is it Maya the boss industry?

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  08 August 2013
is it Maya the industry boss ?

Hello

I donít want to start a comparing discussion

But the thing is every making of video they show you itís Maya, when I watch a movie I just know its Maya they used without askingÖ.. I know itís not the only software but its bugs me and I wish to know the reason why

I used Maya before and I know itís not the software itís about the artist

So please lighting me up >> is it Maya the industry boss ?? Or I just have a wrong vision

Thank you all

Last edited by Maymoun : 08 August 2013 at 09:04 PM.
 
  08 August 2013
Maya is the most prominently used application for the stretches of a film pipeline you would usually see in specials.

It's by far not the only one, and it's not as simple and clear cut as "it's the boss", as it's being shuffled out from several departments for a while now, but of the various all-in-one, non specialized DCC apps it's probably the most common in film shops, yes.
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  08 August 2013
Maya pretty heavily dominates the film industry (along with Houdini for some effects work, specialist tools like ZBrush and Mari, and various in-house tools), but other generalist packages still get plenty of use for games, archVis, advertising, and the like.
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  08 August 2013
All I have to say is, "Watch more 'making of' videos." You might start to see a pattern, true. However, you'll probably also notice that these pipelines tend to be fairly diverse. If an artist can "sneak" an app in and not have it disturb the pipeline then they will. At the end of the day, it's results which matter most.

Which app you see used also tends to depend on what effect they're dissecting as well as the studio involved. For "Iron Man 3", I know that the various studios ended up using Maya, 3ds Max, Cinema 4D, & Houdini. You can read all about that HERE. There's a bit more "give" in film pipelines than some other industries.

IMO, as biased a they are, I think that developer sites might give you a better idea of where these apps were used. They might not accurately indicate the scope of their use, but that they were used will be noted. Also, take time to read some more articles in the specialty magazines like 3D World. You might be pleasantly surprised what you learn, or not.
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Last edited by cookepuss : 08 August 2013 at 09:59 PM. Reason: My backwards writes brain sometimes. =)
 
  08 August 2013
thank you all ... so its the common

I read a lot of articles and they mentioned Max in some movies for the FumeFX or Thinking Particles ... but still confused that they rely more on Maya package
 
  08 August 2013
Originally Posted by cookepuss: All I have to say is, "Watch more 'making of' videos." You might start to see a pattern, true. However, you'll probably also notice that these pipelines tend to be fairly diverse. If an artist can "sneak" an app in and not have it disturb the pipeline then they will. At the end of the day, it's results which matter most.

An artist is very unlikely to "sneak" in an app in anything bigger than a boutique shop
Occasionally a case can be made for some tools, and very often you have at least a license or two of mostly anything out there, but in a large VFX shop you don't sneak in anything. Some departments are given liberty to pick from a larger pool than others, but you use what you get, not what you want.
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  08 August 2013
Originally Posted by ThE_JacO: An artist is very unlikely to "sneak" in an app in anything bigger than a boutique shop

That's why I put the word "sneak" in quotations. I mean, even though you might have a studio that is largely based around a few apps, it's not all that uncommon for something else to make its way into the mix - depending on the specific task or artist. I know for a fact that this has been the case in a number of productions coming out of Sony & ILM. I've heard of this happening with both previs & matte, specifically.

Quote: Some departments are given liberty to pick from a larger pool than others, but you use what you get, not what you want.

I also think that it also comes down to issues of data exchange and interoperability. I'm not saying that it's a free for all. However, VFX studios aren't entirely inflexible either. (They can often be, but still.)I can only speak for myself, but I've previously been contracted to work with a brief focused more around the data itself than the app. I suppose that it varies.
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  08 August 2013
So what reason makes Maya standard ???
 
  08 August 2013
Maya, by far, is the most automate-able of all the apps out there. This means you can invest some time into developing your own toolset for it and improving your productivity. It's also set up pretty well for getting teams of people working on a given project in parallel. For example: I can work on improving an environment while a shot creator is in the middle of animating it.
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  08 August 2013
But i feels that 3ds max tutorials are everywhere, Maya is not as popular i think.
 
  08 August 2013
Originally Posted by NanoGator: Maya, by far, is the most automate-able of all the apps out there. This means you can invest some time into developing your own toolset for it and improving your productivity. It's also set up pretty well for getting teams of people working on a given project in parallel. For example: I can work on improving an environment while a shot creator is in the middle of animating it.


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  08 August 2013
Originally Posted by NanoGator: Maya, by far, is the most automate-able of all the apps out there. This means you can invest some time into developing your own toolset for it and improving your productivity. It's also set up pretty well for getting teams of people working on a given project in parallel. For example: I can work on improving an environment while a shot creator is in the middle of animating it.

That is debatable at best, if not downright incorrect
In film Maya is by far the one used as a platform the most, rather than as a solution, that much is correct, but that is more a reflection of how it's been used "because we had to" than of its inherent qualities.

Its assets and referencing in particular have always been weak at best.
The environment/character split is somethng mundanely trivial in any app, the real difficulties come in completely different domains, and the sheer amount of layers and customization that were required in the past to enable Maya to barely scrap by were incredibly convoluted and expensive.

Encapsulation in particular has, for the longest time, been absolutely atrocious, and attempts at making it better that failed piled up over the years vastly outnumbering the successes.
Only very recently it became somewhat better, but it's a long shot from the best it can be, let alone better than some alternatives.

I don't want this to turn into an app war, so that's where I'll leave it
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  08 August 2013
Ugh! What does it matter? Just use what you need to do your work and be done with it. Kinda surprised this hasn't been locked yet for being what it is: A software comparison thread.
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  08 August 2013
Well, we tend to lock comparisons on sight because they inevitably devolve into flame wars, and that's because of the difference between opinion and fact which some more passionate users have problems perceiving.

Industry penetration and adoption of a single software, or qualifying what a software does in its own right, however, is a fair bit more fact based and can lead to useful enough discussion.

It's still volatile, so an eye is being kept on things, but we lock comparisons and opinionated conflict, we don't want to lock anything mentioning a software with prejudice, that would prevent potentially useful threads from happening altogether.

There is nothing wrong in saying that Maya is one of the most used softwares in the film industry, since it is, or that Nuke is the dominant platform for compositing in the film industry, because it is.
While on the edge of things, there's also nothing wrong with the statement, just for the sake of example, that Maya is more frequently/widely used in the film industry than, say, Cinema4D, because again it's an easily verified fact.

Similarly, while dangerous, it's also correct to say that Houdini has an incredibly convenient pipeline hook with Digital Assets.

We do take issue with when people start saying one is better than the other (even if in some situations it could be stated objectively enough), because THAT muddies the water and leads to flames.
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Last edited by ThE_JacO : 08 August 2013 at 05:37 AM.
 
  08 August 2013
My feeling is that Maya is like the Photoshop of 3D apps. Maybe its not the best solution for everything,(nothing is perfect) but it is a standard somewhat.
Until you have the bigger studios being based mainly onto Maya, even as a platform to use as a base for inhouse developed tools, Maya will remain in that position.

Also studios so far find more easily trained Maya artists even specialized in one field, like for example animation, or rigging, than artists trained in other 3D apps, even if a solid artist can adapt to every workflow.
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