Why Blender Isn't 3D Industry Standard

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This is worth a watch to anyone who uses blender and asks "Why isn't it the industry standard?". Very good points are made in the video. This is NOT a blender hate video, these guys actually USE blender often in their tutorials.

👍︎︎ 6 👤︎︎ u/Fire-Noodle 📅︎︎ Nov 04 2019 🗫︎ replies
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you hey guys hitting one from flip normals here and in today's video we are going to talk about why blender isn't an industry standard tool now bear with us in this video this video is in no way intended as they like make a critique on blender or like any flame-throwing or anything this is purely our as best as we can objective view on what has led to this and what can be done in order for blender to become more industry standard so we've we've compiled a long list of reasons that will sort of go through discussing the points on it whether it's Barre software specific or what blender is doing and then we also try to like give some more constructive criticism on or like feedback on how we can sort of move the community and the and the software forward or tell or reach more adoption so keep in mind our background is from the film industry where we worked in the effects so we will be using that as a basis but this is also going to be applicable for the general 3d industry so the very first thing we want to talk about is that right now blender doesn't actually solve a particularly big problem for the big studios the bigger studios they care very much about the final quality of what they're making if if you have a budget of 200 million dollars what you really care about is to say nose look good it's less important is is the software which made it is that free or not yeah it's yeah it's it is it is an interesting sort of that dilemma because what blender can do right now other software can do as well what what blender brings to the table of course there are new features that doesn't exist in max doesn't exist in Maya doesn't exist in Houdini but as an overall package it doesn't there is no problem to be solved as such you know that what the studio's currently have let's let's talk about my production point of view is they have a well-tested piece of software that's been tested over the last 15-20 years however long the their production has existed and they know how that Tool Works but now if you want to introduce something like blender then you have to go through that entire thing again and get everything tested again and make sure everything is up to snuff make sure everything works in your pipeline as it's supposed to not to mention all the custom tools that's been developed so the incentive to switch and people have been citing this a lot which is well you save a lot of money in pure licenses and and that is true and in the short term you are gonna save a lot of money but long term obviously you're gonna save even more money for like each year that you're not subscribed into something like auto disk we're looking at the license systems before and what was it like fifteen hundred dollars for a perpetual yearly license I think and live mine that's what our bulk discount yeah yeah that's just purely if you buy it that's that's what it's gonna cost and we're sort of like thinking okay what about something a studio like D neg where we used to work maybe they have 400 licenses and $1500 a pop of the six hundred thousand dollars a year maybe they get a discount maybe they bring it down to a thousand I don't know that's four hundred thousand a year so that is a substantial cost but what you get with that cost as well is support you get hot fixes you get custom things developed anything that doesn't work you have a support hotline you can just pick up the phone and call auto disk or whoever you you know your contact is at all of this and you can work on getting that fixed that doesn't exist for blender before we get too deep into it as well one thing we just want to briefly discuss is what is actually a pipeline yeah what are some steps good to mention so what we would often see when we were working in the production was that we would start our concepts coupling in ZBrush and you would work up your model a lot in ZBrush this is true if you're doing environmental characters whatever it might be anything organic you would do it there and see brush is just a really solid tool and it's industry standard in this regard nothing is currently going to beat that and not for a long period of time then you would do your Rita poly icing and your UVs in a software like Maya which has incredibly solid tools for exactly this kind of job next up you would do your texturing this is most likely done in Mari or substance painter or a substance designer again industry-leading tools on this these are specialized tools which only will do one thing which is texturing you're not trying to do anything fancy here they're just sticking in your lane and they're doing it an amazing job at exactly that yeah it's the same thing with ZBrush you know it's it it has one purpose and that is to sculpt I know that takes a lot you want ZBrush to do a bunch of other things but the reality is it is mostly being used for sculpting and then afterwards we have rigging and animation in Maya Maya is is a really good tool for this it's not necessarily a whole lot better at the core tools but it has such a legacy of tools were so many tools we've been developed so regardless of what tool you need for rigging or animation whatever is somebody has solved that issue for you then you're gonna be doing effects and simulation most likely in Houdini this is again the the best tool for this job incredibly expensive toolset which can do anything you throw at it there wasn't there was a period in time where I used real flow for for swimming like fluid Sims and do smoke same as well and you know they're still developing real flow for that but it seems like Houdini is just it's just a powerhouse when it comes to pure simulation and effects and the next up we will finally combine everything into in in a rendering software but it's often katana and here you were rendering like Arnold or render man yeah and then the very last step would be compositing and that's in in the VFX industry that's exclude silly daddy nuke yeah water tools are in being taught yet Natron nope like nothing as hit the issue in blender like nice and 100% nuke and you know that that's that's also one of the things that we see cited a lot is just the talk about well if you have this specific tool in blender let's say it's it's the compositor in in blender which yeah you can do compositing you can do like you can do some good compositing in there but in terms of pure speed layout notes everything what you have in terms of plugins for it for nucleus well you can render in nuke you know you can just plug in v-ray or or have it render with Arnold and nuke that's one of the reasons why that's become a you know an industry-leading tool and why is something like blender again just because it has the tool doesn't mean that you should use the tool for that job no each one these tools we just mentioned I would like Mari new canola they probably have as big development teams as a whole of blender by itself and they're so specialized at what they're doing and we're seeing updates to Houdini whatever it might be you're seeing like this specific node got 30% faster which is a huge upgrade to to the workflow and but you're not even seeing anything near this in in blender right now and that's that's not necessarily a bad thing it's like if you're trying to beat Houdini at effects you are not doing that keep trying to beat ZBrush the sculpting you're not doing that it's good that you have the basic tools that you can do some sculpting and then you can do some simulation all that because it's really handy to have the basics tool basic basics of the tools here but you're not going to beat the big ones you you should be collaborating with the tools you should be looking into the tools which aren't the best for the job and then use those tools hmm yeah and I think it is also it's tricky when you talk about blender and an industry standard right because like what it seems like a lot of people in the community are I think conflicting it with is that blender being industry standard means that it takes over every other softwares job because blender can do a lot of things but that doesn't mean that blender does that specific job as well as the special AI software I like in in most cases it doesn't again if you bring up sculpting or compositing it just doesn't sculpt as well as see brush even Mudbox it just doesn't composite as well as nuke it doesn't edit as well as premiere or final cut so but but the fact is it has all these tools which is amazing so if you want to get like an introduction into the 3d environment when it gets started with it in that regard I think blender is an amazing way into the industry is that it gets your feet wet you get a sense of what 3d is and when that's been said of course you can still use it or production it just isn't the industry standard tool even though even though it's existed for there's like 25 25 years or it's creates a really long time it hasn't had the same kind of say development force behind it as some of the bigger studios have had like if you compare it to any Autodesk software like they've had hundreds of engineers behind it for many many years obviously blender is getting a lot of traction now which i think is super positive not just for blender but also for the industry because that helps like push features like breeze pencil or a real-time rendering with Eevee something like that that could potentially be seen in other software because you know it's an open-source software and that exists in blender so I think they can also like help each other become better another area as well which isn't stupid is software specifically but that's the people around it if you're if you're doing a production right now you have to crew up with a lot of people let's say you need ten riggers ten modelers ten animators and all that and you might have to have 5060 people for this production good luck finding that in blender currently it's really hard to find specialized people at these tasks particularly to the level which a lot of the productions require let's say you're doing a game cinematic or something like that who just needs incredibly high quality you're not gonna you're not going to be recruiting from a pool of blender artists when you can be recruiting from a pool of my artists which just objectively is just a bigger pool of production experience there are probably more people who's using blender then yes in Maya just because there's hobbyist and yeah I got many of them but when it comes to the pool of professional people to people you could actually trust with a huge production we we would have a very hard time growing up for blender but it would be very easy well it's never easy but it would be easier to find people to do the job yeah because I mean when you talk about blender and you talk about the pool of people there it's of course there's there's a plethora of amazing people that are using blender you see amazing things being created with blender every day but it it's it's kind of that like it's it it's kinda like chicken and egg thing because it is an industry standard because it isn't really being used there aren't that many people that's using it therefore there's it's it's harder to make the argument for the switch because you're gonna struggle to find people the one that just sticks stick to the old ways of course there's gonna be like like pioneers and and companies that that wanna think forward and and innovate in that and we were talking about the ubisoft animation studio being one of those which i think is like as one of the first sort of big public studios that go hey we're switching our in-house tools to blender which is i mean it's super cool to see but you also shouldn't underestimate the amount of work that it takes and the amount of retraining that it takes so right now i read up on their press release so they're right now it's currently in like an incubator form so they're not using it for the in-house production currently that's gonna head that's not gonna happen until 2020 so obviously what's happening right now i would assume is that they're currently currently going through retraining with all of their artists they're probably crewing up with like looking for blender specific artists blender trainers as well and then they're also looking at stress testing the software something that's been happening with other software or decades they've been tested in production you know features have been created in Maya in Macs in Houdini because they've been made in production that's not necessarily the same for blender you know blender is getting a lot of the feature that other software has because they know all right we need this in this production we need this one we're rendering and so I would assume right now they're going through this trial and error process trying to stress this at trying to figure out where's its shortcomings what do we need to develop for it because don't be fooled even though blender has a lot of really cool features you're gonna need to develop a lot of things to get it up to snuff with a lot of basic features that exist in other 3d software these are things which they're not sexy features we're not we're not talking about a grease pencil need some more loving here you're talking about under the hood underlying pipeline features and really putting a lot of love into specific features this this just takes a lot of time but like you just mention as well like the whole retraining aspect of it really shouldn't be underestimated if you have like we mentioned before let's you have 400 people and you all have to train them or retrain them it's going to take a significant amount of time to retrain them this is not a trivial thing you don't just watch a single flip normal tutorial no now you watch it you know it's gonna but this is a huge huge part of the company like this is a huge strategic move in order to do that you can't just expect people to sit or spare time and learn it because why would they do that that's that's that's doing work outside of work hours so when you're doing it as well you're also decreasing productivity a lot like the moment you start to retrain productivity is can drop to zero everyone is gonna be panicking and it's gonna be really hard to get anything done and then after a few months is gonna in keep increasing and then maybe after six month people are back to an approximate level where they work yeah it's it's interesting right because like we we made the jump to blender and I think that's also something we should talk about that because I I get a lot of questions about this I I got a question from a old friend of mine yeah the day which is like oh okay seems like you should like religiously use blender now and like what's promoted to switch to blender and does the splendor replace Maya in terms of modeling and you being now and I get these questions a lot and another blender has better sculpting tools now that Pablo is working on sculpting tools is it beating seabirds now and how long does it take until it's gonna beat ZBrush and and and and the truth is like people have been talking about this for a long time as we switch to blender you know okay finally we won over flippin almost finally the people who've been hating the most on blender blender trained you know finally we got them on our side but that's I think that's the fundamental misunderstanding about what it is to work in the industry I I don't care about blender I don't care about Maya I don't care about C words I did like I fundamentally don't care about the software I use the tool that allows me to get the best results that I can I love 3d I don't love a software and that I think that's one of the fundamental differences a lot between industry professionals and and hobbyists and I don't want people that take this in the wrong way this isn't it like an attack on people and like the community or anything but is more like just trying to get into that professionalist mindset of what it's like to working in the industry like when we're working on a production like I say I was doing a student digital's for Harry Potter and okay we need some we have some scan data we need to clean up the scan data okay what's the best piece what's the best tool for that ZBrush it can handle massive amounts of polygons in not a lot of objects cool we'll take it into there will smooth it out okay there's some some clothing that needs to be removed okay we can use ZBrush for that as well now we need to recreate the clothing okay we'll use Marvelous Designer Ford even though blender or Maya has ncloth I'm not gonna do the clothing in there just because I think it's a more easy to use software or whatever I'll use the tool that's best for the job and and that's that's the case for everything in production yeah I really love what it can do with 3d like the art side off at the practical side of learning a lot of really learning a tool itself is really frustrating we're still gonna learn blender that is a very frustrating experience but I love what I can do with blender one of my favorite things about it is it's constantly is that I would say blender is faster than all other software tried when it comes to pure concepting 100% the fact that you have Eevee in it the fact that you have sculpting shading you have everything there you can it's just your base I mean you have to have the clicks of what it takes you to do in Maya it's way faster than we faster to get up to a certain point yes so it's really quick to get up to like 60 70 percent which means that all art departments are are moving into blender and for previous as well where you basically blocking out the whole movie before the movie gets made is incredibly good it's a credibly blender is a very good tool for that I'd love to be able to do that but if I'm doing if I'm doing UV mapping I'm gonna be using a good full flat yeah I think one of the things we talked about just before recording this video was sort of like if you take Max and Max it's a terrible example because all the plugins but that's been integrated now and I think it's stable let's take my as an example Maya five years ago I think five years ago sucked a tree topology and suck at UV it was horrible it was like it was frustrating how bad it was considering you know it's like it said it's a pillar of 3d then they acquired NEX porphyry topology and some modeling things which is now the modeling toolkit and then they acquired the nightshade UV editor which replaced the Maya UV editor and those two things were plugins those were bathed both paid plugins that you could integrate um but I feel like one of the differences with blender compared to other software is that oftentimes in order to do basic things in blender you still need an add-on a lot of add-ons are free that's cool a lot of add-ons are paid and that's also cool like people need to make money but I feel like the this the split between how much you need to get up to a basic level is really high for blenders you need to do a lot of research you need to keep up to date with the add-ons you update 22.8 all of a sudden retopo flow doesn't work anymore now you can treat apologize effectively in blender anymore so now you have to wait or you have to use 2.79 and and in a production like what happens oftentimes in a production or all the time is that you don't update your software in every like or your old version exactly like even between productions sometimes you'll still stick to the same Maya version because they know it works like what happens at the start of a production you'll decide on a version of each software let's stay with Maya here and let's say okay we're using Maya 2015 for this show oh we've just updated our entire pipeline old scripts have to be updated make sure that everything still works with Maya maybe they've integrated something new into the you know the the pipeline environment so all the scripts have to be tested cool they do that for a couple months or whatever before production starts in production starts that lasts maybe a total of two years ok now we're on to 2016 2017 but the studio isn't using 2017 for this production it still in 2015 now we move on to the next production and then like well it's we have to get started with this production pretty quickly ok there's no reason to update 2017 because it's minor what we get will stick to 2015 so even though if you if you use the same analogy with blender you know the development the development speed of blender is phenomenal there's nightly builds like every night new features get added every other month there's a new like point release I think and so so a lot of new features can add it to blender really often but a lot of those features in a production wouldn't be right because they're not on that point version that the studio might be using so you're still losing out on a lot of that if I had a production with literally millions of dollars for what was relying on I would not use blender tip on a today I would not use a version which has been out for a few months and has not been stress tested maybe if it's been out for or like here or so and these bad patches and all that kind of stuff or that when people are particularly people talking about that you should download the experimental builds and keep working on those like you should never work with those you should play with them we have never actually really not in the products like I I I most of the time I work with experimental builds because I'm not I don't have any serious dependencies I don't have other people depending on me I don't have a project that I'm connected to I don't have a pipeline that I'm connected to if you just sitting at home you're doing your own stuff yeah then by all means use the nightly builds but that can be tricky in a production environment where you're relying on pipeline scripts one things well which a we're seeing a lot of lender is that since a lot of the users are not professional users a lot of the training available as well isn't something you want to use in a production within a lot of modeling tutorials where the the stuff they're teaching you is it might look really cool it might be great for concepting or maybe it's great phyllis tration but if you actually try to do that in a in a production workflow you would you you would be fired on day one what we seen specific for instance people are using lot of boolean's from modeling which is such a quick and easy way of model terrible topology if you never use that for for final work at least not without a severe 100 cleanup so this is also a problem in terms of making an industry standard because in order to make people switch to blender you you just need a lot of training you need a lot of documentation you need to be able to give new artists a whole package off this is what watch all these videos and then you're find that's hard to find there are definitely good tutorials but I think we both both realize that when we're switching to it there was a lot of tutorials were which they were focused simply on this is the first time you're touching 3d you've never used it before this is a vertex which is not great no and I think II more than that it's like there's a lot of wrong training there's a lot of training out there both free and paid that'll tell you from a production point of view something that might not be true but you can't do this in a production again it's it's very different that's why it's really hard sometimes to have discussions with hobbyists specifically when you're coming at this from a a like an industry point of view like you've worked professionally with these tools for a film for commercials whatever it is and you go like this feature or doing this specific action um a lot of the time it's actually kind of hard to find correct information on how to do things a specific workflow a specific tool because the people that you're relying on and I want to point out that like the blender community in terms of support and help is by far the most helpful I've ever seen like it's crazy like you put out one tweet and you get ten replies back on how to do a thing so you know props for that that's one of the things that makes it very inviting to be a part of but at the same time a lot of the information is a workaround on how to get to a more correct solution so you might never end up at the correct solution you might have something that looks correct but under the hood doesn't actually do what you're what you wanted it to do you can't have that in a production environment so the more professional artists that get into blender or the more blender like the soul blender artists that become professionals and go on to work in a professional environment the more of those that we have the better it'll be for blender and the better like you can push the adoption for blender because then you you you start to build this reputation of there's quality training with quality people making quality stuff like whether it's tutorials or products um or blender yeah it's kind of a self-fulfilling prophecy or it's a snowball which is just gonna in a good way yeah roll down and crush the whole village and you saw that with with Ubisoft you know once you be self got on board with okay we're using it in production and it's sponsoring a Goldmember or something I think for the development fund then epic jumped on boards will NVIDIA jumped on board as well empty as well you know so so that's another thing that's going to push adoption is more and more funding because then they can have more and more developers they can start to compete with the development teams that something like Autodesk has I don't think they'll ever compete with Autodesk in terms of team size just because Autodesk's entertainment division is like this is like two three percent like compared to it like you should look up what Autodesk does Autodesk isn't just maya and max its massive like autocad it in itself is the world were lies autocad like exactly that's how you local bridge was made exactly yeah so a lot of these things still need to happen in terms of just blender development and maturity or it did you know really be more mainstream i would say i would love an AMD versus and video war for for blender i totally see it being very beneficial for any video to to sponsor them i don't know a million or a few hundred thousand so much is because now people need in video cards to run that or in the AMD cards whatever it might be it's just a it's just really beneficial for them to actually dictate what kind of development will be done in yeah and the good thing about blender getting more developers as well is that this this translates to the other software as well it's not bad it's not that blender is made in a vacuum and then my ass man in the back you know a lot of stuff and blender is stolen directly from maya in terms of like UX and what features are needed and all that and a lot of features in maya are stolen from modo and you're seeing stuff being it's just a circle of theft and this isn't a bad thing no not all competition is the most healthy thing you can have like imagine like if flip normals our marketplace was the only marketplace that existed it would be garbage because like we wouldn't be pushed to do the things we do if we probably wouldn't be curated if we were the only ones we wouldn't have all the features that we have it's like it's the same thing that goes with software like because another software has any feature you go like well all of a sudden you get a lot of requests for that feature and you can implement it so you know competition like that is healthy and the more that happens with blender especially with I have a lot of faith in you we saw of using blender because they're going to start developing a lot of in-house tools and they've I think they've publicly announced as well that they were going to share with the community so that could be sort of like a really nice segue into getting a more and more standardized tools for production because when you break it down you like on the surface blender looks amazing and you can always like you always show these big features of what's happening like with this it's the new sculpting features we're going man it's gonna take over see brush and okay we have these read apology features all it's gonna take over Maya but once you get into the nitty-gritty where it's like you need an add-on for importing multiple OBJ's Olympic support is lacking that we're talking about light linking a scene management is really hard performance when you have big scenes which is something you do a lot in 3d cut undo with big things exactly there's a lot of these things that still need to be worked on and I think when you have a competitive environment like we do with 3d you see the same thing with ZBrush which is weird because they don't really have any competition you tend to create big features that look impressive but you kind of neglect the basics you know if seabirds is a great example there I was like how long has it taken to get like like folders or layers you know we still don't have layers so we can ask my him the camera import that didn't even work when it tray out of animation yeah you know so a lot of these things tend to happen especially because because it looks impressive I think there was a lot of that controversy around auto disk as well for a couple years where like it would seemingly come out with like these amazing new features that looked good for like the board of directors the investors but for us working in the industry were like dude we're like these features are broken fix them so you know even if you have a big company like that and you can get hot fake cents or whatever is obviously still gonna be problems where they're not gonna pay full attention to you but that's one of the areas where I could see blender like sort of like being a more personalized software where they because they listen to the community you know you have all those like you can submit these feature requests and you might not have a support hotline when it comes to blender but I feel like the general user hobby is professional whatever it is has more of a voice when it comes to blender development and I think that's one of its really like his strong suits one of the things we have talked about the swallow mer comes to features is that I've seen this a lot where people assume that if blender has a feature that means it's equivalent to another software like it's a checkbox or what I was hoping cool now it's this courtesy brush or it has a note it has notes now as Houdini this this couldn't be further from the truth the the power of Houdini isn't because it technically has notes the power of Houdini's because what the notes can do they're not it wasn't that Houdini was done in version one would they have no it's something like yeah that was it we figured out you just gotta have notes and that's it yeah say one see versus well see versus strength isn't because you can sculpt see the strength of ZBrush is to performance how many polygons you can have which is an insane amount I mean can't sculpt put 15 million Paul is raw in blender I would make your computer catch on fire I mean multi risks for God's sake doesn't even work properly a blender you know which is the backbone of you know doing dividing your model in ZBrush so it's not the same just because it has a feature doesn't mean it's replacing tool you particularly you've seen this with like now getting some improved texture painting tools it's not a replacement for substance painter like because one developer did like a hotfix four or something or improved a feature marginally does not mean it's better no I mean you're not competing with a software that has a hundred dedicated software developers it's just math you know it is and again like I really want to emphasize that this isn't a video to bash blender or to bash the people using blender like we use blender we think blender is awesome inspiration it's super fun software like I haven't had this much fun using a software in a long time my isn't fun to use no it's boring it's like factor it's yeah it's great it's just like it doesn't have dark mode maybe it does now I don't know it's very you actually use Maya now but it's and like blender I think it's fun and I think blender is an awesome way to get started with 3d but we just have to be realistic about it I'm I'm very hopeful like about blender and its future in the industry and I do believe that blender can be used by a lot of studios but you just have to be realistic about the timeline first of all and you have to be I think realistic about what it can actually do when it's is really hard like this is one of the reasons I actually really wanted to get into blender is to better understand its strengths and weaknesses because yeah I've been talking about Luna for many years and my viewpoint is exactly the same now as it was before starting I started using blender it's like it's not an industry standard tool it's lacking a lot of things compared to the industry standards tools it it has it has its place in 3d it's great for beginners but it just needs more time and I think I mean it's been interesting seeing the development sort of like community wise from before we started using blender to now we're obviously there's a lot of people that are happy that we're using blender we people like the content that we're creating and what's it generally we try to create really high quality content but there's also the other side which is like you guys are just cashing in on blender or finally we won you over no no no it's it's not it's not a competition it's like and we talked about it's just whatever helps you get the job done that's what you should use yeah we're always looking for new tools to play play around with and we've been looking for blender for some time we both of us women trying blend away before 2.8 it was just that to pineda was such a ginormous version like yeah it it didn't just improve the features but it improved the UX of it it actually made it a lot easier to work with I had a huge problem with actually working with previous versions it was so frustrating the interface made no sense fact that left mess was right click yeah you could switch that but it's just not a good a good first impression of it I mean I used to I used to UV and blender mm-hmm and then before my a good good before my I got good and then my I got good though then I used my again for UV so it's just you know I switch to whatever helps me get the job done faster I used 3d code as well for some time and oh yeah my I got could read the pole you told me I mean 3d ko Street apology was amazing and still is but now I just prefer to have that sweet but it's all collected in one software and there's also wonder reasons why blender isn't industry standard at this point because 2.8 was a huge version and it's gonna go down in history as maybe the thing which really changed the trajectory of blender well aware it's it they might be the one which started mass adoption in studios but it just came out here not a few months ago now but it just came out it means that a lot of people don't even know it's there and the interface before that was very very hostile to - it's like looking at Softimage it's just off pudding yeah you know it just doesn't look good yeah so how can how can we how can blender actually get more adoption in the industry we already seen it yeah we already seen the a real start happening now that there are literally millions of dollars being spent on on development often not by by a small donor respect by big companies this is gonna have huge impact you know maybe not you're not gonna see it for some years but once they come out with the tools you're developing this is gonna have big impacts on it yeah I mean it's like it's kind of like in-floor influencers on YouTube saying that all this phone is great you know when you have heavy hitters like Ubisoft public saying that they're using it NVIDIA investing in it people go like ah okay maybe if a company like that is willing to invest in a piece of software then there must be something to it which then sort of like that brings in more artists which has then you have more people that use it then maybe companies are more willing to hire some blender artists maybe they switch one department to it and slowly that's gonna start to snowball and if they can do the same thing as Maya and it's very hard to justify the cost of Maya now I don't think it's gonna replace Maya anytime soon but it can replace tasks Maya is doing if if Maya oh if blender were to improve its repulsion TV tools I will most likely use blender for our general asset creation yeah it's good I mean it's pulling a polygon is a polygon yeah it doesn't matter how you get there and blender is really fast that I just can't really do that at the current moment because blending because blender is still known there in terms of UV tools yeah but then you go the whole like yeah but then you just need to buy an add-on but it's like do I really need to like that's that's the argument right well you can just buy an add-on to get it fixed okay but then I could just use the software that I already know that has a built-in add-on or the feature that I'm missing in blender and particularly when you're in a production where you don't really care about the cost as a software yeah this is the studio the studio pays it you go like I need the software they go like okay yeah and particularly when you're in a production environment the most important thing there is really is it done good in a fast manner if if you spend twice as long but it software is free it doesn't matter if you your salary is way more expensive per year than the cost of Maya like like 40 times yeah as more senior artists they're way more important that human gets the job done faster than you save money on it yeah maybe maybe your work pays for a maya license within a week or two yeah easily yeah easily oh it's also really cool to see that more people are using it this is just this just means that adoption is gonna it's just going to naturally keep increasing more people using it just means more people are aware that's a real thing and particularly when you're seeing like heavy hitters ah yeah my using for consul Bart this just means that yeah for sure people take it seriously and showing it to a counselor at a student some months ago now and showed him the grease pencil time when he was like holy crap this is amazing yeah because this it's such a game changer when it comes to it and that means if concert artists start using it yeah and I know I mean I know that our our reach isn't it isn't make a huge but it still I would say still sizable but we've seen a lot of comments as well saying that okay flip nor Moses is starting to promote blender on their YouTube channel they've been skeptical about it in the past they're using it now I'm not like comparing us to Nvidia or anything but I'm just saying like all these things make a difference so like I want to stay positive about blender but it's also important to note that just because someone is saying something critical about a piece of software it doesn't mean that they hate it or they hate the community or whatever it is it's just like we're trying to have a rational debate about things and how to improve it and and there needs to be room for all of that for for the software to grow I think so I would say just like people on all sides whether it's someone on the fence about using blender or someone who is really dedicated to using blender should just be open to whatever feedback or critique comes its way whether it's like okay my I can't do this but blender can do and the other way around I think having that open mindset is going to do a lot for blender in the community as well I think it's also really important to have that when if you if you're comparing blender to ZBrush it shouldn't be why is blender better no you should be asking what can we steal from see brush oh yeah that's exactly what Pablo is currently doing like the features which are coming there are so inspired by ZBrush they even have the same names sometimes I saw I saw one which I absolutely love was like you know polygroups in ZBrush which I think he's sort of implementing now but you could paint Polly Grover the circle you know whereas before if I can see where you have to paint with a mask then convert it to a poly group but here you can just do it directly that's again an example of where blender just like has one click instead of two the same thing when you're doing modeling there's a lot of that that that really speeds up your workflow and the real strength of blender is really that you can do everything in one package yeah like you were you're not beating Mari ZBrush paint or whatever it is but you might be beating it in the sense that you can do everything in one package it's not gonna be the highest quality but a lot of time you don't need 100% quality a lot of times you need to get something out really quickly and being able to do sculpt the terrain quickly with the brushes you just need 60% brushes yeah the terrain is good enough the way it is and you don't need the 200 insert train brushes which ships food ZBrush it's just excessive and keep in mind it's just because just because we're talking about blender being not an interest and her software doesn't mean that oh we don't have issues with other software like I like we have done I don't know so hundreds or not hundred hundred of ZBrush videos by this point I think and in every single one of them we probably rage about a feature in see brush yeah that's fair you know assist ZBrush is kind of a trash piece of software it does sculpting really really well but by me saying there's no one in the comments is gonna be super triggered about me actually hating on see brush because it's like the big player right it's always like it's always hard being like the underdog I suppose but you know Seavers is a horrible production tool if it if I was still in production and another more production friendly tool came along like has the production friendliness of Mudbox in the sculpting feel of ZBrush I would have switched to that like in a heartbeat just because how much I hate working with ZBrush in a production but I love sculpting in it and nothing comes close no you you love the end result of yes but you love the feeling of the sculpting and all that but working in production and then ultimately that is I think the biggest thing that's gonna Excel blender board and then gonna push more mass adoption that's just more and more artists using it more and more people talking about using it people creating content whether it's tutorials products and then slowly starting to get it into production but it just it just takes time and just you know it's not gonna change in the next five to ten years I think it's gonna take longer than that but slowly people are gonna start using it more and more and that's just gonna become that self-fulfilling prophecy and then snowball rolls and before you know it blenders being used everywhere yeah and then you know the thing is it's open source open source is amazing and we have access to so many cool tools it means that I'm one develop something forward everyone can use it in blender um of course they're still gonna be paid stuff which there should be I don't think people should really have an issue with that because people need to make a living whether it's on the blender market where there's a lot of paid add-ons for it it's like that's cool that allows a blender developer to keep working on that add-on or make a new add-on to make a living they can help push the tools so you know that's also a thing to keep in mind that just because it's a free software doesn't mean that all content for that software should be free no we we have paid blender training but we our training is an open source no and the good thing about having paid content like you having like retopo flow or having our introduction to blender it just means it's a lot easier to get into it it just means a lot easier to get the job done and you just want an ecosystem of training and of tools in around the software like that yeah I think this is about wraps it up yeah I mean I would love to hear what people constructively have to say about this because I know this this is obviously gonna be a topic that's I I'm assuming it's gonna be slightly sensitive topic just because I mean we're really trying to be objective here I would like analyzing what what is and what can be done but I would love to hear what people have to say in the comments about it because I want to get more opinions in and we could be wrong about a lot of things as well but that's just you know our viewpoint on it from a production point of view and yeah you want to see more videos like this in the future make sure to comment subscribe and like down below and we'll see you in the next one thanks for watching guys if you're looking for training or high quality assets make sure to stop by the flip normals marketplace and if you're interested in supporting us by buying our merchandise you can check that out in the description below
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Channel: FlippedNormals
Views: 152,354
Rating: undefined out of 5
Keywords: 3d, sculpting, zbrush, concept, maya, tutorial, autodesk, vfx, animation, flippednormals, henning sanden, morten jaeger, creature, character, texturing, substance painter, substance designer, foundry, pixologic, art, fundamentals, art fundamentals, art school, art tutorials, blender, 3d tutorial, learning 3d, learning ZBrush, 3ds max, cube brush, marvelous designer, photoshop, mari, blender guru, cgi, blender 2.8, blender 3d, b3d, Blender tutorial, blender tutorials, learning blender
Id: Z0gjmE3hJ2M
Channel Id: undefined
Length: 43min 36sec (2616 seconds)
Published: Mon Nov 04 2019
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