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Stove is designed to make 3D asset creation fast, simple, and focused, but that also means it is not the right tool for every workflow. In this video, I explain the three main situations where Stove may not be the best fit for you, and why those limitations are intentional parts of the software's design.
We look at realistic modeling, character rigging and animation, and scene composition. Stove is built primarily for low poly, stylized, cartoon, hand painted, and pixelated game assets, with automatic UV generation, direct texture painting, and a streamlined modeling workflow. I also explain which features may come in the future, how the Asset Zoo works, and why final scene composition should happen inside your preferred game engine.
00:00 Is Stove the Right 3D Tool for You?
00:44 What Stove Is Actually Designed For
01:46 Automatic UVs and Direct Texture Painting
02:43 The Asset Zoo and Streamlined Workflow
03:19 Reason 1: Realistic 3D Modeling
04:29 Can You Still Create Realistic Models?
05:10 Reason 2: Rigging and Animation
06:08 Animation Support May Come in the Future
06:58 Using Mixamo and Other Animation Tools
07:21 Reason 3: Scene Composition
08:19 Why the Asset Zoo Exists
09:18 Why Stove Does Not Compose Scenes
09:48 Exporting Your Assets to a Game Engine
10:13 Who Stove Is Not For
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► Uniday Studio
By: Guilherme Teres Nunes