Migration to maya/max = turn the other cheek
Re: Migration to maya/max = turn the other cheek
I think for Softimage the software that all around makes more sense is Softimage for fast output.
Other than that Cinema 4D, but there is still 2 or 3 years to decide.
I am also a person of 2 software- 3ds Max, Softimage, but i think here everyone sort of fed up with 3ds Max and are going to Cinema 4D
Other than that Cinema 4D, but there is still 2 or 3 years to decide.
I am also a person of 2 software- 3ds Max, Softimage, but i think here everyone sort of fed up with 3ds Max and are going to Cinema 4D
Re: Migration to maya/max = turn the other cheek
Brad said 7th april is not something related to modo, but some news about modo are planed soon (he didn't give any eta)MauricioPC wrote:I'm liking of what I've been getting in C4D. Just wish Maxon will flush out some cool things for VFX and Games (two great markets).
And April 7th there's v801 of Modo. That could be a game changer and push me to Modo land depending on what they show.
Every modo release are expected like a "game changer", but in all this time they didn't cage nothing in the industry. 801 is the first modo release completely under Foundry, so this time can expect some surprise (I'm a bit skeptical) .
Re: Migration to maya/max = turn the other cheek
If you are in the privileged minority that are able to choose their main DCC software, then good for you. I envy you.amitr wrote:So why i'm seeing here "Migration to maya?" post. seriously, WTF ?
I'm pretty sure that most of us who make a living doing 3D and are going to take the Maya/Max path, is not because we want to, or believe Maya is going to be awesome in a few years, but because we have no other choice as it is the industry standard.
I don't think Maya will ever be awesome, but at least in my industry (games), it is obvious that those few Softimage projects that were in the market will be replaced by Maya soon or later . I haven't heard of a single project that isn't Maya, Max or Softimage based in the last 7 or some years.
To be honest, I don't like Maya, and even in Maya projects I do as much as possible in Softimage and will continue to. Until I find a better tool that is.
Even if I could choose, I don't think Modo is in the same league, yet. It looks interesting enough to consider it as a second tool if / when I have the time and resources to add it to my pipeline though.
M.Yara
Character Modeler | Softimage Generalist (sort of)
Character Modeler | Softimage Generalist (sort of)
Re: Migration to maya/max = turn the other cheek
You can add Modo to your pieline without thinking too much about it. Very nice in many areas, but coming from ICE you feel more than crippled in Modo.
Re: Migration to maya/max = turn the other cheek
I start to wonder what still justifies the 'industry standard' status of Max and Maya.
Is everybody so happy with them? Autodesk fans, wave!
They must be doing something right after all, to stay on the throne for so long, especially since everybody I know seems to be grumpy about them.
There must be some equivalent to 'dark matter' in the userbase - people who don't care but just push their jobs quietly, never complaining, and there must be many of them.
Talking about alternatives -
any opinion about Cinema4D? Easy to get into, nice, tight, stable. Not too cheap, though.
I would very much like to like C4D, because it's damn close to the Softimage no bs interface philosophy.
The restriction number one in my book is that they still try to swindle their way around parametrical topo edits, but it's better than Modo in that regard.
But depending on your kind of work, this might not even be a problem.
Nothing ICE like, but Expresso and MoGraph are quite a few steps in that direction.
Is everybody so happy with them? Autodesk fans, wave!
They must be doing something right after all, to stay on the throne for so long, especially since everybody I know seems to be grumpy about them.
There must be some equivalent to 'dark matter' in the userbase - people who don't care but just push their jobs quietly, never complaining, and there must be many of them.
Talking about alternatives -
any opinion about Cinema4D? Easy to get into, nice, tight, stable. Not too cheap, though.
I would very much like to like C4D, because it's damn close to the Softimage no bs interface philosophy.
The restriction number one in my book is that they still try to swindle their way around parametrical topo edits, but it's better than Modo in that regard.
But depending on your kind of work, this might not even be a problem.
Nothing ICE like, but Expresso and MoGraph are quite a few steps in that direction.
Re: Migration to maya/max = turn the other cheek
You can't imagine the amount of "dark matter" guys I've been working with. Kind of "civil servants" of 3D. They use full retard apps but they would kill you if you ask them to change their habits and learn another software, even if it's new tech that would ease their daily tasks.
Re: Migration to maya/max = turn the other cheek
I hear you. I once poked into a nest of Maya guys a few years ago, suggesting, well, Softimage, but it was like talking to the hand.
Edit: on hindsight, they maybe spared themselves some trouble... lucky for them.
Edit: on hindsight, they maybe spared themselves some trouble... lucky for them.
Re: Migration to maya/max = turn the other cheek
Basically legacy tools created through all these years, solid SDK, easy to implement tools, ascii format, and tons of users and experts around the world. So from a technical and management POV, Maya may be a better choice than Softimage and that usually has more influence in the final decision than being just artist friendly.Eugen wrote:I start to wonder what still justifies the 'industry standard' status of Max and Maya.
Is everybody so happy with them?
Well, that and the fact that a lot of Maya users haven't used anything but Maya so they don't know how much Maya sucks. They just don't know better.
When I had to use Maya for the first time (at that time, besides XSI, I only had little experience with 3D Studio Max and Lightwave) I though, this may be better than my XSI experience, I mean, it is "the industry standard" right? Oh how wrong I was. I can't add a single vertex without breaking my character's weight? what?! And I can't save weights without having to use an script that I have to search in the internet? No Freeze Modeling? I didn't realized until that moment how good XSI was.
I guess Maya users have the opposite idea, why would they try something else if they are somewhat comfortable using "the industry standard".
It is curious though, that even with Maya being the most used app and all of that, it isn't easy to find help or solutions to Maya problems in the internet. I find way more help from the Softimage community. I guess isn't easy to find Maya experts willing to share their knowledge in the internet.
M.Yara
Character Modeler | Softimage Generalist (sort of)
Character Modeler | Softimage Generalist (sort of)
Re: Migration to maya/max = turn the other cheek
Just on the side: My reseller still isn't able to tell me exactly whether I may use SI anymore if I stay on subscription and choose Maya as the new program. That's how shitty Autodesk communicates these things to everybody.
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: Migration to maya/max = turn the other cheek
@Pancho - You might want to voice your concern in this thread as well,
as that one talks of similar issues and got the attention of Jill Ramsay of Autodesk already...
;)
as that one talks of similar issues and got the attention of Jill Ramsay of Autodesk already...
;)
Stay safe, sane & healthy!
Re: Migration to maya/max = turn the other cheek
Wird gemacht!
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