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Why use STOVE if BLENDER exists? (3D Modeling)

Why use STOVE if BLENDER exists? (3D Modeling)

13 min
✅ Get Stove (67% 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 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 ························································ ► Uniday Studio By: Guilherme Teres Nunes