I've sent them an email kindly requesting some statistics (if they have any) Maybe this joblist is a good indicator of which SW is most wanted.just hit CTRL+F to search through list and type either Cinema 4D, Houdini, Maya etc.Īrtstation has this joblist, not sure if a good indicator though because jobs get registered and then filled very quick: How much time does Pixar, Disney, WetaFX need to train their stuff for RenderMan, Presto, Hyperion, Meander, Tonic, Manuka, Odin, Tissue. The difference with 3D is that there will never be a job opening for someone with experience in POVray to maintain a 1997 project.Īll this conversation brings the question "what about home-brew software ?" What kind of software experience do they seek for newcomers. Like in software engineering they expect to either know a ton of languages and helper technologies with 25y experience or have an asian-level of expertise in one particular language to do everything with it. I think nowadays the 3D visualization industry is just looking for wizards. Many ask for Blender artist but I don't think they will all find the right person for the job. Like with C4D, the best Blender users are those who have been using it since early versions. I've downloaded it countless times but it's controversial if I will open it twice a year. If the client want's architecture it's AutoCAD, 3Ds Studio and Vray.īlender and C4D have specific limitations but also a wide use for preτty much everything.īlender download counters don't mean a thing. If the client want's animation of characters or crowd sims it's Maya. If the client wants product placement of complex things like shoes or characters for cinematic shots for games then it's ZBrush and RedShift. If the client wants fluid simulation or fire then the studio will ask for a Houdini specilist and secondarily some other software like Real Flow or Navié Effex and Arnold. No matter what the consumer trend is I think the main drive behind it is always the client's needs.
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