It’s been the standard for years, i.e. studios proprietary tools are woven into max/maya, that took years to refine and make better. That studios not going to make all their employees stop and switch to blender just cause it’s free.
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It’s a massive production cost to retrain and rebuild tools, pushing back progress on making a game that can literally bankrupt a studio.
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For clarity, coming from a perspective of being hireable faster, not to avoid the software. You’re more valuable if you’re familiar w/ something than hoping they’ll teach you on the job.
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How many dollars have you personally spent on maya or max?
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$0 cause you were able to use your email for a student license up until earlier this year.
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it's a good to get acquainted with Max/Maya but there are plenty of studios that are app agnostic like Ubi Massive and many other studios where you can use Blender but deliver your work in the other package.
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Yeah I’ve worked in places where they’re lax about where you get the art done, but most places have their final export package of choice that can be tied to certain tools, so I think that’s something that’ll still be around for a while
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How is the community exhausting?
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Meant it in a way where I think artists coming in starting from blender feel like it should be the end all be all, & blinds them from the fact that we have to be adaptive.
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The Queem. Save er
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dude being an Environment Artist