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For me the worst UI ever invented would have to be the 3D tool known as ZBrush.

It is the least intuitive thing imaginable.

I think there is a certain logic to it, but it is a complicated logic, like learning Haskell or something.

The funny thing is a lot of artists seem to like it.



Strange, when did you first use Zbrush?

I haven't touched it in over 10 years, but back then it was super easy to get started with for a novice. Much easier than Mudbox. Though I had amazing Digital Tutors videos.


Same, haven't used in 10 years.

The UI seemed to have a lot of modes. I mean quite literally they seem hard to learn.

Come to think of it, Blender has a very nonintuitive UI as well. Holy moly, yikes.

I like to look at Solidworks as an example of how to make a 3D user interface rather approachable. It has simple objects organized cleanly.

Granted Solidworks is mechanical and ZBrush is organic, but I can't fathom that organic modeling would require a more complicated UI than mechanical design...


Ultimately some tools are meant to be efficiently used, not intuitively used.

A command-line program is not typically intuitive to the average person, it's why we have GUIs, but given enough knowledge of how it works it's very efficient and powerful.


For me the power of CLI is in the scriptability.

But just because it runs in a terminal doesn't mean it's scriptable easily.

I kind of think that once you've used ncurses in a terminal to make something interactive, you've just made a bad GUI. Slow, often bad scroll behavior, and very prone to the terminal state getting corrupted. (Think of what random binary data will do to your terminal...)

But that's just my opinion


> Come to think of it, Blender has a very nonintuitive UI as well. Holy moly, yikes.

They've redone it in the latest version (2.8) and fixed some of the oddities. Probably the most obvious example being left click selects instead of placing the 3d cursor, so it now behaves like every other program.




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