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Is Blender taking over the 3D industry?

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I'm a bit worried about blender taking over the 3D modeling industry. I myself used Blender 2.79 when I started learning 3D but then, due to the gaming studios using Maya, I switched to it (I had another reason to switch as blender before V2.80, was not that popular)I've been using Maya for over 1.5 years now and since I stopped using Blender, It got tons of updates and is slowly getting very popular among 3D artists, especially modelers.
So I wonder , in future years, Will studios switch to blender from Maya? (I know it's a dumb question but I sometimes think about it much)
What you guys think?

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  • oglu
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    oglu polycount lvl 666
    If you ask me its taking over modeling departments. But other tools wont go away. There is a lot pipeline stuff coming in the next years. Everything around Maya and Houdini based on USD.

    Im sure some Studios are doing the same with Blender. Its not that hard to switch to Blender if needed. Just use what gets the Job done. 
  • PolyHertz
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    PolyHertz quad damage
    Maya is still king when it comes to animation, while ZBrush, Substance Painter, and Marvelous Designer aren't going anywhere anytime soon. I do think 3DSMax is in quite a bit more danger though, as Blender is able to almost directly compete with its modeling tools and modifier stack, which are the main things that have kept it popular all these years.
  • sacboi
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    sacboi polycount lvl 666
    Now studios whether big or small will usually calibrate production which best fits their individual business model because at the end of the day profit return impacts continued viability as a vendor. Also there's no doubting Blender's versatility can be a primary draw for both pro and indie alike. A couple of friends use it at work as a secondary app with one dude thinking of writing/forking a custom suite of tools for colleagues in their day to day workload but really the app's straightforward extendibility means that scripting is pretty much open for anyone too leverage if they so choose.

    Similarly aligned discussion raising further insights worth a read - https://polycount.com/discussion/162996/why-dont-big-film-studios-just-use-blender/p1

    edit: 
    and yeah, USD 'Universal Scene Description' file format, an application imo will be extremely relevant for the industry as a whole going forward: https://polycount.com/discussion/162996/why-dont-big-film-studios-just-use-blender/p3/#Comment_2712147  
  • kanga
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    kanga sublime tool
    zachagreg said:
    ...your talents as a solid modeler matter more than the software you use.
    This sounds about right.

  • Vishesh3008
    Thanks a lot guys for your response and opinions. I totally with you @zachagreg
    It takes only a few days to adapt to new tools but thee 90% depends on pure talent and knowledge of 3D! 
    It's just the matter of Muscle memory for shortcuts and menus but they eventually develops as well.

    I'm now much comfortable with Maya and I'm gonna continue using it if things go right!

    I really appreciate the time you guys put, clearing my doubts.
    Thanks a lot.
  • Neox
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    Neox hero character
    it doesnt depend on talent. talent might help you in the beginning to pick things up. but in the end its dedication, work and study, stuff talent can not replace.
  • zachagreg
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    zachagreg ngon master
    Neox said:
    it doesnt depend on talent. talent might help you in the beginning to pick things up. but in the end its dedication, work and study, stuff talent can not replace.

    Talents was meant as a colloquialism for learned/practiced abilities or current proficiency not natural aptitude. Sorry for not being more exact in my advice.
  • Neox
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    Neox hero character
    was more a reply to "thee 90% depends on pure talent" not your post :)
    playing to ones talents certainly is something else than basing the majority of anything on talent.
  • zachagreg
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    zachagreg ngon master
    Neox said:
    was more a reply to "thee 90% depends on pure talent" not your post :)
    playing to ones talents certainly is something else than basing the majority of anything on talent.

    Ah I understand, thanks for the clarification and rightly so :)
  • Zack Maxwell
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    Zack Maxwell interpolator
    I'm a bit worried about blender taking over the 3D modeling industry. I myself used Blender 2.79 when I started learning 3D but then, due to the gaming studios using Maya, I switched to it (I had another reason to switch as blender before V2.80, was not that popular)I've been using Maya for over 1.5 years now and since I stopped using Blender, It got tons of updates and is slowly getting very popular among 3D artists, especially modelers.
    So I wonder , in future years, Will studios switch to blender from Maya? (I know it's a dumb question but I sometimes think about it much)
    What you guys think?
    They're too averse to adopting standard practices, development cycles are far too long due to it being free, and after so many years it still lacks any proper retopology or UV mapping tools.

    People love it and praise it everywhere because it's free and it does do a lot of stuff better than Maya/Max (like not being a generally unstable #$%^ing mess). But it would really need to change a lot still to be a practical professional option.
  • Ruz
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    Ruz sublime tool
    yes the retopo tools are not there yet for sure, very finicky and visually noisy as the back face culling  does not work on the wireframes
    uv mappping is ok though?
  • Zack Maxwell
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    Zack Maxwell interpolator
    Ruz said:
    yes the retopo tools are not there yet for sure, very finicky and visually noisy as the back face culling  does not work on the wireframes
    uv mappping is ok though?
    Cutting UVs works fine. But actually unwrapping and laying them out is jurassic era primitive.
  • Rangaros
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    Rangaros polycounter lvl 3
    I love Blender so much but I'm also realistic about it. As a modeling tool I think is where it really shines. It isn't going to replace substance painter, Zbrush, Mayas animation or anything like that. One of Blenders strengths is that it's free and very easy to just pick up and try out. Combining it with the other software that is industry standard makes it extremely powerful.

    I see it taking a much needed path now of slowly adding things that will make it a very viable choice to be a part of a industry standard pipeline, such as a main modeling tool for some artists.
  • marks
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