How is your experience with the Blender > UE4 workflow? Any advice?

I used blender for a year, made some great models & animations, textures, simulations.. You name it!. It's the first modeling software I used, and I think that's why it will always have a place in my heart... But I've been recently switching over to the "industry standard", max, maya, zbrush. Max for modeling, maya for animation, and zbrush for sculpting, among others.

Each of these programs has features that blender simply doesn't have. Small, seemingly insignificant features. For example, max allows you to edit primitives after creation. You can't do this in blender, but if you could, I would use blender over max. I'm sure a plugin could be made for blender, but I wouldn't know how. zbrush remesh. Often I will use zbrush ONLY for this feature. I also use substance, Quixel for texturing now. I've had the best experience animating in Maya by far.

Blender is like a jack of all trades (and master of none). It's too bad the "industry standard" programs will cost you a very pretty penny. Not to mention, having to learn all of them with their different controls and names (bevel vs chamfer).

In the end, all of these other programs were easy for me to pick up thanks to blender. I still use blender to very quickly make prototype models, since I know the all shortcuts & features already.

/r/unrealengine Thread