The thing is, you don't have to be freaking amazing to be competitive with XSI. 
In fact you can easily compete, taking a break and playing banjo while doing 
the work. Maybe not in vfx but with usual 3d.

 

From: [email protected] 
[mailto:[email protected]] On Behalf Of Mathieu Leclaire
Sent: Wednesday, October 25, 2017 11:02 PM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=CmolRlPA4kn-A9QxeRrxRSH0Syk1M_3Mjk6OIxd59sE&s=gwUhrGga_WyaP0poKfxTXKxi0b7DOKTTi2HxtfOw4Do&e=
Subject: Re: Softimage - not going away...

 

I hear you, but how will you compete for a job when everyone else is using nail 
guns and you are only using a hammer? If all these new kids can do the job 100x 
faster then you can, why would they hire you instead? I'm not saying you can't 
do a good job with a hammer, but it'll take more time so you'll need to charge 
more money to compensate. You better make sure you're freaking amazing with 
that hammer if you want them to come back to you.

On 25/10/2017 4:47 PM, Andres Stephens wrote:

Though a good analogy... a tool is very different than a relationship with a 
person…

There still are very efficient people building houses out of hammers and nails. 
There still are capable artists using paint and brushes. It’s a tool. Whatever 
gets the job done. And yes, eventually it will be hard comparing a hammer with 
a nail gun – but for the sake of the art and whatever you do, even art can be 
made with the defunct Microsoft Paint. Whatever floats your boat. When it comes 
to productions, whatever gets the job done in time too is valid as anything 
else superior or not. 


Even if it’s about relationships with a software… I think polyamory still is 
the name of the game. A harmonious relationship of many. Sculpting in one, 
rendering in another, animation in another, even cross pollination with fabric 
engine, proceduralism (which isn’t always great for hard hand artistry 
sometimes) in Houdini, or even in Blender with some node base workflows, 
realtime rendering in Unreal, and.. even with that, things fading away, has OBJ 
died yet after all these years? I don’t think SI and the 3D workflow will fade 
so quickly as much as the hammer and nail hasn’t become obsolete today… 

I would, for the hell of it, still make a webseries in trueSpace for it’s 
unique relaxing workflow and still funcioning software, 9 years later, 32bit, 
still has a Yafaray and Vray integration to a degree, with a directX9 viewport, 
updated FBX exporter, and a wysiwyg viewport that handles more polygons than 
Blender at the moment. It’s old, retro, but maybe the near future that will be 
a thing – as much as 8bit games are a thing, like hand brew coffee, 
microbrewery beer and vinly DJ’s. 

Whatever gets the job done, whatever floats your boat. No need to be in an 
industry standard to survive. 

And.. it is relaxing working in something that isn’t always evolving and 
developing (and having to learn over and over again as things revamp, modifies 
and improves) to be free to  focus on the art and story… Just a thought. 

-Draise

 

From: Mathieu Leclaire <mailto:[email protected]> 
Sent: Wednesday, October 25, 2017 11:43
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=CmolRlPA4kn-A9QxeRrxRSH0Syk1M_3Mjk6OIxd59sE&s=gwUhrGga_WyaP0poKfxTXKxi0b7DOKTTi2HxtfOw4Do&e=
 <mailto:[email protected]> 
Subject: Re: Softimage - not going away...

 

Hi guys,

I don't want to crash your rant here and hope you guys don't take 
offense to what I have to say. I'm sure you heard this a million times 
by now, but if you would allow me to share my perspective:

I highly recommend you guys move on and learn the other softwares. This 
industry and it's technology is changing so fast. Sure Softimage now 
still feels like the best option, but soon Softimage won't be able to 
handle all the new file formats, new geometry features, latest renderers 
will stop being supported, new hardware and operating systems won't 
support it, etc. It will eventually become impossible to keep up with 
current production needs using that software. If you guys don't evolve, 
you will become dinosaurs and you'll have a long way to catch up before 
you'll be able to get work again. We work in an industry that heavily 
relies on new technologies so we have to evolve with it or you end up on 
the outside looking in.

I understand your frustration. I do. I have gone through it all myself. 
But after going through a hard learning curve to become as comfortable 
with Houdini as I was with Softimage (and I'm still learning), I now 
love Houdini probably more then I ever loved Softimage.

Trust me, it took me a long time to let it go. We still use Softimage a 
lot here at Hybride, but we are slowly migrating out of it. We have to 
with all the new requirements in our pipeline with other vendors. Now I 
get pissed off when colleagues decide to use Softimage instead of doing 
it directly in Houdini or in Maya. Like yourself, they are frustrated, 
there's a lot of pressure to deliver in short timelines and so they 
prefer not to get out of their comfort zone. But it already comes with a 
price to pay. For example, we had a scene that took an hour to load in 
Softimage where it loaded in a few seconds in Houdini. That means that 
this artist takes about twice the time allocated per shot because he's 
too hard headed to switch software. Trust me that supervision is putting 
a lot of pressure on that guy to learn Houdini so they don't have to 
overcharge for his shots anymore.

This is just the beginning. It'll get worst and worst in the next few 
years and eventually, you'll become like the guy who still types on an 
old typewriter instead of using a computer. I know that switching feels 
like taking a few steps backwards, but at least you'll be able to 
eventually move forward where you are standing still in Softimage. I 
hated having to go through all this, but eventually Houdini open my eyes 
to a world of new possibilities that never would have been available in 
Softimage and I couldn't be happier that I finally made that move. Don't 
make the mistake of being too comfortable in your ways of working. It'll 
become obsolete sooner then you think. There's a ton of new toys out 
there waiting to be discovered. Your ex broke up with you. Accept it and 
move on. Sure, you'll date a few girls that will underwhelm you at 
first, but you just might find one that will blow your mind and change 
your life for the better, but you have to take that leap first and give 
it a fair chance.

That's my rant/recommendation. Now it's on you to decide how you want to 
manage your career.

-Mathieu

On 25/10/2017 10:46 AM, Stefan Kubicek wrote:
> There are only two kinds of CG artist in the world: Those who use
> Softimage, and those who never tried.
>
> S
>
> -----Original Message-----
> From: Morten Bartholdy  <mailto:[email protected]> <[email protected]>
> Reply-to: "Official Softimage Users Mailing List.
>
>        
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist
>  
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>  
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>         <mailto:[email protected]> 
> <[email protected]>
> To: Official Softimage Users Mailing List.
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> .com/forum/#!forum/xsi_list  <mailto:[email protected]> 
> <[email protected]>
> Subject: Re: Softimage - not going away...
> Date: Wed, 25 Oct 2017 09:20:56 +0200 (CEST)
>
> Amen to that!!
>
> If I knew the people who decided to EOL Soft I would make sure they had
> flat tires for a year.
> If I knew those who designed Maya I would strongly suggest they admit
> themselves to a mental facility.
> Oh, and the ones who decided to EOL Softimage I would also flog with
> wet newspapers for a year.
>
> I read the stories by people who had the bad fortune to have to learn
> Maya earlier and I have to say everything they wrote is true and then
> some. After 3 months+ of everyday Maya punishment I actually only like
> some modeling tools and being able to see layered textures in the
> viewport - the rest is a horrible mess. And our Maya artists are
> blissfully oblivious to how much easier their lives could have been if
> things had been different.
>
>
> Morten
>
>
>
>
>> Den 24. oktober 2017 klokken 21:59 skrev Mirko Jankovic <mirkoj.anima
>> [email protected]>:
>>
>>
>> I do believe that there is still ton of Softimage people that are
>> pushed
>> into hell of maya that would give a leg to have a chance to work
>> again in
>> Softimage so..  :)
>> ᐧ
>>
>> On Tue, Oct 24, 2017 at 9:47 PM, David Gallagher Softimage <
>> [email protected]> wrote:
>>
>>> Great work!
>>>
>>> Big high-five for using Softimage still. I do too!
>>> Curious though, how do you handle new employees? Do you only bring
>>> in
>>> people who know Softimage already? I'm just imagining a new
>>> employee
>>> learning your pipeline with EOL software and how they handle that.
>>>
>>>
>>> On 10/24/2017 7:16 AM, Jean-Louis wrote:
>>>
>>> Hi list,
>>>
>>> Softimage still alive and well over here at Digital Golem:
>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.digitalgole
>>> m.com_portfolio_range-2Drover-2Dfireflies_&d=DwIFaQ&c=76Q6Tcqc-
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>>>
>>> Cheers,
>>> JL
>>>
>>>
>>> Jean-Louis Billard
>>> -----------------------------------------
>>> *Digital Golem*
>>> BE: +32 (0) 484 263 563
>>> [email protected]
>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.digitalgole
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>>> lBeIyA&s=Gq9YaxWiO1d-lilhxIivNgjNRmHGBXG5pCHGZKI47qE&e=>
>>> 53 Rue Gustave Huberti
>>> 1030 Brussels
>>> -----------------------------------------
>>>
>>>
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>>
>>
>> -- 
>> Mirko Jankovic
>> *https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgfolio.com_
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>>
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