Blender turning into a standard?

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Bullit
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Blender turning into a standard?

Post by Bullit » 13 Oct 2017, 21:20

Epic does tutorials only for 2 generalist DCC : Blender and 3DsMax

Live link between Substance Painter and other softwares includes Blender, Maya, Modo

http://cgpress.org/archives/new-plugin- ... ender.html


This a small sample but they are signs that Blender can't be ignored.

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Draise
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Re: Blender turning into a standard?

Post by Draise » 14 Oct 2017, 02:44

Maybe yeah.. certainly is more popular in the interwebs. The idea that it's opensource, unstopable, artist/programmer driven, huuuuuge open community as much as it is opensource, and absolutely free for everyone including students, schools and their dogs is what is pushing it - though not the most amazing software, it is growing faster than most... catching up to "highly developed" rental or very expensive software in featureset and development....

https://www.blend4web.com/en/community/article/365/
firefox_2017-10-13_19-39-06.png
You can.. see that it is leagues ahead of maya and max on Google trends. And it passed Max, mainly due to it's decline, the more popular one years ago...

Bullit
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Re: Blender turning into a standard?

Post by Bullit » 14 Oct 2017, 14:11

Yes, my point is more about lets call it "institutional" support for the lack of better word.

Interesting chart.

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Mathaeus
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Re: Blender turning into a standard?

Post by Mathaeus » 17 Oct 2017, 00:37

Bullit wrote: 13 Oct 2017, 21:20 Epic does tutorials only for 2 generalist DCC : Blender and 3DsMax
More or less, only these two are really generalist apps and widely accepted. C4d is somehow out of gamedev, Modo is still exotic. Maya and Houdini are not generalist apps, each one is unbelievably limited in some fields.
I've also locally noticed more of Blender in last few years. Nothing as game changer, but anyway. IMO Blender deserves to be standard, they managed to get very well balanced general 3d app. If not, perhaps we'll be tortured by some Adobe invention, or who knows what else.

Bullit
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Re: Blender turning into a standard?

Post by Bullit » 17 Oct 2017, 21:51

I tried to work with Adobe Atmosphere in year 2000 or 2001!

Bullit
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Re: Blender turning into a standard?

Post by Bullit » 18 Oct 2017, 17:44

Quixel Megascans plugin
Quixel Megascans Plug-in for 3ds Max, Maya, Houdini, Modo, Cinema 4D, Blender and Unreal Engine is coming It's a library manager that allows you to browse the entire online Megascans library right inside the modeling app of your choice, plus download and import your scans with the click of a button.

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Rork
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Re: Blender turning into a standard?

Post by Rork » 19 Oct 2017, 10:06

Mathaeus wrote: 17 Oct 2017, 00:37 IMO Blender deserves to be standard, they managed to get very well balanced general 3d app. If not, perhaps we'll be tortured by some Adobe invention, or who knows what else.
Have no fear, Paint 3D is here... ;P
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!

Bullit
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Re: Blender turning into a standard?

Post by Bullit » 31 Oct 2017, 18:45


pezetko
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Re: Blender turning into a standard?

Post by pezetko » 31 Oct 2017, 20:54

Standard? Maybe in Indie game development…

In VFX it has to stop ignoring http://www.vfxplatform.com/ first then offer something that is not there yet.

Bullit
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Re: Blender turning into a standard?

Post by Bullit » 01 Nov 2017, 13:27

At that level it is not.

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Mathaeus
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Re: Blender turning into a standard?

Post by Mathaeus » 01 Nov 2017, 18:05

pezetko wrote: 31 Oct 2017, 20:54 Standard? Maybe in Indie game development…

In VFX it has to stop ignoring http://www.vfxplatform.com/ first then offer something that is not there yet.
While I understand the idea, and Blender *should* have a way better support for exchange formats, somehow ironically, last year I become a bit more interested in Blender because it *does not* supports some members of that list. Exactly this is Qt and all Qt related problems in Maya 2017, now in Houdini 16 too in smaller extent. There's old question, what if standard gone wrong or became abandoned, old stories about Mental Ray as a rendering standard, or insisting on Nurbs against poly modeling in early Mayas.
Anyway, IMO there are two aspects, making Blender interesting as let's say base format in gamedev:
- it's free format, still supporting the modifier stack. Most important thing is, that Blender's modifier stack is *accepted* by users and easy to use for all sorts of tasks, not only for animation. Theoretically, FBX can go, but FBX falls here because it is... standard, not enough close to any particular app.
- it's enough popular as animation tool, and free, so it can be used for showing the all sorts of animation.

Blender alone is not enough to do everything, there is no any decent support for Mocap, IMO they are not showing basic understanding here. Blender's animation mixer stops with possibilities a few steps bellow basic usability of SI Animation mixer or Maya Time Editor, so on and so on. Anyway, as exchange format instead of 3ds Max, it has a nice points as free format.

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sirdavid32
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Re: Blender turning into a standard?

Post by sirdavid32 » 21 Jan 2018, 08:38

@Draise how did you produced that chart to compare results? Thanks

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Draise
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Re: Blender turning into a standard?

Post by Draise » 21 Jan 2018, 15:48

Google Trends. You can compare keywords.

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