I dabble in blender. I've noticed as time has gone on its going to be hard to filter out outdated or impractical methods from newer more efficient ones. It's not really anyone's fault, some shortcuts that work well on a simple flow will mess things in the long run for bigger projects.
Aside from the comments sections, which will crucify a bad tutorial, how is the laymen to know the difference?
This is a problem with tons of applications. I think that's another strike against video tuts: Yes there are outdated text documents, but it's far easier and more likely that written instructions will be updated/amended than it is for a video.
It's always more of a problem with "accessible" software like Blender. Next to no barriers to entry results in too many content creators and too little knowledge. Couple that with the fact that Blender hasn't yet become an industry standard, and there just isn't the same kind of tuition available.
Meanwhile convoluted and expensive industry staples like Houdini have almost consistently good content. I'd wager for a lot of the more theoretical topics, which are largely software agnostic, you'd be better off picking up the basics anywhere and then moving onto something more reputable for the theory and advanced topics even if the course uses another software package.
Re: the question of the unreliable tutorial
I dabble in blender. I've noticed as time has gone on its going to be hard to filter out outdated or impractical methods from newer more efficient ones. It's not really anyone's fault, some shortcuts that work well on a simple flow will mess things in the long run for bigger projects.
Aside from the comments sections, which will crucify a bad tutorial, how is the laymen to know the difference?
This is a problem with tons of applications. I think that's another strike against video tuts: Yes there are outdated text documents, but it's far easier and more likely that written instructions will be updated/amended than it is for a video.
It's always more of a problem with "accessible" software like Blender. Next to no barriers to entry results in too many content creators and too little knowledge. Couple that with the fact that Blender hasn't yet become an industry standard, and there just isn't the same kind of tuition available.
Meanwhile convoluted and expensive industry staples like Houdini have almost consistently good content. I'd wager for a lot of the more theoretical topics, which are largely software agnostic, you'd be better off picking up the basics anywhere and then moving onto something more reputable for the theory and advanced topics even if the course uses another software package.