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2D and 3D Discussion Which 3D apps the devs are using
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Author | Topic: Which 3D apps the devs are using |
posm Member Posts: 455 |
posted 11-20-2003 08:05 AM
I've heard lots of stats thrown around about which off-the-shelf 3d apps are being used by game developers. Much of it seems to be very speculative, or derived from marketing depts. In other words, bs. I'd like to hear what devs are using for their 3d apps these days. Not why, I don't care about that, don't want to compare them, that's mostly useless. We're developing tools for game devs, right now we support 3ds max, but we'll support whatever apps our customers use. Anyhow, I wanted to hear for you what you use personally at work, vs. what your team uses. If you use more than one in your pipeline, which ones do you export from into your game formats? I'm not a marketing guy, just curious about where it stands these days, in the trenches. I want to know which ones I may need to bone up on. IP: Logged |
Rick Stirling RSArt Posts: 1247 |
posted 11-20-2003 08:08 AM
Max 4 and Max 5 IP: Logged |
idiot bird Member Posts: 655 |
posted 11-20-2003 08:20 AM
Max 5.1 and every version of Photoshop under the sun IP: Logged |
Whargoul Electronic Arts Lead Character Artist Posts: 848 |
posted 11-20-2003 08:39 AM
Electronic Arts (Vancouver) World, character & animation team for SSX: Maya Other groups in our studio: Maya, XSI or Motionbuilder (for mocap editing) I think we've ridded ourselves of Max almost completely except for the Bond group. And I think they are switching over next project. [edit to add company] [This message has been edited by Whargoul (edited 11-21-2003).] IP: Logged |
Ryno Member Posts: 373 |
posted 11-20-2003 09:51 AM
Hey guys, if it's OK, could you state your company and location so that we can see if there are any regional differences? Microsoft Games, Seattle. My group runs Max, others run Max or Maya. IP: Logged |
joolz8000 Digital Artist Posts: 531 |
posted 11-20-2003 10:12 AM
Zombie, Seattle- Max. I think the animators are using Filmbox these days. IP: Logged |
rungy Member Posts: 271 |
posted 11-20-2003 11:05 AM
Ritual Entertainment Dallas TX Max 4.26/5.1 w/ CS 3.21 / 4 for everything Condition Zero Max 4.26/5.1 w/ CS 3.21 / 4 for everything Star Trek Elite Force II Max 4.26/5.1 w/ CS 3.21 / 4 for everything on an LOTR project Max 4.26/5.1 w/ CS 3.21 / 4 for everything Black Hawk Down Max 4.26/5.1 w/ CS 3.21 / 4 for everything Sin 2 Max 4.26/5.1 w/ CS 3.21 / 4 for models and animation on Everquest( SONY ) Max 4.26/5.1 w/ CS 3.21 / 4 for everything Planetside ( SONY ) Max 4.26/5.1 w/ CS 3.21 / 4 for everything Eidos ( 2 undisclosed projects ) Maya 4.5 for character animation, some character modeling at iD ( Doom3 ) Maya 4.5 for character animation for Eidos ( 2 undisclosed projects ) Maya 4.0 for everything on Star Wars Galaxies Online ( SONY ) Maya 4.0 for everything on Everquest 2 ( SONY ) XSI 3.0 for character animation at Valve ( Half Life 2, note they support Max and Maya too but are converting their pipelines to strictly XSI ) IP: Logged |
SouL Member Posts: 1455 |
posted 11-20-2003 12:09 PM
Bond Character/Animation/Environment Props Team: Maya 4.0 IP: Logged |
poopinmymouth Posts: 300 |
posted 11-20-2003 12:19 PM
Warthog TX, Austin, TX max 5.1 and photoshop 7.0 Terminal Reality, Dallas TX, max 5 photoshop 5.5-7 IP: Logged |
Gwot Digital Extremes Posts: 359 |
posted 11-20-2003 12:56 PM
Character stuff for UT, UT2003/UC : Max/Character Studio. Level design was done mostly with LW and UEd. Current project: Pretty much all LightWave. Though I'll be using Motion Builder as well for animation. I like to check out new software all the time and see where things are heading though, in case I decide to switch over for a future project. We only recently decided to go with Motion Builder for character stuff, but with LW 8 just around the corner and full of a MASSIVE kick in the pants for character animation and setup, I just may be using it more than I thought I would originally. Either way it shouldn't affect our content pipeline since everything from MB comes back to LW for export. Always good to have options. IP: Logged |
posm Member Posts: 455 |
posted 11-20-2003 01:29 PM
Well, this is a virtual whos-who goin on. Thanks all. Gwot, by any chance were you formerly known as Flodd, back in the day? I'm guessing you're probably a different j.e. IP: Logged |
Gwot Digital Extremes Posts: 359 |
posted 11-20-2003 01:40 PM
Nope, always been a Gwot, so far as I can tell. IP: Logged |
Scott Ruggels Posts: 2692 |
posted 11-20-2003 06:41 PM
Castaway Entertainment. maya, Photoshop, and some sound programs I know nothing about. Scott IP: Logged |
Paul Jaquays Posts: 602 |
posted 11-20-2003 08:52 PM
Ensemble Studios. 3DS Max r5 for modeling pretty much everything currently in development. Character Studio (I think version 4) for character animation in same. ------------------ Home Page: http:paul.jaquays.com IP: Logged |
StrangeFate Digital Extremes Posts: 823 |
posted 11-20-2003 09:53 PM
Lightwave ever since, DeepUV for UVmaps, play around with Zbrush. Team... see Gwot (LW wishing they had DeepUV too). I'm guessing that once the new version of Zbrush comes out with proper normalmap baking etc it will be more common for the hipoly stuff. IP: Logged |
Burnt Kona caffeine free Posts: 905 |
posted 11-21-2003 12:48 AM
I have to use both MAX and Maya for pipeline testing Renderware here in Derby, but I know the Criterion Guildford people use Lightwave and Filmbox. IP: Logged |
tpe Model Freak Posts: 3590 |
posted 11-21-2003 01:08 AM
Lightwave and motion builder tpe IP: Logged |
Rick Stirling RSArt Posts: 1247 |
posted 11-21-2003 01:15 AM
Gamezlab, Dewsbury, West Yorkshire. Max 4.26 with Character Studio v3 on Fightbox, I think theres 1 or maybe 2 artists left on it. The rest of us are using max 5.1 with CS v4 on the current project. IP: Logged |
willemannen Member Posts: 128 |
posted 11-21-2003 05:31 AM
Amuze, stockholm max5 all the way, altho we might switch over to maya next project IP: Logged |
Frankie Posts: 885 |
posted 11-22-2003 12:27 PM
Lightwave for modeling and maya for animation. We used to use max, but we don't anymore, and im glad! haha IP: Logged |
KingofDaveness Posts: 393 |
posted 11-23-2003 01:02 PM
I use Max. ------------------ IP: Logged |
Scott Ruggels Posts: 2692 |
posted 11-24-2003 02:40 PM
What is Z-Brush? Scott IP: Logged |
Gwot Digital Extremes Posts: 359 |
posted 11-24-2003 03:09 PM
http://pixologic.com/index.cgi Here ya go Scott. The program is sort of on the cusp of a new release at the moment, with some major new features and enhancements. The user community is currently holding their collective breath, as it should be a massive upgrade to some already innovative tools. It's not really a game development oriented tool by nature, but it can be depending on what you use it for. IP: Logged |
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