Dude, Nicolas.  Thank you so much!

Fabian.  Honestly, I have no idea I would just be guessing.  Feel free to
send me a scene in .fbx and I will try it and see if I can come to any
opinion on the performance.

On Tue, May 5, 2015 at 9:57 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> I can answer some of the Maya LT related questions:
> Trax absence is a minus, but overall I'm used to the graph editor, so no
> big deal.
> - Some of the deformers are missing, one of them is the cage deformer who
> I use extensively in Soft and in Maya LT I really miss it...also the delta
> mush is missing, which is quite a nice addition, but I also notice that in
> "standard" Maya its kinda broken, not sure if its only a problem that I
> have or the model I'm currently working is broken, but it works whenever it
> feels...strange...
> I'm currently using Apex Cloth plugin, and it works pretty well...I've
> used it for both cloth simulation ( takes 5 minutes to setup ) and for hair
> simulation with good results.
>
> Gator is why I currently switch back and forth to Softimage in order to
> get things done quickly, and the transfering attributes in Maya is a bit
> annoying, but its there ( not as good as Gator however ).
>
> Big problem which currently Maya LT have is the lack of python scripting,
> which kills the UE4 plugin called ART ( autorigger ) which I use a lot
> currently and its pretty good.
> You can of course build or use other rigs, but overall with UE4 I found
> very easy and quick the rigging process.
>
> Cheers
>
> 2015-05-05 16:37 GMT+02:00 skuby <sku...@gmail.com>:
>
>> Hey yall, long time no see.  Thought I would give you guys an over-view
>> of my Softimage transition to Blender, 1 year in.  (Been with Softimage for
>> almost 9 years trained at VFS, > Before that I was all Maya 6+ dedicated
>> years, then off and on use, before that I was 3DSMax/just starting out).
>>
>> If there is any interest, I can suggest some options/settings/tips/tricks
>> for Blender to help anyone trying to get into it from a Softimage
>> background, just ask, I'm happy to oblige.
>> --------------------
>> I also I have some questions about Maya LT 2016 owners at the very end.
>> --------------------
>> TLDR:  I'm seriously pursuing an independent project in UE4 in my
>> free-time > Blender has been pretty awesome, it has shortcomings, has
>> promise, has some stuff that is better than anything out there, it's a
>> mixed bag overall.
>>
>> -Probably going to have to get a Maya LT 2016 subscription very soon
>> (because of the sad state of Blender FBX and reading a litany of eerily
>> similar FBX issues in Houdini which would have been my first choice before
>> Maya), > literally going to use Maya as a glorified exporter, otherwise
>> mostly quite happy in Blender!.
>> ---------------------
>>
>> Blender FBX/Normals (grade D-) :  Current biggest problems with Blender
>> for game dev, is it's pretty horrible custom FBX solution and it's
>> lackluster support (and only recently) for direct control over normals,
>> tangents, bi-normals, etc..  It does have solid SMD export for Valve
>> workshop stuff, but if your focus is on Unity/UE4, expect difficulties
>> frustrations that I suspect will last until late into the year if not much
>> longer.
>>
>> Poly-modeling (B+):  A few settings you need to know about, and
>> whalakazam, you get something that is nearly as good as Softimage poly
>> modeling.  It even does a few things far better than Softimage ever did, I
>> find it to be far superior to Maya in this category.  It has become, and
>> will remain my full-time go to modeling application.  (I have fully
>> abandoned Softimage for better or worse)
>>
>> UI/Customizability (A-): It's fully open to customize or extend, and the
>> Blender hot-key system once you learn it, is quite good > the default
>> hotkeys aren't even half-bad but they aren't perfect either.  There are a
>> plethora of very well done free and paid add-ons.  UI seems quirky at
>> first, but once you learn it, you realize it's hiding a lot of power under
>> the hood.  UI and Customize-ability is one of Blender's best features *but
>> it's not immediately apparent, and takes reasonable dedication to fully
>> appreciate.  It's better than Softimage and Maya on this front (for
>> indie/small studio), however nothing to this day matches Softimages
>> perfected defaults and standard hot-key set and it's near perfect
>> consistency through-out different sections of the system, out of the box,
>> -but surprisingly, Blender is by far, the closest of all to Softimage's
>> elegance even though that is a tall order to fill.
>>
>> Documentation/Tutorials (A+): Mostly Free and a few good paid tutorials,
>> out the wazzzooo.  The only software out there that I have used with equal
>> tutorial/community support is Unreal Engine 4.
>>
>> UV's: (C-): Do-able, and the automatic stuff just works a lot better than
>> Maya 2015's when I last tried it.  Some fine tune editing works quite well,
>> while a few things related to fine tuning after automatic results, are
>> frustratingly/maddening and time consuming, and that's what drops the
>> entire grade (it would be very difficult to explain in text).  I found
>> Softimage to have B+/A- UV features once you mastered it.
>>
>> Sculpting (B+/A-): For raw poly power, it's no ZBrush/Mudbox (Mudbox
>> being my favorite of the two, aka. I hate the ZBrush UI)  However, if you
>> follow some specific workflow guidelines, Blender has quite an amazing
>> sculpting tool-set and so far it is my favorite sculpting package overall
>> because of the ability to go back and forth between low-res base mesh
>> poly-modeling and right back to sculpting detail and or  proto-typing.  Two
>> types of sculpting, traditional for normal map/displacement/finished work
>> and another type for rapid proto-typing, that allows you to create/collapse
>> geometry on the fly, so you can proto-sculpt infinitely without caring 1
>> bit about the underlying mesh as it will create or delete geo as needed.
>> Has all your standard base brush needs, can make most any brush, some
>> limitations but minor and I only have 1 single sculpting add-on for Boolean
>> cuts which works nicely, I've seen many, quite nice looking sculpting
>> add-ons that I haven't yet explored, it's deep and it's being actively
>> developed.
>>
>> Texture Painting (B+/A- to use > but quirky to learn): First time setup
>> is a bit to learn, but once you figure it out, you get VERY nice easy to
>> work with multi-layered texture painting, full pressure sensitive painting
>> support / basic but reasonable default brush library and good brush
>> settings available for each, can paint into any map slot you like with
>> multiple layers.
>>
>> Animation/Rigging/Blend Shapes(D-/A-  great in it's own right but needs
>> FBX/etc. to play nice with others that is why large grade gap):  I haven't
>> gone too deep here, but the basics all work nicely without issue for me.
>> If FBX was fixed, it's an easy passable to high grade.
>>
>> Materials/Render (D-/B+): Has 2 systems.  Old stack based and new node
>> based.  Neither are perfect but both can and do work well, they are also
>> barely compatible with each other.  I don't render much, my focus is
>> Games/Realtime.  That said, I do a lot of material/texture work.  I'd say
>> Blender is quirky in this department at best (I suspect no one here will
>> appreciate it), but when you get it all worked out at it's best, it's at
>> least passable.  -No where near as good as Softimage (Soft material nodes
>> were the best, EVER, anywhere.), also not as powerful as Maya overall but
>> the node interface is as good/slightly better than Maya last time I checked
>> - (I thought Maya's new node system was very clunky/awkward to use in
>> practice (too many exposed pins, etc, >Blender's node system is way, way
>> more friendly/workable.  I think most Softimage users will find Blenders
>> older stack system completely foreign, although I've grown to like it for
>> some odd reason).  The new cycles rendering, for the very little I played
>> with it, is quite powerful and more up to date than age-ing mental ray but
>> one will probably need to delve into the paid tutorial realm and some
>> months of study for professional results.
>>
>> Baking (D-/C-):  It's a quirky system.  Can work well enough at times.
>> When it does work well it's never 100% perfect, usually needs slight
>> touch-ups in paint.  When it starts giving you cyclical dependency errors,
>> you'll be pulling your hair out, there's no good reason for it but it's a
>> persistent bug that is sometimes fixed and sometimes re-appears, the work
>> arounds are awful.  Softimage in it's prime makes Blender's baking
>> interface look and feel like utter crap.  I use it for transferring maps
>> after I re-do UV's or for baking Normals/etc. but at first sign of it going
>> into bug mode, I switch to XNormal, which is of coarse, a hassle and time
>> waster.
>>
>> Extra Features:  Blender has pretty decent and quite use-able nodal based
>> composting system and a dedicated video editing system built in.  I've also
>> been pretty happy with the regular updates of new features and improvements
>> and the software's recent focus on making itself more accessible/UI
>> friendly.  The large crowd of independent and young 3D artists out there
>> using Blender today, are quite rapidly producing impressive results, it's
>> quite promising.  There are a wealth of add-ons, both paid and free for
>> Blender, I haven't gone too deep into them yet, but I have found a few
>> great ones.
>>
>> --------------------------------------------------------
>>
>> Maya LT 2016 questions:  I'm about ready to pull the trigger on this
>> purchase.  Going to start a demo soon, to test a few things but I'm
>> confident it will suit my needs where Blender fails hard.  General
>> question: how have Maya LT > UE4 users been finding the 2016 LT experience,
>> any complaints, or is it all good?  Has anyone used Maya LT with NVidia's
>> Apex physics add-ons?  I currently use Apex stand-alone and it's a pain in
>> the ass, I figured the Maya add-on would be a lot better, is it working?
>>
>> If anyone has any Maya modeling tutorials / system settings / plug-ins /
>> free downloads that bring it into line with what Softimage was capable of,
>> I'm at the very least curious.  You know what I mean, hotkeys, speed/ease
>> of use/comfort/power at the ready.  I am happy in blender, but curious what
>> you guys might have discovered over the last year.
>>
>> My main question/concerns regards custom normals, bi-normals, tangents.
>> I will be able to see what LT has to offer when I demo it soon, but from
>> the comparison list, there is a chart between LT and full Maya that lists
>> missing features in these categories (namely: normal constraints / tangent
>> constraints).  Any info related to normals, tangents and bi-normal /
>> editing in Maya LT appreciated.  (not as important, there were a few other
>> features between full Maya and LT, that I found weird that they left them
>> out, like transfer maps?, any idea why?  that would have been nice since
>> Softimage's transfer maps always worked quite well)  Viewport 2.0 missing,
>> seems odd?   The list I have is here >, is this accurate/up to date?
>>
>>
>> http://www.autodesk.com/products/maya/compare/compare-products
>>
>> Thanks.
>>
>
>

Reply via email to