resources, it's far less stable, and nearly everything takes a lot longer to get done in it. I know quite a few pro artists who've said that even though they have to use Maya for their day jobs, when it comes to their own projects they do on their own time, they will almost always switch to something better and more often than not that is usually Blender these days.
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                     I used Maya from about 2000-07 and then dumped it in favor of Blender and within 2 weeks I was able to work faster in Blender than I could in Maya after almost 7 years. And keep in mind that was back in the 2.4x days; Blender has come a long way since then and got significantly better. While Maya mostly just got a fresh coat of paint and a lot more duct tape to keep it barely held together. I've watched a few recent Maya videos not long ago and hardly anythings changed about it's cumbersome workflow since I stopped using it nearly 12 years ago.
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                        Maya is honestly trash in it's stock form. It's only saving grace is that everything about it is customizable and scriptable..........
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                        ......I've watched a few recent Maya videos not long ago and hardly anythings changed about it's cumbersome workflow since I stopped using it nearly 12 years ago.
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                     I can't speak for what it was then, but for what is was when i used it and tried blender I would be inclined to say that we used two different programs. like I have not used a program yet that was easier and better to model in than maya, I know the stock rendering is shit, and that any auto UV unwraping is shit (most are anyway), but for purely modeling I wouldn't go with anything else (unless sculpting, but once the sculpt is finished I would pull it into maya) not to mention that I believe maya has more support for it than blender does.
                     <br/>
                     <br/>
                     All that being said it would depend on what you are referring to as trash in its stock form, for all the reasons above I can just use maya LT and use a separate program to render and do things like unwrapping manually (will do a better job anyway).
                     <br/>
                     <br/>
                     Having spent a little time in blender there are some tools that it doesn't have that maya did have that just made things so much easier (not to mention placement of the ui), like I know people were not satisfied enough with blender that a bunch came together to make blender for Artists (supposedly friendlier version of blender).
                     <br/>
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                     My biggest gripe with blender is the fkn right click shit XD I hate it so much as it is so annoying to me, not to mention I still have no idea what the hell its purpose really is, seems almost pointless to me.
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                     Ass IS Ass... thighs... hips... the trinity of the behind.
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                     Sick of these fake "harem" games. (sharing is not caring)​
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                     Maya is easier in the same sense that an ax is easier than a chainsaw. Sure if you don't know what you are doing and don't care to figure out how, the ax will seem like the obvious choice, but spend a few minutes learning how to start up and operate the chainsaw and you'll be doing the same work in a fraction of the time.
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                  <div class="message-userContent lbContainer js-lbContainer" data-lb-caption-desc="bobdillan · Jun 28, 2018 at 6:26 PM" data-lb-id="post-867659">
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                        Maya is easier in the same sense that an ax is easier than a chainsaw. Sure if you don't know what you are doing and don't care to figure out how, the ax will seem like the obvious choice, but spend a few minutes learning how to start up and operate the chainsaw and you'll be doing the same work in a fraction of the time.
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                     cause your experience with maya 2007 will be 100% accurate with maya 2016 and later :| its not like programs improve or anything.
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                     Ass IS Ass... thighs... hips... the trinity of the behind.
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                     Here is an example of one of the people I said has to work in programs like Maya and Max pretty often in their work, because of the pipelines in place, but works in Blender whenever possible because of how much better it is on pretty much every front.
                     <br/>
                     <br/>
                     <a class="link link--external" href="https://cgcookie.com/articles/max-puliero" rel="nofollow noopener" target="_blank">
                      https://cgcookie.com/articles/max-puliero
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                     <br/>
                     <br/>
                     A few interesting quotes from the interview:
                     <br/>
                     "Other people are fascinated by watching what Blender can do, also because I often problem-solve with it. I come from years of 3ds Max and XSI and I also know Maya pretty well, so I know the weak points of all the mainstream software. When people ask me why I use Blender I often say that I use it because it's powerful, not because it’s free."
                     <br/>
                     <br/>
                     "I know the frustration of polymodeling in Maya or 3Dsmax so I know why most people jump on zBrush as soon as possible. I prefer Blender, for a number of reasons. I’m not saying that zBrush is bad, but when you work with physical cameras, you can mimic the in-game camera and you have all the features of a normal 3d package: groups, parenting, bones, instances, and modifiers. Everything is combined with sculpting tools...and it's really easy to not leave Blender."
                     <br/>
                     <br/>
                     So it isn't just me and as I said, I've kept up on things. I still watch Maya videos from time to time, and I've yet to see any dramatic shifts in it's workflow in the past ~12 years. Part of this is because they can't make big changes without it disrupting the work of the big studios. You can add here and there, but you can't really change important things at the core without severe consequences, so Maya has stayed in a bit of a stasis for the past ~20 years with only very mild and superficial improvements over time. I think Autodesk don't even really care about advancing it. It's second hand software they bought their way into and they know they have vendor lock in and their big customers will do most of their own improvements and additions as needed. It's still basically the same crufty old mess I abandoned long ago.
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                        uradamus said:
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                        Here is an example of one of the people I said has to work in programs like Maya and Max pretty often in their work, because of the pipelines in place, but works in Blender whenever possible because of how much better it is on pretty much every front.
                        <br/>
                        <br/>
                        <a class="link link--external" href="https://cgcookie.com/articles/max-puliero" rel="nofollow noopener" target="_blank">
                         https://cgcookie.com/articles/max-puliero
                        </a>
                        <br/>
                        <br/>
                        A few interesting quotes from the interview:
                        <br/>
                        "Other people are fascinated by watching what Blender can do, also because I often problem-solve with it. I come from years of 3ds Max and XSI and I also know Maya pretty well, so I know the weak points of all the mainstream software. When people ask me why I use Blender I often say that I use it because it's powerful, not because it’s free."
                        <br/>
                        <br/>
                        "I know the frustration of polymodeling in Maya or 3Dsmax so I know why most people jump on zBrush as soon as possible. I prefer Blender, for a number of reasons. I’m not saying that zBrush is bad, but when you work with physical cameras, you can mimic the in-game camera and you have all the features of a normal 3d package: groups, parenting, bones, instances, and modifiers. Everything is combined with sculpting tools...and it's really easy to not leave Blender."
                        <br/>
                        <br/>
                        So it isn't just me and as I said, I've kept up on things. I still watch Maya videos from time to time, and I've yet to see any dramatic shifts in it's workflow in the past ~12 years. Part of this is because they can't make big changes without it disrupting the work of the big studios. You can add here and there, but you can't really change important things at the core without severe consequences, so Maya has stayed in a bit of a stasis for the past ~20 years with only very mild and superficial improvements over time. I think Autodesk don't even really care about advancing it. It's second hand software they bought their way into and they know they have vendor lock in and their big customers will do most of their own improvements and additions as needed. It's still basically the same crufty old mess I abandoned long ago.
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                     okay now see that is a good argument you have there. however 1 dude :| vs the industry that I want to get into. So doesn't matter if blender is better or not I should still use maya since the industry itself does. also personally maya is more newb friendly.
                     <br/>
                     <br/>
                     O and can you please tell me what the fuck the piece of shit right click actually is used for and does? (It is my greatest foe and probably the only real reason I don't bother with blender because i hate it, well that and the way you change view, even with maya controls it is still crap)
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                     Sick of these fake "harem" games. (sharing is not caring)​
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                     Look, if I gave a shit, I could pull up dozens of more examples, they're all over the place. I've been hearing similar stories for several years now. Once again though, in an earlier post I said if you want to get a job with a particular studio you know for sure uses Maya, then have at it. But if you plan to work for yourself or a small team making indie games, then who cares what big studios are using? Again, they don't use it because it's a good tool, they use it because everything can be changed and scripted to what they need. This is thanks to Disney, who initially got Alias to totally overhaul Maya back in its early days to make everything customizable and exposed to a scripting language, so they could integrate it into their custom pipeline. Thanks to that, other studios heard about it and started to transition away from their in-house solutions to Maya and it just snow balled from there until Autodesk eventually bought them out in 2005.
                     <br/>
                     <br/>
                     Working for big studios generally sucks btw, you can expect to be overworked and treated as expendable. You almost certainly won't get a permanent job, most of them only want to hire freelance artists, which means you are responsible for all your own taxes, insurance, and retirement considerations. Most will lay you off the moment your part of the project is done or if you start getting dangerously close to working so long that they can no longer legally treat you as a freelancer and would have to start giving you expensive benefits. It could be months or years before that studio needs a big surge of artists for their next project. If they're the only game in town, then you may be looking at relocating if you can't afford to wait until they need you again. It's not at all uncommon to be working 60+ hours a week and starting out you'll mostly only be doing the boring tedious crap the more senior artists don't want to do themselves. Plus don't expect to have any creative freedoms in your work, at least not until if/when you can manage to snag a senior art lead role which will probably take upwards of around a decade or more, assuming you are even good enough to beat out the hundreds of others who want those positions just as badly as you do.
                     <br/>
                     <br/>
                     The game industry has one of the highest turn over rates out there, it's no where near as enjoyable as the way most folks fevered dreams of making games play out in their head. Big studios have the same crappy corporate culture you'd run into in any office job. It's difficult work that's often not very enjoyable and isn't for the faint of heart or those who lack the ability to self-motivate. Unless you know for certain that you love doing the work to the point of an unhealthy obsession and couldn't imagine ever wanting to do anything else, I'd probably spend some time reevaluating my priorities. These are harsh lessons you are going to learn one way or another, best to get them out of the way early and be sure you have the steel resolve to see things through before you throw too much of your life away on it.
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                  <div class="message-userContent lbContainer js-lbContainer" data-lb-caption-desc="bobdillan · Jun 29, 2018 at 4:39 AM" data-lb-id="post-869000">
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                        Look, if I gave a shit, I could pull up dozens of more examples, they're all over the place. I've been hearing similar stories for several years now. Once again though, in an earlier post I said if you want to get a job with a particular studio you know for sure uses Maya, then have at it. But if you plan to work for yourself or a small team making indie games, then who cares what big studios are using? Again, they don't use it because it's a good tool, they use it because everything can be changed and scripted to what they need. This is thanks to Disney, who initially got Alias to totally overhaul Maya back in its early days to make everything customizable and exposed to a scripting language, so they could integrate it into their custom pipeline. Thanks to that, other studios heard about it and started to transition away from their in-house solutions to Maya and it just snow balled from there until Autodesk eventually bought them out in 2005.
                        <br/>
                        <br/>
                        Working for big studios generally sucks btw, you can expect to be overworked and treated as expendable. You almost certainly won't get a permanent job, most of them only want to hire freelance artists, which means you are responsible for all your own taxes, insurance, and retirement considerations. Most will lay you off the moment your part of the project is done or if you start getting dangerously close to working so long that they can no longer legally treat you as a freelancer and would have to start giving you expensive benefits. It could be months or years before that studio needs a big surge of artists for their next project. If they're the only game in town, then you may be looking at relocating if you can't afford to wait until they need you again. It's not at all uncommon to be working 60+ hours a week and starting out you'll mostly only be doing the boring tedious crap the more senior artists don't want to do themselves. Plus don't expect to have any creative freedoms in your work, at least not until if/when you can manage to snag a senior art lead role which will probably take upwards of around a decade or more, assuming you are even good enough to beat out the hundreds of others who want those positions just as badly as you do.
                        <br/>
                        <br/>
                        The game industry has one of the highest turn over rates out there, it's no where near as enjoyable as the way most folks fevered dreams of making games play out in their head. Big studios have the same crappy corporate culture you'd run into in any office job. It's difficult work that's often not very enjoyable and isn't for the faint of heart or those who lack the ability to self-motivate. Unless you know for certain that you love doing the work to the point of an unhealthy obsession and couldn't imagine ever wanting to do anything else, I'd probably spend some time reevaluating my priorities. These are harsh lessons you are going to learn one way or another, best to get them out of the way early and be sure you have the steel resolve to see things through before you throw too much of your life away on it.
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                     for someone who doesn't give a shit you sure do write many paragraphs, also you think someone who has a background in this shit doesn't know all of that about the industry XD   preaching to the choir mate. getting a bit spammy and repetitive
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                  <div class="message-userContent lbContainer js-lbContainer" data-lb-caption-desc="bas · Jun 29, 2018 at 4:55 AM" data-lb-id="post-869038">
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                        for someone who doesn't give a shit you sure do write many paragraphs, also you think someone who has a background in this shit doesn't know all of that about the industry XD   preaching to the choir mate. getting a bit spammy and repetitive
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                     Let's not get personal, please. You're responding to his messages with your posts, so he's responding back.
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                        Plan to have the character see some shit, not because they are high though but because they are mentally ill and seeing shit, but not the mentally ill where you are crazy, they will be pretty sane, but they just hallucinate a lot.
                        <br/>
                        <br/>
                        Anyway basically you will be a detective (probably the only thing similar to depraved awakening) but the style will be pix-elated and done similar to the last door (although not as pix-elated).
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                     With detective, do you mean a PI or a police officer? A police officer with hallucinations would probably be on sick leave rather quickly. At least I hope so. A self-employed PI may be able to hide it for some time, but still, it seems like a strange and dangerous combination to me.
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                     Not to say that it isn't interesting. Do you intend to make the hallucinations paranormal, in the sense that they'd help solve the case?
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                        The sexy scenes, will probably be more detailed (might do they myself or get someone else to) but they won't really be part of the gameplay (if there is some nsfw gameplay it will be pix-elated).
                        <br/>
                        <br/>
                        I plan to make two versions, one sfw the other nsfw, reasons being so i can have something to add to my portfolio that is sfw
                        <img alt=":D" class="smilie smilie--sprite smilie--sprite674" data-shortname=":D" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Big grin    :D"/>
                        and you know if you like it share it with your non-porn gaming friends
                        <img alt=":D" class="smilie smilie--sprite smilie--sprite674" data-shortname=":D" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Big grin    :D"/>
                        that being said the nsfw version will be the priority and sfw version probably won't even be worked on until nsfw is finished.
                        <br/>
                        <br/>
                        The gameplay: this is where The Last Door inspiration comes back. basically going to be a point and click style game (one handed lvl up
                        <img alt=":p" class="smilie smilie--sprite smilie--sprite673" data-shortname=":p" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Stick out tongue    :p"/>
                        ) although might add wasd option for walking (switch between them sort of thing) so yeah basically a point and click puzzle detective ADVENTURE
                        <img alt=":D" class="smilie smilie--sprite smilie--sprite674" data-shortname=":D" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Big grin    :D"/>
                        I don't know why but I am really liking the detective or private eye part of it. not much else at this point tbh, don't plan to do health bars or anything, so no planned ways for the character to die and get game over. probably going to be pretty linear.
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                     I'm not sure how a nsfw which is mostly sfw with some porn scenes would work.
                     <br/>
                     <br/>
                     A point-and-click adventure is generally a good thing in my opinion, but it's also a boner killer.
                     <br/>
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                     In my opinion, spending 1 hour with puzzles to see 5 minutes of sex scenes has two things:
                     <br/>
                     - It's pretty hard to maintain the boner for 1 hour without anything sexual going on
                     <br/>
                     - It's pretty hard to play a game seriously with one hand
                     <br/>
                     - The NSFW images kinda kill the possibility to play the game in a normal way, ie with other people around.
                     <br/>
                     <br/>
                     There are two ways to make it work in my opinion:
                     <br/>
                     1) Make the SFW part of the game sexy enough to stay interested even though there are no sex pic on the screen. However, this does kinda ruin the "SFW game for the portfolio" idea that you have.
                     <br/>
                     <br/>
                     2) Make the NSFW scenes so vanilla that people are unlikely to take offense. Not close-up P in V porn, but instead images of people kissing / cuddling and an occasional naked / partially clothed person (not close-up). This would make an "adult" (non-porn) game in the true sense of the word that is also used for French/Belgian/European comics, meaning that the story deals with adult themes and shows adult images which are not neccessarily suitable for minors, but should be suitable for normal conversation/interaction between normal adults.
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                        Let's not get personal, please. You're responding to his messages with your posts, so he's responding back.
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                     Was not intended to be personal, am just tired of the saying the same thing back and forth but in different ways, and pointing out the little bit of irony. again it is seeming to be just the same message said in a longer and different way, so I was being a bit sassy about it. So I shall dial it back
                     <img alt=":)" class="smilie smilie--sprite smilie--sprite667" data-shortname=":)" src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" title="Smile    :)"/>
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                     Ass IS Ass... thighs... hips... the trinity of the behind.
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                     Sick of these fake "harem" games. (sharing is not caring)​
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                     well it could be either or imo, but if they were an official cop they would have to hide it well. I was also thinking maybe a split personality instead or that the hallucinations are just a manifestation of inner personalities. the paranormal aspect probably not (lot of games recently doing the paranormal thing so I might just stick to in the mind, but we will see)
                     <br/>
                     <br/>
                     As for the Scenes thing you do make a good point, I guess the idea I had would to have be in the sort of sense as Katawa shoujo where it has nsfw scenes but they are not the main point.
                     <br/>
                     However counterpoint I do like the idea of trying to make a point and click game a proper porn game which someone can jack to.
                     <br/>
                     <br/>
                     As for level design I would probably have it be more simplistic, maybe have items highlighted when you hover over them instead of aimlessly clicking, or a quest/guidebook on like a easy or justherefortheporn mode.
                     <br/>
                     Like it would all be finish level get scenes, like you might come across a photo and because of the hallucinations your mind animates the scene for you (and maybe interact with the scene like a small swf game) or acessing a computer and seeing video files.
                     <br/>
                     <br/>
                     There are a plethura of potential ideas, and those listed would be easily taken out if I decide to build a sfw game (although if nsfw stuff is build into the story would probably have to modify the dialogue a bit or something to skip scenes but still acknowledge they happened. still though focus is on the nsfw not sfw, since I am starting here I think it would be best).
                     <br/>
                     <br/>
                     As for the time to complete levels, I plan to make most of them somewhat small or if they are large it would have cut-scenes at certain stages, like you find an item or something then you leave the room and scene will play or something. I already have a nice idea for a sort of twist in the game which if you are interested in hearing PM me (could be really stupid but I like it enough that I want to keep it XD ).
                     <br/>
                     <br/>
                     For story though it is still quite bare bones, like I am planning to have one level take place at a rich type estate or house, where you would investigate a murder there, and while you are there someone dies (possibly by accident), which could or couldn't be related to the first. Either the murder victim or the 2nd victim will be the man who owns it with his wife, now widow, if doing the multiple personality angle could do something where one of the personalities sometimes takes over and is a bit of a Casanova and the now widow previously had an affair with him, which would be somewhat suspicious since the main personality would have no idea so the widow would more easily be seen as the culprit (more of a misdirect for the player as they also wouldn't find out until later.
                     <br/>
                     <br/>
                     I don't plan for it to be overly morbid or anything or gruesome, but I do want it to provoke thought, feeling and questioning (like depraved awakening does) but still allowing for the ability to just rub one out.
                     <br/>
                     <br/>
                     As for all the "As for" I need to come up with a better continuation starter XD
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                     Ass IS Ass... thighs... hips... the trinity of the behind.
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                     Sick of these fake "harem" games. (sharing is not caring)​
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                     That actually took about 5-10 minutes of writing off the cuff, as all of those are points I've known for ages and the industry stuff keeps getting hammered home every time I hear yet another horror story from yet another artists who got burned by the industry they were so excited to break into. It takes a special sort of person to put up with the abuse and poor working conditions and rise above it all, they are few and far between. Maybe you'll get lucky and turn out to be one of the proud few who beat the odds.
                     <br/>
                     <br/>
                     But spending the time to dig up a decade's worth of old references to articles, forum posts, irc/discord backlogs to find all the times I've heard pros talking about how much more they love working with Blender than the Autodesk stuff foisted on them at work would take days or weeks and I really don't care nearly enough to bother. Especially for someone who's already been sipping the kool-aid and doesn't care to listen to reason. Best of luck to you with your time in Maya though, better you than me, heh.
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                        That actually took about 5-10 minutes of writing off the cuff, as all of those are points I've known for ages and the industry stuff keeps getting hammered home every time I hear yet another horror story from yet another artists who got burned by the industry they were so excited to break into. It takes a special sort of person to put up with the abuse and poor working conditions and rise above it all, they are few and far between. Maybe you'll get lucky and turn out to be one of the proud few who beat the odds.
                        <br/>
                        <br/>
                        But spending the time to dig up a decade's worth of old references to articles, forum posts, irc/discord backlogs to find all the times I've heard pros talking about how much more they love working with Blender than the Autodesk stuff foisted on them at work would take days or weeks and I really don't care nearly enough to bother. Especially for someone who's already been sipping the kool-aid and doesn't care to listen to reason. Best of luck to you with your time in Maya though, better you than me, heh.
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                     here I was about to say I get it and appreciate the effort and you have to bring up kool-aid. my issue is you make a lot of assumptions about my knowledge with even caring to ask "Do you know how people get screwed over in the industry?" to which I would answer "Yes." got that drilled into my head pretty hard, would have saved you a lot of time and writing. (yes I know there is a degree of assumptions in almost everything but the lack of effort to even clarify before you put the effort into writing it all is wasted because I know, that being said maybe someone might get something out of it)
                     <br/>
                     <br/>
                     But the whole blender is superior and you should ditch maya argument is stupid when I like maya better, there is nothing wrong with me liking maya better, people like Linux more than Windows, others like Windows more than linux, each has pros and cons. accept it and let it go, I don't have to accept your opinion, I understand what you are saying, but I just prefer maya, will I one day switch to blender? probably not. Does it really matter? No... they both get the job done.
                     <br/>
                     <br/>
                     Also you still didn't tell me what the hell the right click shit does :| and the whole point of it. and if you really want me to try blender there is one thing you can do... tell me how to reset the damn thing when i move it -_- only solution I have found is restart blender. (third time I have asked about it btw :| I do actually want to know)
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                     That thing called 3d cursor. It was very very useful for manuplating complex meshes.
                     <br/>
                     Also it was very easy to change right click to left click in blender.
                     <br/>
                     <br/>
                     Before dust and gases Blender was very specialized 3d editor tool for some company. Thats why its design bit different.
                     <br/>
                     <br/>
                     Every 3d editor had own philosophy. Understanding them takes time.
                     <br/>
                     <br/>
                     If you havent got patience and guts for hardworking, Maya does not help you.
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                        That thing called 3d cursor. It was very very useful for manuplating complex meshes.
                        <br/>
                        Also it was very easy to change right click to left click in blender.
                        <br/>
                        <br/>
                        Before dust and gases Blender was very specialized 3d editor tool for some company. Thats why its design bit different.
                        <br/>
                        <br/>
                        Every 3d editor had own philosophy. Understanding them takes time.
                        <br/>
                        <br/>
                        If you havent got patience and guts for hardworking, Maya does not help you.
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                     yeah but how do i reset it though. it annoys me by myself not having any idea of how to get it back to 0,0,0. also on maya I like the tools it has and the aesthetic, is it better? I have no idea people in this thread say it isn't, probably right, but I like maya. will I learn blender? trying to, but that bloody 3d cursor -_-
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                     Ass IS Ass... thighs... hips... the trinity of the behind.
                     <br/>
                     Sick of these fake "harem" games. (sharing is not caring)​
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                  <div class="message-userContent lbContainer js-lbContainer" data-lb-caption-desc="NandabaCanti · Jun 30, 2018 at 8:05 AM" data-lb-id="post-872115">
                   <article class="message-body js-selectToQuote">
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                     Shift + c will center the cursor and refocus your camera on it, moving it out far enough to bring everything into frame. You can also press n to bring up the properties panel (formerly known as the numbers panel prior to 2.5, hence the n) and there is a section for the 3D cursor where you can manually enter numerical values for its xyz location. The main use of the 3D cursor is deciding where the origin of any meshes/objects you add to the scene will be, there are also several addons that take advantage of the 3D cursor as well in very useful ways.
                     <br/>
                     <br/>
                     Most of the shortcuts are easy to remember if you can put a mnemonic to them.
                     <br/>
                     - shift + a for the
                     <span style="color: #ff9999">
                      a
                     </span>
                     dd mesh menu
                     <br/>
                     - g for
                     <span style="color: #ff9999">
                      g
                     </span>
                     rab/translate
                     <br/>
                     - s to
                     <span style="color: #ff9999">
                      s
                     </span>
                     cale
                     <br/>
                     - r to
                     <span style="color: #ff9999">
                      r
                     </span>
                     otate
                     <br/>
                     - a to select/deselect
                     <span style="color: #ff9999">
                      a
                     </span>
                     ll
                     <br/>
                     - e to
                     <span style="color: #ff9999">
                      e
                     </span>
                     xtrude
                     <br/>
                     - b for
                     <span style="color: #ff9999">
                      b
                     </span>
                     ox select
                     <br/>
                     - c for
                     <span style="color: #ff9999">
                      c
                     </span>
                     ircle select
                     <br/>
                     - shift + s to bring up the
                     <span style="color: #ff9999">
                      s
                     </span>
                     nap menu
                     <br/>
                     - ctrl + s to
                     <span style="color: #ff9999">
                      s
                     </span>
                     ave the file
                     <br/>
                     - n for
                     <span style="color: #ff9999">
                      n
                     </span>
                     umbers/properties panel
                     <br/>
                     - t for
                     <span style="color: #ff9999">
                      t
                     </span>
                     oolbox/
                     <span style="color: #ff9999">
                      t
                     </span>
                     oolshelf
                     <br/>
                     - shift + c to
                     <span style="color: #ff9999">
                      c
                     </span>
                     enter the
                     <span style="color: #ff9999">
                      c
                     </span>
                     ursor and refocus
                     <span style="color: #ff9999">
                      c
                     </span>
                     amera
                     <br/>
                     - k for
                     <span style="color: #ff9999">
                      k
                     </span>
                     nife cut
                     <br/>
                     - h to
                     <span style="color: #ff9999">
                      h
                     </span>
                     ide selection
                     <br/>
                     - i to
                     <span style="color: #ff9999">
                      i
                     </span>
                     nset selected face(s)
                     <br/>
                     - v to split a
                     <span style="color: #ff9999">
                      v
                     </span>
                     ertex
                     <br/>
                     - alt + m to
                     <span style="color: #ff9999">
                      m
                     </span>
                     erge selected
                     <br/>
                     - ctrl + n to flip
                     <span style="color: #ff9999">
                      n
                     </span>
                     ormals
                     <br/>
                     - u for the
                     <span style="color: #ff9999">
                      u
                     </span>
                     nwrap menu
                     <br/>
                     Oh, also if you want to do something related to a component type (
                     <span style="color: #ff9999">
                      v
                     </span>
                     ertex,
                     <span style="color: #ff9999">
                      e
                     </span>
                     dge,
                     <span style="color: #ff9999">
                      f
                     </span>
                     ace), then just hit ctrl + the first letter of each of those to get a popup with basically every tool related to that component (ctrl + v for vertex, etc). There are probably others I'm forgetting, but you should be getting the idea by now.
                     <br/>
                     <br/>
                     A few handy ones that don't really have a mnemonic are:
                     <br/>
                     - tab to switch between object and edit mode (most of the time)
                     <br/>
                     - ctrl + tab to bring up the component menu to decide which type of component you want to edit
                     <br/>
                     - w brings up a bit of a catch all menu for useful tools that aren't specific to the component type menus
                     <br/>
                     - ctrl + r to add a loop cut
                     <br/>
                     - ctrl+alt+shift+c for the origin menu when in object mode
                     <br/>
                     - space to bring up the search menu where you can type in vaguely what you are looking for and it will offer suggestions
                     <br/>
                     - top row nums on their own or with alt to switch to the corresponding layer, adding shift to the mix will cause the layer to be shown or hidden without affecting the others
                     <br/>
                     - num pad for quick view navigation, just experiment a bit and make sure to toss in a ctrl now and then to see what that does and you'll figure it out in a few minutes, probably worth tossing in a monkey head from the add mesh menu so you can see more clearly what the buttons are doing
                     <br/>
                     <br/>
                     I think that covers easily 90% of the things you'll do most of the time in edit mode. They typically take a few days to a few weeks to get ingrained to muscle memory and that is when you'll really start seeing a big speed up with polymodeling. Since you will no longer be digging through context menus or shelves looking for tools or being overly reliant on using the widgets for your basic manipulations.
                     <br/>
                     <br/>
                     For the record, the reason selection is done with the right mouse is down to ergonomics. Ton saw that nearly everything was being done with the left mouse all the time, so he decided to take the most used left mouse function and put it on right mouse to spread the clicks out more evenly between left and right to lessen the strain on your fingers and wear and tear on the mouse. It takes just a little bit to get used to, but ultimately it was a good design decision with solid reasoning behind it. If you are adamant about left click select, you can change that in the settings and you've been able to basically forever, since long before even I started using it around 2.42 or so.
                     <br/>
                     <br/>
                     I posted a bunch of useful links to tutorials and such a while back that may be of some use:
                     <br/>
                     <a class="link link--external" href="https://f95zone.com/threads/3d-modeling-alternatives.9482/#post-639253" rel="nofollow noopener" target="_blank">
                      https://f95zone.com/threads/3d-modeling-alternatives.9482/#post-639253
                     </a>
                     <br/>
                     <br/>
                     Here is a fairly comprehensive list of shortcuts for all modes, you probably won't need to learn more than a fraction of them, but if you stick with Blender long enough and start using it for more than basic modeling, you will tend to naturally start picking up most of them eventually.
                     <br/>
                     <a class="link link--external" href="https://www.cheatography.com/henriqueog/cheat-sheets/blender-full/" rel="nofollow noopener" target="_blank">
                      https://www.cheatography.com/henriqueog/cheat-sheets/blender-full/
                     </a>
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                  <div class="message-userContent lbContainer js-lbContainer" data-lb-caption-desc="bobdillan · Jun 30, 2018 at 9:06 AM" data-lb-id="post-872180">
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                       <a class="bbCodeBlock-sourceJump" data-content-selector="#post-872115" data-xf-click="attribution" href="/goto/post?id=872115">
                        uradamus said:
                       </a>
                      </div>
                      <div class="bbCodeBlock-content">
                       <div class="bbCodeBlock-expandContent">
                        Shift + c will center the cursor and refocus your camera on it, moving it out far enough to bring everything into frame. You can also press n to bring up the properties panel (formerly known as the numbers panel prior to 2.5, hence the n) and there is a section for the 3D cursor where you can manually enter numerical values for its xyz location. The main use of the 3D cursor is deciding where the origin of any meshes/objects you add to the scene will be, there are also several addons that take advantage of the 3D cursor as well in very useful ways.
                        <br/>
                        <br/>
                        Most of the shortcuts are easy to remember if you can put a mnemonic to them.
                        <br/>
                        - shift + a for the
                        <span style="color: #ff9999">
                         a
                        </span>
                        dd mesh menu
                        <br/>
                        - g for
                        <span style="color: #ff9999">
                         g
                        </span>
                        rab/translate
                        <br/>
                        - s to
                        <span style="color: #ff9999">
                         s
                        </span>
                        cale
                        <br/>
                        - r to
                        <span style="color: #ff9999">
                         r
                        </span>
                        otate
                        <br/>
                        - a to select/deselect
                        <span style="color: #ff9999">
                         a
                        </span>
                        ll
                        <br/>
                        - e to
                        <span style="color: #ff9999">
                         e
                        </span>
                        xtrude
                        <br/>
                        - b for
                        <span style="color: #ff9999">
                         b
                        </span>
                        ox select
                        <br/>
                        - c for
                        <span style="color: #ff9999">
                         c
                        </span>
                        ircle select
                        <br/>
                        - shift + s to bring up the
                        <span style="color: #ff9999">
                         s
                        </span>
                        nap menu
                        <br/>
                        - ctrl + s to
                        <span style="color: #ff9999">
                         s
                        </span>
                        ave the file
                        <br/>
                        - n for
                        <span style="color: #ff9999">
                         n
                        </span>
                        umbers/properties panel
                        <br/>
                        - t for
                        <span style="color: #ff9999">
                         t
                        </span>
                        oolbox/
                        <span style="color: #ff9999">
                         t
                        </span>
                        oolshelf
                        <br/>
                        - shift + c to
                        <span style="color: #ff9999">
                         c
                        </span>
                        enter the
                        <span style="color: #ff9999">
                         c
                        </span>
                        ursor and refocus
                        <span style="color: #ff9999">
                         c
                        </span>
                        amera
                        <br/>
                        - k for
                        <span style="color: #ff9999">
                         k
                        </span>
                        nife cut
                        <br/>
                        - h to
                        <span style="color: #ff9999">
                         h
                        </span>
                        ide selection
                        <br/>
                        - i to
                        <span style="color: #ff9999">
                         i
                        </span>
                        nset selected face(s)
                        <br/>
                        - v to split a
                        <span style="color: #ff9999">
                         v
                        </span>
                        ertex
                        <br/>
                        - alt + m to
                        <span style="color: #ff9999">
                         m
                        </span>
                        erge selected
                        <br/>
                        - ctrl + n to flip
                        <span style="color: #ff9999">
                         n
                        </span>
                        ormals
                        <br/>
                        - u for the
                        <span style="color: #ff9999">
                         u
                        </span>
                        nwrap menu
                        <br/>
                        Oh, also if you want to do something related to a component type (
                        <span style="color: #ff9999">
                         v
                        </span>
                        ertex,
                        <span style="color: #ff9999">
                         e
                        </span>
                        dge,
                        <span style="color: #ff9999">
                         f
                        </span>
                        ace), then just hit ctrl + the first letter of each of those to get a popup with basically every tool related to that component (ctrl + v for vertex, etc). There are probably others I'm forgetting, but you should be getting the idea by now.
                        <br/>
                        <br/>
                        A few handy ones that don't really have a mnemonic are:
                        <br/>
                        - tab to switch between object and edit mode (most of the time)
                        <br/>
                        - ctrl + tab to bring up the component menu to decide which type of component you want to edit
                        <br/>
                        - w brings up a bit of a catch all menu for useful tools that aren't specific to the component type menus
                        <br/>
                        - ctrl + r to add a loop cut
                        <br/>
                        - ctrl+alt+shift+c for the origin menu when in object mode
                        <br/>
                        - space to bring up the search menu where you can type in vaguely what you are looking for and it will offer suggestions
                        <br/>
                        - top row nums on their own or with alt to switch to the corresponding layer, adding shift to the mix will cause the layer to be shown or hidden without affecting the others
                        <br/>
                        - num pad for quick view navigation, just experiment a bit and make sure to toss in a ctrl now and then to see what that does and you'll figure it out in a few minutes, probably worth tossing in a monkey head from the add mesh menu so you can see more clearly what the buttons are doing
                        <br/>
                        <br/>
                        I think that covers easily 90% of the things you'll do most of the time in edit mode. They typically take a few days to a few weeks to get ingrained to muscle memory and that is when you'll really start seeing a big speed up with polymodeling. Since you will no longer be digging through context menus or shelves looking for tools or being overly reliant on using the widgets for your basic manipulations.
                        <br/>
                        <br/>
                        For the record, the reason selection is done with the right mouse is down to ergonomics. Ton saw that nearly everything was being done with the left mouse all the time, so he decided to take the most used left mouse function and put it on right mouse to spread the clicks out more evenly between left and right to lessen the strain on your fingers and wear and tear on the mouse. It takes just a little bit to get used to, but ultimately it was a good design decision with solid reasoning behind it. If you are adamant about left click select, you can change that in the settings and you've been able to basically forever, since long before even I started using it around 2.42 or so.
                        <br/>
                        <br/>
                        I posted a bunch of useful links to tutorials and such a while back that may be of some use:
                        <br/>
                        <a class="link link--external" href="https://f95zone.com/threads/3d-modeling-alternatives.9482/#post-639253" rel="nofollow noopener" target="_blank">
                         https://f95zone.com/threads/3d-modeling-alternatives.9482/#post-639253
                        </a>
                        <br/>
                        <br/>
                        Here is a fairly comprehensive list of shortcuts for all modes, you probably won't need to learn more than a fraction of them, but if you stick with Blender long enough and start using it for more than basic modeling, you will tend to naturally start picking up most of them eventually.
                        <br/>
                        <a class="link link--external" href="https://www.cheatography.com/henriqueog/cheat-sheets/blender-full/" rel="nofollow noopener" target="_blank">
                         https://www.cheatography.com/henriqueog/cheat-sheets/blender-full/
                        </a>
                       </div>
                       <div class="bbCodeBlock-expandLink">
                        <a>
                         Click to expand...
                        </a>
                       </div>
                      </div>
                     </blockquote>
                     Thanks this is massively useful. (I have been wanting to model some more but blender just seemed like a nightmare so I stayed away, this post has made it more like a dream) question though, one of the things I liked about maya was the controls and the way you use the numbers to switch mesh modes and qwe for move rotate and whatever the third one is. should i learn to use blender with maya controls because that is what I am used to, or learn blender with blender controls?
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                     Ass IS Ass... thighs... hips... the trinity of the behind.
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                     Sick of these fake "harem" games. (sharing is not caring)​
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                     Personally I've always preferred Blender's shortcuts. If you start following along with tutorials, most will be presenting information using the defaults, so you'd be stuck having to translate what they're telling you on the fly to match your custom layout. Same goes for hitting up community resources for help, most people who will respond to your inquiries will be using the defaults in their answers. For those reasons alone I think it's worth sticking with the defaults for most things.
                     <br/>
                     <br/>
                     One small creature comfort change I make for my own setup is that I swapped the mouse controls for pan (move) and rotate. I've found that I tend to pan the camera way more than I rotate, so I like pan being middle mouse and then rotate being the one that needs the shift key thrown in. They are found on the user preferences window under the input tab &gt; 3d View &gt; 3D View (Global) &gt; Rotate View &amp; Move View.
                     <br/>
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                     It's been so long since I last used a default Blender setup though that I can't say for sure if there are other changes I've made, there probably are, I just have no idea what they would be anymore, lol. I do know that I haven't messed with the shortcuts at all though.
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                        Personally I've always preferred Blender's shortcuts. If you start following along with tutorials, most will be presenting information using the defaults, so you'd be stuck having to translate what they're telling you on the fly to match your custom layout. Same goes for hitting up community resources for help, most people who will respond to your inquiries will be using the defaults in their answers. For those reasons alone I think it's worth sticking with the defaults for most things.
                        <br/>
                        <br/>
                        One small creature comfort change I make for my own setup is that I swapped the mouse controls for pan (move) and rotate. I've found that I tend to pan the camera way more than I rotate, so I like pan being middle mouse and then rotate being the one that needs the shift key thrown in. They are found on the user preferences window under the input tab &gt; 3d View &gt; 3D View (Global) &gt; Rotate View &amp; Move View.
                        <br/>
                        <br/>
                        It's been so long since I last used a default Blender setup though that I can't say for sure if there are other changes I've made, there probably are, I just have no idea what they would be anymore, lol. I do know that I haven't messed with the shortcuts at all though.
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                     fair enough, I shall look into it. also another downside to maya is that when getting it, they ask for a business, for some reason freelance or fun ain't an option XD
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                     Ass IS Ass... thighs... hips... the trinity of the behind.
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                     Sick of these fake "harem" games. (sharing is not caring)​
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                     Legends say blender ui was worst for a purpose, when you pass the first steps and handle your rage against that f****** ui you will memorize shortcuts and never want go go back. For me, It takes maybe 6 months. (of course I had some experience from Amiga and it was 20 years ago).
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                        Legends say blender ui was worst for a purpose, when you pass the first steps and handle your rage against that f****** ui you will memorize shortcuts and never want go go back. For me, It takes maybe 6 months. (of course I had some experience from Amiga and it was 20 years ago).
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                        3d modelling was tedious work. In long run clicking menus was not good.
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                     Ass IS Ass... thighs... hips... the trinity of the behind.
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