Jordi, I'm on your side of the discussion and for many of the same reasons but it must also be said there are studios doing very good business off the back of primary host DCC's supported by 3rd party plugins. The C4D business model has been based off this premise for a very long time. ;)
The primary reason is that some artists don't click with the more technical side of 3d in general terms and procedural workflows in particular. And there's nothing wrong in this. If you look at a sector like motion design, which has very short project turn arounds and where the practitioners are far more likely to have come from a traditional arts background (fine art or graphic design), you can see why the hosts and plugins business is still in rude health. The reason that C4D and AE are the bedrock for many studios working in this sector is that they're both heavily focused on intuitive non technical artist workflows. There's great work being produced by artists that have an inability to think programmatically. And it's important that products exist to cater to these artists; Houdini is certainly a product I'd never recommend to someone that finds programming concepts difficult to grasp. I ran a full service design agency for a good many years servicing Levis, Amnesty, Channel 4, Adidas & Penguin amongst others. I sold the agency on to a larger network in 2009 due to long term ill health but our studio model and breadth of output was very similar to Man vs TV - http://mvsm.com/ - who I guess your familiar with as Simon Holmedal was recently featured by SideFX showcasing his Houdini work (plus they're pretty well known within the London creative community). In that type of agency many of your best artists have an inability to think programmatically and their number outweighs TD's like Simon Holmedal greatly. As I mentioned earlier in this thread, I think the lines between the art and engineering have blurred dramatically for the latest generation of creative talent entering the workplace. And this in turn will very probably change the makeup of creative businesses servicing the sector. I have great admiration for the approach you've taken at Glassworks and think it's an approach that will be taken by far more businesses in the creative sector; especially in this age of rapid development where integrating new DCC builds across the studio is far easier if it doesn't have to factor the integration of 3rd party plugins with equal rapid development paths. However at this point I still feel that Houdini isn't necessarily the right package for everybody. It may be easier for a studio to be centred around a less technical DCC like C4D, and 3rd party plugins specific to their needs. On 19 February 2017 at 15:15, Jordi Bares <[email protected]> wrote: > > > On 19 Feb 2017, at 14:44, Tom Kleinenberg <[email protected]> wrote: > > > > For the front end of the pipeline Zbrush is the de-facto digital > maquette package and a lot of senior modellers seem to be pushing it > further along the pipeline (blendshape creation, variation building, that > sort of thing. The retopo is still a problem but Pixologic's getting better > at it and there are alternatives like 3DCoat. > > Have you tried the topobuild tool in Houdini? Getting there⦠> jb > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. >
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