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Blender is free, powerful, and one of the most popular 3D modeling tools in the world, so why did I create Stove? In this video, I explain why a smaller and more specialized 3D modeling tool can still make sense, especially for game developers creating low poly, retro, stylized, pixelated, or hand painted assets.
We look at the extra steps involved in a typical Blender workflow, including asset organization, UV mapping, materials, and texture painting, and compare that with Stove's much more focused approach. The goal of Stove is not to replace Blender for everything, but to remove friction between needing a simple game asset and actually having it modeled, textured, and ready to export.
00:00 Why Create Stove When Blender Is Free?
00:49 I Actually Love Blender
01:24 Why Game Developers Do Not Need Every Blender Feature
03:09 What We Actually Need for Game Asset Creation
03:41 Where Blender Starts Adding Friction
04:48 The UV Mapping Problem
06:00 Materials and Texture Painting Add More Steps
07:10 Why I Decided to Build Something Simpler
07:39 Creating a Complete Game Asset in Stove
10:05 The Main Idea Behind Stove
11:41 Why This Simpler Workflow Works
12:25 Stove Is Not for Everyone
12:48 Who Stove Is Actually For
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► Uniday Studio
By: Guilherme Teres Nunes