Then autodesk bought it and was just disappointing, menial releases, that seemed to get continually worse, until I remember the 2010 release when they literally did nothing in Maya except bug fixes, nothing new. But I think these people just forgot how rocking Alias Wavefront was, each Maya release under Alias Wavefront was like an OMGWTF freak out. Some Maya people would rationalize it and be like "hey its not that bad" or even argue Maya development was just as good. After like 2-3 years of dealing with disappointing and straight up bullshit releases I decided to jump ship on Maya. Then autodesk bought it and I thought it became very obvious that Maya development got much worse. They're not changing that, they're rehiring for that. When you're huge, it doesn't make ANY sense to do so, as you have the luxury of hiring from any number of thousands of artists who can and will deliver on your 20+ licensed seats of Max, all tied into a specific network render farm and collaborative workflow with custom plugins. When you're indie you're happy to do what you can to maximise individual productivity. It's not the same decision making process at all for a large number of reasons. People need to realise that the situation dramatically changes when going from indie/hobbyist to large company. Why? for us, its cheaper and faster to give him what he knows as opposed to a time sink in training etc.įor Pro: it's cheaper and faster to hire the artist that knows. So he gets i7 imac, 16gb ram, 1tb SSD and all the trimmings. For instance in our case we invested in new mac hardware because one member of the team doesn't know anything but logic and final cut. I'm sure he knows, but what he says reflects what is going on out there. It still feels like the equivalent of an over-rich art collector buying a Monet just to burn it and raise the value of the rest of their collection though :/. It's tragic news of course, but on the other hand the writing has been on the wall for a long time now so I imagine most people have transitioned away already through starvation on support and updates. Maya is the most viable alternative apart from C4D and it has the best animation toolset, but again back with AD and it's not the fastest workflow or much of a generalist without a support team. Max would mean carrying on with AD and there are rumors about it's fate too, it's also a dramatic change in workflow for anyone using XSI. Blender is another option although I wouldn't call it's featureset or workflow quite up to standard, Lightwave is dead. I mean seriously, try CA animation in either? C4D is a viable alternative and is like XSI a generalists package, but there's a level of snobbishness against that for some reason. I don't really see Modo or Houdini as alternatives to XSI users, at least not if you've actually used those apps. Unless said artist is a mouth breather with issues, I don't see how any lives are affected in the dramatic way you've put it. The fundamentals are always the same.Ĭlaiming that lives are effected is utterly ridiculous. And that's all it is - learning the location of the features.Ĭos vert pushing, poly cutting, box modelling etc - isn't something that really changes no matter what you use. I've seen an artist switch from 3dsmax to maya in 2 days flat and produce same results - albeit slightly slower as he learns where the features are. Sure, they might not like it but they move and move fast. I guess that's why they're amateurs and not doing it for a living. Topogun? ndo? ddo? Maya? Max - and all the plugins which they learn which are discontinued a year later - its a fast moving and dynamic industry. PS I'm not saying the news isn't frustrating, and if the petition gets enough votes to do something all power to you, but to bandy about terms like "evil" seems a little ridiculous.Ĭlick to expand.Real game artists are expected to switch tools without warning in this industry with very little time. There might be some new hires and there might be some fires, but for the most part I expect people will be taken along for the ride. Most companies will look to transition to other products over a number of years (SoftImage will still be able to produce market quality work for some time). If you work for a company that solely or primarily uses SoftImage its unlikely they will just close up shop and fire everyone. If you are purely a technician it might take years to get to reach close to the pinnacle of proficiency, but you will be serviceable within a few months.Ĥ. If your are an artist most of your value is in the art you produce not the tools you use.ģ. It was pretty obvious there was some risk to SoftImage once it was acquired.Ģ. If you work in an industry you would expect to be keeping a finger on the pulse in terms of whats happening in that industry.
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