>the absolute state of the 3d industry right now
I don't see the problem.
>>590311This wouldn't have happened in the timeline where softimage didn't die and maya/max got cancelled in 2015.
>it's another blender v. maya thread
>mfw I'll see Blender become the industry standard in my lifetime.
>>590322the perfect post, it exists
>>590313>softimagethe absolute nightmare
>>590311The 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.
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?
>>590332you have to funnel it into a final rendering platform to get consistent results, it doesn't make sense otherwise
>>590341>final rendering platform to get consistent resultsNO they have rendering nodes for a reason
>>590343I didn't say one machine you dumbass
>>590338Blender 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.
>>590338Blender is way faster than all of them. As far as modeling goes, Blender blows them out of the water.
>>590344rendernodes 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 this is how collaborations works, especially when the other company is on the other side of the globe with outdated apps.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
>>590311You can even properly set up your font rendering op.Go back to school,you are not competent to comment on 3D software.
>>590311>>590322The 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.
>>590348>>590349Guess I should try it out sometime. I guess that donut and coffee mug tutorial is a good place to start?
>>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.
>it's that time of the day againWhy can't we have Autodesk and Blender containment generals? The world as a whole would be a better place.
>>590338Not eat your budget.
>>590358Yeah, 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.
>>590367What 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...
>>590338I 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.
>>590366Is your Budget sub 20k?
>>590356Instead Blender falls victim to the Ton cycle and the GPL plague.
>>590388Retopology 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.
>>590407The gnu gpl really shouldn't affect you unless you're trying to sell software made with Blender.
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?
>>590415Get Bforartists, we had a thread 2 months ago, it's blender but without the shitty UI.
>>590358Actually, I think this little tutorial is a great starting point if you're completely new:https://www.youtube.com/watch?v=DiIoWrOlIRwIt goes through all the basics in a simple and comprehensible way, with no dawdling and bullshit.
>>590338Blender 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.
>>590415Spend 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.
>>590311I 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.
>>590417Bforartists is crap and won't go far. Blender's UI isn't even that bad.
>>590409Are all these rigging tools only worth it for bipeds?
>>590415Print pic related or another shortcut sheet(s) and pin it to your wall alongside your monitor. Trust me, it will help a lot.
Blender with addons is catching up to Maya in rigging now:https://blendermarket.com/products/voxel-heat-diffuse-skinning
>>590452Geodesic 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>>590439How the fuck am I supposed to read this garbage?
>>590458As I said, print a different one if you like. Blender Guru has a clean one.
>>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 doneWhat did he mean by this?
>>590423Send 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
>>590438Rigify 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?
>>590439HAHAHAHAHAHHAHAHAHAAlso 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
>>590586(G)rab, (R)otate, (S)caleSometimes, it's okay to make sense too.
>>590590>forcing your hand in a weird way for the most common operations instead of using the comfortable standardfor fucks sake anon
>>590594>skipping back and forth between tools and selection just to do basic shitEven 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 thereBlender:>select shit>press G and drag>click>want a specific value? Just press a key for what axis and type the numberWhew
>>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.
>>590569How much better is Autorig than Rigify these days?
>>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 thereYou 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.
how to lock movement on 2 axis at once in blender? in max i have a simple areas on the gizmo where to click
>>590660After 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.
>>590660Shift + 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.
>>590663not sure how its faster than just clicking on a gizmo, but im not starting a debate, thanks
>>590664If 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.
>>590664You'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).
>>590606Dunno, I don't own AutoRig and barely use Rigify as it is.
>>590644You lack reading comprehension.You have to switch back to selection mode because the fucking gizmo gets in the way of selection.
>>591154The 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.
>>591158It's literally a bothersome issue all the time, but sure.
>>590452Whoa, 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.
>>590606auto-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.
>>590311>>59033512 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
>>590664>not sure how its faster than just clicking on a gizmobecause 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?
>>590311Nobody "renders" in Maya. They all use Katana or Clarisse. Maya is used for animation and layout and few other things and it's still the place from which the scene comes together but everything gets "rendered" somewhere else than in Maya unless you of course work in some 3rd world sweatshop with 3 people.
>>590356Because you don't have any work experience you don't understand what scalability means. You don't have any idea how complex hierarchies are made and what it means to manipulate them. Just because you think Blender is right for you it doesn't mean it's right for big productions. Most of people just "model" and that's about it, they don't deal with tons of animation data or complex rigs and effects while trying to make it in a context of a shot while listening to client feedback. You don't even know what it is to when 50 other people have worked on the same shot.
>>594953kekekekek>>594954fucking this, thank you
>>590361Your reading skills are...bad. Re-read what that anon wrote.
>>594953I have yet to come across a single company in my decades of work that does not use a major package like Maya for it's pipeline. Literally years of cinematic production, and every professional studio around sticks to Maya or Max because of it's scalability and use in the industry. You are just straight up wrong. I bet you can barely name me two fucking studios who does as you imply, and I guarantee everyone here that they're literally nobody, ironic given how you imply only 3rd world sweatshops use "Maya for rendering".Holy shit that statement alone shows you aren't in the industry. Not a single mention of the renderer, you probably lack the basic comprehension of a basic cinematic pipeline. Protip for you, bottom barrel hobbyist, any rendering solution would plug straight into or is straight up dependent on a major package. Maya's only native renderer is the viewport, and the sw render, which is literally never used for cinematic pipelines for obvious reasons (if you actually knew the basics, which I highly doubt)
https://80.lv/articles/textools-for-blender/Autocucks be mad.
>>595026^ This is what Blendlets actually believe
>>590586>too autisticIt stems from Blender being in-house software, so it is indeed autistic (in the sense of "self absorbed").
>>590311My probem with blender fagets are that they are like fucking league of legends! It came about as a free thing like league!Whereas other studios like maya were Starcraft in comparison. Better players more thought out and alot more creative!Blender is alright but i cant take it seriously
>>590421This can't be true... That's absolutely inexcusable.
>>590439They really should have color coded each mode to help separate them.Or at the last made the mode name a different color so you can easily find the mode you need the hotkey for.
>>595100Blender was anything but "free" when it was first created.The Dutch animation studio Neo Geo developed Blender as an in-house application in January 1995, with the primary author being software developer Ton Roosendaal. The name Blender was inspired by a song by Yello, from the album Baby.When Neo Geo was acquired by another company, Ton Roosendaal and Frank van Beek founded Not a Number Technologies (NaN) in June 1998 to further develop Blender, initially distributing it as shareware until NaN went bankrupt in 2002.On July 18, 2002, Roosendaal started the "Free Blender" campaign, a crowdfunding precursor. The campaign aimed for open-sourcing Blender for a one-time payment of €100,000 (US$100,670 at the time) collected from the community. On September 7, 2002, it was announced that they had collected enough funds and would release the Blender source code. Today, Blender is free, open-source software that is—apart from the Blender Institute's two full-time and two part-time employees—developed by the community.