Pretty much nothing of any value is done with Maya in its own, either custom 
tools, 3rd party tools, 3rd party rendering, fx, uv unwrapping, sculpting... 
Specially Gollum.

Jb

Sent from my iPhone
> On 8 Mar 2014, at 12:19, Cristobal Infante <[email protected]> wrote:
> 
> Let me get this right...
> 
> I want to learn 3D, and you are telling me I need to learn 3 packages instead 
> of Maya?
> 
> Gollum was made with Maya right?
> 
> 
> 
>> On Saturday, 8 March 2014, Angus Davidson <[email protected]> wrote:
>> I disagree
>> 
>> 5 Years from now, Modo / Houdini / Fabric Engine will be the standard. I say 
>> this because they are agile, they listen to what their users want and they 
>> actively develop and have a coherent roadmap.
>> 
>> With the rate that the industry is developing Maya will not be able to keep 
>> up.
>> 
>> 
>> From: Cristobal Infante [[email protected]]
>> Sent: 08 March 2014 02:05 PM
>> To: [email protected]
>> Subject: Re: Good point well put
>> 
>> They have messed up really badly with us by the way the've handled this. But 
>> I don't really consider this a storm, a few guys ranting on a mailing list. 
>> CGsociety haven't even bothered to make this news. 
>> 
>> Why did they keep softimage for all this years? well simple, they were 
>> investing in a relationship with costumers. Now that the Foundry had started 
>> to gain ground it was time to act and think about this bright future.
>> 
>> We are just too involved in the mess to see the whole picture. Think 5 years 
>> from now, all I can see is Maya.
>> 
>> 
>> 
>> On Saturday, 8 March 2014, Daniel Kim <[email protected]> wrote:
>> I hope there is a company or someone else who can hire all SI developers and 
>> make another next generation 3D software. I remember when Lightwave shut 
>> down years ago, and they are back in industry and shows great stuff, and 
>> even Modo. I really hope there is a company or someone hires SI dev 
>> members...
>> 
>> 
>> -------------------------------------------------------------------
>> Daniel Kim
>> Animation Director & Professional 3D Generalist
>> http://www.danielkim3d.com
>> -------------------------------------------------------------------
>> 
>> 
>> 
>> 
>> On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares <[email protected]> wrote:
>> Softimage, like SideEffect, 3DSMax and the rest are small teams of very 
>> clever developers, 8-12 is the normal number of developers for any app… that 
>> is a very small cost compared with the cost of advertising and PR, believe 
>> me.
>> 
>> Regarding this implied direct relationship between pace of development and 
>> resources, it is so so obscene it is insulting to say that. By that rule all 
>> the software portfolio Autodesk manages hinders everything they do, let's 
>> face it, they have lots of products.
>> 
>> If the case is pace of development just hire a few more good guys and make 
>> sure the effort does not go to waste by not promoting it well.
>> 
>> The issue I have is that something does not add up… I still don't understand 
>> the decision and the more I think about it, the more suspicious it becomes.. 
>> .does not even seem a coordinated well put plan that is causing all this 
>> storm (all the handling has been awful and big companies tend to handle 
>> these things with utmost care as it casts a horrible light to the brand 
>> itself)
>> 
>> Just look at how Apple handled Shake, they discontinued it but offer the 
>> possibility of buying the source code and carry on using it, it was bad but 
>> at least was a clean exit. Also helps that nuke was ready for prime time so 
>> felt like moving forward instead of moving back to the 80s with Maya.
>> 
>> Jordi Bares
>> [email protected]
>> 
>>> On 8 Mar 2014, at 11:05, Cristobal Infante <[email protected]> wrote:
>>> 
>>> it's a bad decision in the eyes of who?
>>> 
>>> They didn't really buy softimage because they thought is a software they 
>>> could improve any further, they were actually really buying US the users. 
>>> Some people call it killing the competition, a chess move.
>>> 
>>> If xsi only had 8-10 developers, than It doesn't take a math genius to 
>>> figure out that they were obviously making money with it. Maybe not as much 
>>> as a lot of us would like to believe, but still surely enough to keep it 
>>> going.
>>> 
>>> From a business point of view, they are thinking "How can we make MORE 
>>> money for less cost". How do we make our business more efficient on a long 
>>> term plan? The answer is quite simple, you unify all your efforts into one 
>>> money making machine that will eventually be Maya 2.0. It will look very 
>>> similar to Maya if not identical otherwise they wouldn't have bothered 
>>> "transitioning us" now. 
>>> 
>>> Some people say "bad costumer service" but I guess the mayority of their 
>>> costumers are Maya so we were a small price to pay...
>>> 
>>> They knew there was going to be a loss of costume, but in 5 years
>> 
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