Oh, it's just that there are some really easy ways to do the stuff I'm practicing on in 3DS Max, and Blender, in its infinite wisdom, doesn't even have that option.
You know how any 3D object is made up of a bunch of little faces? You start with a "primitive" -- basically a generic object like a cube or a cylinder or whatever. 3DS Max lets you type in the number of horizontal and vertical cuts on your primitives, so you can pre-generate the general number of faces you want to sculpt with.
Blender? Has no such option. So when you start with a primitive, you get the fun (haha) of selecting edges and subdividing them to make the number of faces you want, instead of having it just automagically generate it for you.
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My sympathies. I'm not familiar with 3D projects, but I am sufficiently familiar with Blender to be sorry...
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You know how any 3D object is made up of a bunch of little faces? You start with a "primitive" -- basically a generic object like a cube or a cylinder or whatever. 3DS Max lets you type in the number of horizontal and vertical cuts on your primitives, so you can pre-generate the general number of faces you want to sculpt with.
Blender? Has no such option. So when you start with a primitive, you get the fun (haha) of selecting edges and subdividing them to make the number of faces you want, instead of having it just automagically generate it for you.