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  1. #21
    I'm waaay at the other end of the spectrum. I'm dealing with engineering-type models from a variety of sources. These are consolidated using Autodesk Navisworks products for rendering stills and animation. Blender is currently coming in after the fact for some editing and post-processing. I would certainly prefer to be working in Blender for the rendering, especially for materials, animation, and camera control purposes, but getting the content into Blender is proving to be too impractical.



  2. #22
    Member GCharb's Avatar
    Join Date
    Sep 2012
    Location
    Montreal, QC
    Posts
    424
    Houdini, Painter, Photoshop, Marvelous Designer.
    2D/3D animator and concept artist from Montreal, Canada
    Mad Steam Studio



  3. #23
    GiMP, 3D Coat and Silo.

    Microsoft Paint for the win.



  4. #24
    3Dcoat, Substance Painter & Designer, Unity 3D, Krita, Affinity Photo. Plus countless ones I'm currently forgetting.
    CG enthusiast. Tools: Blender - Substance - Unity3D



  5. #25
    Member Grimm's Avatar
    Join Date
    Nov 2007
    Location
    Fairbanks, Alaska
    Posts
    472
    Substance, Octane, Gimp, 3d-Coat
    Linux Mint 18 - I7 5820K 3.8 Ghz - 32 Gbytes GTX980



  6. #26
    It feels as if there are not many GNU + Linux users here. As such, we have less options with regards to 3DCC. These are my main work horses:

    Blender
    Palemoon
    Cinelerra + LMMS + SunVox + ffmpeg
    Geany + TCC
    Godot
    GCC + other gnu compiling programs

    Also, because I do multi-lingual projects (Manga, Music, Movies, VFX, Games) I need to create my own language input / translator programs.
    Last edited by TIAN-SKY.com; 14-Apr-18 at 02:04.



  7. #27
    New User
    Join Date
    Feb 2016
    Posts
    5
    Gimp
    Inkscape
    Unity Personal



  8. #28
    Member
    Join Date
    Nov 2009
    Location
    Greece
    Posts
    235
    Gimp
    Audacity



  9. #29
    Member Ace Dragon's Avatar
    Join Date
    Feb 2006
    Location
    Wichita Kansas (USA)
    Posts
    28,930
    The software I am using now.

    3D ------------------------------------- Blender 2.79 dev.
    Image post-processing ------------- GIMP 2.10 dev.
    Texture Creation -------------------- Genetica 4
    Music/Sound ------------------------- Mixcraft 8
    Game creation ----------------------- Godot 3.1 dev.
    Small sound tweaks ----------------- Audacity
    Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
    Adventures in Cycles; My official sketchbook



  10. #30
    Member
    Join Date
    May 2016
    Location
    New Jersey, USA
    Posts
    308
    3D Coat - Love this Program.
    Blender/Modo
    Affinity Designer/Photo
    World Machine
    PFTrack
    Davinci Resolve with Fusion
    Vue - less these days due to World Machine
    Substance Painter/Designer - less these days due to 3D Coat
    Zbrush - less these days due to 3D Coat

    I'm anti subscription, so no Adobe/Autodesk products for me.
    Last edited by thomascheng; 15-Apr-18 at 14:32.



  11. #31
    Member
    Join Date
    Jul 2016
    Location
    Poland
    Posts
    94
    I work in the games industry and although we have a Maya/Painter pipeline, I use Blender for all my modeling and UV. I only wish there were a bridge between Blender/Maya for faster iteration.
    Sr.Env Artist @ CDPR | artstation



  12. #32
    @jpthrash
    There is none that supports UVs. But if you just want to send simple polygon models back and forth i would suggest this plugin/script:
    https://heimlich1024.github.io/OD_CopyPasteExternal/
    No first hand experience using it (not a Maya user), i hope it works for you.



    I have a very flat and reduced pipeline at the moment for my only project.

    I use Blender (obviously), Substance Painter and Unreal Engine 4.
    That's 90% of it.

    Photoshop, Krita, Substance Designer, Affinity Designer make up the rest of it.

    I also have an arsenal of compositors and VFX tools which i don't use atm since i am working with a realtime engine.

    Natron, Fusion + Resolve, Nuke and Houdini.



  13. #33
    Member
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    Jul 2016
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    Poland
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    Originally Posted by Romanji View Post
    @jpthrash
    There is none that supports UVs. But if you just want to send simple polygon models back and forth i would suggest this plugin/script:
    https://heimlich1024.github.io/OD_CopyPasteExternal/
    No first hand experience using it (not a Maya user), i hope it works for you.
    Thanks Romanji for the link. I did test that script when it first came out, very handy, if only had support for UVs.
    Sr.Env Artist @ CDPR | artstation



  14. #34
    Member Toka's Avatar
    Join Date
    Jan 2013
    Location
    Europe
    Posts
    325
    Originally Posted by jpthrash View Post
    I work in the games industry and although we have a Maya/Painter pipeline, I use Blender for all my modeling and UV. I only wish there were a bridge between Blender/Maya for faster iteration.
    Hey same situation with me. Always Blender for modeling and UV when working with Maya. I also use Blender a lot for creating and sculpting Blend Shapes for Maya rigs. Either Blender or ZBrush. But normally ZBrush licenses are strictly rationed.
    I've found fbx the most reliable link between Maya and Blender so far. Even if the Blender implementation is incomplete. For clean export of meshes it seems fine. But would be good to know others views on Blender Maya workflows.

    Of course I always freeze transforms and delete history on everything I bring in from Blender though just in case. But it can be annoying when needing to bat stuff back and forth. But I still prefer this as I find it more intuitive and fast to model and sculpt things in Blender.
    Last edited by Toka; 15-Apr-18 at 16:21.



  15. #35
    Member
    Join Date
    Jun 2017
    Location
    Vancouver
    Posts
    5
    I am trying to create a workflow at home that gives the same quality tools that I get at work, but that is opensource or indie. I specialize in modeling and texturing. Here's where I am at:

    Blender & Houdini Indie for creating assets
    Blender for look dev and rendering
    Substance Indie for texturing
    Zbrush (which is not indie but I bought ages ago when it was cheap) for sculpting
    Krita -painting
    Natron -image editing and comp

    That's an affordable but powerful tool set. Still lots to learn on the Blender and Houdini front though.



  16. #36
    Member
    Join Date
    Jul 2016
    Location
    Poland
    Posts
    94
    @Toka
    I have a Maya FBX preset in Blender, Everything default with export selected and apply transforms ticked on, works nicely but still slow to go back and forth
    Sr.Env Artist @ CDPR | artstation



  17. #37
    Use b3d daily for industrial design concept work. Have all kinds of licenses for 3DCC. Most used in my pipeline- Rhino and Solidworks for 3d nurbs modeling (Surface design for CAID models) and moi3d (stellar tessalator) to shuttle files between poly and nurbs.



  18. #38
    Using Blender professionally for VFX work. We use it for tracking, light modeling, texturing and rendering. Not much of a modeler, we typically download pre-built assets to modify and comp into shots.

    As for extra software:
    Photoshop for textures
    Natron for Compositing

    I've tried switching to GIMP, but I've spent too many years with Photoshop.
    Over 40 shorts, three features. I am EL DIRECTOR
    indierebel.co - The ultimate VFX training with free software
    facebook.com/leap3movie - My latest film in progress



  19. #39
    I work in the 3D animation industry and I try to work mainly with opensource software.
    We work in a small office with a small team (5/11 people ) and we regularly use :
    Blender : for most of of the CG work.
    DJV-view : for image sequence playing.
    CGRU/Afanasy : for the renderfarm.
    Krita : for texture editing and photo retouching.
    Gimp : as krita is getting better and better, I don't use it often.

    Some tools that we use once in a while , or want to use more often :
    Shotcut : A lighweight video editor, seems a bit buggy and limited, but work great for quick edits.
    Natron : A great nodal compositor, I use it often, but not yet on a daily basis or as a main tool inside a production.

    Some great tools that are not CG related, but used in production :
    GNU-Linux : for the operating system.
    Atom : for scripting as we've made a lot of python scripts to automate a lot of things.
    Fabric : a python library that allow to administrate / install and configure all the computer in the office at once.
    BeeBeep : a network / lan messenger, to chat with people inside the office.
    SyncThing : a peer to peer file sharing, similar to dropbox but without a central server. Looks like bittorent sync but work better to me.



  20. #40
    Member
    Join Date
    Dec 2007
    Location
    Wroclaw, Poland
    Posts
    373
    Seriously, Chrome with youtube tab and google search open to locate tricks/tips and simply remind myself on how to do things I rarely do.

    For references use Windows Photo though I want to start using that reference viewer.

    All other activities like texturing are done purely in Blender. And activity that takes me out of the tool feels like it is breaking my flow..
    Cycles render performance --> http://download.blender.org/institut..._snapshot.html
    Primary setup - Dell 5600 :: 2x E5-2687w :: 32GB :: 1x RX VEGA 64 :: SSD goodness
    Render Node - AsRock EP602c :: 2x E5-2660v2 :: 16GB :: 4x RX 480



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