I ASK INANE QUESTIONS
ITZ NEVER STOPS COOOMING
- Joined
- May 8, 2009
- Messages
- 328
You shouldn't ask questions that go against your nature.
If it results in more inane discussion, Allakhu forgives it. The ends justify the means.
You shouldn't ask questions that go against your nature.
This was a kind of rhetorical mean in the post that was interrupted by my urge to piss and my laughter as i have seen after both acts, that i had misspelld you a.name as Mustard. And yes i thought the second one would be obvious and would answer your questions.Well, he's an Underrail dev, so I'm guessing he meant the latterMustawd perhaps he has simply misspoken and meant AoD, or that the figures have been made in 3d and then rendered in blender.
You can also make 2d mesh and rig them and you can also develop a game in the blender game engine. So there were 3 possible answers to your question and i assumed the most basic one.I always knew he meant making 2D sprites using Blender. I guess I just worded my post strangley.
that's a really short-sighted conclusion neglecting the fact that to land an artist job at inxile there's the requirement to create models in maya/3dsmax/zbrush. there are artists around the world working at game developers and using blender. it's even used in hollywood productions. as long as it supports the file format fitting into the studio's pipeline there's nothing wrong with that, especially if the artist feels comfortable using it.Blender. Dont get me wrong i love blender, but inXile seem to lack the money for Autodesk products.
that's a really short-sighted conclusion neglecting the fact that to land an artist job at inxile there's the requirement to create models in maya/3dsmax/zbrush. there are artists around the world working at game developers and using blender. it's even used in hollywood productions. as long as it supports the file format fitting into the studio's pipeline there's nothing wrong with that, especially if the artist feels comfortable using it.Blender. Dont get me wrong i love blender, but inXile seem to lack the money for Autodesk products.
it's true that it's not an industry standard, but that's because it's...
a) relatively new. studios use proven pipelines based on proprietary tools created for maya/3dsmax years ago.
b) it's open source without professional support. plus you can't easily develop commercial addons because of blender's gpl license.
c) there's no place for it at artist schools because it's no industry standard (doom loop).
while its viewport ain't not that powerful (like modo's), it's on par with the big players with regard to digital content creation.
besides udim support what are you missing other dcc packages got? you can sculpt, edit, pin, tear apart and stitch uvs. there's a decent unwrap algorithm and marking/unmarking seams is easy and fast. there's also live unwrapping. it lacks a serious automatic uv packer, but that's something every dcc package suffers from.I will not go into depths of this things, but one example is the lacking built in functions for UV mapping
that's not the blender of today, not even close. blender was a propietary animation package before going open source in 2002. save for some geeks it stayed niche till the big ui revamp with 2.5 around 2011. it was not before the integration of bmesh (ngons) with version 2.63 in 2012 that blender took off. since then its development sky rocketed and it was widely used by independent developers.Blender exists since 1994.
autodesk offers free licenses for students - as long as you're rolled in you don't pay for 3dsmax/maya. universities teach what is demanded by the big studios - products by autodesk. there's simply no place for blender.The artist can easily adapt blender to his needs and even the poorest artist or student can use it, because it is free.
not produced content, but power of the application to produce such content. besides the viewport, which will be tackled with 2.8, blender is a serious contender.I don't know if it is on par with the big players according to the numbers of produced content.
Turn over, fold, invert UV map parts and etc. Some of this functions have been made as plugins.besides udim support what are you missing other dcc packages got? you can sculpt, edit, pin, tear apart and stitch uvs. there's a decent unwrap algorithm and marking/unmarking seams is easy and fast. there's also live unwrapping. it lacks a serious automatic uv packer, but that's something every dcc package suffers from.I will not go into depths of this things, but one example is the lacking built in functions for UV mapping
Yes that is true that with bmesh blender took off, never the less the statement that blender exists since 1994 is still true.which brings me back to commercial plugins. there are none because licensing under gpl is a big issue for plugin developers. here i am not talking about single person developers selling there addons for around 30$. i aslo didn't talk about the supporting community, but professional support from the developer. you license autodesk's portfolio and you'll get support if anything goes wrong. time is money, and developing games already cost a tremendous amount. you can't expect to conquer professional business in a large scale if there's no professional support.
that's not the blender of today, not even close. blender was a propietary animation package before going open source in 2002. save for some geeks it stayed niche till the big ui revamp with 2.5 around 2011. it was not before the integration of bmesh (ngons) with version 2.63 in 2012 that blender took off. since then its development sky rocketed and it was widely used by independent developers.Blender exists since 1994.
Depends on the University and taught subject. I have studied computer science with blender and POVRay, but i assume from your statement and with common sense that in the design departments / universities autodesk products are used. As a student you should not be capable of producing commercially with this products, because a students license is just a studying license. Blender on the other hand gives you this possibility and from my perspective once you learn one tool, then you theoretically know what the other tool should be capable of.autodesk offers free licenses for students - as long as you're rolled in you don't pay for 3dsmax/maya. universities teach what is demanded by the big studios - products by autodesk. there's simply no place for blender.The artist can easily adapt blender to his needs and even the poorest artist or student can use it, because it is free.
That was not clear from my perspective. I dont't know if blender has the same capabilities like autodesk products, because i haven' looked into this products for years (certainly not since 2013), so i will take your word for it.not produced content, but power of the application to produce such content. besides the viewport, which will be tackled with 2.8, blender is a serious contender.I don't know if it is on par with the big players according to the numbers of produced content.