Hey,
have you ever considered spending the Maya-licensing money in developing Blender
instead? E.g. hire someone to make the fbx-exporter the way you want/need it ,
or stuff like that.
I'm just curious if that would be a real option...
 
cheers,
Thomas
 

> skuby <[email protected]> hat am 5. Mai 2015 um 16:37 geschrieben:
> 
>  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.
> 

 

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