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@Meier haha i don't really know how Houdini works, all i know is that they want to implement some of their workflow with geometry nodes.

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@hideki the blender geo-nodes is pretty impressive. I spoke to the houdini guys when blender 2.8 first launched and they were planning on making blender .hda friendly. I think the blender guys were like.... "na we can do it better" and then just made their own thing.
I have used pretty much everything at this point and I enjoy using maya / houdini the most.
I would love to just switch to blender but it feels so different from 3ds max/ XSI / maya... everything. I switched most of my hotkeys in maya to blender hotkeys. I really am hoping I can make the switch but the current UV editor in Maya vs the current UV editor in blender is no contest. Blender's biggest problem, for me, is it's shit UV support.
I think if I started in blender it would be one thing but 10+ years of production with max/maya makes it hard.
Zbrush is fine but is becoming less important these days for non-character artists.
Houdini is free and very powerful. It's not easy to learn but it can be very rewarding.

@Meier @hideki
Honestly, I haven't catched up with all the geometry nodes at all. At some point I tried to get a building generator working but the tutorial I watched was outdated and I gave up. It's way above my head for the time being.

@Reinhard @Meier as i said in other thread, i haven't used them at all because i'm limited on the blender version i can run, and sometimes i see them being hyped as kind of a one-size-fits-all solution for everything, even for the most ridiculous stuff

@hideki @Meier

Yes, people like Erindale for example do everything with nodes. I also agree with what was said about the UV editing in Blender. In the end I only utilize a small part of the features.

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