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Old 03-15-2011, 07:21 PM   #61
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I would say most studios dont care about modling tools... Autodesk is tracking all suggestions and modling isnt that high in the list.. Modling isnt a big slowdown in a feature film pipeline....
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Old 03-15-2011, 07:58 PM   #62
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I notice its all the modellers and renderers who are bitchin in this thread, guess Ill leave you to it, hope it makes you feel better.
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Old 03-15-2011, 08:18 PM   #63
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Quote:
Originally Posted by oglu
I would say most studios dont care about modling tools... Autodesk is tracking all suggestions and modling isnt that high in the list.. Modling isnt a big slowdown in a feature film pipeline....



i kind of have to agree with this, being a modeller myself im a little annoyed. But i dont really blame autodesk for overlooking what is simply not that important.
 
Old 03-15-2011, 08:28 PM   #64
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Quote:
Originally Posted by oglu
Modling isnt a big slowdown in a feature film pipeline....

as is mr integration since the big ones dont use it AFAIK
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Old 03-15-2011, 08:44 PM   #65
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This thread was started as question about maya and vfx , and now we are talking about modeling and arch rendering...
 
Old 03-15-2011, 09:05 PM   #66
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^ The thread title is pretty broad (and alarmist), so the comments here seem to be a general discussion about what's bugging some Maya users. I don't know if that was the OPs intention but there we are.

On the modelling issue - another program I use, C4D, hasn't had a decent model tools update in years and many of the generalist users are uhappy about that. I feel though that programs like Maya are essentially a 'factory' in CG terms, while something like Silo or Modo etc would be a 'workshop' that could fit into that factory. The crucial thing for the factory is that objects can move in and out smoothly and that it can accommodate a lot of them in a straightforward way. It's less important that the factory has built in specialist tools IMO.

Ok I'm stretching my analogy here.. but it makes sense to me that AD or Maxon don't focus on modelling tools.

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Old 03-15-2011, 10:22 PM   #67
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Yes I'd agree too on the modelling side of things. The scope of Maya is broad and with specialized apps like Modo/zbrush/mudbox/Rhino/3Dcoat... there is plenty of choice for people who make their living as a modeller.

I'd like to see correctional brush modelling tools for animation purposes like Joe Alter's recently anounced LipService Beta though. Or a light version of Mudbox (or similar toolset) replacing artisan tools in Maya.
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Old 03-15-2011, 11:46 PM   #68
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The conclusion I have come to is to simply vote with my wallet.

Stop buying it if they are not implementing features you need, don't endlessly keep paying subscription in the vain hope one day they will address your issues.

Companies like Autodesk are heavily assessed and scrutinised on their subscription numbers it has a massive influence on their stock price.

If for just one release no one renewed subs until they fixed XYZ problems I think you would be amazed how quickly they could fix those things...
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Old 03-15-2011, 11:52 PM   #69
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Quote:
Stop buying it if they are not implementing features you need, don't endless keep paying subscription in the vain hope one day they will address your issues.


Quote:
If for just one release no one renewed subs until they fixed XYZ problems I think you would be amazed how quickly they could fix those things...


I totally confirm that. Nice resume mate!

cheers

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Old 03-16-2011, 09:14 PM   #70
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Quote:
Originally Posted by mustique
Yes I'd agree too on the modelling side of things. The scope of Maya is broad and with specialized apps like Modo/zbrush/mudbox/Rhino/3Dcoat... there is plenty of choice for people who make their living as a modeller.

There's also plenty of choice for FX, rendering, rigging, animation...
 
Old 03-16-2011, 09:47 PM   #71
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Quote:
Stop buying it if they are not implementing features you need, don't endlessly keep paying subscription in the vain hope one day they will address your issues.


@Kabab: Agreed entirely. I'm still using Maya 2009 - there were zero new features I needed to get my work done and no speed increases from the last two iterations, so figured I'd spend the company money on hardware upgrades and my last pay raise, instead. I couldn't be happier about that choice. Autodesk essentially paid for my raise, by making versions of Maya I didn't need at all! Thanks, AD!
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Old 03-21-2011, 07:45 AM   #72
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From the FX point of view, i think that the situation is quite clear. Spoke with a friend yesterday who told me that he's been called from ILM, Disney and Sony and that they were all lookin' for a Houdini guys. So Maya is still there for sure as some core of the pipeline, but if you wanna go on a FX road, Houdini is the best car for that. Sadly for the software that was once flagship for the effects, but it's true, so we'll all have to make a switch very soon.
I still believe that (almost) all the things that guys can do in Houdini and Max, can be done in Maya as well, but it takes a whole lot more of the time, and that is one thing that this industry doesn't have. So in terms of profit, everybody just wants the things to be done fast, and they don't care which tool you are using as long as you can fit into their pipeline, and Houdini is one of few who is integrating very well.
If i only listened to one guy who worked for ILM and was teaching Maya at a Toronto university, when 5 years ago he told me that Houdini is the future...
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Old 03-21-2011, 08:55 AM   #73
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Quote:
Originally Posted by spacerweb
From the FX point of view, i think that the situation is quite clear. Spoke with a friend yesterday who told me that he's been called from ILM, Disney and Sony and that they were all lookin' for a Houdini guys. So Maya is still there for sure as some core of the pipeline, but if you wanna go on a FX road, Houdini is the best car for that. Sadly for the software that was once flagship for the effects, but it's true, so we'll all have to make a switch very soon.
I still believe that (almost) all the things that guys can do in Houdini and Max, can be done in Maya as well, but it takes a whole lot more of the time, and that is one thing that this industry doesn't have. So in terms of profit, everybody just wants the things to be done fast, and they don't care which tool you are using as long as you can fit into their pipeline, and Houdini is one of few who is integrating very well.
If i only listened to one guy who worked for ILM and was teaching Maya at a Toronto university, when 5 years ago he told me that Houdini is the future...



Houdini is not renowned for it's Modelling toolset, Maya's are superior "IMHO" But I do like Houdini's node based workflow more. I came across this Video, I would be interested to see how far the developer got? http://vimeo.com/14448626
 
Old 03-21-2011, 10:17 AM   #74
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Yes, you are right, Houdini is very low on some "basic" stuff as modeling and maybe rigging, but that's not what they are aiming right now, and i think that Maya's interface is still the best and long way in front of the others.

But from the point of FX, it's just slow as a big truck...yes, it can carry a lot of load, but it's very hard to drive it through a narrow street.
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Old 03-21-2011, 12:27 PM   #75
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Quote:
Originally Posted by KaMate
Houdini is not renowned for it's Modelling toolset, Maya's are superior "IMHO" But I do like Houdini's node based workflow more. I came across this Video, I would be interested to see how far the developer got? http://vimeo.com/14448626


Donno if I missed something in the video, but the live connection doesn't add nodes to the network in Houdini as far as I can see. Why not exporting just a obj/fbx instead if that's the case?
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