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>the absolute state of the 3d industry right now
>>
I don't see the problem.
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>>590311

This wouldn't have happened in the timeline where softimage didn't die and maya/max got cancelled in 2015.
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>it's another blender v. maya thread
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>mfw I'll see Blender become the industry standard in my lifetime.
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>>590322
the perfect post, it exists
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>>590313
>softimage
the absolute nightmare
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>>590311
The guy went a for-profit school and worked on a b listed animation. If everything is going into one app it most likely the compositor, not maya. blender is not at all a good compositor, it does not play well with assets made out side of blender.

No pipeline should funnel. That's stupid and makes bottlenecks.
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>>590311
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The only reason to even consider Blender is that it's free while other suites are expensive.

Objectively, what can Blender do better than Maya, Max or Houdini?
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>>590332
you have to funnel it into a final rendering platform to get consistent results, it doesn't make sense otherwise
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>>590341
>final rendering platform to get consistent results

NO
they have rendering nodes for a reason
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>>590343
I didn't say one machine you dumbass
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>>590338
Blender is extremely much faster to work with than Maya. It also doesn't crash and is way more lightweight.
Maya hasn't been maintained, and is full of bugs and strange clunky conventions.
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>>590338
Blender is way faster than all of them. As far as modeling goes, Blender blows them out of the water.
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>>590344
rendernodes manage distribute settings across a network that can be used by different rendering apps. someone either mskes a translator or does it by hand. this is how collaborations works, especially when the other company is on the other side of the globe with outdated apps.
learn something you fucking dumbshit
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>>590311
You can even properly set up your font rendering op.
Go back to school,you are not competent to comment on 3D software.
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>>590311
>>590322
The problem isn't blender the problem is that studios insist on cucking themselves for having a Maya centric pipeline. Maya is a massive pile of shit and the company behind it is absolute cancer that has set back the CG industry by a decade so even you try to escape to better software it'll eventually just get bought up by Autodesk and stunted and gutted until it gets discontinued and force you to go back to Maya. The only advantage Blender has is being an open source program which means it won't fall victim to the Autodesk cycle.
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>>590348
>>590349
Guess I should try it out sometime. I guess that donut and coffee mug tutorial is a good place to start?
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>>590335
Hmm interesting.
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>>590356
>The only advantage Blender has is being an open source program which means it won't fall victim to the Autodesk cycle.
For retards like you, maybe. Anyone with a grain of intelligence can see the whole array of advantages Blender has.
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>it's that time of the day again

Why can't we have Autodesk and Blender containment generals? The world as a whole would be a better place.
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>>590338
Not eat your budget.
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>>590358
Yeah, that's a good starting point, after that you can try any other video from BlenderGuru, CG Geek, Gleb Alexandrov, BornCG etc. depending on what interests you. For paid courses, CG Cookie is great, they also have a YT channel with some long free tutorials so you can check that out as well.

I use a lot of "industry standard" software, but I keep going back to blender from time to time and I have to say that it's always comfy when I work in it. With hotkeys it's super fast. For me, many things really are faster to do in blender, compared to 3ds max. Anyway, I can always export models between programs, so blender has no reasons not to stay in my pipeline.
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>>590367
What kind of things make you still go to max or maya? I main Maya and plan to make the switch, but I plan to animate, rig... and I don't know how blender compares in terms of offline rendering, UVs, retopology...
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>>590338

I used Maya and Max a lot in the past. I didn't switch to blender because it's free. I switched because I love the software.
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>>590366
Is your Budget sub 20k?
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>>590356
Instead Blender falls victim to the Ton cycle and the GPL plague.
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>>590388
Retopology is usually grouped in with modeling, so it's about the same.

UVs are a little difficult to get started, but once you know what you're doing, it's pretty easy.

Offline Rendering can get pretty slow if you don't have the right settings and equipment to work with.

Animation tools aren't super robust, but usable. Rigging, at least with me (since I'm absolute shit with it regardless of program), is pretty unrefined and the Rigify plugin got fucked up in recent releases. Your best bet if you want to rig is to get the Auto Rig plugin, it's about $36 on BlenderMarket.
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>>590407
The gnu gpl really shouldn't affect you unless you're trying to sell software made with Blender.
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i really want to like blender, but no matter how many times I've tried I can't get comfortable with the UI.
is there anything out there I could watch/read/download to ease the learning curve? any magic guide that I'm missing out on, or do you really have to just spend the hours memorizing hotkeys?
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>>590415

Get Bforartists, we had a thread 2 months ago, it's blender but without the shitty UI.
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>>590358
Actually, I think this little tutorial is a great starting point if you're completely new:
https://www.youtube.com/watch?v=DiIoWrOlIRw

It goes through all the basics in a simple and comprehensible way, with no dawdling and bullshit.
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>>590338
Blender has pretty good sculpting and video editing, too.
It generally has a lot of features Maya doesn't. Maya lacks a lot of simple basics.
For example, you can't export an .fbx file with multiple animations from Maya, so to import a set of animations for a character to a game engine, you have to make A SEPARATE FILE for EACH animation, which of course bloats the fuck out of everything and steals RAM and processing power.
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>>590415
Spend two hours memorizing hotkeys and you're fluent in Blender. It's really that easy, and you'll be very happy you did, because it speeds up your working process by an insane amount.
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>>590311

I can confirm this is how it is for me too, except with 3dsmax. I do modelling in Blender and then export to max via .FBX. It would be nicer if i didn't have to do that extra exporting step but what can you do - pipelines are different. Even with things like Substance Painter and zBrush you have to export all the time.
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>>590417

Bforartists is crap and won't go far. Blender's UI isn't even that bad.
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>>590409
Are all these rigging tools only worth it for bipeds?
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>>590415
Print pic related or another shortcut sheet(s) and pin it to your wall alongside your monitor. Trust me, it will help a lot.
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Blender with addons is catching up to Maya in rigging now:

https://blendermarket.com/products/voxel-heat-diffuse-skinning
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>>590452
Geodesic voxel weighting is a shitty meme with basically no time saved at all. Bake Deformer is the new hotness.

https://www.youtube.com/watch?v=5i-gxtXj1Ww
>>590439
How the fuck am I supposed to read this garbage?
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>>590458
As I said, print a different one if you like. Blender Guru has a clean one.
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>>590458
>Geodesic voxel weighting is a shitty meme with basically no time saved at all
>proceeds to post a video where the guy says it's better and gets 70-80% of the work done
What did he mean by this?
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>>590423
Send to... functions are becoming more available. Soon we will be able to just send a scene to another software and it will open up there
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>>590438
Rigify does have rigs for four-legged models, and AutoRig can be used for more complex models too (pic related).
>>
for poor people and amateurs and indie and linux devs and new studios blender can do everything maya does for free.

if you're into big studios and AAA gaming, you use maya.

what's so hard to get?
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>>590439
HAHAHAHAHAHHAHAHAHA

Also I had never realized that Blender is too autistic to have W/E/R as hotkeys for translation/rotation/scale while its the easy standard for all the other softwares
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>>590586
(G)rab, (R)otate, (S)cale

Sometimes, it's okay to make sense too.
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>>590590
>forcing your hand in a weird way for the most common operations instead of using the comfortable standard
for fucks sake anon
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>>590594
>skipping back and forth between tools and selection just to do basic shit
Even if you press one of your "stunduhrd" keys in Maya, all it does is switch tool. In Blender, G actually grabs your selection, and all you have to do is move and click. It's insanely more effective, you dumb fuck.

Meanwhile, in Maya
>Q to enter selection mode
>select shit
>W to enter move tool
>click the gizmo you want to do shit with and drag
>probably have to select some other gizmo too, back and forth, to get shit into position
>then back to Q
>oh, you want to move something by a specific amount in one axis? better go find that box which is color marked to the corresponding axis and type in a value there

Blender:
>select shit
>press G and drag
>click
>want a specific value? Just press a key for what axis and type the number
Whew
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>>590595
>In Blender, G actually grabs your selection, and all you have to do is move and click. It's insanely more effective, you dumb fuck.
This this this this this this this.
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>>590569
How much better is Autorig than Rigify these days?
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>>590595
>Q to enter selection mode
>select shit
>W to enter move tool
>click the gizmo you want to do shit with and drag
>probably have to select some other gizmo too, back and forth, to get shit into position
>then back to Q
>oh, you want to move something by a specific amount in one axis? better go find that box which is color marked to the corresponding axis and type in a value there

You can select things with any of the translation tools selected by just clicking them as well. Going back to Q isn't necessary as each individual tool either applies the changes you want right to the selected mesh, or gives you a specific cursor to manipulate said mesh with (like for example, interactive creation for NURBS or Polygons, Quad-Draw or Multi-Cut tools). The erroneous idea that you have to switch back to the default cursor from some reason probably stems from the fact that you have to switch to Edit Mode in Blender to mess with the form of your meshes, which just isn't necessary in Maya.

If you want to move something in a specific axis, you just grab the arrow corresponding to that axis and move it, or input whatever value you want in the object's Translate attribute. It's just like Blender's axis constraints, but you don't actually have to hit any keys to do it.

Not saying you're wrong about it being simple in Blender or complicated in Maya, but both software applications have this figured out, and you're making it sound way, waaaay more complicated than what it actually is.
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how to lock movement on 2 axis at once in blender? in max i have a simple areas on the gizmo where to click
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>>590660
After you have pressed G, you press Shift and the axis you want to exclude.
So G and afterwards Shift+Z restricts the movement to X and Y.
The gizmos will get an upgrade in functionality (similar to Max) in 2.8.
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>>590660
Shift + the axis you want to exclude.

For example, if you wanted to lock movement to the X and Y axis, you would press G, then Shift-Z.

You might not like it, but once you memorize the shortcuts, it becomes a lot faster than 3DS/Maya.
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>>590663
not sure how its faster than just clicking on a gizmo, but im not starting a debate, thanks
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>>590664
If you're going to compare one particular instance with another particular instance, sure, not much difference.

If you master the Blender key shortcut workflow as a whole, it's faster.
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>>590664
You'll get used to it. And if you are, the new widget system will be released and you can have it both ways.
https://code.blender.org/2015/09/the-custom-manipulator-project-widget-project/

Its already inside Blender 2.8, pic related, there are the handles you and me want (the small rectangles).
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>>590606
Dunno, I don't own AutoRig and barely use Rigify as it is.
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>>590664
this
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>>590644
You lack reading comprehension.
You have to switch back to selection mode because the fucking gizmo gets in the way of selection.
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>>591154
The only one that could remotely get in the way is the rotation gizmo, and even then, only when you have to manipulate very small groups of components that are clumped very close together.

And even then, there are so many "solutions" to this non-issue that it's embarrassing to even mention it as a problem: you can re-scale the rotation gizmo itself up or down with the + and - keys. You can move the pivot temporarily by pressing D. You can switch to another translation tool or press Q as you've mentioned. You can switch to object mode and the Gizmo will simply disappear.

Almost all of these can be done with hotkeys. Blender users like to flaunt how hotkeys are good, so I'm thinking it's safe to assume that moving objects and components in both of these software packages is a fairly comparable process.

Please stop making a big deal out of a 3D gizmo. There are lots of things to be critical of both autodesk and blender foundation's offerings, but doing something as basic as manipulating components or objects in a viewport is not one of them.
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>>591158
It's literally a bothersome issue all the time, but sure.
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>>590452
Whoa, anyone have this so I can try it out? I ain't dropping $50 on a rigging addon that's fundamentally different from literally anything I've ever used.
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>>590606
auto-rig is fucking awesome and you can absolutely get it from peers of the CG variety. you know, if you're commie that can't afford 30 bucks.
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>>590311
>>590335
12 years experience with blender makes me a happy camper.

my ability to bake like a motherfucker comes in real handy.

>mfw i'll get the lead position just because i know how to fix a shitty mesh in blender to make it game engine ready
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>>590664
>not sure how its faster than just clicking on a gizmo
because clicking on a gizmo and dragging it is a horrible way to do 3d, period.
you have the ability to do that in blender, but why would you when it's objectively shit?
>>
>>590594
(R)otate
(E)ranslate
(W)cale




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