I've had great success with git, version controlling, sharing and collaborating on my programming projects, and would love to do the same with photoshop .psds, illustrator .ais and maya projects. Maya, as you may know, is a brilliant 3D modelling and rendering kit, but its projects are saved sort of like a programming framework, with various directories for source images and textures and the like.
Obviously all files are just numbers, so in theory git would be fine only updating the parts of the .jpegs or maya binaries that have changed, but do you think in reality this would this cause data corruption and tears? Like I say, I'd like to do the same with photoshop and illustrator files.
Most of the people I know who use Maya or similar software, keep their work on a network mounted drive to share with just a couple of collaborators. When a version is ready for release, it is rendered and hosted on a ftp site.
I've had this issue for a long time as well. Done quite some research and there are a few options for you to version control your graphical assets. Some of them require your own server (some requires you to specifically run Windows server) and some can be hosted on a third party server. My favorite (although not completely satisfactory) was Timeline from Pixelnovel.
In my experience, you should make sure that all your collaborators are using the same version of the software (both Timeline and PS/AI/Maya), older versions of PS requires you to run an older version of Timeline which doesn't handle the working tree the same way as in more up-to-date versions.
I've also version controlled large graphical assets with regular Subversion (no GUI) and I found it wasn't all that bad if you're OK with using the terminal. Of course, things like merging, conflicts etc. isn't possible with binaries but at least you get a neat version management with a structured log. Also, with SVN you can lock a file while working with it (which Timeline does for you).
Now we are having a great integration link between Adobe After Effects and Maxon Cinema 4D , any body have an idea about integration between Adobe After Effects with Autodesk 3D Max and Maya 3D because the idea is to make the same integration specially with 3Ds Max and with the latest render engines like Arnold , Corona and V Ray , so that we can solve a lot of compositing tasks inside our 3D scenes.
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Hi , i'm new here. i need help to model a guitar using maya. As i'm new with maya, i was wondering if there is any tutorial i can follow ? I can't find any online, so i hope someone can help me ? thank you. :sad:
So I am studying blender in my school as alternative subject for about 10 months and some of classmates recommended me this application (MAYA). Should I switch ? Kindly consider my specs Here. Thanks !
If you are a freelancer and you want to go that way, Blender is a great choice, it is free, and will remain free, so you can do projects and collaborate with a lot of freelancers. It is quite powerful, and very, very light on the basic specs needed.
If you plan to work as an employee on a company that uses Maya (or you want to be a studio that interacts with other studios that does) you could use it, but the licence is not cheap. But you can have a 3 year free licence as a student. -software/maya So go and test it. The specs needed are higher.
It depends on what your goals are. If your goal is to become an application operator then your question makes some sense. If your aim is to reach deeper understanding of what you can do with either application you learn both.
There is nothing wrong with either approach. The world needs people who can just do 3d without any deeper knowledge; plain operators. The major problem with this approach is that technology comes and goes, so at some point, you become obsolete. Many 3d operators are strictly limited to one application, as doing the effort to move to another application is not paying the bills if your not intrinsically motivated to do so.
You can not really achieve deeper learning by just learning one application. You get into thinking that this one way is somehow fundamental, and there is no way to check your assumptions. Learning a second application lets you reflect on the workflow and look at all elements separated from such concerns. It is however mentally much more challenging. And this approach is not any better in terms of long term employability, as lot of employers think you're an operator anyway.
Look at some projects on the internet. As long as you can have a great portfolio with Blender, you can get a job with it. Blender is free, so you can use it on any computer. That is one awesome advantage with Blender. There's very litle that Maya can do that Blender cannot, but look at the cost of Maya.
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