Puts the power of Hollywood filmmaking back into the hands of the commoner

>puts the power of Hollywood filmmaking back into the hands of the commoner

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Yeah and it gets looked down upon
Good luck getting a job without shilling out thousands for Maya

Has there been any major movies using blender?

Blender? Hardly know 'er
Heh.

>also has confusing as fuck interface that wont translate to a usable skill like any other FOSS software
why do linuxfags keep doing this?
same with terrible program icons

big buck bunny

666 in the logo

no, not really. 3D modelling is still very expensive and time consuming. So is animation. An easier route is just 3D photo scanning, but that makes everything look generic, but isn't stopping AAA devs from saving some cash.

meds meds meds

Next Gen?

youtube.com/watch?v=uf3ALGKgpGU

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It's not as bad as it used to be

user, they ditched the old UI like 3 years ago, get with the program

ILM,Weta & Blur don't use it. SHUT YA MOUTH

>puts the power of pornographic filmmaking back into the hands of the commoner
ftfy

>An easier route is just 3D photo scanning, but that makes everything look generic, but isn't stopping AAA devs from saving some cash.
I think they do it because normies associate "realism" with "good graphics" so we dont get art styles in games anymore and every game looks like a naughty dog walking simulator

The backrooms thing that went viral a while ago is made using blender.

I remember Man In The High Castle used Blender for VFX.

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Don't they use their own in-house software? You can't even pay to use it.

Its 9 actually.

A godsend to DeviantArt perverts

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just get student access. or pirate.

photogrammetry is cool but still requires a lot of human intervention. you still need to retopologies, de-light, bake textures etc. it doesn't work well on hardsurface either

>puts the power of pornographic filmmaking back into the hands of the coomer
ftfy

Node-based procedural modeling using Blender's geometry nodes is bliss.

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delicious feet

That is nuts. Do you have to know programming to do stuff like that or is it drag and drop?

i need to learn geometry nodes. regular modifiers are fucking awful

i'm pretty sure they use maya with a ton of extra custom plugins and other stuff. i know weta is working with autodesk to sell their tools

>retopologies
not anymore with nanite

>That is nuts.

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that is a very inconvenient bar of chocolate to eat

You don't have to really write any code to use it. You place and connect the nodes, adjust the parameters and watch the magic happen. Once you get the hang of it, you kinda feel like a Greek god.

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Tangent Animation tried to do 3 movies at the same times after Next Gen and they had to close the studio lmao

not really. it's just basic logic. you need a basic understand of 3d modelling to start but there are plenty of tutorials to help you. they have the same thing for materials and compositing as well.
youtube.com/watch?v=MfZeGYWpCUo

>literal 666 logo
no thanks

>GPU prices are massively coming down now

Finally can't wait to replace my GTX 1060 with a much more powerful ray tracing card for hugely faster rendering speeds.

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666 mark of the beast

don't worry. latest chinese lockdown will make sure that all the chip factories aren't producing anything.

Ever since 2.8 came out back in 2019, Blender's been getting a lot more industry attention and support. They're a much bigger contender in the scene than they were 10 years ago.

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Who created/invented blender?

A Dutch ex-NeoGeo developer named Ton Roosendal. Development started in 1995 and it was later made free and open source.

youtube.com/watch?v=e2CzC_OTOA8

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> ex-NeoGeo
Wat

This guy is based. Made blender as an internal tool, studio closed down and they told him to quit working on it, said fuck you and devoted the rest of his life to improving it.

>Yeah and it gets looked down upon

It's getting wider acceptance in the 3D industry. Highly respected developers like the Substance team and Quixel are making plugins for it now.

Autodesk shot themselves in the foot by taking away perpetual licenses and shoving mandatory subscription plans down everyone's throats.

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user, there are tons of Blender jobs out there now.
The new UI from 2.8 literally changed everything and Autodesk now considers Blender to be it's main threat.
On Indeed alone which isn't even a good place to look for modeling work there is over 700 listings involving Blender.
Times have changed.

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This guy made a car chase scene in Blender by himself for free. Imagine how much this would have cost to film this in live action not to mention all the safety regulations that would slow you down, haha

youtube.com/watch?v=eXldgzeuj1k

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What is neogeo

feet

Zamn, that's amazing. That's gotta be a real timesaver; all you have to do is adjust a few settings and you can have any kind of pie you want.

Blender is not pipeline-friendly.
That one reason alone is why it won't replace Maya for filmmaking.

I tried to go use to Maya again a few years after switching to Blender and the experience just felt soulless. I felt a sad, depressive emptiness come over me, as if I was partaking in a vestige of the past whose time had come and gone. Blender is getting huge improvements every update but Maya just feels like its stagnated and directionless.

*I tried to use Maya again after

AMEN, Brother!

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Big fan of Blender, but they most likely will never be used for more than parts of any motion picture work - it's simply not capable of scaling in the way it would need to, fit into production workflow systems, or tie into proprietry rendering and compositing tools used.
You have to understand, nobody uses ONE platform. They use everything - Maya, Zbrush, and a lot of proprietary in-house code, supplemented with commercial tools for specific tasks.

Pixar has a proprietary platform called Presto, but they build models and textures for it with a library of all of the modeling, rigging, and texture making apps on the market, and all of the image editing stuff from Adobe.

Weta is the same - they use everything on the market for building assets, but it's all put together in proprietary workflow apps.

Same for ILM, there was an interview with one of the FX supervisors that's not online anymore, who said that modelling and such was done on commercial stuff, but their pipeline is all proprietary code, supplemented with stuff like Houdini for lighting, and Nuke for compositing.

But yes, Blender is at the point where it can create assets for use in bigger, proprietary systems. It's a great place to start, learning how to learn modeling, texturing, and rigging, and their geometry and procedural nodes are really good stuff.

If you're looking at working in the industry, Blender is at the point where learning it won't be a ding on your resume - but you really need to be a generalist and at least know the basics of the big dogs like Maya, Zbrush, Modo, etc. Then when you start working, specialize. Depending on what kind of work you want to do. For hobbyists, there's nothing as good as Blender, in terms of ease of use - you can get a free student version of Maya, but it's really overwhelming for newbies. I'm a big fan of Blender.

Not really, not anymore. And, it depends on what you're doing. If you're modelling, you can use Maya, or 3DS, or Modo, or Zbrush - a model is a model.

This scene would never be used in a major motion picture. It's impressive, at an amatuer level, but not at a Hollywood level.

Nice. I made this "planar tracking" in blender.

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Maya is rarely used, if at all, in the pipeline in the big studios. It's one tool of many, that feed the proprietary workflows in those studios.
You tards keep bleeting "Maya" without knowing what it does, and how it's used, and having no clue how the big studios put movies together. Maya is for making assets - the real heavy lifting of rendering, rigging, compositing, motion capture, lighting, and everything else is done on custom code.

If you tried to rely soley on Maya at the Pixar/ILM/WETA/Dreamworks level, you'd be laughed out of the room for even suggesting it.

>Blender is not pipeline-friendly.

>make model
>export FBX

What's unfriendly about that?

Maya isn't a pipeline app.

This is perfect timing cause I just started thinking of doing this seriously and have both Maya and Blender. It is super overwhelming but tutorials online really help out.

Metasequoia is free and intuitive. I'm just an amateur, but at least I don't need a tutorial just to use a mouse on the program

>>puts the power of Hollywood filmmaking back into the hands of the coomer
fixed it pham