I think it is time for Autodesk to develop a modern 3D application for the entertainment industries.

With the combined development base of 3DSMax, Maya and XSI, a clean unified start combining the best qualities of workflow and features would be a revolution.
Each of the products have strengths and weaknesses across the board, and are, frankly creaking under their long lifespan.

Personally, I would take the gestural nature of Maya's marking menus and build that over the bulletproof mesh and modifier stack system of 3DSMax-
And use XSI's node based scripting to create not only the individual tools but also the GUI, allowing artists to compile and share features, modifiers and tools.

The benefits of combined development is reducing the maintenance, focusing the teams and building something...
...that attracts users based on usability and power. Blender is making huge steps forward constantly, whereas the Autodesk suites shuffle forward.

We are all leaving because the extremely high cost, clunky old interfaces and instability.

Creating a new package...
would laser focus the development team, and merge marketing, support and licensing together.

Personally, I would call the new package Softimage. XDI has been dead long enough to not be confusing, but we all have strong associations with the history of CG.

Aaanyway...
...back to hoop jumping through a bunch of packages that are all not good enough to do it all smoothly.

And yunno... more and more Blender.

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More from @delaneykingrox

Feb 27
Okay lemme just kill some myths about #gamedev polycounts. (My upcoming book is packed full of this stuff BTW).

A polygon is not a useful measure.

I repeat, the polygon is NOT a useful measure.
A quad is actually two triangles with a hidden edge. You can display this hidden edge in all 3D aps. It usually shows as a dotted line.

Your 3D card sees your model as a bunch of triangles, not quads.
We use quads when modelling because of two reasons. They subdivide evenly, and they make selecting easier (loops and rings)
Read 22 tweets
Feb 27
#gamedev tip of the day: communication is hard.

Have you ever described something to someone and they enthusiastically agree, seem to get it, then go off and do something completely not what you wanted?
Communication is one of the hardest and most vital parts of a collaboration.

"Can you make him look more tougher" may sounds like a clear instruction, but it actually isn't. It leaves a huge amount of space for interpretations. What does "tough" look like? What does it mean?
To some, 'tough' may mean:

Muscular, bulky
Emotionless
Angry
Cruel
Square jawed
Cropped hair
Scarred
Angular
Read 22 tweets
Feb 27
Just picturing power rangers but the alien technology isn't properly compatible with humans so the masks add sulphur and methane to the air supply, and in pumps the body full of stimulants so the teenagers act like they washed down speed with fifty coffees after they wear them.
The alien computers don't speak English and cannot be updated so they keep accidentally activating stuff... and the megazords when you hook into them try to communicate with you using LSD like imagery.

It's alien technology. You don't have the holes to use this stuff.
"God Becky, you look like shit. Are you on the weed?"

"No... Remember that giant gorilla chicken hybrid that destroyed that one block of flats that Kaiju attack just out of town last night?"

"Yeah. It's weird, you would think after the first ten kaiju that...
Read 13 tweets
Feb 26
Game artists always benefit from learning how to leverage non destructive and procedural methods. #gamedev #SubstancePainter
This means setting up systems for tuning the results rather than just painting or baking on a fixed thing that is hard to edit. It makes you freer and faster.
Here I create a greyscale mask map that defines the bevelled ridges. I then reference that mask (using an anchor point) in other layers to create normals, dirt and AO.

So changing one changes the others.
Read 21 tweets
Feb 26
Today's #gamedev tips is about the subject of #conceptArt, what is (actually) is, how to use it and busting a few myths.

This is a wholistic multidisciplinary look- so all devs may find something here.
So first, let's start with a definition. Concept art is anything used in the preproduction of a final product.
It usually isn't the final polished art work you may be used to seeing.

It can be stick figures, a top down scribble of the level layout or a photograph with some ballpoint pen drawings on it.
Read 48 tweets
Feb 25
This is worth talking about. Firstly, if you aren't familiar with the term "DSD" it was introduced after the term intersex had been well established and was neither consulted on and is hugely problematic.
Where "intersex" means a person falls between the arbitrarily agreed limits of male and female attributes in the country they are in by whatever systems the medical practitioner uses to rate you.

It is literally arbitrary- like a clitoris has to X cm to be considered a penis.
Unlike 'intersex' which paints sex as the healthy view of a continuum, or spectrum that we all fall somehere along- DSD takes those arbitrary margins and says "this is healthy/normal and anyone who doesn't fit this model has a medical condition"

This is called "pathologising"
Read 23 tweets

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