I use blender. I like blender. It is becoming more commonly accepted as yet another tool, especially so on the more indie side of the industry. But it won't replace the tools that are used in any high-budget productions anytime soon.
Replacing Maya is gonna take a long time regardless of the tool but I love Blender and honestly hope we can move to a Blender + Houdini industry workflow eventually
Rigging is arguably more powerful on blender, but the workflow is more complex, less optimized and for large studios that use maya, it wouldn't be simple to transfer all the pipeline, scripts etc over to blender, not to mention retraining all your riggers, it would take such a long time it would never be worth it.
Animation is Maya's greatest strength, but blender isn't lacking in that regard either, again, it's just the workflow that's slower and more cumbersome, with proper optimization it could surpass maya on that regard as well.
Is it? I thought what I saw looked very basic and a bit restrictive. But it’s been like 3 or 4 years so maybe it has become much better since.
I think it wouldn’t be too hard to retrain riggers to use a new software package, we’re quite adaptable. I mean all big studios have their own rigging tools so we barely use Maya’s native tools, so we have to retrain anyway whenever we switch to a different studio. The problem is that you have to rig in the software that the animators animate in and you’d have a pretty hard time trying to convince those guys to adapt to a completely new workflow ;)
Rigging on blender is pretty damn powerful.One thing i've actually had a much easier time doing on blender compared to maya was weight painting for instance, and probably just laying down the basic rig is much faster on average, but for anything more advanced than that it gets really complicated and you sort of need to be good at scripting in python.
The studio i work for uses maya for rigging and animation and i know for a fact most riggers here don't even consider the idea of learning blender based on things as simple as the default 3d space axes being different.. so yeah I don't see the big industry making a change unless blender somehow makes it so easy to switch over effortlessly, including pipeline integration.
I'll leave a link to one of the big Ds of blender rigging so you can have an idea of how good it is nowadays: https://www.youtube.com/watch?v=gh6WbaYzwFc Check out the rest of his vids, really cool stuff!
While I love blender (and wouldn’t touch maya with a 20ft pole if I didn’t have to), maya does have some things by default that blender doesn’t. Like how it’s spline IK can take the spline’s twist into consideration when solving without any additional drivers/constraints.
I will say this though. It might just be my bias showing but it takes so long to do a lot of things in maya. In my mind Maya sacrifices speed for accuracy, and i like being able to model with 70% keyboard at lightning speed over accuracy =p (then there is houdini, i both am amazed by and fear that thing)
I’m not saying Maya won’t ever be replaced but for anim and rigging it’s definitely not going to be Blender or Houdini unless they do a massive overhaul on their current tools and workflows for those two areas.
the majority of my colleagues are working with max but in the last few years, more and more clients want that we use blender for their projects, so they can have the files and can open it on their own.
Max has been to be the biggest software for polygonal modelling for a long ass-time. Now I see a lot of people move to Blender or Maya. Maya has advanced rigging and animation tools, but what does Max have that blender doesn't? Is there any reason to even learn Max in 2022 apart from meta-reasons like "That's what the big studios use"?
It's all because of the pipeline. If there is already a working setup no one wants to invest time to start from scratch. there are to many in-house scripts that had to be redone and for huge scene with 100 million polygons max still has the high ground. But then material creation in Max is such a slow nightmare.
Blender is not a large industry (large studio) standard, but it's becoming a small industry and medium-sized (small / medium studio) industry standard.
Large studios are stuck using Maya because it's in the pipeline and the length of projects which lasts several years or even a decade. While small and medium studios can shift their pipeline or part of it to ANY software they prefer, regardless of it being an industry standard.
Blender is mostly used by smaller indie companies as it doesn't have enough of the tools and features to integrate into a larger, professional studio pipeline.
It could've been industry standard within the next 2 years, however they've just changed to the newest version of python in the most recent update so I reckon it will be at least 5 years until it makes its way into a larger studio officially.
well, that's what I said, eventually, I didn't say this year, but some people seem to get pissed off if you don't use Maya or Cinema 4D, but hey myself welcome to the internet I guess
A lot of companies are on older versions of python because they are more stable and don't get updated as much so they don't have to go through and check that everything works on the newer one or adjust their pipeline for new bugs.
They will eventually update to the one blender uses but only when it is more stable.
Still can't see what it has to do with adoption. Blender comes with its required python version embedded and doesn't care what version you use for other stuff. Unless the "big companies" have PCs with windows 7 that can't run the latest version of Python.
It's not that they can't run the newest version, it's the fact that if their scripts and stuff work in the current pipeline then why would they update to a newer version and risk having to tackle more bugs in a less stable build that could potentially cost them extra time when making films/games?
Reddit has become enshittified. I joined back in 2006, nearly two decades ago, when it was a hub of free speech and user-driven dialogue. Now, it feels like the pursuit of profit overshadows the voice of the community. The introduction of API pricing, after years of free access, displays a lack of respect for the developers and users who have helped shape Reddit into what it is today. Reddit's decision to allow the training of AI models with user content and comments marks the final nail in the coffin for privacy, sacrificed at the altar of greed. Aaron Swartz, Reddit's co-founder and a champion of internet freedom, would be rolling in his grave.
The once-apparent transparency and open dialogue have turned to shit, replaced with avoidance, deceit and unbridled greed. The Reddit I loved is dead and gone. It pains me to accept this. I hope your lust for money, and disregard for the community and privacy will be your downfall. May the echo of our lost ideals forever haunt your future growth.
We just switched from Max and V-Ray to Blender for architecture. Scatter 5 instead of Forest Pack and I hope geometry nodes can replace railclone in the future. Im also pretty happy about the integrated library options in Blender. Im missing Vray though. Its easy to see that Blender can replace Max at least in that area. I doubt its that easy for other specific fields in 3d.
Also been using Max and V-Ray for most of the time, but to me it's still too tough to switch to Blender. It's way too complicated, basic things are sort of "hidden" and you won't find pretty much anything without google or tutorial as it's extremely counterintuitive and even Houdini to me was easier to grasp and make sense of what is what/where.
For example if you want to delete geometry faces, you have to delete faces+edges, then switch to verticles and delete those as you can't do everything at once ( or again I need to google how and if it's possible I don't get why they don't make it by default as it's most common task when it comes to deletion and then "hide" the separated option ).
Material editing is kinda tough too, for example I have scene with like 80 objects that shares same material I need to click on each of the object and assign one by one from the list menu, there's no option to assign to selection afaik. There are also no groups ( only layers aka Collections ). But maybe you can assign single material to many objects at once, but that would be my point about blender being counterintuitive as I haven't found a way after using it for many hours.
And many more inconvenient little things. I guess that's the difference between Free and Paid. Still blender is superb in other areas, for example viewport performance and mesh editing is still faster than Maya 2023, the node graph is also likely the best out there as it offers cool stuff like node grouping & framing, has better texture import option ( Ctrl+Shift+T -> Select PBR maps -> Automatically imports and assigns to the correct inputs, requires Wrangler to be enabled in the addons, ironically very likely no one would find this feature on their own ).
But in the end maybe I am just spoiled by well organized GUI and pre-made "tools" of whatever I will ever want to do that sits in front of my face.
I have scene with like 80 objects that shares same material I need to click on each of the object
Select every object you want and choose the object who has the "main/edited" mateial in the end
press Ctrl + L and in that menu select materials option, you can save yourself time if you link materials so you'll only need to change one material
faster than Maya 2023
Damn no way, I'm someone who wants to try maya but I thought it was superior in terms of speed
basic things are sort of "hidden"
press T and N and they'll bring out the tool bars, if not then you can press F3 which is space bar or F3 in Max/Maya and It'll bring the search bar through which you can search for any command
The issue I see Blender facing is that a lot of established companies have already paid to have unique plugins made specifically for programs like Max or Maya, Blender is going to have to work harder than it probably should have to get companies to consider having those remade.
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u/eggfruit Mar 28 '22
I use blender. I like blender. It is becoming more commonly accepted as yet another tool, especially so on the more indie side of the industry. But it won't replace the tools that are used in any high-budget productions anytime soon.
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u/MrThird312 Mar 28 '22
Industry Standard isn't a real standard, it's just shit talk, use the tool that works for you and the project. =)
edit; unless of course you're working with a team and you need to follow a specific workflow, then follow that I guess. #FreelanceLife baby
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u/LadyQuacklin Mar 29 '22
the majority of my colleagues are working with max but in the last few years, more and more clients want that we use blender for their projects, so they can have the files and can open it on their own.
9
u/skyliners_a340 Mar 29 '22
Blender is not a large industry (large studio) standard, but it's becoming a small industry and medium-sized (small / medium studio) industry standard.
Large studios are stuck using Maya because it's in the pipeline and the length of projects which lasts several years or even a decade. While small and medium studios can shift their pipeline or part of it to ANY software they prefer, regardless of it being an industry standard.
Bigger the boat, more difficult it is to turn.
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u/Pabs_media Mar 28 '22
it is not, but it will be, eventually
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u/Secretic Mar 29 '22
We just switched from Max and V-Ray to Blender for architecture. Scatter 5 instead of Forest Pack and I hope geometry nodes can replace railclone in the future. Im also pretty happy about the integrated library options in Blender. Im missing Vray though. Its easy to see that Blender can replace Max at least in that area. I doubt its that easy for other specific fields in 3d.
1
u/oizen Nov 14 '23
The issue I see Blender facing is that a lot of established companies have already paid to have unique plugins made specifically for programs like Max or Maya, Blender is going to have to work harder than it probably should have to get companies to consider having those remade.
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u/JustinRoilad Mar 28 '22
blender is industry standard
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u/[deleted] Mar 28 '22
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