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Author Topic:   Which 3D apps the devs are using
posm
Member

Posts: 455
Registered: Aug 2002

posted 11-20-2003 08:05 AM     Click Here to See the Profile for posm   Click Here to Email posm     Edit/Delete Message   Reply w/Quote
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.

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Rick Stirling
RSArt

Posts: 1247
Registered: Dec 2000

posted 11-20-2003 08:08 AM     Click Here to See the Profile for Rick Stirling   Click Here to Email Rick Stirling     Edit/Delete Message   Reply w/Quote
Max 4 and Max 5

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idiot bird
Member

Posts: 655
Registered: Sep 2002

posted 11-20-2003 08:20 AM     Click Here to See the Profile for idiot bird   Click Here to Email idiot bird     Edit/Delete Message   Reply w/Quote
Max 5.1 and every version of Photoshop under the sun

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Whargoul
Electronic Arts
Lead Character Artist

Posts: 848
Registered: Aug 2000

posted 11-20-2003 08:39 AM     Click Here to See the Profile for Whargoul   Click Here to Email Whargoul     Edit/Delete Message   Reply w/Quote
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).]

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Ryno
Member

Posts: 373
Registered: Sep 2001

posted 11-20-2003 09:51 AM     Click Here to See the Profile for Ryno   Click Here to Email Ryno     Edit/Delete Message   Reply w/Quote
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.

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joolz8000
Digital Artist

Posts: 531
Registered: Jun 2001

posted 11-20-2003 10:12 AM     Click Here to See the Profile for joolz8000   Click Here to Email joolz8000     Edit/Delete Message   Reply w/Quote
Zombie, Seattle- Max. I think the animators are using Filmbox these days.

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rungy
Member

Posts: 271
Registered: Jul 2000

posted 11-20-2003 11:05 AM     Click Here to See the Profile for rungy   Click Here to Email rungy     Edit/Delete Message   Reply w/Quote
Ritual Entertainment
Dallas TX

Max 4.26/5.1 w/ CS 3.21 / 4 for everything Condition Zero
enhanced Radiant for world building

Max 4.26/5.1 w/ CS 3.21 / 4 for everything Star Trek Elite Force II
enhanced Radiant for world building

Max 4.26/5.1 w/ CS 3.21 / 4 for everything on an LOTR project
enhanced Radiant for world building

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
enhanced Radiant for world building

Max 4.26/5.1 w/ CS 3.21 / 4 for models and animation on Everquest( SONY )
enhanced Worldcraft for world building

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 )
enhanced Radiant for world building
Lightwave 7 for character, world and object modeling

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 )
enhanced Worldcraft( Hammer ) for world building

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SouL
Member

Posts: 1455
Registered: Mar 2001

posted 11-20-2003 12:09 PM     Click Here to See the Profile for SouL   Click Here to Email SouL     Edit/Delete Message   Reply w/Quote
Bond Character/Animation/Environment Props Team: Maya 4.0

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poopinmymouth
U kno U want me 2

Posts: 300
Registered: Jun 2003

posted 11-20-2003 12:19 PM     Click Here to See the Profile for poopinmymouth   Click Here to Email poopinmymouth     Edit/Delete Message   Reply w/Quote
Warthog TX, Austin, TX max 5.1 and photoshop 7.0

Terminal Reality, Dallas TX, max 5 photoshop 5.5-7

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Gwot
Digital Extremes

Posts: 359
Registered: Jul 2000

posted 11-20-2003 12:56 PM     Click Here to See the Profile for Gwot   Click Here to Email Gwot     Edit/Delete Message   Reply w/Quote
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'm doing most of my modeling in Silo and Zbrush these days, with LW being used for the UV, weighting, and rigging.

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.

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posm
Member

Posts: 455
Registered: Aug 2002

posted 11-20-2003 01:29 PM     Click Here to See the Profile for posm   Click Here to Email posm     Edit/Delete Message   Reply w/Quote
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.

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Gwot
Digital Extremes

Posts: 359
Registered: Jul 2000

posted 11-20-2003 01:40 PM     Click Here to See the Profile for Gwot   Click Here to Email Gwot     Edit/Delete Message   Reply w/Quote
Nope, always been a Gwot, so far as I can tell.

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Scott Ruggels
Castaway Entertainment

Posts: 2692
Registered: Jul 2000

posted 11-20-2003 06:41 PM     Click Here to See the Profile for Scott Ruggels   Click Here to Email Scott Ruggels     Edit/Delete Message   Reply w/Quote
Castaway Entertainment. maya, Photoshop, and some sound programs I know nothing about.

Scott

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Paul Jaquays
Sage Emeritus

Posts: 602
Registered: Apr 2001

posted 11-20-2003 08:52 PM     Click Here to See the Profile for Paul Jaquays   Click Here to Email Paul Jaquays     Edit/Delete Message   Reply w/Quote
Ensemble Studios. 3DS Max r5 for modeling pretty much everything currently in development. Character Studio (I think version 4) for character animation in same.

------------------
-Paul

Home Page: http:paul.jaquays.com
Wanna Buy a Print of My Art?: Fantasy-Emporium.com
My Q3A Engine Modeling Resources Links Page
My Texture & Shader Resources Links Page

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StrangeFate
Digital Extremes

Posts: 823
Registered: Sep 2000

posted 11-20-2003 09:53 PM     Click Here to See the Profile for StrangeFate     Edit/Delete Message   Reply w/Quote
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.

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Burnt Kona
caffeine free

Posts: 905
Registered: Jul 2000

posted 11-21-2003 12:48 AM     Click Here to See the Profile for Burnt Kona   Click Here to Email Burnt Kona     Edit/Delete Message   Reply w/Quote
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.

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tpe
Model

Freak

Posts: 3590
Registered: Jul 2000

posted 11-21-2003 01:08 AM     Click Here to See the Profile for tpe   Click Here to Email tpe     Edit/Delete Message   Reply w/Quote
Lightwave and motion builder

tpe

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Rick Stirling
RSArt

Posts: 1247
Registered: Dec 2000

posted 11-21-2003 01:15 AM     Click Here to See the Profile for Rick Stirling   Click Here to Email Rick Stirling     Edit/Delete Message   Reply w/Quote
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.

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willemannen
Member

Posts: 128
Registered: May 2001

posted 11-21-2003 05:31 AM     Click Here to See the Profile for willemannen   Click Here to Email willemannen     Edit/Delete Message   Reply w/Quote
Amuze, stockholm
max5 all the way, altho we might switch over to maya next project

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Frankie

Posts: 885
Registered: Jul 2000

posted 11-22-2003 12:27 PM     Click Here to See the Profile for Frankie   Click Here to Email Frankie     Edit/Delete Message   Reply w/Quote
Lightwave for modeling and maya for animation. We used to use max, but we don't anymore, and im glad! haha

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KingofDaveness

Posts: 393
Registered: Dec 2000

posted 11-23-2003 01:02 PM     Click Here to See the Profile for KingofDaveness   Click Here to Email KingofDaveness     Edit/Delete Message   Reply w/Quote
I use Max.

------------------

KINGS CASTLE

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Scott Ruggels
Castaway Entertainment

Posts: 2692
Registered: Jul 2000

posted 11-24-2003 02:40 PM     Click Here to See the Profile for Scott Ruggels   Click Here to Email Scott Ruggels     Edit/Delete Message   Reply w/Quote
What is Z-Brush?

Scott

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Gwot
Digital Extremes

Posts: 359
Registered: Jul 2000

posted 11-24-2003 03:09 PM     Click Here to See the Profile for Gwot   Click Here to Email Gwot     Edit/Delete Message   Reply w/Quote
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.

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