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Dropped out of the PD3D scene about 5 years ago when my career took a curve to a different area (haven't visited /3/ for years).

4chan wouldn't let me link to my old works but you can google forenderafter to see my old blog(which is a little our of whack)

I want to mend my relationship with Maya and get back ontop of my game, would appreciate a rundown of what's new, for example, i see arnold carved it's way into an official plugin...and how's the maya-max battle going? is lightwave still alive? Is there an agreed upon industry standards for particles in maya? is bitfrost likable? how's Ptex doing?
Are softimage fags still lurking? ect..
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>>581580
>I want to mend my relationship with Maya and get back ontop of my game, would appreciate a rundown of what's new, for example, i see arnold carved it's way into an official plugin...and how's the maya-max battle going?
Some things are new but not much, I've been away from Max for 8 years until a few months ago and it's still mostly the same thing but with Arnold and a slightly better interface. I would guess that whatever you thought of Max and Maya then is still applicable now. Autodesk is the software company of zero innovation. At most you should expect the existing tools to have gotten a bit better, but nothing earth-shattering.
>is lightwave still alive?
Seems dead to me.
>Is there an agreed upon industry standards for particles in maya? is bitfrost likable?
Not sure what the particle and dynamics systems in Maya are like, but Houdini has been making such great strides all this time that it's still the standard for VFX by a wide margin.
>how's Ptex doing?
Doesn't seem to be catching on but isn't dead either.
>Are softimage fags still lurking?
Nope, at least I haven't seen any.

The biggest shift in workflow over the last 5 years was in texturing, especially with Substance Painter/Designer, which let you effectively produce procedural materials and paint directly on the model. The concept existed before, but they turned it into a complete system. The software can analyze the properties of your mesh when baking the initial textures, so all effects, masks and procedurals can adapt to your mesh topology dynamically. Moreover it's all resolution-independent, even your strokes are recorded and if you painted in 512x512 you can go back and bump the resolution up to 4K if you wanted and not lose anything. It lets you generate and paint on any type or combination of maps for any type of rendering system, whether a game engine or VRay/Arnold. Look into it.
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>>581580
Redshift is an superfast production-ready GPU render, which can render scenes out of core (meaning exceeding the VRAM limit by using system RAM in exchange for speed)

Renderman is still alive and pretty bleeding edge and the next release coming soon is expected to have an CPU+GPU render combo.

Besides Substance Painter/Designer (which are great btw) there is Mari for high end texturing.

A lot of the tools which where expensive and only available for $$$ 5 years ago are now freely available as an Non-commercial versions. (some with limitations, some without)
For example Renderman, Nuke, Mari, Fusion (even for commercial work) Houdini etc....

In the high end market, there is a new kind of tool for rendering, shading and lighting, called Look development tools.
These tools are at the end of the pipeline where everything comes together before final rendering.
Clarisse and Katana.
Clarisse has only its own renderer (which is similar to Arnold)
Katana can plug in a Redshift, Renderman, Arnold,V-ray Render Pipeline.
These tools work with instanced geometry and cached animations so the RAM usage is low, and both can literally render scenes with trillions of polygons.
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Appreciating, thx guys.
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Are UV tools in Maya still atrocious?

With the recent UV update(s) i thought it would be viable now but i just tried my hand and it's still a train wrack? what gives?
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>>582345

UV tools in 2018 are absolute gold, especially the 3d cut and sew knife.
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>>582410
Please post your UVs so i can laugh at you.




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