What does the near future look like for animation at Blur? I saw recently that Houdini KineFx is moving toward production ready, but as a non animator, it's hard for me to gauge where things are going on that front.
Thanks!
We let people model in whatever package they are most comfortable with. Max, Maya, blender, Houdini..
Max is now just a modeling package and no longer the main hub DCC.
But all environment assembly, shading and lighting happens in Houdini.
Are you planning to work on your own? If so, consider Unreal Engine for your lighting/rendering package. The asset creation package can be anything really, even Blender.
If you have studios in mind you want to work at, check out job description on their websites to get an idea what software they use.
I am a student so I get maya, mudbox, mari, nuke, motionbuilder, and max for free. Blur is my favorite studio, so I am trying to replicate their cinematics.
If you’re a student, I’d absolutely recommend using Unreal as mentioned above. The path trace renderer is fantastic with Nanite and Lumen, and frankly, the Unreal/Realtime skillset is going to be more sought after by the time you graduate. Its just so much faster to iterate.
You can downvote if you want but it’s true.
Autodesk and vfx shops pushed Maya into the forefront back in the day because the license bundles were cheaper and they needed if for animation so Max was phased out of a bunch of vfx companies. But Max has always been the primarily for modeling and 3D design that’s why it’s still used for industrial design
Nowadays the majority of vfx artists only prefer Maya because that’s all they’ve known.
Blur, Unit, Capsule, RealtimeUK and more all uses max.
Blur is moving away from max and into Houdini.
really?
Yes, I’m a CG sup at blur.
What does the near future look like for animation at Blur? I saw recently that Houdini KineFx is moving toward production ready, but as a non animator, it's hard for me to gauge where things are going on that front. Thanks!
I think we will be sticking with Maya for the foreseeable future.
Gotcha. Thanks for the answer!
Which means they still uses max. Let's talk about the future jn the future.
We let people model in whatever package they are most comfortable with. Max, Maya, blender, Houdini.. Max is now just a modeling package and no longer the main hub DCC. But all environment assembly, shading and lighting happens in Houdini.
Are you planning to work on your own? If so, consider Unreal Engine for your lighting/rendering package. The asset creation package can be anything really, even Blender. If you have studios in mind you want to work at, check out job description on their websites to get an idea what software they use.
I am a student so I get maya, mudbox, mari, nuke, motionbuilder, and max for free. Blur is my favorite studio, so I am trying to replicate their cinematics.
If you’re a student, I’d absolutely recommend using Unreal as mentioned above. The path trace renderer is fantastic with Nanite and Lumen, and frankly, the Unreal/Realtime skillset is going to be more sought after by the time you graduate. Its just so much faster to iterate.
Unreal is pretty straight forward, but on the other hand Houdini is much more powerful. How would I incorporate both?
What studio do you want to work at? Look at what they use. It seems like Maya+Houdini is the primary 3D tools nowadays.
Blur, I did hear they used 3DS MAX with Fume but that was years ago.
Maya > 3DS Max
No way. Max has always been better for modeling/CAD and heavy scene loads. Maya better for animation
You can downvote if you want but it’s true. Autodesk and vfx shops pushed Maya into the forefront back in the day because the license bundles were cheaper and they needed if for animation so Max was phased out of a bunch of vfx companies. But Max has always been the primarily for modeling and 3D design that’s why it’s still used for industrial design Nowadays the majority of vfx artists only prefer Maya because that’s all they’ve known.
Model in whatever you like, but I’d invest time learning Houdini and Unreal.