Why 3DS MAX is essential for Platige Image pipeline (video) ... Why not Blender?

Here is a show case where studio explains why MAX is “it” for them:

My question is why don’t studios who claim to use Blender professionally on every day basis make any show case videos of Blender, explaining how and why Blender makes their life easier ?

I think similar showcases, depicting practical application and stating benefits of using Blender would be much more useful tool in popularizing Blender, rather than just showing cool images that were made for fun, and not for any particular production pipeline / project.

No doubt the individuals will receive funding, or other kinds of monetary rewards for putting their name/ time into making these in partnership with Autodesk PR. They don’t do it out of the kindness of their heart, or because they want to help Autodesk grow. it’s money/ monetary benefits.

If the BF had a PR arm then we’d see a lot more ‘Blender’ branded ‘making of’ videos.

Well, they are using 3DS MAX regardless.

from what I know they are thinking to switch to maya and arnold.

they probably see the EOL for 3ds coming up ahead.

EOL for 3DS Max? Really? They’ve already brought Softimage out behind the shed; I think that Max is a death too far. I mean, talk about a popular program.

So are you asking why they use Max instead of Blender or why Blender-centered studios don’t make these kind of promotions?

They are probably using Max because (as so many other studios) they have used Max since long before Blender became as “established” as it is today and have already created a deeply integrated pipeline using Max.

As for why studios don’t make these kind of promotional videos for Blender. Daniel8488 already nailed it, they get bribes for making these videos. Making them costs time and money that could be spent being productive so there’s no way any established studio would do that for free. Chalk up some money for the foundation to use for this purpose and you will have your promotional video, it will probably cost triple of what the current fund gets though.

Why not blender?
3dsm for three main reasons are:

  1. Many (very good and professional) artists available for hire (full time or freelance)
  2. Plugin, lot of good, powerful and easy of use plugins for everything.
  3. Fast, strong and rich viewport.

I sure understand that AD pays people who use their products (which isn’t a bad thing at all) to make promotional videos. However, since I get a notion that Blender users want to see Blender thrive (I know I do), these kind of videos could be done for free as “donation” for BF and Blender.

Blender is just another tool, so any artist can use it :wink:

As for 3DS MAX going away like Softimage, I don’t see that happening. Even roadmap indicates they are putting enough resources into that product. If MAX ever goes away, we should petition Autodesk to open source C.A.T. :smiley:

Honestly, folks, every studio (like everyone else …) at some point in time has to “pick” a workflow that works for them … and, having “picked” it, they’re extremely likely to stay with it because, well, (a) “it works for them,” and (b) change, of any sort, is both risky and costly when you’ve got paying work to do. If you’re simply arguing the point that “Blender can do it,” or even that (you think) it can do it “–er,” you’re missing the point. The ability to do the job, technically speaking, isn’t the only factor in play. (And that’s true for just about any application of computer-software to a business workflow.)

I suggest that you simply expect people to be using a number of different tools, and that you spend some amount of time familiarizing yourself with all of them. The first step, of course, being a mastery of basic ideas … which Blender, at no cost, can certainly help you to do. But then, spread out. Smell more than one flower … even if every flower other than Blender :wink: smells really bad.

It doesn’t mean anything, for or against any tool, that not everyone uses that tool – for whatever reason or reasons they might have. Also, at this point, Blender doesn’t have to prove itself anymore. It isn’t on the outside looking in. There are many professional-grade tools being used for professional work, and Blender is one of those tools.

This is one odd thing to say. While other products trying their best to showcase their capacity and push it into industries, some users make Blender as a “special” case that doesn’t need to compete.

Note that competition encourages growth and improvement.

because blender have few professionals… You see all the programs and in few time they have a lot of professionals working in it (for example modo) meanwhile you see blender and the real target are the amateurs, the real marketing target that I see.

and don’t help have blendernation posting amateur works like “awesome” works all the days, or making weekend challenges (when the people with job are resting),… the BF have a image/marketing problem and don’t know solve this. They only can wait to have more market share with the time.

It comes down to a mature professional app that offers support. Blender has no support system beyond this forum really, and that isn’t reliable when you’re in a crunch. Sometimes professional paid apps have developers that can crank out a solution to a problem for a studio in short order. In the Blender community, it is hit or miss whether you will find someone competent enough with the spare time to develop a specialized tool within a deadline. In the end any 3D app will allow one to create what they wish with a certain degree of effort. The studio you pointed out likes MAX. Go for them. Someone else will like LightWave or Modo or C4D and so on, and chose to put these in the forefront for the reasons mentioned above, or simply because I can pick up a phone and talk to support. Blender is an awesome tool, and is used a lot professionally, but there aren’t too many big budget people willing to make a transition of that type.

The reasons why Blender isn’t used by big studios are numerous, but they’re simple. Lots of Blender is half-finished. There are tools all over the place in Blender’s trunk that would be considered beta or even alpha state if they were a built-in tool or an add-on tool in another package. That leads to add-on support as well. The plugin API for Blender is quite limited by modern standards. There are lots of python bindings, which is great for little scripts or stringing together existing ops in novel ways (bSurfaces, Rigify, etc.) but it’s not very extensible, and the complete lack of a C/C++ API is a big deal for many companies who need the ability to create fast, reliable tools. Combined with the GPL it’s also created an absolute dearth of off-the-shelf solutions that are common elsewhere. Things like PhoenixFD, Krakatoa, ExoCortex tools, and many others either can’t exist in Blender, or would be completely financially unviable to develop in the first place. The FOSS community likes to pretend like it’s not the case sometimes, but money IS a motivating factor, and you can bet that 99% of the time if a coder has the skill to develop a tool, he’s going to do it where it he can recoup his time in the form of payment.

Finally, this biggest reason, and this has been touched on already: support. Blender has absolutely no official support network in place. And asking them to have one is next to impossible considering the shoestring workforce and budget they operate off of. Production studios want and need this support structure, though. If you’re on a tight deadline and you’ve got important dailies coming up with investors, directors, and decision makers, but you’ve hit a problem a week out that requires immediate attention, that’s a big deal. You need a dedicated support specialist on that case immediately. You definitely don’t want to call up the powers that be and hear “we’re in a bug fixing only phase right now, try the forums/IRC”.

This may sound overly critical of Blender, but I only criticize because I love it. There is potential in the project that’s far beyond what’s possible with the red tape of commercial undertakings. And some tools in Blender are simply the best in class, IMO. I wouldn’t model anywhere else, for example. But there are also lots of glaring errors that will jump out at people once they move past the hobbyist phase of their 3D career. Some of them are fixable, as is the case for the half-finished tools sitting around the code base and the lack of an extensible C/C++ plugin API. It’s simply a matter of available talent, time, and money. Others aren’t, such as the difficulty with getting developers to get in bed with the GPL license. Some coders only work on Blender because it’s GPL. I’d wager that many more wouldn’t work on it because of the GPL’s viral nature and their desire to make money. I know many people don’t want Blender to become a tool where addons add functionality at a cost, but it doesn’t change the fact that money is a motivating factor.

Money, in fact, is what it really comes down to. For a production house, time is money, and whether it’s time lost from lack of support, lack of tools, lack of options, or any number of reasons, most big players have crunched the numbers and found that the cost of licensing an established player in the 3D field is lower than the hidden costs of moving to a pure Blender pipeline. Take that as you will, but it’s unlikely to change any time soon, and I personally don’t think it should. Blender has its niche, and aside from a few niggles it serves its niche incredibly well. I believe there should be a greater focus by the foundation on what they’d like Blender to be rather than trying to hit every single CG bullet point out there, but given the limitations pressed upon it, I think Blender is an excellent piece of software, and I trust the Blender Foundation to keep moving it forward in a positive direction, regardless of whether or not there are suddenly videos talking about how vital it is in a pipeline on YouTube :wink:

The question I want to ask here is this, why does Blender need this type of promo? What is the end game…really?
MAX/Maya etc. have a clear goal being “for-profit-organizations”, is Blender getting into that arena?

Blender as it stands today is clearly a success to me, what is the reason for wanting to get …“Softimage users”…or get Maya defectors, etc… what is Blender after?

I may be selfish here but I’m using a software that’s extremely proficient, have a large user base, provides a lot of tutorials, is systematically upgraded, and is free…I am satisfied.

I don’t think that the support is important. Maybe some studios have a support for maya or 3dsmax, but in the real world autodesk don’t fix any bug and don’t help to the 99% of the studios. We are talking about max that have bugs since ten years ago and nobody fix it.

I agree with You @m9105826.

I would add more: popularity and stuff made using blender.

By popularity i mean that studios are rarely using Blender. So other studios rather chose other software even if they know that Blender is great.
More people in industry know 3DS or Maya then Blender. So its easer for studios to chose them instead of blender.

Humans like copy other humans. That just the way we are. And we rather copy better ones than worse.
So when we see awesome works done in soft A and just a little of B, we would chose A.