+1 on what Matt said
I spent a year in maya, and a year in houdini.
For me it personally comes down to the following.
Almost all things will initially happen quicker in maya,..... and then you start praying!
You pray the client doesn't change anything!
You pray you didn't forget anything in step 4 of your 15 step pipeline.
AND ABOVE ALL YOU PRAY THE BASTARD DOESN'T BREAK.

In Houdini on the other hand, I feel relaxed. I know I can probably change anything at any time without destroying anything, or re-doing too much work. This is the most important aspect of houdini most people overlook when they try it. I've seen a few people leave houdini after a few days, because they feel they can get the same thing done quicker in maya.. They then see me leave... every day... at 5pm, cause my client changes took 2 hours while theirs will take the whole night. I know you said you mostly do animation and gaming. Houdini is not famous for animation, but to be honest with you, this is probably because most people who use houdini overlook the awesomeness of chops.
Just look at this for a quick intro
https://www.youtube.com/watch?v=tiaNyYnzEQM

G


On 24/11/2015 02:14, Matt Lind wrote:
This really depends on how you fit into the game development side of the equation.

I've worked on games in most genres and formats. In my experience, game assets are typically very iteration heavy because they must remain live at all times (compare to Film/video assets which are mostly locked down once images have been rendered because you can't continually re-render the entire film). It takes people time to make those revisions, which is the most valuable resource and also the most mismanaged.

I steer towards iteration friendly workflows as iteration tends to be the #1 time/money loss in game development art pipelines. It's almost a guarantee any game asset will be revised, and revised many times - especially if the engine and other underlying components of the game are not settled. Iteration is often overlooked as a factor when evaluating software and making schedules. Too often people focus on trivial details such as number of mouse clicks or creating asset version 1, when instead they should be focused on the 500+ revisions that come later. If iteration is heavy in your pipeline, consider Houdini. What you give up in playback speed or other things you take for granted, you can earn back on the reduced iteration factor.

Don't worry too much about who has plugins for getting stuff into an engine as all the major players have that capability. And even so, many studios opt to write their own exporters because they need support for features not included in the plugins. Instead, focus on reliability over the life of the product, not just the current version being demo'd by the sales guy. Remember, you'll have to update your DCC at some point. If it must rely on multiple service packs every release to get right (or merely usable), what message does that send? Think about how that affects production during crunch time. Also think about the opposite - do you have the option of riding a particular version without being forced to update? It would really suck to be forced to update into a regression of an important feature.


Matt






Date: Mon, 23 Nov 2015 13:31:20 +0100
From: Daniel Kim <danielki...@gmail.com>
Subject: Have a question an alternative tool
To: "softimage@listproc.autodesk.com"

Hey guys.

I just like to ask if you guys found 3D software as alternative tool.
I am also looking for a software, but it is hard to decide one. What I am
doing is mostly animation and game works, not motion graphic or simulation
stuff.

So far MODO seems nice, but many colleagues suggest me Cinema4D. I also
like to know what you guys chose. If you guys also can put short comment
what is good about that software, that will be thankful.

Cheers
Daniel

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