I was just thinking back about all the software that I have had to learn to create my project. It almost tells the story of my journey all on its own. I’ve even left out software that I dabbled with but did not really end up using such as MakeHuman and some Kinect based motion capture software (that list would probably tell its own story). I’m sure that I am probably still missing some important software and will likely have some significant additions in the future. Does anyone have any other additions?
Thanks guys. I guess that the point of my thread was not really just the software but the journey it represents. I went from knowing just 3D kinematics and image processing to having to learn game development, graphics, texturing, 3D modelling, programming, video editing, website development, computer aided design, 3D printing and virtual reality. I may also have to delve into electronics in the near future. I didn’t really grasp the entire scope of my project when I first started and just thought it was cool looking at it from the perspective of the software that I needed to learn.
learned a bit of audacity and premiere for last project
recently speedtree and world world machine. Thoguh world machine support seems to be dead so if I was gonna be using software like that on the regular i may look for something else.
and most recently been really diving deep in unity as I begin a larger project on my own. whole different ballgame compared to working solely as artist or following tutorials.
but some of those programs could be broken in different tiers. Like maya started with modeling for me, but also have done rigging and animation in it as well.
out of all those programs, the only one I could reasonably cut is zbrush. That may sound like sacrilege to any character artist out there but really it’s only useful for one small thing and many times that can be avoided. I just don’t use it much.
MVP’s are definitely maya and substance painter. That’s where most of the magic happens.