I think you're pretty off on the games figures Raff - I'd say current/last
gen was 50/50 (with a lot of Soft still in Japan). However, AD made clear
that Maya = Games a long time ago. Skyline was Maya only, and all the
middleware stuff has been Maya-first/only. Next-gen pipelines are
interesting because the amount and quality of content required is getting
close to the problems film faced a decade or more back - how are we going
to create and author all of this content? I think this gen is going to be
all about game engine content creation tools rather than export pipelines.

On a related note - take a look at the PS4 and XBone architecture, then
look at HSA. We're excited :)



On 2 August 2013 09:37, Raffaele Fragapane <[email protected]>wrote:

> I haven't heard their staff complaining loudly on any blog though, but
> then I obviously don't know all of them by name :)
>
> That's somewhat beside the point though, the fact is even all those
> licenses combined are the classic spit in the ocean equivalency to the
> ocean of viz and suit installed base IMO.
> Of those Blur uses it as a stop gap to VRay since before VRay was
> available on every platform out there (I picture an iPhone version coming
> out soon), ILM features it the way they also featured C4D, or EI, or many
> of the other softwares that rogue units that represented their own pipeline
> end to end were allowed to use (which qualifies as nearly anything),
> And more people than not I heard in Pixo, which is a hugely fragmented
> company, were fiercely hateful of having to deal with it, but it was hard
> to give up FumeFX, but even that is changing.
>
> I could actually give you five more film companies with a higher profile
> usage than those for MAX, all of them resenting it every step of the way
> for the sake of FumeFX and RayFire (not that they're willing to loudly
> publicize that, might make them look less l337 ;) ).
>
> Sorry, my point still stands, and my point is that this is a lot of noise
> (somewhat justified, I think right now people in the Softimage community
> are somewhat aligned), but the sense of entitlement coming through from
> some of the participants, and the over-inflated perception of Max's
> relevance in the E part of M&E, is IMO disproportionate to the real markets
> raking the cash in.
>
> Even the long standing and much discussed dominance of Max in games has
> long waned. Maya has taken that over pretty much across the board some time
> across the ps2/3 xbox/360 transition, and will do even more across the next
> gap, and a lot of places that still use it (MAX) due to long cycles or due
> to strong legacy (IE: the WoW team) are often heard groaning through the
> halls that they've dome to regret the choice they made years back.
>
> Anyway...
>
>
> On Fri, Aug 2, 2013 at 10:54 PM, Ben Houston <[email protected]> wrote:
>
>> > The disgruntled max users are mostly one-man-bands and TVC/episodical
>> > boutiques who're not coping too well with the obvious viz shift AFAIK.
>>
>> Blur Studios, Scanline VFX, Pixomondo, ILM's digi-matte department are
>> all major 3DS Max shops.
>>
>> --
>> Best regards,
>> Ben Houston
>> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
>> http://Exocortex.com - Passionate CG Software Professionals.
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>

Reply via email to