Why Do Video Game Studios Avoid Blender?

แชร์
ฝัง
  • เผยแพร่เมื่อ 24 พ.ค. 2024
  • Blender has become a powerhouse within the industry, but many big name studios are sticking with it's pricey competitors, so today we'll break down why that is.
    Stream Vod Channel: • Morrowind But It's The...
    Streaming On Twitch: / thecantina (every Wednesday and Sunday 3pm est)
    Get a T-Shirt (I made them myself, use that information as you will) thecantinastore.creator-sprin...
  • เกม

ความคิดเห็น • 1.3K

  • @basicbluetrash
    @basicbluetrash 22 วันที่ผ่านมา +3309

    Started learning Blender at the end of 2022. When you get past the learning curve you realize it's a miracle that it's free.

    • @Foogi9000
      @Foogi9000 21 วันที่ผ่านมา +229

      Blender is great honestly. Maybe it's because i'm simply too poor but i really hate the idea of paying $5000000 for a program.

    • @keenheat3335
      @keenheat3335 21 วันที่ผ่านมา +21

      the learning curve drawback is almost entirely eliminate by chat ai, tbh.

    • @BrentonWoods774
      @BrentonWoods774 21 วันที่ผ่านมา +52

      @@Foogi9000 Piracy is an option.

    • @BrentonWoods774
      @BrentonWoods774 21 วันที่ผ่านมา +85

      @keenheat3335 Yeah, people massively overestimate AI. So far, it's not that great.

    • @yashuastryfe125
      @yashuastryfe125 21 วันที่ผ่านมา +17

      @@BrentonWoods774 BUT it is good shit basic questions when learn programs holy shit its good at that

  • @Nevil_Ton
    @Nevil_Ton 18 วันที่ผ่านมา +1073

    I did report a bug to Autodesk and 3 years later they responded and said oh yes that is a bug. After 6 years that bug still is there. but any time i report a bug for Blender, in less than 24h someone respond and fix that bug for next release.

    • @nairocamilo
      @nairocamilo 15 วันที่ผ่านมา +141

      good old difference between the bigass Enterprise, where your complaint was filtered through ladders and ladders of hierarchy to actually end up in a Representative's point of view VERSUS a community driven open-source one.

    • @uis246
      @uis246 11 วันที่ผ่านมา +38

      If you worked on Blender Foundation's demo movie, you pdobably would got response and fix in 24 minutes. :)

    • @aniksamiurrahman6365
      @aniksamiurrahman6365 11 วันที่ผ่านมา +8

      I think the reason no. 1 is more of a perception problem. The main reason why corporates won't adopt Blender is mostly the bad reasons.

    • @thronosstudios
      @thronosstudios 11 วันที่ผ่านมา +24

      I think the video above is a bit of a corporate shill fest. There's so many success stories about Blender it's easy to lose count

    • @tlilmiztli
      @tlilmiztli 11 วันที่ผ่านมา +4

      Right, and then you have half-assed, not finished tool like Extrude Manifold that should work equally good like smart extrude in max and maya, but from 2021 people are asking if it will ever by fixed and nothing happened.

  • @jackpak
    @jackpak 22 วันที่ผ่านมา +1670

    I had to learn Maya in university for games development and we all still spent most of our times self-teaching through TH-cam

    • @TheCantinaChannel
      @TheCantinaChannel  22 วันที่ผ่านมา +512

      College is amazing in its uselessness

    • @vast634
      @vast634 22 วันที่ผ่านมา +57

      Outside of networking I dont see much that those game development programs bring compared to just doing things and learning from many free resources.

    • @trinityx3o522
      @trinityx3o522 21 วันที่ผ่านมา +105

      I paid a shit ton of money for what was supposed to be a course covering all aspects of GAME art. As I actually started attending their lectures, it turns out, all the faculty was from film production background. Biggest waste of money

    • @vast634
      @vast634 21 วันที่ผ่านมา +22

      @@trinityx3o522 Likely the lecturers where not really interested into games, just used it as a jumping board to stay in media somewhat close to film.

    • @buda3d2007
      @buda3d2007 21 วันที่ผ่านมา +24

      Big question, did your teachers have any notable industry experience?
      This does matter, academics folding back into academia is educational cancer, people need studio expereince to know how to apply the software knowledge to an actual job, not just learning the interface through youtube, its sad that people pay big money for nothing in a college :(

  • @sm5574
    @sm5574 20 วันที่ผ่านมา +1071

    "It's a lot easier to throw money at the problem than to solve it yourself."
    A VP I once worked for loved to say, "If you can solve the problem by spending money, then it isn't a problem; it's an expense." Corporations love expenses because they're easy to predict, easy to control, and easy to explain to investors. It's hard to explain at your earnings call why a 6-month project is in its 18th month when there's a similar product available for a few thousand dollars.

    • @Jekiterio
      @Jekiterio 17 วันที่ผ่านมา +1

      but what if both are on the same speed but the other one is cheaper :O

    • @andythebouncer
      @andythebouncer 15 วันที่ผ่านมา

      ​@@Jekiterio It's kind of hard to see the organizational challenges when you're an independent artist, but they're real and expensive. I'll start by saying that Blender is incredible for a FOSS project. I'm a huge free, open-source software fan-- I've probably spent 10k hours of development time contributing to free, open-source software-- and I also worked as a developer for a decade before becoming a tech artist. Before that, I worked in code-level support for some big commercial software companies. It's WAY more complicated than the cost of the software itself.
      Consider a big project with dozens of artists working towards a looming deadline: how many payroll hours for full-time specialists are wasted while some technical person tries to work around something? Let's say you've got a team of 20 in-house artists working on something which, after benefits, get paid the equivalent of $40/hr, and a pipeline problem holds them up for two days. That's about $12,000 of payroll money. How about the in-house team you'd need to do that? You can't hire some JS developer to work on Blender-- the skills to do 3d graphics programming are *expensive.* Like, a bare minimum of $150k per year in salary, plus way more in benefits. Then, consider that if you have more than one problem at once, you've only got one developer! You're back to square one. Even worse, if it goes on long enough, how many more contract artists will they have to hire out of desperation to try and make their contractually obligated deadline? At that point, the cost of the software itself is a tiny fraction of the equation.
      The video kinda glosses over the underpinnings of corporate software support infrastructure, generally-- not only do they have people who can answer support questions, they have entire layers of structure to deal with progressively bigger problems, right up to coding fixes on the fly. Suppose a bug holds up a company with many product licenses. In that case, they've got multiple levels of support to diagnose and troubleshoot the problem and, if need be, an entire giant team of developers to bang out a patch in no time flat. At the same time, their QA department can do some lightning-round testing to make sure it's not going to screw anything up. Since they have multiple big customers, they can justify having big teams do this stuff that can bang out these problems quickly because they will be helpful to many customers. It's not a panacea-- dealing with the support infrastructure of those big companies sucks-- but you've probably got legally binding service-level agreements and leverage over your licensing renewals because there are multiple competitors out there.
      But then again, what if your company can make use of those expensive in-house technical people for other things? What if the Blender project seems to be putting a bunch of development time into things that are critical for your studio and the corporate companies are moving away from them? There's no one-size-fits-all answer, here.
      And for individuals? It's almost certainly not worth buying a big-name DCC license, except maybe specialized tools like Houdini Indie Z-Brush or Substance Painter if you need them. However, you don't have to go far beyond that before the economy of scale in corporate vendors can be a huge boon. in most situations, the licensing cost of the software is just one item on a massive list of expenses.

    • @MrQuantumCodes
      @MrQuantumCodes 15 วันที่ผ่านมา

      @@Jekiterio I use both Blender and enterprise software like Maya and Max and while Blender is great for the things it does, the thing is, enterprise software are meant to do one thing each instead of doing everything in one software. So while if you compare everything in Blender with everything in basically any paid software by itself, Blender would always win but big companies have different teams each focused on a single task each and so they would rather choose a software that's best for the job.
      For example, yes, Maya and Max suck at sculpting, but Maya's animation and Max's modelling and simulation tools combined with plugins are on a completely different level. And the sculpting team will just use zbrush, which does that job at a completely different level than blender.

    • @4ngelf
      @4ngelf 15 วันที่ผ่านมา +31

      ​@@JekiterioThen that's a bad investment

    • @Mewsashi-cz9fo
      @Mewsashi-cz9fo 14 วันที่ผ่านมา +38

      No, it works like the millitary, these corporations have to justify spendings for maximum tax optimization, it's a matter of loopholes

  • @nuqrs
    @nuqrs 22 วันที่ผ่านมา +1037

    Every time I hear something about "infinite growth" I think about how Warner Bros cancelled the already-made Batgirl movie in order to make their numbers look nice.

    • @GrimK77
      @GrimK77 22 วันที่ผ่านมา +73

      I read rumor that the movie was so progressive and symbolic, they actually killed Batman, so the Batgirl could take over... which would make it so damaging to Batman brand, Zaslav ordered erasure of movie, as it was cheapest way out.

    • @tornadophantom4027
      @tornadophantom4027 21 วันที่ผ่านมา +113

      ​@@GrimK77 That's why it's a rumor because it's the dumbest thing ever. Far worse things have happened to Batman as a character. Nothing is sinking that ship at this point.

    • @GrimK77
      @GrimK77 21 วันที่ผ่านมา +26

      @@tornadophantom4027 Touch the grass, because you're becoming too dense for your own good. I said about Batman brand, not Batman character. If you can't tell between WB business irl, and fictional Batman storyline, you're not mentally qualified to have this discussion. It even doesn't matter if rumor is true or not.

    • @tornadophantom4027
      @tornadophantom4027 21 วันที่ผ่านมา

      @@GrimK77 That's my point, stupid. The Batman brand has survived Batman being a fucking caveman. Killing him won't even put a scratch on it.

    • @JansHeikkinen
      @JansHeikkinen 21 วันที่ผ่านมา

      @@GrimK77 Are you stupid? They obviously meant that if worse things have happened to the character without affecting the brand, then your idiotic rumour wouldn't either.

  • @zbop220
    @zbop220 19 วันที่ผ่านมา +380

    Remember, Blenders not free.
    In 2002 the community bought a one time perpetual floating no seat limit license for €100,000 with free lifetime upgrades.
    More seriously it does need donations.
    Its the only software i really dont mind paying for, because its not forced.

    • @SimplCup
      @SimplCup 11 วันที่ผ่านมา +40

      wait what, someone just paid the developer a bonkers amount of money for it to be forever free and open source? daym

    • @zbop220
      @zbop220 11 วันที่ผ่านมา +61

      @SimplCup yeah basically.
      It was basically a Kickstarter way before kickstarter.

    • @whitygoose
      @whitygoose 10 วันที่ผ่านมา

      ton rosendaal is truly one BASED bloke ​@@SimplCup

    • @heavengrrl
      @heavengrrl 8 วันที่ผ่านมา +8

      blender was always free, but it used to be closed source and have paid upgrades

    • @psy237
      @psy237 7 วันที่ผ่านมา +18

      ​@@heavengrrl well if that's not a sentence that contradicts itself then I don't know what a contradiction is lul

  • @wolvAUS
    @wolvAUS 22 วันที่ผ่านมา +664

    As a modder for Cyberpunk 2077, Blender is our bread and butter. We’ve configured it such that it’s very easy to get meshes from the game into Blender with materials and vice versa.

    • @DerFinder
      @DerFinder 21 วันที่ผ่านมา +18

      Eyyy another CB2077 Modder, what mods have you worked on if I may ask?

    • @tharoog
      @tharoog 20 วันที่ผ่านมา +33

      If you look at Artstation you can see that some CDPR artists used Blender for assets and for concept art.

    • @umarcga7823
      @umarcga7823 17 วันที่ผ่านมา +32

      A professional 3D artist and by now it's a pretty stupid assumption that blender is avoided by studios.

    • @captainblood9616
      @captainblood9616 16 วันที่ผ่านมา +2

      You legend!

    • @justchris846
      @justchris846 16 วันที่ผ่านมา +1

      What’s one of the best resources for learning Blender ?

  • @Deydren
    @Deydren 21 วันที่ผ่านมา +109

    My two cents as someone who has worked in the games industry for 12 years: I have been working with blender exclusively for my entire career. The games industry is big and while market penetration for "new" tools and workflows can be slower for big companies like ubisoft, it also contains an enormous amount of small to medium dev studios that have been way more comfortable moving away from maya and max over the past years. Especially since blender had the 2.8 UI overhaul, it became much easier to onboard max and maya users. And blender has everything they need to do the job without the price-tag, which is actually a huge consideration for smaller studios.

    • @MangaGamified
      @MangaGamified 16 วันที่ผ่านมา

      Some said studios can't estafa investors with free softwares, like overquoting the number of licenses and their duration, but purchased less if not far less and for shorter duration. That's why they only use the most expensive versions of each type.

    • @iamsatanjr
      @iamsatanjr 9 วันที่ผ่านมา +2

      ​@@MangaGamified doubt that's a valid reason, since that would be fraud - which is not something you'd want to get on a hook for as a big company. While samller companies may be tempted to try it, it's generally too risky for big corporations to do because their size is like a huge regulation and lawsuit magnet. You can maybe squeeze out a few dozen grand in fines from a small indie studio, or you can squeeze out tens of millions of dollars from giants like Ubisoft - all for the same exact thing.

    • @halfbakedproductions7887
      @halfbakedproductions7887 7 วันที่ผ่านมา +4

      I remember when Blender's UI/UX was a total disaster. The interface looked like the cockpit from a 1950s jetliner and it was a total unholy mess, switches here, buttons there, none of it labelled properly or made any sense. But they redeemed themselves very well indeed and it's now really very usable.

    • @KaneyoriHK
      @KaneyoriHK 4 วันที่ผ่านมา

      Also cause of custom key layouts, which are designed for ease of use, do have presets to be like other programs

    • @jorgezombie78
      @jorgezombie78 2 วันที่ผ่านมา +1

      Ubisoft switched to blender for animatics when the last rayman was in development, and they used along zbrush and the substance suite in the last 4 assasins creed, it's in their development blog.

  • @mygetawayart
    @mygetawayart 22 วันที่ผ่านมา +607

    not a 3D artist, but i'm an illustrator and comic artist, and for as long as i've worked digitally, i've always used Clip Studio. When i went to the academy to learn digital illustration, though, they wanted me to use photoshop and i HATED IT. I just couldn't get used to it, no matter how much i tried, so eventually i was able to convince them to let me keep using CSP (i could save in .psd anyway) so i totally understand artists not wanting to switch to a different program.

    • @TheCantinaChannel
      @TheCantinaChannel  22 วันที่ผ่านมา +129

      I haven't tried Clip Studio yet, but I do really hate photoshop, what makes it worse is that it wasn't even meant for painting.

    • @mygetawayart
      @mygetawayart 22 วันที่ผ่านมา

      @@TheCantinaChannel I think CPS is a lot more user friendly. It has some less more advanced features but it's not a software meant for photo editing. It's original use is making Manga (used to be called Manga Studio back then). It's still full of numerous amazing features and oftentimes when my professors said "you can only do this in Photoshop" I'd go home, check on CSP and prove them wrong. Price-wise also, CSP is i think $40 (but it's very often on sale at $20), pay once and have it forever, whereas you need to sell your kidney, liver and testicles for a Photoshop monthly or yearly subscription.

    • @trued7461
      @trued7461 22 วันที่ผ่านมา +25

      I feel like as long as you can save as a .psd its fine, and the end result will always be a flat image i guess, maybe i just dont know enough about that pipeline but it doesnt seem as nuanced as 3D haha

    • @mygetawayart
      @mygetawayart 22 วันที่ผ่านมา

      @@trued7461 yeah, you can. At school i Had to use PS because it's all they had on their computers but at home i worked with CSP, then saved the files as .psd and showed them on PS at school.

    • @shodan2002
      @shodan2002 22 วันที่ผ่านมา +3

      Why does it matter you get your work done so it’s fine

  • @Fighter05
    @Fighter05 22 วันที่ผ่านมา +384

    I know a lot of studios that use Blender. Blenders biggest issue is its native bone orientation and armature system is different from Unreal Engine which was built around Maya; going way back to Unreal 3 (Mass Effect, Gears of War era). Its always been Maya for UE. Unreal wants skeletal meshes to perform and be imported in a certain way. You need to have a good understanding of how Unreal wants things to be to get correct exports of characters and animations from Blender.
    But that is true for a lot of game engines in-house or off the shelf. They all have quirks. Legacy code and technical debt are huge in game engines. We have just been adding features on top of features for along time now.
    The cost of Maya is why studios want to use Blender though. You often will partner with an art house for primary asset production and then your in-house artists will maintain and adjust those assets during development. Building things as needed, retexturing as needed etc. But over the course of 2-3 years of a dev cycle, maintaining Maya licenses for your entire studio during that time is actually pretty costly. Its tens of thousands of dollars a year.
    Blender is more then capable when it comes to creating/editing static meshes and the fact its free means you can scale your art team without needing to scale your software budget. Blender is almost a default installation on almost every dev PC because of this. Its an extremely powerful tool given its cost; it is pretty much the defacto 3d generalist tool out there.
    We hire the artist not the software though. If you feel comfortable with any piece of software to do your work we will purchase it for you.

    • @funtecstudiovideos4102
      @funtecstudiovideos4102 22 วันที่ผ่านมา +15

      Isnt there addon for blender to fix that issue? Unless its outdated or something

    • @coolchouzhao
      @coolchouzhao 19 วันที่ผ่านมา

      ​@@funtecstudiovideos4102 there does exist an addon called "better fbx import/export" that makes blender bone orientation compatible with the rest of the industry programs, better yet the addon have an options to specifically export rigify rigs

    • @chrisb3685
      @chrisb3685 18 วันที่ผ่านมา

      @@funtecstudiovideos4102 Auto Rig Pro has an export to unreal that fixes bone orientations and renames bones to be compatible with Manny. I know there are others, like better FBX exporter that fix bone orientations for game engines. But that's the thing, you need a blender technical artist on staff to help fix problems as they arise.

    • @PhuongLe-hb9ig
      @PhuongLe-hb9ig 18 วันที่ผ่านมา

      @@funtecstudiovideos4102 th-cam.com/video/cOGX3NbI53Y/w-d-xo.html

    • @calcifer6135
      @calcifer6135 17 วันที่ผ่านมา

      @@funtecstudiovideos4102 yep, with the gamerigtool plugin you don't have to worry about orientation and can easily rig in blender to ue5

  • @afkololol
    @afkololol 14 วันที่ผ่านมา +139

    I'm in triple A for 15+ years as an artist.
    Blender is awesome, better than the older 3D programs out there, but two big reasons it's not used in the industry much:
    95% of the workforce are trained on Max or Maya. A lot of people have years and years of experience using / building workflows with these programs already. Retraining everyone would be a huge pain in the ass, unpredictable, and expensive. Some people would likely take months and months to get back to their previous level of skill and productivity. Some nifty plugin they've used for years might not have an equivalent etc.
    The other thing is that toolchains/engines are integrated with those old softwares too. Most studios have a bunch of custom in-house tools to get data in or out of the engine, clean things up on export, check for certain things, etc. All of these tools would need to be rewritten. Like all software the new ones would probably be shitty and buggy for a while. This is not something you want to have to go through unless it's really worth it, vs just keep using stuff you know has worked fine for years.
    So yeah you could save a few thousand dollars a year per artist by moving to Blender - but are you gonna delay production for weeks or months to let everyone train on new software, build new tools to replace the current ones that work fine and have shipped several games already? This is the sortof thing you can do with a new company, studio, or project starting from scratch that doesn't need to use tools / an engine from a previous game perhaps. Basically, the hassle of switching to Blender to save a few k per artist is not really worth it, vs doing something that could make your game much more successful, like spending another month on polish at the end of production.

    • @videogames25854
      @videogames25854 13 วันที่ผ่านมา +16

      It's basically the same for everything, not just individual tools, at least for older studios.
      Why don't they use Unity / UE more? Because there's been workflows developed internally for years or decades with in-house software.
      When Sega AM2, an arcade game developer, released their first UE game, it was almost entirely industry newcomers never credited in anything else before.
      Even in music production, people still hang on to 20 year old mac towers running ancient versions of pro tools and other software.

    • @qoph1988
      @qoph1988 12 วันที่ผ่านมา +13

      Exactly. The shift will happen when the older systems become so sclerotic that it makes sense to re-train a new group. This has happened before, I remember Lightwave...

    • @Navhkrin
      @Navhkrin 9 วันที่ผ่านมา +4

      ​@@qoph1988Blenders major problem is that it cripples brutally with high resolution meshes where as in Maya or Houdini can handle those like champ.
      Furthermore, being donation funded greatly limits amount of workforce they can pour onto it, though they are doing amazing job with what they have, it won't ever be Unreal of 3D modelling

    • @DankMemes-xq2xm
      @DankMemes-xq2xm 6 วันที่ผ่านมา +3

      @@Navhkrin I will never understand how Houdini can handle so much high poly stuff going on at the same time. That software is magic.

    • @jorgezombie78
      @jorgezombie78 6 วันที่ผ่านมา +4

      I've been a maya certified instructor for 18 years, I've used zbrush for 20 and cinema 4d for almost 26 years. i switched to blender in 2018. I struggled a few minutes and then discovered the industry standard keymap. In 3 hours i was already doing the same stuff i do in Maya. it took me whooping 3 days to adapt my workflow. If it takes you weeks let alone months to adapt to blender coming from maya it means you never actually knew maya. And if you take months to learn something you supposedly already knew you didn't work for an actually big company. So, just mind gymnastics to justify maya.

  • @toastedchoom4347
    @toastedchoom4347 21 วันที่ผ่านมา +208

    Blender and Godot actually have great intergration now, you can save your blend files straight into your godot project folder, godot updates your files there with all your textures and lighting, and you can just drag and drop it in. Still not unreal, but for Indie's and hobbiest it works fantastic.

    • @dawsonpate7385
      @dawsonpate7385 13 วันที่ผ่านมา +9

      Man I was so happy when I saw that blog update. Blender to godot is still iffy for some stuff but overall has been pretty fantastic. It's a pipe dream but I so wish nodes export would automatically bake textures for export instead of having to do it manually

    • @nikolaievans2432
      @nikolaievans2432 13 วันที่ผ่านมา +4

      Godot is really meant for learning and not to make actual games they said that themeslves

    • @dawsonpate7385
      @dawsonpate7385 13 วันที่ผ่านมา

      @@nikolaievans2432 I tell u one thing godot has been great for . . . Applications . . . Integrating c++ modules into godot and using the built in UI just way faster than working with native setups

    • @sargentgullible2794
      @sargentgullible2794 13 วันที่ผ่านมา +18

      @@nikolaievans2432 *ahem* Cassette Beasts.

    • @aniksamiurrahman6365
      @aniksamiurrahman6365 11 วันที่ผ่านมา +2

      @@nikolaievans2432 That's was said for Blender too. It's still true in many cases. I wonder, if Godot too will come of age with time.

  • @RavenStorm332
    @RavenStorm332 12 วันที่ผ่านมา +30

    so what you're saying is that the execs of the gaming industry are asset flippers

    • @TheCantinaChannel
      @TheCantinaChannel  12 วันที่ผ่านมา +15

      there's a reason why these execs love AI so much

  • @xevinsjaegernaut1414
    @xevinsjaegernaut1414 22 วันที่ผ่านมา +62

    So I actually learned autodesk maya in high school. the issue is that it was useless because i didn't learn base Maya. My teacher configured each of our workstations to his preferences so the actual "normal" autodesk maya looks alien to me. And I can't reconfigure it myself to get to a format I am familiar with.

    • @TheCantinaChannel
      @TheCantinaChannel  22 วันที่ผ่านมา +39

      Thats awful

    • @icedriver2207
      @icedriver2207 21 วันที่ผ่านมา +12

      I used 3ds Max and Maya in college. I hated Maya's layout so much the first thing I learned how to do was change the interface.

    • @DankMemes-xq2xm
      @DankMemes-xq2xm 6 วันที่ผ่านมา +4

      Kinda similar experience: I had an intro CS professor teach us Java by only allowing us to use packages he made instead of the regular Java stuff - we had to use his implementations or the auto grader would give us a 0 or not even run. It was a nightmare because there was obviously no way to google any problems you had with his stuff, you just had to pay extremely close attention in lectures / not miss a lecture and pray the TAs could help you. Withdrew from his class after two months and eventually retook the class from a different professor that did things the normal way.

    • @MysteryMycology
      @MysteryMycology 4 วันที่ผ่านมา +1

      might try searching youtube or google on how to change the interface

    • @raphaelprotti5536
      @raphaelprotti5536 วันที่ผ่านมา +2

      Most studios configure Maya the way they want, as do most artists. That's part of the learning curve and it sounds like you still are coming to grips with it. As a 20 year veteran of the VFX industry, and a former teacher at a well known 3D animation school, I can tell you that you probably want to invest your time learning another 3D package unless you are trying to become a character animator.

  • @vast634
    @vast634 22 วันที่ผ่านมา +91

    Government offices for example often cant even use free open source solutions, as they require a service contract with someone. Someone that offers payed support and is liable. Noone is liable for an open source solution.

    • @weirdblackcat
      @weirdblackcat 19 วันที่ผ่านมา +16

      1. This only applies to governments that privatize their services so some middle-man can profit - e.g. the Norwegian government does a lot in-house, I saw Linux being used on general-use computers meant for the public (like a library PC) in government facilities there in 2012. 2. Canonical provides professional/paid support for Blender, so your point is moot anyway.

    • @5374seth
      @5374seth 17 วันที่ผ่านมา +1

      I am pretty sure that is how almost all FOSS projects get the large majority of their funding, through selling unnecessary support packages

    • @BusinessWolf1
      @BusinessWolf1 16 วันที่ผ่านมา +4

      @@5374seth Nah, you're dead wrong. They get the funding from other FOSS projects that need or want the project to thrive, and also from companies that want to use that software in the future.

    • @MangaGamified
      @MangaGamified 16 วันที่ผ่านมา

      What government? and even then, the government needs to adapt, like there used to be no jurisdiction of AI art, cyber crime, etc. literally all those laws was born within 2 decades. They don't conform into something if it's not popular, getting government funding and future bail-out proof just makes those companies even more greedier since gov = tax money and everyone pays taxes, they'll just get greedier and complacent.
      Try government services that's not in USA nor EU, they're slow as f*ck cause they know they'll never get fired as long as they do the absolute bare minimum.

    • @5374seth
      @5374seth 16 วันที่ผ่านมา +1

      @@BusinessWolf1 data?

  • @MrNotteNera
    @MrNotteNera 21 วันที่ผ่านมา +104

    Plus: triple A developers have spent years with those software, learning (almost) everything again costs time and money.
    Tangent Animation (400 employees) made Blender Next Gen and Maya and the Three for Netflix using Blender. They used about six months to learn it and make a new pipeline around it...and got shut down in 2021.
    Good job Netflix.

    • @TheCantinaChannel
      @TheCantinaChannel  21 วันที่ผ่านมา +11

      sounds about right

    • @MangaGamified
      @MangaGamified 16 วันที่ผ่านมา

      Maybe they got shutdown cause they can't estafa with a Free software on top of investor money, some in the comments already clued in they got some pocket money out of estafa from investors, like over-quoting the number of licenses and duration of the licenses. That's why they only use subs many subs and the most expensive ones at that + overquote = lots of extra pcket money.
      Hype something with a trailer, people get hyped, VC and investor money starts puring in, overquote licenses and duration = lots of extra pcket money before the movie starts selling.
      Read @fighter05 and @sm5574 comments.

    • @federicolanzarotta9187
      @federicolanzarotta9187 14 วันที่ผ่านมา +15

      @@TheCantinaChannel again i encourage you to do actual learning and research before telling bs to 130k people. Playing videogames doesn't make you a game dev.

    • @nikolaievans2432
      @nikolaievans2432 13 วันที่ผ่านมา +5

      @@federicolanzarotta9187 yeah therse those people who say there's a game dev because they play video games and tinker around with it. tinkering around does not make you a game dev unless your the one making it it just makes you a kiddie who depends on other people.

    • @blackjakas3595
      @blackjakas3595 13 วันที่ผ่านมา +4

      @@nikolaievans2432 Lmao, ok nikolaievans, bro's just approaching his 19s not even outta college and thinks making some thingy on roblox makes you an authority on being a game dev.
      You too mr FredericoLanzo whatever, you look like someone that has never coded anything else than html once upon a time. Furthermore, trying to criticize without actually making an argument just makes you an asshole, weird behavior for someone approaching their 30s.
      Y'all shouldn't try to trash talk with such weak fondations lmao

  • @joonglegamer9898
    @joonglegamer9898 21 วันที่ผ่านมา +48

    Wow, this video was like a flashback to when Blender was just the new awkward kid in class and no one took it seriously. I remember when NaN (Ton Roosendaal) fought together with the fans of the software he gave away for free to anyone who asked, to buy it out from the clasps of the shareholders. Since then it grew like insane, and got serious coders from Nvidia onboard and much more.
    The flashback part is that anyone who had learned Blender back then was kinda ridiculed by the people working in the industry, people using Maya or 3D studio Max. I used it too, I had the entire package Animation Studio and all that paid for by my hard worked for money. Thing is, Max crashed a lot - and files often got corrupted. And since I was a single man studio, the support was always my fault. In the end I had this super powerful computer, the right OS, right amount of ram, but Max still kept crashing, you're doing it wrong. I gave up in the end, but slowly came back to using 3D again.
    The way that started was that I started using Blender, I had sold off my Max license (yes, that can be done), and used Blender for fun. Once a 3D nerd, always a 3D nerd I guess. But I ran into trouble, Blender crashed too. But there was one MAJOR difference. I wrote to Ton's team in BlenderDevelopers, and I can tell you - I got an instant response, the bug was fixed 3 hours later. And that continueed every single time I reported a bug. I was in love.
    I've used it extensively for the last 20 years now, and Blender is Huge today. We've used worldwide in big studios now, and the video you see here, is kinda true - 20 years ago, thats why I call it a flashback.

  • @lorddaro7771
    @lorddaro7771 21 วันที่ผ่านมา +31

    Its said so often, that people don't like change. This is in my experience not entirely accurate. We can sometimes even be pretty damn quick to go all in with a change.
    I think its more that people don't like changes, which don't appear to offer a quantifiable improvement. Because if you have to go to the trouble of learning a new system or technique and it, as far as you can tell at least, doesn't significantly improves the process, you feel like you're just wasting time.

    • @nairocamilo
      @nairocamilo 15 วันที่ผ่านมา +4

      You are right!

    • @Alloveck
      @Alloveck 14 วันที่ผ่านมา +4

      Very good, very overlooked point. It often isn't change itself that's the problem, but not expecting the change to ultimately yield benefits worth the upfront effort, inconvenience, and so on that the change requires. I'm not opposed to other ruts, but why go to to the trouble of getting out of my current rut, settling into the other one, and so on, if I don't first believe the other one will be any better? Not wanting to make an investment unless you think it'll pay off isn't aversion to change, it's prudence.

    • @Bladieblah
      @Bladieblah 13 วันที่ผ่านมา +6

      It's one of the most common and also one of the laziest arguments in any discussion. Frame your viewpoint as "change" and yell as hard as you can that the only REAL reason people disagree is because they can't handle change.
      The subject matter itself of course has nothing to do with it, it's not like you just have differing views and evaluate things differently for different reasons, it can't be that. That's insanity, it must be the fact they can't handle change, it always is!

    • @Alloveck
      @Alloveck 12 วันที่ผ่านมา +4

      @@Bladieblah Preach on, brother!
      Life is complicated, navigating it is complicated, and there are a thousand factors behind every personal decision. Only one of which is opposition to change.

  • @quenemue
    @quenemue 21 วันที่ผ่านมา +22

    There's an indie license option for Maya that cost around 300 a year. It's full version, not stripped down version like the completely useless LT version was. It can be used commercially with revenue cap. Autodesk doesn't seem to advertise this much, since most doesn't seem to know about it. Still not free tho.

    • @TheCantinaChannel
      @TheCantinaChannel  21 วันที่ผ่านมา +9

      I had no idea about this, didn't even seeing it on their licensing page. I suppose it's better than 300 a month but I'll probably stick to blender still anyway.

    • @LOBOTOMYtv
      @LOBOTOMYtv 16 วันที่ผ่านมา +6

      if you're a student Maya is also completely free for you and you can pay smaller fees for temp licenses if you want to learn on the edu version and also work on something commercially

  • @lolishocks8097
    @lolishocks8097 21 วันที่ผ่านมา +213

    Blender: Jack of all trades, master at teaching them. Blender IS industry standard learning software.

    • @Biru_to
      @Biru_to 11 วันที่ผ่านมา +5

      Blender is indeed standard for those that can not afford industry software.

  • @TheOfficialFoxox
    @TheOfficialFoxox 21 วันที่ผ่านมา +35

    you should change the video title to "My 7 minute long Maya Advertisement"

    • @matbrady123456
      @matbrady123456 3 วันที่ผ่านมา +2

      Yeah, it's pretty gross. I'm willing to bet he was sponsored in some way. It feels off.

  • @Darkenbox
    @Darkenbox 7 วันที่ผ่านมา +5

    I worked as an intern at ubisoft, and everyone used blender and houdini

  • @daveyhu
    @daveyhu 12 วันที่ผ่านมา +7

    Just saw a tech talk today where Sony Santa Monica (a very well known studio) had a slide that said "Rise in junior artists who know Blender". The talk was about how they use Maya as their game editor but sounded like they're actively trying to move away from it. So I think in 5 years we'll see a lot more studios adopting Blender for real.

    • @zackakai5173
      @zackakai5173 11 วันที่ผ่านมา +1

      "So I think in 5 years we'll see a lot more studios adopting Blender for real."
      I'm going to tell you as someone who's been using Blender for the better part of the last two decades (and also has quite a bit of experience with other packages like Maya), I've been hearing this claim for as long as I've been using the software. I wouldn't hold your breath.

  • @jeffg4686
    @jeffg4686 22 วันที่ผ่านมา +175

    idk man. I think Blender has a big benefit in some ways, which is consistency of the UI / keys, etc throughout hte application, and additionally the integration of everything (being able to use grease pencil inside a geometry nodes setup all within the same project). There's a big benefit to having all these connections within one program.
    You missed a big one for game dev. The shaders in blender don't export to GLSL, WGSL, HLSL, etc. You have to bake them. That's memory!

    • @nothankyoutube
      @nothankyoutube 21 วันที่ผ่านมา +15

      Consistency of UI/keys? It's one of the worst parts. Maya has been the same for almost 30 years.

    • @jeffg4686
      @jeffg4686 21 วันที่ผ่านมา +7

      @@nothankyoutube - Hmm, hard to compare. Blender is an "all in one" tool. So many parts, so having this consistency MEANS something.

    • @unrighteous8745
      @unrighteous8745 21 วันที่ผ่านมา +22

      Don't get me wrong, I love Blender, but I think the hotkeys are one of the most unintuitive things I've ever seen in any program.
      If I want to change a sculpting brush to the B key, I right click on it, assign shortcut, hit B, and... it doesn't work. I have to go into the menus, find what the B key is being used for specifically in sculpt mode and unassign that thing. If I want to use the B key across every mode, I need to unassign like 15 different things for it to work.
      I'm also not really a fan of nearly everything having a hotkey by default. I often press random keys by mistake and I'm left wondering what the heck I just did and how to undo it (ctrl-z doesn't undo certain actions). Hotkeys are useful for things you do constantly, but I think accessing everything else through a menu would be cleaner.
      You can get everything working the way you want, but it's a massive pain. Despite that, I do still think Blender is god tier software for being free.

    • @MrMargaretScratcher
      @MrMargaretScratcher 18 วันที่ผ่านมา +10

      @@unrighteous8745 Yeah but in Maya etc, the shortcut keys only change the mode, so pressing R switches you into rotate mode, but then you have to click on the gizmo (Which might not even be on screen, depending on how zoomed in you are) and then manually rotate. In blender, wanna rotate something on the Z axis by 45 degrees? Just press 'R' then 'Z' then '45'. Sounds complicated initially but once you get the hang of it it's super quick.

    • @tylisirn
      @tylisirn 18 วันที่ผ่านมา +5

      @@unrighteous8745 I remember Blender 10+ years ago when I first learned it... Hoo-boy... The interface was 10 times worse than what it is today! The software itself was still powerful, but it was like it was designed by left handed aliens from planet Mars based on a badly translated verbal description of what a computer interface is.

  • @deepelements
    @deepelements 6 วันที่ผ่านมา +4

    Every Studio I've worked at always had a few artist using Bender. People just slept on Blender refused to learn it and have no ideal how powerful it really is til now. At Microsoft we had guys using Softimage, Maya, Max, Houdini and yes Blender. We even had a guy using LightWave if anyone is old enough to remember that one :)

  • @SoPeLpc
    @SoPeLpc 22 วันที่ผ่านมา +44

    I worked for two different studios as a 3d graphic, both times in blender. All you have to do is not lie on your resume and/or specify what programs you're using not just blindly apply for a job.

    • @qoph1988
      @qoph1988 12 วันที่ผ่านมา +5

      But lying on my resume is so fun and profitable and educational

    • @SoPeLpc
      @SoPeLpc 8 วันที่ผ่านมา +2

      @@qoph1988 i know its sarcasm but you'd be suprised how many People lie on resume

  • @Yhorm
    @Yhorm 22 วันที่ผ่านมา +18

    college is not essential for learning maya, dont give tens of thousands of dollars to those crooks because you dont believe in yourself

    • @TheCantinaChannel
      @TheCantinaChannel  22 วันที่ผ่านมา +5

      I only meant as in to get a copy to use it at all

    • @Yhorm
      @Yhorm 22 วันที่ผ่านมา +2

      @@TheCantinaChannel ohhhh okay that makes more sense, i thought that was a weird take from you.

    • @life4trinity
      @life4trinity 21 วันที่ผ่านมา +1

      You don't go to college to learn Maya, you go to college to learn techniques. How to model, how to animate, how to create VFX, etc.

    • @Yhorm
      @Yhorm 21 วันที่ผ่านมา +1

      @@life4trinity ok but same thing lol

    • @qweqwe9678
      @qweqwe9678 15 วันที่ผ่านมา +5

      @@life4trinity no no, you go to college to get a piece of paper saying that you can do things (but actually not)

  • @deathmonkey504cheese5
    @deathmonkey504cheese5 22 วันที่ผ่านมา +109

    Another factor I didn't hear you talk about in this video is plugins, alot of big game studios have in-house plugins for Maya they've created and tailored for there specific studio, this coupled with blenders incompatibility with alot of game engines just makes it pointless to use in that context.

    • @MastermindAtWork
      @MastermindAtWork 22 วันที่ผ่านมา +4

      I was just about to say this. Some studios specifically made plugins for Maya or 3ds Max to hotlink between both their game engine or renderer and they don't want to spends months trying to reprogram it to work with Blender. I saw the OnRush devs on video saying that they had to make a plugin in Maya for track editing to work for the game.

    • @AdobadoFantastico
      @AdobadoFantastico 21 วันที่ผ่านมา +4

      This and parallel evaluation for animation playback are the only two reasons our team will stick with Maya indefinitely.

    • @MastermindAtWork
      @MastermindAtWork 20 วันที่ผ่านมา +4

      @davidlloyd1526 If you're thinking in terms of exporting from Blender to any game engine, you're right. But we're talking about custom editor tools and plug-ins devs need for their projects being incompatible to work with in Blender compared to other corporate software.

    • @MangaGamified
      @MangaGamified 16 วันที่ผ่านมา

      Nah, they can't estafa with a Free software on top of investor money, some in the comments already clued in they got some pocket money out of estafa from investors, like over-quoting the number of licenses and duration of the licenses. That's why they only use subs many subs and the most expensive ones at that + overquote = lots of extra pcket money.
      Hype something with a trailer, people get hyped, VC and investor money starts puring in, overquote licenses and duration = lots of extra pcket money before the movie starts selling.
      Alibis of other softwares is just an afterthought.
      Those big and bigger studios already have the prestiege and portfolio but they can never ever have enough money.
      Read @fighter05 and @sm5574 comments.

  • @frederikbarbeau3530
    @frederikbarbeau3530 4 วันที่ผ่านมา +3

    As an FX artist in the game and movie industry, here's my take on this subject. First of all, Autodesk does not pick up the phone. Even if they do because you had some networking going on, they will do nothing significant. Now, on to the main subject: Blender is already being used in many places. I can tell you that pretty much every studio has some people using Blender. At my studio, we mainly use Houdini and Blender. You use whatever gets the job done. If it's slower to use Blender than to use Max with all the tools the studio has for Max, then don't use it. One of the main reasons for why it "doesn't" fit into the pipeline. Finally if the company wants to pay for software for taxes, I still have no obligation to use it so that's not an argument that make sense really.

  • @skorne7682
    @skorne7682 16 วันที่ผ่านมา +7

    It's the same reason Adobe Photoshop, Pro Tools etc. became industry standard. In the early days they weren't even necessarily the best apps around but for some reason all companies insisted on using them until they became virtual monopolies. The result: all serious competition was mostly eliminated and they ended up charging whatever ridiculous prices they want even for the home user.

  • @DragonitaPurple
    @DragonitaPurple 4 วันที่ผ่านมา +4

    "dedicated support forums". Every single autodesk problem i've seen answered was with mockery, saying the user should just get a better PC, completely reinstall the program, or in general blame the user for cases that are clearly the program's fault instead of giving a real answer. At least blender related questions are answered by people who also commonly use the program and would've run into similar problems, and thus know how to solve them and help others solve it too.

  • @amannin1
    @amannin1 16 วันที่ผ่านมา +5

    Many professionals are trying and sticking with Blender, even if their companies haven't officially baked it into their pipeline yet. Many of the hurdles I've heard from other artists hesitating to use Blender, at least for modeling purposes, have been resolved and I'm always happy to help share those tips.

  • @pixels_per_minute
    @pixels_per_minute 22 วันที่ผ่านมา +11

    Pretty much any established company can't really switch to new software because retraining employees to use said software is expensive and there's no telling how much you'll have to rework your pipeline or create new tools to streamline it.
    If you're a new studio who can get away with using the newest kids on the block, then by all means, go ahead, but not everyone can.
    However, this also kinda leads to a handful of software companies holding a soft-monopoly on sections of the industry, and it usually leads to them screwing over their customers for their own benefits.

    • @MangaGamified
      @MangaGamified 16 วันที่ผ่านมา

      Nah, they can't estafa with a Free software on top of investor money, some in the comments already clued in they got some pocket money out of estafa from investors, like over-quoting the number of licenses and duration of the licenses. That's why they only use subs many subs and the most expensive ones at that + overquote = lots of extra pcket money.
      Hype something with a trailer, people get hyped, VC and investor money starts puring in, overquote licenses and duration = lots of extra pcket money before the movie starts selling.
      Alibis of other softwares is just an afterthought.
      Those big and bigger studios already have the prestiege and portfolio but they can never ever have enough money.
      They give absolutely no 💩what people can achieve with blender, but they can always overquote investors.
      Read @fighter05 and @sm5574 comments.

  • @PanoptesDreams
    @PanoptesDreams 15 วันที่ผ่านมา +3

    Informative and engaging. I was very satisfied with how you broke this all down.

  • @GreyManFaustus
    @GreyManFaustus 22 วันที่ผ่านมา +58

    I use Blender because I'm stingy

    • @jeffg4686
      @jeffg4686 22 วันที่ผ่านมา +1

      nice

    • @error-4518
      @error-4518 20 วันที่ผ่านมา +6

      It does what you need it to do, I think it is smart to not spend money on what you don't need. Though it is always a good idea to donate to blender and other open source projects. And learning software is easy, you can always move to cinema4d etc. later.

    • @captainblood9616
      @captainblood9616 16 วันที่ผ่านมา +2

      smart would be a more accurate word

    • @qoph1988
      @qoph1988 12 วันที่ผ่านมา

      Blender: It's like piracy, except legal

  • @somexe
    @somexe 22 วันที่ผ่านมา +2

    Good video! I never thought about the customer service aspect of animation and rigging

  • @ped-away-g1396
    @ped-away-g1396 13 วันที่ผ่านมา +23

    the phrase "people don't like changes" is grossly misused. it's not that people don't like changes, they don't like changes when the changes don't give them any benefit or don't outweigh the time and energy it takes to make.

    • @youtubelisk
      @youtubelisk 12 วันที่ผ่านมา +2

      That's not true. Changing your diet can have huge benefits, but 90% of people don't want or can't change their ways. Change is hard. Change is unbelievable hard it has velocity and requires course correction.

    • @qoph1988
      @qoph1988 12 วันที่ผ่านมา +1

      People rarely like change.. but change happens. It would be pretty disturbing if people were still using Maya in like 2050, that would be a sign of immense stagnation. I'm frankly astounded that people are still using it in the 2020s, I did not think I would still have relevance from my high school 3d packages two decades later.

  • @TheVoiceOfChaos
    @TheVoiceOfChaos 20 วันที่ผ่านมา +5

    "Trying to learn maya without going to college would be challenging"
    My brother hit the nail in the coffin right there.
    That line is everything concerning this maya vs blender debate for me.
    One more thing i want to mention concerning the pipeline. from my limited experience in teams its generally a bad idea for your animators to be split between maya and blender, both working on the same animation.
    Im sure stuff like tools and software is set in stone by the project to avoid any incompatabilities. Typically by older people who are way better than you in,
    guess what,
    maya.
    Trust me it can happen the other way around too. (The entire team using blender but some insist to use maya rather than adapt)

  • @UltradigitalStudios
    @UltradigitalStudios 8 วันที่ผ่านมา +2

    "Not being the industry standard" doesn't mean Blender isn't suitable for game development. Like Ubisoft, there are plenty of video game studios using it in their production pipelines. The main barrier is that there still plenty of universities and training centers whose instructors teach the software they know and what is still being used by a lot of companies to ensure higher chances of students becoming employed.
    If I remember correctly, before version 2.9, Blender's general UX wasn't very attractive, and that's when I personally started using it. This was the turning point for many studios to start including it in their pipelines. Before that, we couldn't even see a LinkedIn job post asking for Blender artists.
    Shifting the software in what is considered "industry standard" takes much more than a decade, but Blender will become widely used and considered "industry standard", and not just in game develpoment. I am sure of this.
    Regarding support, the Blender community is very helpful-much more so than the support of many known paid software companies.

  • @SpicyMelonYT
    @SpicyMelonYT 13 วันที่ผ่านมา +5

    The ultimate advice is to enjoy all programs. There wont ever be a end all be all program that is perfect. So instead of Pidgeon holing your self, think of each of these programs as a tool you use to make a product

  • @legice
    @legice 22 วันที่ผ่านมา +82

    As a 3D artist, you are not wrong about many points and in fact, very correct, but here is the thing... the industry is moving to blender and way faster than you can imagine.
    Fact is, the industry is still stuck with maya and max for 1 reason. It is a tool that is grandfathered in the workflow and thats it.
    Developing new tools in nothing new, but if the senior is using *a program*, so will you, or you will not get hired and thats it. Engines dont care what you use and a fbx export is an afternoon project if even that to get working, but the other tools, that is a different story.
    Studios used to heavily rely on inhouse engines and tools, but now with unity and unreal being the big boys, its not a thing anymore.
    Maya and max are completely replaceable, no doubt, zbrush is a specialised tool and people WANT to replace it, but nothing comers even close. Nuke, hudini and whatever specialised tool you have, it is to a degree impossible to replace, because they do a thing and very well.
    I moved from max (8 years) to blender (now 9 years) and max is ancient and only usable in architecture, because again, grandfathered. Maya, the animation tools are great, ho contest, but the rest, is basically worthless. Outdated UI, lacking features, bugs since 10 years ago (max included).
    This is your channel, you can do whatever you want, but much like people talking about unity, despite knowing jack shit about it, please dont,... The engine works, it has flaws, the company is dogshit, but the game engine is not what made the game bad, its the dev that made the game badly. If somebody finds this video, when researching about which 3D tool to use, not only is it as surface level as it gets, but its actually damaging the industry, that is actively trying to burn autodesk to the ground, as they are just a husk at this point, much like adobe.

    • @TheCantinaChannel
      @TheCantinaChannel  22 วันที่ผ่านมา +11

      If you think I'm trying to praise autodesk your out of your mind. But it is still the main player and not training yourself in its programs will only hemmorage your job prospects.

    • @SoPeLpc
      @SoPeLpc 22 วันที่ผ่านมา +24

      @@TheCantinaChannel Real question. Are you in the industry? Because i am and everyone i know uses blender.

    • @GrimK77
      @GrimK77 22 วันที่ผ่านมา +5

      @@SoPeLpc Using - yes. Everyone does, including Marvel/Disney. But replacing Maya in established workflow? Not yet, but Epic targets many Maya features in UE upgrades, making Blender gradually good enough for UE workflow.

    • @humbleraider6343
      @humbleraider6343 22 วันที่ผ่านมา +2

      You are right. I used to love maya. I didn't know much about autodesk before they bought maya. I thought autodesk buying maya was a good thing. But maya started to become very unstable. Very annoying.
      Many years after I left maya, I keep hearing the same thing. It makes me sad. Maya deserve better.

    • @hound_of_justice
      @hound_of_justice 22 วันที่ผ่านมา +12

      Blatant lie. Blender is FAR away to replace Maya and 3ds Max in their domains. You claiming that Max is only for architecture is a testimonial to your lack of knowledge. Max is heavily used in the gaming industry aside of Maya.
      Blender has a long way to come even remotely close to Autodesk software and you Blender cultists wont win anyone over with your mantra about how Blender is all over the world and how it is supposedly replacing Maya and Max and co.

  • @kurushimee
    @kurushimee 8 วันที่ผ่านมา +4

    As an indie game dev I pop in here just to say that I haven't yet personally met a single indie dev who used anything but Blender

  • @beatallmighty58
    @beatallmighty58 13 วันที่ผ่านมา +6

    Game studios DO USE BLENDER!!!!!!!!

  • @sp1991pl
    @sp1991pl 16 วันที่ผ่านมา +3

    I'm 3d modelling artist and I was working in 3ds Max for like 15 years and 2 years ago a company where I'm currently working decided to switch to Blender. It was the best decision in my entire career. I wish I won't ever come back to 3ds max again. I've realised how extremely outdated and overpriced is this soft. Blender does everything better and faster. But yeah the process of getting used to it is pretty painful. But it's worth the struggle.

  • @xcamel3dartwork315
    @xcamel3dartwork315 15 วันที่ผ่านมา +3

    Yes, but no. Ubisoft uses Blender and they wrote their own Mixer addon for workers collaboration.
    CD Projekt RED artists were using Blender for gun models and even for Johnny Silverhand's arm.

  • @nothankyoutube
    @nothankyoutube 21 วันที่ผ่านมา +3

    They do use blender, you'd be surprised, it's just not really announced.

  • @JoakimTornhill
    @JoakimTornhill 6 วันที่ผ่านมา +1

    It feels like looking on a clip made 2-3 years ago. Today Blender is used in a most big studios from indie size to AAA games producers and in many cases not only for concept, but as the main tool for 3D modeling and is totally integrated in the main pipeline. Almost no studio says "no" to Blender so "Avoiding Blender" does simply not exist anymore with a very few exceptions.
    The addition of Geometry nodes also increased the possibilities in a way that might be hard to grasp and makes it much faster in many occasion to create a needed feature inside Blender compared to try to get it to work in any other tool.

  • @Substitube
    @Substitube 22 วันที่ผ่านมา +4

    As an aspiring PNGtuber, would you recommend getting into Blender? I took a high school class on it YEARS ago before it "got gud" so I'm not up to date on what it can actually do these days. I was thinking of making a avatar model for pose /lighting references and then painting over it in something like GIMP

    • @TheCantinaChannel
      @TheCantinaChannel  22 วันที่ผ่านมา +4

      Absolutely blender is a great program, and there are tons of lessons and resources on TH-cam.

    • @Substitube
      @Substitube 22 วันที่ผ่านมา +2

      @@TheCantinaChannel good to know. Thanks!

    • @vlc-cosplayer
      @vlc-cosplayer 15 วันที่ผ่านมา +3

      I think you can do 2D painting in Blender directly, look up the grease pencil tool 👀

  • @jorgezombie78
    @jorgezombie78 7 วันที่ผ่านมา +3

    this sounds like a very neutral add paid by autodesk. the guy either doesnt know maya or doesnt know blender. or both. blender also has a one click bridge with unity and unreal. the LTS is for people who doesnt want to upgrade. and the irs also cuts taxes on training, so even the tax mind gymnastics fall off if you think about it for more than three seconds.

  • @SanOcelotl
    @SanOcelotl 22 วันที่ผ่านมา +23

    New and small studios are using blender, but yeah the gigants of the industry are never changing

    • @flowerbloom5782
      @flowerbloom5782 19 วันที่ผ่านมา +3

      That’s awesome. I wanna work indie anyway.

    • @Jaroartx
      @Jaroartx 17 วันที่ผ่านมา +1

      now time to hit some tutorials always been interesed in Blender as a 2d artist it should be fun

    • @MangaGamified
      @MangaGamified 16 วันที่ผ่านมา

      Nah, they can't estafa with a Free software on top of investor money, some in the comments already clued in they got some pocket money out of estafa from investors, like over-quoting the number of licenses and duration of the licenses. That's why they only use subs many subs and the most expensive ones at that + overquote = lots of extra pcket money.
      Hype something with a trailer, people get hyped, VC and investor money starts puring in, overquote licenses and duration = lots of extra pcket money before the movie starts selling.
      Alibis of other softwares is just an afterthought.
      Those big and bigger studios already have the prestiege and portfolio but they can never ever have enough money.
      They give absolutely no 💩what people can achieve with blender, but they can always overquote investors.
      Read @fighter05 and @sm5574 comments.

  • @rano12321
    @rano12321 9 วันที่ผ่านมา +2

    Blender does offer enterprise support for big studios, and there are 100s of game studios and VFX studios using blender now.

  • @AyushBakshi
    @AyushBakshi 6 วันที่ผ่านมา +1

    The whole quote is as follow,
    "Jack of all trades but master of none
    Is often better than master of one"

  • @life4trinity
    @life4trinity 21 วันที่ผ่านมา +4

    As someone whose used both, let me give you my 2 reasons:
    1. Blender is open-source and unreliable. If the company encounters a problem, who do they call?
    2. Maya's workflow is dramatically different to Blender, well-known, and more efficient.
    However, Blender's free of cost is attractive to those who are not supplied a licence. Use whatever works for you, that is my best advice.

    • @jorgezombie78
      @jorgezombie78 5 วันที่ผ่านมา +3

      As someone whose TEACHED both let me give you an answer to those reasons.
      1. blender is open source, yes, but unreliable? If the company encounters a problem, they google the problem, there's even tutorials on that dark issue, from clicking a button to full "let's make an addon for that problem" solutions. And I've never got a straight solution from maya support beyond "yeah that's a known issue". Now, for unreliable, besides the removal of the game engine, what's a feature that has been removed from blender on the last 20 years? How many games do you know that were made on blenders engine?. Now, you have a branch that makes it work in the last version so even if you use it it still exists as a branch. even if they remove the tool they still offer it as a branch and that's true even for scrapped projects such as the web flash interface platform module. Now, unreliable would be Autodesk killing stingray in the middle of hundreds of game development cycles and not giving a single answer to the projects that were left to die. Or removing the whole 3d engine from autocad on Mac. So literally thousands of users were left with a crippled version and it hasn't even been issued. Also, Linux support for all softs was totally killed. Autodesk answer? Don't use a Mac. Or totally removing mental ray in the middle of a production without a tool to even adopt Arnold. Or stealing joe alters hair engine and killing all shaveandahaircut licenses because of the legal department cutting ties with joe. Or killing softimage just because. Or buying mudbox just to kill it slowly, or hasn't been updated beyond "bug fixes" since 2016. And don't get me started on Maxon buying pixologic and screwing licenses all over the place. Perpetual licenses now last a year. That's unreliable.
      2. maya's workflow is dramatically similar to blender, as similar as you can even use the same shortcuts and add-ons. Nothing changes, you rig the same, you make nla tracks, you export to your game engines and usd scenes for offline rendering. What's so dramatically different?

  • @PanoptesDreams
    @PanoptesDreams 15 วันที่ผ่านมา +13

    My immediate answer, without watching the video, would be vendor lock in.
    I've been in too many professional industries (Hospitality, Security, IT, Retail) not to acknowledge the overbearing existence of vendor lock-in.

    • @scrung
      @scrung 12 วันที่ผ่านมา

      its not good to give an answer when u dont have it

    • @PanoptesDreams
      @PanoptesDreams 12 วันที่ผ่านมา +2

      @@scrung BS. It's called engagement.
      And that's a horrible way to live your life.
      The best way to learn is to make mistakes.
      Plus it helps start discussions.

    • @scrung
      @scrung 12 วันที่ผ่านมา +1

      @@PanoptesDreams it’s a great outlook to have when you’re applying that philosophy to anything productive. not like you learned anything here from just… seeing the title then making a comment because you’re too lazy to watch the video (but still gotta have a loud opinion cause, gotta have the answer for everything, right)

    • @PanoptesDreams
      @PanoptesDreams 12 วันที่ผ่านมา +1

      @@scrung I actually did watch the video 😂😂 stop projecting your insecurities

    • @scrung
      @scrung 11 วันที่ผ่านมา

      @@PanoptesDreams okay, weird to say that you didn't, then?

  • @modestghost9732
    @modestghost9732 22 วันที่ผ่านมา +2

    More videos on game development, please. This is great!

    • @brucefly3612
      @brucefly3612 21 วันที่ผ่านมา

      True, this is the only good/fun video I have seen today, TH-cam is so boring now compared to years ago.

  • @ZachX888
    @ZachX888 8 วันที่ผ่านมา

    Interesting topic, thanks for covering it!

  • @BlindingSun_
    @BlindingSun_ 21 วันที่ผ่านมา +14

    The guys who make BeamNg drive use blender

  • @AdrianDrott
    @AdrianDrott 13 วันที่ผ่านมา +3

    As someone who works as a 3D artist for a smaller game studio that previously only used maya but now moved over to using mostly Blender. I believe a change is starting to happen as Blender is swiftly evolving and so many young talented people are learning it from their homes, becoming experts without proper education. A lot of companies have rather made their own tools for Maya, which can make a move quite difficult as you'd have to abandon those tools. But to say a company wouldn't make custom tools for Blender is not entirely true. No matter the software, a company often has to make certain tools for their pipeline. Maya is indeed a bit outdated and it's as if Autodesk are updating it on top of ancient and some times broken code, the software could probably use a proper rewrite from my understanding but that'd take ages. Maya is still elite in many areas but Blender seems to have a better foundation for improvement. I see why AAA companies stick to mostly Maya, 3dsmax or Houdini, but Blender is with no doubt climbing up the ladder. So if anyone is thinking learning Blender is a bad idea, I'd say absolutely not. May I also add: I hated the move originally. But now I am so happy our company is using Blender and I don't wanna touch Maya ever again.

    • @peter_isthewolf
      @peter_isthewolf 12 วันที่ผ่านมา +1

      I'm assuming you mean absolutely yes, or absolutely don't (doubt about it)? Right? 😅

    • @AdrianDrott
      @AdrianDrott 12 วันที่ผ่านมา +1

      @@peter_isthewolf omg thanks for correcting me

  • @cupofdirtfordinner
    @cupofdirtfordinner 17 วันที่ผ่านมา

    great video. I loved the last point about why companies dont penny pinch, I never thought about it before. earned a new sub

  • @Buklen
    @Buklen 7 วันที่ผ่านมา +1

    Straight off the bat, the official support of companies like Adobe and Maxon know less than I do 90% of the time I reach out to them. I've had much more luck with forums.

  • @GaryLStp
    @GaryLStp 5 วันที่ผ่านมา +3

    Great commercial for Autodesk Maya, did you get your free copy

    • @SoundTracx
      @SoundTracx วันที่ผ่านมา

      It is a good product to be fair, is the price fair? not at all

  • @sopvop
    @sopvop 21 วันที่ผ่านมา +4

    Last time our studio checked ou blender, the big problem with it was that it cant reference other files. So you cant parallel work easily. Also adding binary plug-ins meant recompiling the whole thing, since exe is statically linked.
    Artists are free to use it for modeling/texturing though

    • @buda3d2007
      @buda3d2007 21 วันที่ผ่านมา

      yep the reference system being robust in maya when your project gets bigger you can't function properly without it. main reason why it is still in use for this reason alone mainly

    • @tharoog
      @tharoog 20 วันที่ผ่านมา +1

      Blender can link data between files.

    • @buda3d2007
      @buda3d2007 20 วันที่ผ่านมา

      @@tharoog it can but not with the same flexibility as Maya yet, believe me we tried, it will improve in future blender updates, I'd love to have blender as my core tool

    • @warmachine40k
      @warmachine40k 20 วันที่ผ่านมา +1

      This is the biggest reason why I barely touch blender. Let alone the hundreds of scripts that I've written to automate/semi-automate workflows in my pipeline, if the program cannot flexibly reference scenes, it's not going to be iteratively agile in the production cycle. Iteration determines polish so the faster you can reiterate the more polished your work becomes.

    • @buda3d2007
      @buda3d2007 20 วันที่ผ่านมา

      @@warmachine40k yep, the time factor becomes the backbone of any production and the flexibility with Maya allows for fine tuning that's not even on the map with other software

  • @noah.2B
    @noah.2B 13 วันที่ผ่านมา +1

    The AAA studio I work for uses Blender.
    It's not an either/or thing, it's just specific tools for specific purposes.
    Houdini primarily, but also Maya, and zbrush, and there's some specific processes in certain production pipelines that literally only exist in Blender, no other tool has them because they're community-made plugins, so we have Blender as well.

  • @RoyalDog214
    @RoyalDog214 18 วันที่ผ่านมา

    Make more of these informative videos. This one was fun to watch.

  • @rano12321
    @rano12321 22 วันที่ผ่านมา +9

    Correction, Blender does have paid professional support (through Canonical). For big studios pipeline is a piece of cake, many game and VFX studios have had incorporated blender in their pipeline because they have devs to make custom pipeline. Not exactly sure what you meant by Nuke or Houdini having better node based editing?!! Nuke is a node based compositor, and Houdini is a nodebased fully procedural DCC, Blender is not fully procedural like Houdini, which is why it's not fully node based yet, it's a destructive program like Maya, Max. But it has proceduralism now because of geonodes and although it's very new and not close to Houdini as a whole, it's very much powerful and comparable to Houdini SOPs, and I'd say the shader editor in Blender is one of the most powerful part and if not the most powerful compared to other 3D DCC.
    The real reason why most big studios have stuck with Maya/Max is because they have something that works, and they've spent millions over the years for training, pipeline and developing custom proprietary tools for max/maya. Massive studios for example, Weta has replaced pretty much every core features of Maya and replaced with the tools they've developed and use Maya just as a framework, but that's not really the case for small/indie studio which is why most of them use Blender, if not fully but at least partially and even a lot of big studios have switched to Blender over the years because it has simply better tools and workflows (preferred by younger artists) for most of the stuff they'd need to develop tools for in Maya/Max.
    Here's a list of game development studios using Blender (this doesn't include all of them), most of them don't exclusively use Blender but use it as a part of their pipeline::::
    1. Embark
    2. Bohemia Interactive
    3. CD Project Red
    4. Bungie
    5. Valve
    6. Ubisoft (France)
    7. Egosoft
    8. EA
    9. Paper Bunker
    10. Gameloft
    11. Wolfire
    12. Wube Software
    13. Infinity Ward
    14. Cloud Imperial Games
    15. Strikerz Inc.
    16. Remedy Entertainment
    17. Fast Travel Games

    • @V-95K
      @V-95K 22 วันที่ผ่านมา +2

      Exactly, more companies start using Blender, because a lot of talented people can’t pay for maya or 3ds max while getting ready for real work… even I decided to go from maya to blender after working 7 years with maya, it’s difficult, but I just hate monthly/yearly subscriptions, and because of those subscriptions I’m done with autodesk… I’m ok to pay once even if it’s $800+ but paying $1000+ just to have maya at home? Nahh

    • @rano12321
      @rano12321 21 วันที่ผ่านมา +3

      @@V-95K Yes, I'm forced to use maya at work but even if you strip out the price from both software, I'd still pick Blender over maya because imo it's a better software for most of the things (maybe except rigging and anim even tho a new fully overhauled system for blender has been under development for some time now).

  • @jstewartfilm
    @jstewartfilm 22 วันที่ผ่านมา +15

    I see canned tuna, I click

  • @SportzSwag
    @SportzSwag 11 วันที่ผ่านมา

    Hey, I saw that your Blender speed while making animations is very quick and has good quality. What laptop or PC do you use?

  • @Wildcat12
    @Wildcat12 วันที่ผ่านมา +1

    Having to re-learn the UI every few updates is a major pain in the ass even if you know what you're doing. Blender has a really steep learning curve as-is and it doesn't help at all when the tutorials you watch don't even have the same buttons you do. Or features getting renamed despite no change in functionality ("Remove Doubles" -> "Merge by Distance") AND moved just to really fuck with you. Even if you know what you're doing the UI changes alone can make you stop and think for a second about whether you can even still do whatever thing you want to do.

  • @hemzabomb
    @hemzabomb 20 วันที่ผ่านมา +3

    It’s so funny that the author cites absolutely dead Modo as an alternative to modeling

    • @henrikmikaelkristensen4784
      @henrikmikaelkristensen4784 16 วันที่ผ่านมา +2

      Modo died around version 601 or so. After The Foundry got to it, it was obvious that they had no intention or ability to improve it. It's basically a zombie today.

    • @ZalvaTionZ
      @ZalvaTionZ วันที่ผ่านมา

      Yeah, the whole video is basically a copy of arguments from 5 years ago. Pretty obvious the author doesn't do this professionally.

  • @lalamax3d
    @lalamax3d 13 วันที่ผ่านมา +6

    you are far behind in thinking process.................in last 2 years, 3 agencies i worked with, were using blender as main tool for cg. except comp.

    • @jorgezombie78
      @jorgezombie78 วันที่ผ่านมา +1

      Yes, in my city EVERYONE switched to something else than maya/max, most of them switched to blender and a few others even switched to something else completely like ai generated content. All my Autodesk classes since 2018 has been on either autocad, inventor, or besides that, blender, Photoshop, premiere, audition, or afterfx, there hasn't been a single (based on something like 6000 people that asked for courses with us) person interested on maya, max, indesign or illustrator since 2018.

  • @michaelgrosberg2665
    @michaelgrosberg2665 4 วันที่ผ่านมา +1

    I'm an employee at a company that uses 3ds max and at least our licence does not include and meaningful support. Sure there is an official forum where one could ask questions but the chances of being answered by an Autodesk employee are pretty slim. It's mostly just users talking to other users. 3ds max is also considerably buggier than Blender.
    What 3ds max does have is better documentation, especially when it comes to scripting. And even that is mostly legacy from years ago and new features and changes aren't as well documented.

  • @mihailos8701
    @mihailos8701 12 วันที่ผ่านมา

    Thanks for video on this. While I was on point with guessed reason, it's still good to have researched answer

  • @KernelHaxxor
    @KernelHaxxor 22 วันที่ผ่านมา +21

    Yeah, I also feel like another reason is that 3ds max supports C++ plugins, while Blender supports only Python ones and if you want to modify its core, then you should fork it, which may heavily slow down the progress of developing game-specific tools

    • @BusinessWolf1
      @BusinessWolf1 16 วันที่ผ่านมา +5

      I did not know that about python. The more I read about Blender's pitfalls the more I recognise how much room it has for growth. And that honestly excites me.

    • @ronnetgrazer362
      @ronnetgrazer362 14 วันที่ผ่านมา +1

      I vaguely remember pipeline bridges and render engine implementations in B3D that used a python shell and the actual proprietary stuff as a binary, C++ most likely. Not an expert but that is a thing.

    • @KernelHaxxor
      @KernelHaxxor 14 วันที่ผ่านมา

      @@ronnetgrazer362 Yes, for example hydra storm has a python integration plugin, but the rest is still written inside of the native core of Blender in C++
      Same goes for stuff like Octane, probably, since it still requires you to download a separate version of Blender

    • @ProjectAtlasmodling
      @ProjectAtlasmodling 13 วันที่ผ่านมา +1

      You can use c++ in blender

    • @KernelHaxxor
      @KernelHaxxor 13 วันที่ผ่านมา +2

      @@ProjectAtlasmodling I'm talking about using libraries directly, instead of hacking around with natives through python.
      From handbook FAQ for new blender devs:
      > While work is ongoing to improve the Blender implementation in this regard, realistically, adding support for a C++ plugin API is unlikely to happen anytime soon.

  • @h4ngman
    @h4ngman 4 วันที่ผ่านมา +4

    Oh sure, Autodesk has better support 🤣🤣🤣 Sure thing, call them up to hear them tell you your problem has been known for years and won't be fixed lol. Did you just copy those points from some ad blurb or do they come from actual experice because there's way more practical reasons to prefer one above the other

  • @ChrisOfTheDead
    @ChrisOfTheDead 17 วันที่ผ่านมา +2

    I've only ever known Maya because I learned at college and university. And because I already know Maya pretty darn well, everytime I try to learn Blender, it feels like I'm trying to real an owner's manual that was written in language I don't understand, fed into a paper shredder, and glued back together in a completely random order.
    It's worked out fine for me so far, but the only downside is that I pay $290 a year for Maya Indie, and I decided to buy a 3 year license for the V-Ray render engine for $1200.
    I've tried learning Blender 3 times, and every time I do, it confuses me to no end because nothing is laid out even remotely close to how Maya does it, and by the time I've spent 3 days in Blender, I could have probably finished the same project in Maya using the knowledge I already have. I'm just not in a good position to drop all my work and spend weeks learning a new program from the ground up to replace the one I already know extremely well. And trying to learn, on my own, in bite-sized chunks once every few weeks or months does not help with how my brain works with learning.

  • @Whalester
    @Whalester 17 วันที่ผ่านมา +2

    I don't think it's hopeless, because my university installed blender on all the computers at my school this year, and my favorite modeling professors, as well as the new hire environment art teacher, teach in blender as well as Maya. I'm just about to graduate with a degree in game art (at the top of my class too), and I'm mainly looking for entry level jobs at small studios. Just pay attention to the job listings. A lot of studios are listing blender as a required skill.

  • @ADreamCalledeternity
    @ADreamCalledeternity 22 วันที่ผ่านมา +32

    The only gripe I have with Maya is that tools you have to pay for, like AnimBot, aren't native to Maya. Whereas Blender has many of those tools that AnimBot has already built into it.
    Those are just enhanced workflow tools for animation (and there is a free version of Animbot, but it's not in development anymore), but having that ease of access in Blender really helps for learning animation imo!
    But as you've explained in your vid, that's nothing for a giant corp compared to a student learner lol

    • @ExacoMvm
      @ExacoMvm 22 วันที่ผ่านมา

      From my experience Blender has a lot of plugins/tools, but they're often bad even the paid ones that go for $20-30+.
      E.g. Plugins like animating people/crowds, animating/rigging cars, city generators ( e.g. Cyberscape Pro ) and more... basically if the plugin is based on Geo Nodes then it's likely going to be bad full of limitation, issues and bugs and I wouldn't recommend to buy it without watching at least 20mins of workflow using it or if there's no refund option. But there are also great plugins such as "Botaniq", "Construction Lines" and more, but even those good ones are no match for similar plugins for Maya/Max.
      Maya/Max plugins are dozen levels above and those plugins such as "Goalem", "TyFlow" and "Craft Director Studio" could easily become standalone software.

    • @MangaGamified
      @MangaGamified 16 วันที่ผ่านมา +3

      The biggest studio only ever use subs and the most expensive ones at that, so they can estafa investors, by overquoting the number of licenses and duration, but is actually less if not far less, like how can you overquote estafa something that's free? it's a deeper rabbit hole than you can imagine just read around, atleast the above ones.

    • @ADreamCalledeternity
      @ADreamCalledeternity 16 วันที่ผ่านมา

      @@MangaGamified See, I know nothing about the inner workings of companies like that. While I figure companies aren't always gonna be honest about their practices, this is news to me. What companies do you have in mind who do this? I'm curious now

    • @yasunakaikumi
      @yasunakaikumi 15 วันที่ผ่านมา

      ​@@MangaGamifiedthe thinh is you can invert it to "we need more artist" if the studio uses Blender lol

    • @MangaGamified
      @MangaGamified 15 วันที่ผ่านมา

      @@ADreamCalledeternity They didn't say either out of fear maybe and being expandable these days like offshore / AI.
      I'm also new'ish to exploiting investors like wolf of wallstreet, FOMO, investors fomo investing Tesla but look at it now, china scamming investors in china, there's just lots.
      These happen alot especially in 3rd words or atleast in my country, maybe an overexaggeration but look up "China Tofu projects".

  • @THX-1138
    @THX-1138 13 วันที่ผ่านมา +3

    A big reason is everyone from the prior generation already knew and were taught Maya, now almost all the freelancers are using blender and experienced in it and it's slowly becoming more widely used and industry standard, as it's features now outpace many of the old giants. Thing move slowly, but blender will win in the end.

    • @palynodie5
      @palynodie5 13 วันที่ผ่านมา

      freelancers are not the industry. Exactly as the video said, Blender is not on par with specialised counterparts, far from it. It's a really good diy tool for most basic or amateur tasks. It's a swiss tool. Nice to have on a tight budget, but not your workhorse knife.

    • @THX-1138
      @THX-1138 12 วันที่ผ่านมา +2

      @@palynodie5 Young freelancers will be the base for the industry in 10 years time when they are working professionally. My friend was contracted by disney and uses blender for everything.

    • @palynodie5
      @palynodie5 12 วันที่ผ่านมา

      @@THX-1138 in 10 years time I can garantee you that 3D packages will all be as relevant as analog phones are today.

    • @THX-1138
      @THX-1138 12 วันที่ผ่านมา +1

      @@palynodie5 They said this about C every time a "New Paradigm" dropped

    • @palynodie5
      @palynodie5 11 วันที่ผ่านมา

      @@THX-1138 There was no "new paradigm" before AI became an actual thing, mind you. VFX/animation/gaming industry has been rolling on the same one for a good three decades.

  • @Kram1032
    @Kram1032 22 วันที่ผ่านมา

    FWIW in re: Support, I don't know the full deal on that, but I'm pretty sure that can be arranged? You can essentially have a developer work part time on Blender development and be a colleague at the Blender Foundation with much more direct access to the other developers, including the ones responsible for the module there are questions about.
    From what I understand, a few film studios have done so. Not sure about game devs tho. I mean, the Blender Foundation has received a bunch of money through Epic for instance. But I can't recall any individual studio doing something like that.

  • @graithen8955
    @graithen8955 8 วันที่ผ่านมา +1

    I'm a technical designer, so do a bit of 3D modelling for prototypes. When I started working at my studio, I got given a copy of maya. I still use blender as my default 3D modelling program... Blender will only grow in influence, and its a lot of peoples first 3D application. The importance of that cannot be understated. Its also worth noting the companies that invest in Blender, who obviously believe there is a future there...

  • @EarthboundX
    @EarthboundX 22 วันที่ผ่านมา +3

    You seem to know a lot about 3D modeling programs, is that what you do professionally, or for a living?

    • @TheCantinaChannel
      @TheCantinaChannel  22 วันที่ผ่านมา +1

      It's what I wanted to to professionally but now I do it more as a hobby

    • @neozyykun
      @neozyykun 22 วันที่ผ่านมา

      @@TheCantinaChannel why?

    • @5374seth
      @5374seth 17 วันที่ผ่านมา

      @@neozyykun If I had to guess, he is probably more free(in both time and visionary direction) to do what he wants as a TH-camr rather than doing whatever your boss tells you to do for the entire workday everyday

  • @TheOne11111
    @TheOne11111 21 วันที่ผ่านมา +13

    The big names in industry are hard to change. It is because they are afraid to change because of project deadline and workflow. 6 years ago I used to work as the backend developer in some big company which use pure PHP as their backend and they don't want to change no matter how good other new programming languages are. So, I changed to the new job :D

    • @TheCantinaChannel
      @TheCantinaChannel  21 วันที่ผ่านมา +5

      smart move

    • @MangaGamified
      @MangaGamified 16 วันที่ผ่านมา

      Nah, they can't estafa with a Free software on top of investor money, some in the comments already clued in they got some pocket money out of estafa from investors, like over-quoting the number of licenses and duration of the licenses. That's why they only use subs many subs and the most expensive ones at that + overquote = lots of extra pcket money.
      Hype something with a trailer, people get hyped, VC and investor money starts puring in, overquote licenses and duration = lots of extra pcket money before the movie starts selling.
      Alibis of other softwares is just an afterthought.
      Those big and bigger studios already have the prestiege and portfolio but they can never ever have enough money.
      Read @fighter05 and @sm5574 comments.

    • @vlc-cosplayer
      @vlc-cosplayer 15 วันที่ผ่านมา

      Which version of PHP? I've heard the newer versions are getting better, but I wouldn't be surprised if the code was targeting an old and unsupported version of PHP even at the time 💀

    • @ProjectAtlasmodling
      @ProjectAtlasmodling 13 วันที่ผ่านมา

      It's called the invators delema, change never happens from the top it's always the bottom

  • @GastlyGrounds
    @GastlyGrounds 21 วันที่ผ่านมา +1

    As a 3D Generalist and game developer, I learned Maya and 3ds Max but regret not learning Blender, as it doesn't require a commercial license.

  • @SVI_graphics
    @SVI_graphics 16 วันที่ผ่านมา +1

    I'm currently leading a 3d art team for videogames and some parts of the pipeline do have room to use the software you want. Zbrush is a must, marmoset and substance painter are also a must, but when it comes to retopology I let the artists use what they want, for as long as the final result meets the specifications. If someone came here using blender... well I have no problem, but, If there is any problem with the software during a deadline, he/she is alone to solve it. I have a closed pipeline and it is not my problem If your prefered software is having problems with specific things. If I have to change your software I'm going to do it, this is not about your feeling towards a software this is a job and If I can't solve the problems you are creating you will learn another software. Maya, 3Ds Max or Blender can be leraned on a week, what we need is people that understands what they are doing technically, the software is a tool to do the same thing just with other buttons.

  • @plot6520
    @plot6520 22 วันที่ผ่านมา +4

    Pocketses

  • @richardbloemenkamp8532
    @richardbloemenkamp8532 21 วันที่ผ่านมา +7

    Big companies are using Blender and the industry is moving towards Blender. No idea what you are talking about.

  • @ProwoodStuff
    @ProwoodStuff 13 วันที่ผ่านมา +2

    I have learned both Blender and Maya, both of them have major benefits but also have major downsides.

  • @Infantrey
    @Infantrey 12 วันที่ผ่านมา

    amazing mic bro, what did u use

  • @janabaloghova4736
    @janabaloghova4736 18 วันที่ผ่านมา +3

    in university maya had become my comfort program once i learned it. now I'm joining a studio that wants me to replace every industry standard program that i know with blender......
    it's pain

  • @klauszwegert6382
    @klauszwegert6382 15 วันที่ผ่านมา +3

    Maya has literally the same amount of tools that Blender has. The diffrence is that autodesk stopped developing certain aspects long ago. Autodesk doesnt care that the dynamics tools in their programm are ancient. Since most of the time big studios use houdini for that. Generaly speaking the video is very good and correct. I studied vfx / 3D Animation at Pixl Visn, one of the top ten vfx universities in the world and our teachers who came from ILM, Disney, pixomondo and MPC respectively told us that Maya is for example mainly used for rigging or animation. Modeling besides some very simple props is often done in zbrush. Dynamics in houdini. Rendering with Arnold, Vray, Redshift or Renderman (tho Redshift is more rare, Vray and Arnold are huge). Compositing in Nuke X. Editing in Davinci Resolve. And there is one point you forgot. Every major studio has tons of custom tech and plugins specificly build for Maya. take a guess why unity bought the technology devision from weta? Because unity wanted all wetas tech they build for Maya to be ported to Unity, so that unity had a massive selling point. End of the story we all know.

  • @OscarDUVAUX
    @OscarDUVAUX 10 วันที่ผ่านมา

    What is happening at 3:12 :o
    Is this a plug-in or something like that ?
    Nice video by the way.

  • @AutodidactAnimotions
    @AutodidactAnimotions 22 วันที่ผ่านมา +1

    Great points and remember that many big Game studio are using an in house Game engine that has been linked to Maya via custom scripting.

  • @sigra4867
    @sigra4867 14 วันที่ผ่านมา +5

    I WILL USE AUTODESK, THANK YOU....

  • @1x93cm
    @1x93cm 19 วันที่ผ่านมา +4

    Because its convoluted and unstable and god forbid you try to do certain things, certain things only work with certain versions. Its also just plain messy and convoluted from a UI perspective. Things are generally only free because they're either trash or not worth the headache.

    • @MrMargaretScratcher
      @MrMargaretScratcher 18 วันที่ผ่านมา +5

      "Because its convoluted and unstable and god forbid you try to do certain things, certain things only work with certain versions. Its also just plain messy and convoluted from a UI perspective." but enough about Maya, what's your opinion on Blender? 🤣

    • @oo--7714
      @oo--7714 7 วันที่ผ่านมา

      @@MrMargaretScratcher blenders use with a trackpad is still terrible

    • @MrMargaretScratcher
      @MrMargaretScratcher 7 วันที่ผ่านมา +1

      @@oo--7714 I can't argue with that, but then I've never tried to use Maya with a trackpad, so no idea how it compares

    • @ZalvaTionZ
      @ZalvaTionZ วันที่ผ่านมา

      ​@@oo--7714Why would you even use a track pad for modeling if you care about efficiency at all?

  • @nuttyak2taps
    @nuttyak2taps 13 วันที่ผ่านมา

    The humor in this video was very well balanced out, kept my attention the entire time (And I have ADHD)

  • @vladislavkaras491
    @vladislavkaras491 12 วันที่ผ่านมา

    Huh, I never considered such things!
    Thanks for the explanation!

  • @Cyberdemon1542
    @Cyberdemon1542 21 วันที่ผ่านมา +1

    At my company we can use whatever program we want but the final export is done in maya.

  • @projectbrian
    @projectbrian 9 วันที่ผ่านมา

    I work in rigging and tech-art and I can tell you that the amount of disruption that it can cause a studio whenever you switch from one DCC app like maya to another like blender can’t be overstated. Decades of tools and pipeline development can’t be easily replicated. You’d have to layoff most of the studio while the tech-art team converted its code base to a new system.

  • @bam_bino__
    @bam_bino__ 22 วันที่ผ่านมา +2

    you'll often have individual artists in a company that use Blender, some bungie artists use blender it was featured in the marathon showcase, but all blender work eventually ends up in the maya pipeline, also would depend at what point in the pipeline the artist works, if its engine integration it's more likely they are mandated to use maya, or if it's something that can only be done in maya to the quality required.

    • @HyperMetal101
      @HyperMetal101 22 วันที่ผ่านมา +3

      We have a very similar case at Infinity Ward where Blender is actually used for quite a bit of stuff, but like you said the work eventually ends up in the Maya pipeline where all the custom and fancy tools are for engine implementation.

    • @johnsonn99
      @johnsonn99 14 วันที่ผ่านมา +1

      @@HyperMetal101 hyper jumpscare :o

  • @C_Corpze
    @C_Corpze 19 วันที่ผ่านมา +2

    I use Blender, at the beginning it's a little confusing to learn but once you understand how it works it's your best friend.
    It costs absolutely nothing and it's a jack-of-all-trades which is actually the kind of thing that I want.
    Software like Maya might be affordable for big companies but not so much for smaller companies, indie studios or people that work alone.
    I technically could buy Maya but I won't be able to use it anywhere but on my own PC, Blender I can install on any PC anywhere around the world and still use it to make cool things.