As the title says Im wondering what softwares does Weta Digital use?
I know they did everything in Maya and ZBrush on The Lord Of The Rings films. But, do they use external tools or in-house tools as well?
I know Im not able to make the same stuff as Weta does just because I work with the same tools, if Im able to get it. I have some shots of the tools they use here, but I dont know the name of the softwares:
(Copyrights of the screens is reserved to Weta Digital and Weta Workshop)
Replies
they invented mudbox... but now they use both...
and they also invented mari... and the deep workflow in nuke...
that on the screens look like nuke...
in the end it doesnt matter wich commercial software they use cause they costomize everything...
https://www.thefoundry.co.uk/products/nuke/non-commercial/
There is also Fusion, available in Free version, 7 and 8 Beta.
They are composition software used in post production, and won't fit in every workflow, depends of what you do, essentially they are 2D software with 3D capabilities, something like After Effects but with a nodal approach.
With its great, intuitive user interface and the speed with which it processes very large geometric datasets Mudbox quickly became an intrinsic part of the hero digital modeling pipeline at Weta Digital," said Matt Aitken, visual effects supervisor at Weta Digital. "Mudbox is a next generation tool for digital modeling: its support for local subdivision and hard drive streaming of data allows the artist to work in very fine detail, and the ability to isolate separate aspects of a model's surface detail into layers facilitates the design process in a production environment."
I also found out that Mudbox is just £12 /month for a commercial subscription, which isnt very much
the mudbox development is to slow...
never get used to the interface even if I customize it to my liking. It just too heavy for me.
At the end of a day you should always go for the tool that helps you do the job better / faster.
- Autodesk Maya (most shots)
- Pixar Renderman for Maya
- Autodesk SoftImage XSI
- Luxology Modo (model design, e.g. the Scorpion)
- Lightwave (low-res realtime environments)
- Houdini (Hell’s Gate scenes, interiors)
- ZBrush (creature design)
- Autodesk 3d design max (space shots, control room screens and HUD renderings)
- Autodesk MotionBuilder (for real-time 3d visualisations)
- Eyeon Fusion (image compositing)
- The Foundry Nuke Compositor (previz image compositing)
- Autodesk Smoke (color correction)
- Autodesk Combustion (compositing)
- Massive (vegetation simulation)
- Mudbox (floating mountains)
- Avid(video editing)
- Adobe After Effects (compositing, real-ime visualizations)
- PF Track (motion tracking, background replacement)
- Adobe Illustrator (HUD and screens layout)
- Adobe Photoshop (concept art, textures)
- Adobe Premiere (proofing, rough compositing with AE)
- many tools developed in-house
- countless plugins for each platform, some of them Ocula for Nuke, Ktakatoa for 3ds max, Sapphire for Combustion/AE.
Source:http://www.media-division.com/software-used-making-of-avatar/