After 23 years doing CG, I took an extended break in 2012. Some of this was due to various life related reasons. Some of it was due to waning passion. Now, just over 8 years later, that passion seems to have been rekindled and I'm looking to get back into the game.
Here's my dilemma, if that's what you can call it:
In that 8 year break, despite only doing the occasional 3D doodle, I still kept my various licenses and subscriptions updated. I also added a few along the way in an attempt to keep my skills current even if I wasn't consistently putting them to good use. Consequently, I've got a lot of (legit) apps in my toolbox.
So, for me, it's not a matter of focusing on mastery. It's a matter of practicality.
I've always been a proponent of using the right tool for the job. However, doing so seems to lengthen an already long pipeline. How many apps is too many?
A core set of apps for me would include:
Blender
Maya 2021
ZBrush
Marvelous Designer
World Creator 2
Substance Painter 2021
Substance Designer
Marmoset Toolbag 4
Affinity Photo v1.90 (Love Photoshop, but Adobe... not so much.)
Part of me feels like this is the saturation point, but another part of me feels as if maybe I could add more or take away some in order to streamline/improve my process.
Yes. I know. "Focus on the art instead." I used to tell newbies that all of time. That said, I'm just curious what YOUR toolboxes look like and what you'd add/remove in order to best put your skills to use.
Replies
You might be able to ditch Affinity since you have Designer and Painter.
I personally don't work in games anymore, but in a firm doing visualizations primarily, and we're able to segment into specialist roles. So, a few use Marvelous, a few others use Designer, and so on.
Substance Painter and Toolbag 4? Pick one.
marmoset= baking and rendering
We setup our new pipeline on blender and forward this "requirement" to our outsources as well.
So lets see how it looks like in a few years
good for you, i personally dont care who uses what tool. but we will start to invest into a blender based pipeline as well. fingers crossed we can get rid of max and maya in the long run.
And for renders, I find I tend to leverage Blender's EEVEE for the things I used to use Toolbag for. Textures straight out of Painter, reloaded in Blender, and I can evaluate what changes I might need to make in a mesh, and can do them right there in real time. Can even throw on a quick rig and pose right there.
Don't get me wrong, I love Toolbag, and certainly its baker has some amazing features that blow the pants off of Painter's. And for sure, Toolbag's renderer far exceeds the capabilities of EEVEE, but I haven't found that those trade offs have been worth the added friction in my pipeline. Maybe I'm missing something, because a lot of my colleagues do prefer to use it. But they are using Maya, which might negate some of the value I have found in using Blender.