"Is the workflow that different from Gears of War 1 to Gears of War 4?" Do you mean original GoW 1 or the remastered GoW 1? Look at all the "how do I do PBR" threads on Polycount. But this is derailing, I'll just continue to facepalm at all your posts silently from now on.
1) 3dsMax brings more money than Maya while Maya costs a lot more money to develope. 3) Maya need to support and maintain 3 platform. Cost more for same feature. 3) Extensibility? 3dsMax started as a hub of plugin. Even a lot of own funcionality is a form of plugin. Maya never even had full SDK exposure for 3rd party. They…
This is true, but it's not a good starting point for studio wide adoption. Studio wide adoption means integration with pipelines, support with tools, plugins and shaders, day-to-day support options by IT and TA team [1], training for advanced features [2]. This is where studio wide savings and efficiency gains kick in -…
I think as a forum primarily consisting of modelers and texture artists we tend to forget what the main factors are when it comes to making the choice of studio wide software. Your entire pipeline is dictated by the choice of a hub software. And the needs most impacted by this choice are rigging and animation. This is the…