Looks like flippednormals finally talked about blender not being an industry standard. This was discussed in one of their forums threads here and I wrote a blog post sometime ago before on a few points on this.
- Lack of good training
- Need to retrain loss in productivity
- Costly to upgrade pipeline
I have personally worked professionally as a Designer and the tools I use and still use today for 3D and Graphics are still Maya and 3dsmax over the past few years not to mention the Adobe CC Suite.
There is a reason why these tools cost a lot and have been stressed test over the years to perform.
Already back in 1999 Maya was ahead in Character Animation
Here is the current stack if you are looking to work in CG content creation in 2019
- Maya
- 3dsmax
- Adobe Suite (Photoshop, After Effects, illustrator etc.)
- Nuke
- Zbrush
- Substance Designer & Painter
- Mari (VFX Texturing)
- Katana
- Arnold
- Renderman
Other tools I have come across in various workflows.
- DaVinci Resolve
- Avid Media Composer (Editors)
- ProTools (Audio Mixing)
Blender is still great tool to learn if you never had touched 3D and it's free to get started.
It seems to be a great generalist tool good for previs and concept art. Which is one area blender can dominate if marketed correctly.
But tools are just one part of the equation. It’s just the surface thing that most see when we see a creator making images. Oh that was rendered in Blender cool. There is more than just pushing polygons to get to that final rendered image. There is the craft and art fundamentals that goes with how to draw the eye to see something in that images and it takes lots of practice. New tools may help us make those images faster but it can’t replace skills.
Posted from my blog with SteemPress : http://williamteh.com/why-blender-wont-be-industry-standard/