It's crazy how I used to follow your blender basics tutorials back in 2015, you're still one of the best man, now Blender is part of my daily work life and part of it is thanks to you. Great video as always!
It's all very exciting the progress Blender is constantly making. Well done to them and all of their great work. The Blender community is top notch too, thank you all, you helpful bunch of people :o)
Because of you and the courses that you have created, this is the only reason I am enjoying working with blender and character modeling and world designing to this day, So I have to thank you so much for being such a wonderful teacher. I wish you every bit of success.And once again, thank you!
Just got your Animation course! Haven't started yet 'cause I'm doing other courses, but the moment I saw the course was by you it was an instant purchase!
The changes to snapping are long overdue and the new colour management looks promising. Not too sure about the new modifier menu, it was fine the way it was. However, I do wonder if the subsurface no longer having its own colour is going to be a problem. Although the docs do say something about a "new subsurface scale input to adjust the RGB radius", so there might be some interesting things to do with subsurf.
The devs have explained time and time again that the subsurface color was simply mixed with the base color. No different from using a color mix node for the base color in 4.0
The old modifier menu was fine, if that's all it was ever going to have. But now it needs to incorporate geometry node assets and associated categories. The old menu would've just exploded across the screen in future.
Great video, Grant, as always. FYI, for the new look Modifiers menu, if you're not a fan, there is an add-on available already which replaces it with the pre 4.0 version.
These changes look incrediable! :D I am so happy they finally added a search for modifiers! Oh my stars that gonna be useful, especially the shortcut commands below?! Wow! This is game changer. :D Especially the animation collection, that looks easier to name an animation.
Hi Grant! I wanted to thank you for your fantastic Blender's beginner guide it helped me as a beginner a lot! But i am confused as to what to do after that? i still dont know much about blender and i am kind of confused of what tutorials will be the best for me from this point on. Do you have any kind of a Roadmap for beginners like me? Thank you so much again!
-Hi Grant, there are new changes about weight paint mode in Blender 4.0 they replaced bone selection shortcut in weight mode ctrl+shift+left-click instead of ctrl+left-click, now ctrl+left-click reverse the weight of the brush and shift+left-click does exactly the same job with Blur brush. -Also developers wanna change that bone selection shortcut with more easy way for the next updates, maybe you wanna talk about those changes in the Blender Animation & Rigging course or updating it.
Does not being able to use a different color from the base for sub surface scattering cause limitations? Can you still have a red of green subsurface color for doing skin, or is there a different way of doing this?
hey Grant, i have a question regarding texture painting. When i paint the edges of the mesh, the colour does not extend far enough even tho the bleed is set to 16. do u know any fix to this?
I don't get the removal of OBJ export! They say Importing and exporting this format is now implemented natively. I always export using OBJ, how will this effect exporting? Thanks.
It exports obj faster and more compatible with other programs. If you use obj a lot it would be a big help if you could test it out and see if you find any problems.
They've removed the in-built addon, which was written in Python, and replaced it with a native version written in C++. Same with PLY and Collada, I believe. Basically it'll just be much, much faster.
@@Arjjacks Thanks, but I'm still lost. So when I want to export, there will or won't be OBJ option? Sorry to be dumb but I don't get this native thing.
@@slightlyevil. There will be an OBJ option. A brand new one much faster and more efficient than the old. Native just means something comes ready made in Blender, by default. Straight out the box. You open Blender and bam, there it is, ready to go. The old OBJ import/export was an addon that came shipped with Blender (a "native addon", I guess). Which meant it was tacked on with Python, rather than properly embedded into Blender with C++. Which made it slow and inefficient.
Hello Grant Abbit. Could you make a tutorial ( maybe there is one already that I have not seen).about the best way to install a new version of Blender and safely get rid of older versions. So that you easy get your settings in to the new version. And so you don´t accidently delete too much. I think i have 3 old verions, but don´t dare to delete them.I usely delete with revo uninstaller. You make good tutorials.
i couldnt use blender at all until the 3.1 version, now i used on my everyday work in my design studio. I couldnt go back to 3d studio max, or whatever name they are using now.
@@Vilde321 And it'll be worthless in a couple of versions. You already can't access the hair assets with it, and you'll just keep being progressively locked out of modifier/geonode updates.
@@kyurion_ And what happens when, if they'd kept the old menu, it spills out across your screen in 10 or 20 columns and dozens if not hundreds of rows? How exactly are you going to locate anything then, scrolling all over the place in a sea of modifier assets?
I'd stick with 3 if you are totally new and following tutorials the make heavy use of the principled based shader. Once you get comfortable there's really no reason to limit yourself to one old version. I have every version of blender on my systems and I use at least 3 or 4 of them for various reasons. There are add-ons that only work on 2.6 or 2.79. Bugs I was using as features in 2.9, etc. Just download the blender zip files instead of the installer exe of the latest version.
They could only afford one full time employee for the sculpting module and the overworked people who have to review, test, advise, refactor, and approve all code changes said he was working too fast for them to do their side of the process which annoyed him so he left. I think he started a patreon and has his own build of blender where he's experimenting with sculpting features on his own. No guarantee anything he makes will make it into official blender but for the next year at least his branch should be 100% compatible with official Blender. If you would like more sculpting features, donate to him or donate to blender. Lack of money for more employees is the source of everyone's disappointment
I don't see what big imrovements from 3.6 to 4.0. The only new features are new Tool, the new Snapping, the light grouping, and some other useless new features.
Hey Grant, I'll pay for a tutorial for getting dynamic game assets and etc from Blender to Unreal. Bones, targeting, animations and etc gets really wonky from Blender to Unreal if you don't do the skeletal mesh correct. Thanks for all your previous tutorials though.
How or why an UI designer things that it is better to add an extra click to your worklflow is beyond me. Why on earth did they change how modifiers work? What's the gain from this pointless change, besides having to perform an extra click to select a modifier or several clicks if you decide to search for it?
It's crazy how I used to follow your blender basics tutorials back in 2015, you're still one of the best man, now Blender is part of my daily work life and part of it is thanks to you. Great video as always!
Feels like Blender 2.8 just came out recently, advancement kinda crazy nowadays
Same, i feel like just updated to 3.0 yesterday xD
@@karole5646haha
I think I just slept through 3.0
Thanks, Grant! I was waiting for you to give me the news on Blender 4. Your videos are always so clear and informative.
Thanks :)
It's all very exciting the progress Blender is constantly making. Well done to them and all of their great work. The Blender community is top notch too, thank you all, you helpful bunch of people :o)
Because of you and the courses that you have created, this is the only reason I am enjoying working with blender and character modeling and world designing to this day, So I have to thank you so much for being such a wonderful teacher. I wish you every bit of success.And once again, thank you!
Just got your Animation course! Haven't started yet 'cause I'm doing other courses, but the moment I saw the course was by you it was an instant purchase!
thanks :)
Been working with it for a few days and I like it a lot, it's very clear on what is what I feel.
The changes to snapping are long overdue and the new colour management looks promising. Not too sure about the new modifier menu, it was fine the way it was.
However, I do wonder if the subsurface no longer having its own colour is going to be a problem. Although the docs do say something about a "new subsurface scale input to adjust the RGB radius", so there might be some interesting things to do with subsurf.
The devs have explained time and time again that the subsurface color was simply mixed with the base color. No different from using a color mix node for the base color in 4.0
The old modifier menu was fine, if that's all it was ever going to have. But now it needs to incorporate geometry node assets and associated categories. The old menu would've just exploded across the screen in future.
@@Arjjacks That would explain the need for a new menu then. We'll see how good that new set up turns out :)
Great video, Grant, as always. FYI, for the new look Modifiers menu, if you're not a fan, there is an add-on available already which replaces it with the pre 4.0 version.
Nice thanks for the heads up. I like everything at a glance not having to sift through a bunch of hover sub menus lol. I do love search though!
People, remember to donate the software we love to keep improving it ! It doesn't evolve alone ;)
Thanks for the info. I've already bought almost all of the blender courses. Thanks for all your hard work.
Awesome, thank you!
Thanks for the great breakdown Grant. The new snapping function looks AWESOME! Excited to get in 4.0 and try it.
Thank you grant for teaching us over the years. I have done a lot of good projects because of your videos. Cheers from the Philippines!
Great video Grant!
These changes look incrediable! :D I am so happy they finally added a search for modifiers! Oh my stars that gonna be useful, especially the shortcut commands below?! Wow! This is game changer. :D Especially the animation collection, that looks easier to name an animation.
I'm dead LIGHT LINKING FINALLY OMG. Literally screamed and spun around in my chair 🥲
I’ve finally coughed up the money for a new Mac so I hope to be able to make the most of v.4 and the courses I’ve bought. 😊
Thanks! Great content!
Nice look. Your hair is so cool. You can mirror yourself for the left part of the screen to fill better :D
Thanks Grant for this. I have been playing with Light linking and AGX for a month now with beta and love these new features. ❤
Looks super good!
great video
Hi Grant! I wanted to thank you for your fantastic Blender's beginner guide it helped me as a beginner a lot! But i am confused as to what to do after that? i still dont know much about blender and i am kind of confused of what tutorials will be the best for me from this point on. Do you have any kind of a Roadmap for beginners like me? Thank you so much again!
Check my playlists for other projects. Something like the well or the sea shack would work well
Just start creating models
"clicks video without looking at the channel"
Oh, Hi teach! Just started the new animation course.
I tried changing IOR in specular dropdown and it did nothing. What do I miss?
Some shortcuts changed too, like searching when adding a node no longer works with S so I’m kinda confused still
yeah they have some details about that on the blender youtube channel i think
-Hi Grant, there are new changes about weight paint mode in Blender 4.0 they replaced bone selection shortcut in weight mode ctrl+shift+left-click instead of ctrl+left-click, now ctrl+left-click reverse the weight of the brush and shift+left-click does exactly the same job with Blur brush.
-Also developers wanna change that bone selection shortcut with more easy way for the next updates, maybe you wanna talk about those changes in the Blender Animation & Rigging course or updating it.
Yes. Thanks for the reminder
Amazing. Thank you so much dear Grant!
Very exciting! 😮 Tyvm sir.
I'm surprised it too them this long to add light linking to blender. Looking forward to the 4.0 updates
Thanks Grant!!! Loved it!
Thanks Grant!
3:10 is that a low-poly you? hahahah now i wanna make my own
I'd never thought of that 🤣
2:12 & 2:36 - GAME CHANGER
Is anybody else as excited about snapping as I am? Haha
Impressive core additions, now they should work on baking and texturing part.
Does not being able to use a different color from the base for sub surface scattering cause limitations? Can you still have a red of green subsurface color for doing skin, or is there a different way of doing this?
Yeaah I am wondering this too.
Just learning about how to use the shader nodes. and this seems very limiting when using it.
I looked (and still am) into it. seems like you can still have a different subsurface color. it just works differently now using a radius.
The subsurface color was always just being mixed with the base color. No different from using a mix color node connected to the base color.
Dude I can't find out how to texture paint in the new update. Pls help
I'll release a video soon
@@grabbitt thanks soo much
Finally...light linking!
looks like a sort of blender 3.5 if we compare to what was from 1.0 to 2.0 to 3.0
hey Grant, i have a question regarding texture painting. When i paint the edges of the mesh, the colour does not extend far enough even tho the bleed is set to 16. do u know any fix to this?
The bleed is in pixels I think sonit depends on the resolution of your texture
Do you plan to do a tutorial series for 4.0?
yes i probably will eventually. I'll do a more in depth tutorials on the new features on the full release after the 12th
I don't get the removal of OBJ export! They say Importing and exporting this format is now implemented natively. I always export using OBJ, how will this effect exporting? Thanks.
thats a good question which i'll have to look into
It exports obj faster and more compatible with other programs. If you use obj a lot it would be a big help if you could test it out and see if you find any problems.
They've removed the in-built addon, which was written in Python, and replaced it with a native version written in C++. Same with PLY and Collada, I believe. Basically it'll just be much, much faster.
@@Arjjacks Thanks, but I'm still lost. So when I want to export, there will or won't be OBJ option? Sorry to be dumb but I don't get this native thing.
@@slightlyevil. There will be an OBJ option. A brand new one much faster and more efficient than the old. Native just means something comes ready made in Blender, by default. Straight out the box. You open Blender and bam, there it is, ready to go.
The old OBJ import/export was an addon that came shipped with Blender (a "native addon", I guess). Which meant it was tacked on with Python, rather than properly embedded into Blender with C++. Which made it slow and inefficient.
I've used Blender since the late 90's & still having trouble learning it. The interface has definitely improved, but I don't know what Im doing. 😒
Thanks
If you don't invest time into understanding the boring stuff you'll always feel slow and stagnant.
Im still using 3.0. I heard they changed pose libary
yes but I've not played with it much yet
@@grabbitt its my main thing why i didnt switch over.
Hello Grant Abbit. Could you make a tutorial ( maybe there is one already that I have not seen).about the best way to install a new version of Blender and safely get rid of older versions. So that you easy get your settings in to the new version. And so you don´t accidently delete too much. I think i have 3 old verions, but don´t dare to delete them.I usely delete with revo uninstaller. You make good tutorials.
I just let them stay on my system as the file sizes are so small.
@@grabbitt Thank you.And I stll have 129 GB left on my harddisc. So i will just do the same.
i just realized there no blender 3.7 , 8 or 9 ! Thats odd but why not ! Do we know why they did thid way ?
it's common for company's to just go straight to the next big number for a bigger release.
@@grabbitt I see ! I didn't know that ! Thank you very much !
Look up software version numbering conventions
I hope one day they'll improve texture painting.
me too. Haven't checked that in 4.1 yet but who knows :)
It is on the cards, there's a task somewhere in fact for identifying short, mid, and long term pain points in the current tools to address.
i couldnt use blender at all until the 3.1 version, now i used on my everyday work in my design studio. I couldnt go back to 3d studio max, or whatever name they are using now.
Not a fan of that new modifier menu, but I can understand why they did it from a UI perspective. Thanks for covering this Grant!
Im glad there is already an addon for getting back the old modifier menu. Saved my life!
@@Vilde321 And it'll be worthless in a couple of versions. You already can't access the hair assets with it, and you'll just keep being progressively locked out of modifier/geonode updates.
Yet from a UX perspective thats another click I have to do (plus can't see things at a glance anymore)
@@kyurion_ And what happens when, if they'd kept the old menu, it spills out across your screen in 10 or 20 columns and dozens if not hundreds of rows? How exactly are you going to locate anything then, scrolling all over the place in a sea of modifier assets?
but it's quicker! You pressed and then you search the modifier, instead of clicking it.
surface, so maybe outside something is green, but light passing through should be green or blue for example.
What a weird change
Might stick with 3 as I am still just getting comfortable in the program
its worth moving to 4 because of the performance improvements but i can understand your position
I'd stick with 3 if you are totally new and following tutorials the make heavy use of the principled based shader. Once you get comfortable there's really no reason to limit yourself to one old version.
I have every version of blender on my systems and I use at least 3 or 4 of them for various reasons. There are add-ons that only work on 2.6 or 2.79. Bugs I was using as features in 2.9, etc. Just download the blender zip files instead of the installer exe of the latest version.
Funny because I use an add-on for snapping like this😂
I have bought the animation course. It's amazing and if anyone is wondering if he/she should buy it, don't wait!
thanks :)
Blender is Amazing!!!
Hmmm don't like the dropdown in the modifiers panel... no likey that... I suspect most users will not like this as it's not a good UX improvement.
When you have more custom modifiers than built in modifiers it will make sense
WOOOO LETS GO BABY , IVE BEEN WAITING FOR THE LIGHT LINKING SINCE 2020
edit: it’s just for eeevee 😔
its just for cycles actually
very cool
Nothing for sculpting ...we get nothing new for sculpting in 4.0 ? 😥
not much but might be some improvements in 4.1
They could only afford one full time employee for the sculpting module and the overworked people who have to review, test, advise, refactor, and approve all code changes said he was working too fast for them to do their side of the process which annoyed him so he left. I think he started a patreon and has his own build of blender where he's experimenting with sculpting features on his own. No guarantee anything he makes will make it into official blender but for the next year at least his branch should be 100% compatible with official Blender.
If you would like more sculpting features, donate to him or donate to blender. Lack of money for more employees is the source of everyone's disappointment
I don't see what big imrovements from 3.6 to 4.0. The only new features are new Tool, the new Snapping, the light grouping, and some other useless new features.
Agx is pretty good but I kind of know what you mean. I think you'll notice more in 4.1
Hey Grant, I'll pay for a tutorial for getting dynamic game assets and etc from Blender to Unreal. Bones, targeting, animations and etc gets really wonky from Blender to Unreal if you don't do the skeletal mesh correct. Thanks for all your previous tutorials though.
I hate the new modifier menu 😒
👍
I'm your Korean student! When will you post a lecture for animation on Udemy? I'm waiting!
Check with gamedev.tv as they will have that info
Do you support Korean subtitles? ㅜㅜ
if blender 4 is so good then why isn't there a blender 4 2?
How or why an UI designer things that it is better to add an extra click to your worklflow is beyond me. Why on earth did they change how modifiers work? What's the gain from this pointless change, besides having to perform an extra click to select a modifier or several clicks if you decide to search for it?
I hate the new splash screen. Just doesn’t say Blender to me.
I can't stand beat background, will therefor dicontinue following the channel.
ok