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! >

