> On 19 Feb 2017, at 16:21, Graham Bell <bell...@gmail.com> wrote:
> 
> Zbrush for characters I can see, but for Hard Surface above something like 
> Maya’s sudivs?

See for yourself...
https://www.youtube.com/watch?v=6cYNWzQWeHU&spfreload=10

And you will find hundreds of examples that showcase how good Zbrush is on the 
hard surface modelling.

> I’m not quite sure.
> And, whether anyone is prepared to admit it Maya’s tools have seen a big 
> improvement, to a point where they reduced the need to even retopo in 
> something like 3Dcoat or even UVlayout. 

True, Retopo has been improved a lot with the addition of the new tools but UV 
work in Maya was broken last time we used it… 

...that was 6 months ago so there wasn’t a lot to celebrate on my corner.

> 
> Personally I’d put them above Max and even Softs. Soft’s weren’t bad by any 
> means, but Maya’s improvements in this area have started to put it ahead in 
> this area.

I may be missing something… what I have seen so far is small improvements over 
old toolsets but I would love to see advanced bevelling, complex boleans and in 
Maya that prove me wrong.

> I’d put Modo as the closest competitor in this area now. 

IMHO I am afraid Modo is on a league on its own on all things modelling.

> I’m with you on a lot of everything else, but the problem that Houdini faces 
> is the same as what we had with pushing Softimage/ICE. When faced with a 
> studio that uses Maya/Max (for better or for worse), with a bunch of 
> plugins/tools, unless faced with some a certain situation, they don’t really 
> see a reason to switch.

Different context, AD has made sure we have to choose.
 
> They may like Houdini a lot, but they can do everything they need and more 
> with what they have, so they see no reason to be burdened with the cost and 
> upheaval of moving.

For the studios using Softimage the burden is unavoidable and the costs are now 
with H16 not too dissimilar so I can see a good scenario unfolding.

For those using Maya I am not sure, I am inclined to think it would probably 
depend on the work they do vs the costs to produce that work, that will be the 
trigger.

Said that, the costs of freelancers, training and adaptation are different so 
as long as there is talent available, this things in on.

>  But who knows, I think the landscape has changed dramatically and is in many 
> ways, still changing. I think the next 12-18months could be very interesting 
> in terms of software out there.

Agreed.
jb

>   
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
> Sent: 19 February 2017 15:08
> To: Official Softimage Users Mailing List. 
> https://groups.google.com/forum/#!forum/xsi_list 
> <softimage@listproc.autodesk.com>
> Subject: Re: Opinion gathering
>  
>  
>> On 19 Feb 2017, at 13:40, Graham Bell <bell...@gmail.com 
>> <mailto:bell...@gmail.com>> wrote:
>>  
>> I think the problem Houdini has is penetrating the more ‘traditional’ 
>> modelling, UV, and animation workflows. Maya/Max still dominate here. C4D 
>> and Modo are trying hard but the former still seem to rule the roost.
>  
> This is already happening, Modelling tends to happen in Zbrush, UV tends to 
> happen in UVlayout and you may only use Maya to do basic modelling and basic 
> UV stuff.. although imperfect, that is easy to do in Houdini with today’s 
> toolset, let alone H16 toolset.
>  
> Rigging and Animation are the two parts of this pipeline Maya has a 
> stronghold, but IMHO it is only a matter of time to see a shift in that area 
> too.
> 
> 
>> Is there a swing towards Houdini in this area? Or is it still an augmented 
>> option in a Maya/Max/Modo pipeline. That would be the interesting thing for 
>> me.
>  
> I have been long advocating to use Houdini as the backbone of the pipeline to 
> avoid software fragmentation and the enourmous amount of glue, support, 
> plugins, hidden costs that such approach brings… Just list the number of 
> applications you would use if you didn’t have Softimage by your side.
>  
> Zbrush, Topogun, UVlayout, Marvelous Designer, Mari, Photoshop, Maya for Rig 
> and Animation, Maya for Cloth sims, Arnold, Massive, Real flow… the list is 
> insane!!!
>  
> I use this other approach;
>  
> Zbrush, Mari, Photoshop, Marvelous Designer and finally, Houdini for 
> everything else.
>  
> Less glue, less going back and forth...
>  
> Plus let’s face it… an animator needs only very few tools and normally have 
> the easiest transition in any pipeline to new packages. I can train an 
> animator to do his job in Houdini in barely a day and in a week is pretty 
> much as productive with Houdini as he is with Maya (and I have tested this in 
> the past)
>  
>> I had hoped to make the recent Houdini event but client deadlines 
>> intervened. I echo Andy’s comments though about the number of Soft users. 
>> For me Houdini is a no-brainer when looking for an ICE replacement, perhaps 
>> with some Fabric thrown in there for good measure.
>  
> Have a look at the screencast they did.. you will see why the excitement.
>  
> Interesting times ahead.
> jb
>  
> ------
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
> <mailto:softimage-requ...@listproc.autodesk.com> with "unsubscribe" in the 
> subject, and reply to confirm.

------
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Reply via email to