@rv1974 said:
Chipp, if you are in contact with Blender management try to convince them to deliver even deeper a-la SU mimesis ( on-the-fly dimentions input, material eye dropper+bucket, double click to edit, component concept, etc etc). User base will swell exponentially.
Some of what you ask for can be implemented with plugins called "addons" in Blender. I've had lengthy discussions with top devs on how to use the knife tool as a line tool (that's what it really is) and how to do Push/Pull. He believes it's imminently doable. In fact there was a PP addon for 2.79 but it got pulled when they switched boolean engines. Blender already has a very robust and intuitive beveling/filleting engine, and Joint-push-pull just works by selecting the polys you want moved and extruding them out (but not in).
You can display on the fly the dimensions of lines, angles, etc. There's a setting for that, but you can't parametrically edit them easily. Once you learn now to Snap when moving, it gets like you are sorta working the SU way.
There's the plugin Archipack now available for 2.8 which makes short work of floorplans, adding windows and doors with accurate dimensions. Haven't yet spent a lot of time with it, but there are some decent tutes out there on it.
The biggest challenge for SU to Blender is you really have to think in a different modeling paradigm. At first, at least for me, it was difficult. But I started to 'get it' and now it's second nature and I'm now even faster than I was in SU-- which I think is saying something for me as I built the whole Alamo reconstruction in a few short months with historical accuracy for Experience Real History: The Alamo. I also created a full Hyperloop user concept for Elon Musk entirely in SU. There was an article about it at Fast Company.
I really like SU's sketchy line renders. I'm working on creating a tutorial to do the same in Blender (see my chippwalters twitter account for preview if you like).
Because Blender renders significantly more polys and much faster than SU, poly count isn't as big a concern unless you're doing game models. There are many types of modeling that can be done: Sculpting (with billions of polys), SubDivision surfaces (with better workflow than SU), and my favorite: non-destructive boolean modeling. I just finished a secret investor project and the non-destructive Boolean workflow saved my butt as it was super easy to go back an change stuff.
Here's a really good example of it (not my video, but sweet none the less!) Check it out. You won't believe how simple the originating shapes are that created this box. Non-destructive modeling in Blender allows you to go back in and change every fillet, wall thickness, opening, pin size, etc in a matter of seconds. Cool beans.
https://youtu.be/sDT149oycSE
Also I'll share with you a really cool addon our team created lately. There's the free version which works in 2.79 and will be released for 2.8 this week that has most of the features of the PRO. The PRO version allows you to make your own INSERTS (components in SU language) libraries called KPACKS. One of the best things about Blender is it has a far superior boolean engine than SU and realtime crazy fast. KPACKS are now being sold in many Blender stores. You can buy them and use the Free version to insert them. With over 100K Blender users, we hear KPACK authors are doing pretty well. We also help them advert on kit-ops.com
This quick tute shows at the beginning how fast you can populate a scene with INSERTS (just as you can with components) but even better, it cuts windows and doors ALL THE WAY THROUGH WALLS, unlike SU. Check it out:
https://youtu.be/N6ccCCMTHdE