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This is WHY Stove is BETTER than BLENDER (IMO)

This is WHY Stove is BETTER than BLENDER (IMO)

Published
Length9 min
✅ Get Stove (still 50% OFF): https://uniday.studio/link/stove ✅ Get Cave Engine: https://uniday.studio/cave ➡️ My Discord Channel: https://uniday.studio/link/discord ✅ Buy me a Coffee (Patreon): https://uniday.studio/link/patreon Why do I keep saying Stove is better for quickly creating game assets than Blender and other traditional 3D modeling tools? In this video, I continue building my low-poly nature asset pack and demonstrate one of the main reasons: Stove is designed specifically for fast game asset creation, with modeling, painting, automatic UV handling, and asset organization all in one simple workflow. I use an existing fence asset as the starting point for a new bench, duplicate and reshape the geometry, organize everything inside the Asset Zoo, and turn an old model into a completely new asset in just a few minutes. The key difference comes when I start painting. In a traditional 3D workflow, duplicating and modifying geometry can create extra work with UV maps and textures. In Stove, the UV map is generated and managed automatically, so I can duplicate pieces, reshape them, regenerate the UVs, and immediately start painting without manually fixing the texture layout. I show this process in real time and explain why this kind of workflow can make low-poly asset creation dramatically faster, especially for indie developers who just want to model, paint, export, and get back into their game engine as quickly as possible. ➡️ Chapters 00:00 Why Stove Is Faster for Game Assets 00:22 What Is Stove 3D? 01:07 Continuing the Asset Pack 01:39 Turning a Fence Into a Bench 03:03 Modeling the New Asset 05:14 The Important Difference With Blender 05:57 Painting Without Fixing UV Maps 07:21 Finishing the Bench in Minutes ························································ ► Uniday Studio By: Guilherme Teres Nunes