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I've been learning Blender for 6 months now but obviously to be taken seriously in this field you gotta pick up some better software. I've noticed 3DS Max and Maya are popular choices but which would probably be the best to learn to model in the future? Do they excel in different areas?
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there are areas that max and maya do excel over other programs but its really hard to pinpoints those things because those programs contain over 100,000 different functions. all the conclusions you can make about it are purely anecdotal.

1 thing for sure is that both of these programs are much more capable of heavy scene work and production pipeline. its tried and true, we yet seen a real production movie with blender (shorts don't count)
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>>580981
The general consensus is: Max is better for modeling and has a much larger user base than Maya, so you'll always find a solution to a problem and scripts/plugins are also more readily available and updated.
Maya is apparently better for rigging and animation, but I haven't been able to crack it enough to actually get to that stage, people aren't kidding when they say it's the more complicated of the two to use. There's complicated like ZBrush where a simple program hides 90% of its functionality behind nested menus and a shit UI, and then there's Maya which is like getting into an airliner cockpit.
I'm not too interested in learning two packages, if you can work really well enough in one to compensate not having a dedicated magic "it works" button that the other does, then it's all the same in the end. So within reason, a slightly more convoluted solution within my comfort zone is better than an automated one I don't understand. Try them both out and pick the one you feel more comfortable with.
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I use both, and I prefer Maya overall. The viewport shading is way better (even Blender's viewport is better than max's), the modeling is fine as long as you don't mind creating architectural stuff yourself (3ds has the upper hand here with it's handful of generators). The rigging with 3ds max however is atrocious in my experience. If you only plan on doing modeling then go with 3ds, if you want to do modeling and animation then go with Maya.
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Hi, max user here. I hear people shit on max animation tools constantly, is it worth switching to blender for rigging?
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depends on the company desu.

some i've applied for say C4D, some say maya, and some say Max.

Knowing them all decenlty and mastering 1 is probably best.
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>>581081
I knew that, I just was wondering which would be the one to "master"
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Max user considering using Maya. What would be the Arrimus3d of Maya youtube videos?
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>>582302
This question already came up often and the answer is never satisfying.
There is only one Arrimus3d.
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>>580981
this is the best answer you are going to get
>>580990
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>>580981
Try to learn the basics of both, you have lots of basic tutorials for free in yt or you can try Lynda, maya is harder if you are used to blender
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>>582302
The same principles of modeling applies.
I've watched his tutorials as a Modo and Maya user. pretty much all popular 3D packages have the same tools just different UIs and controls.
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>>582426

Okay, but what would be a good intro video to the UI/controls of maya?
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>>580990
this one, and then there is houdini, for which you need to be a fucking magican to get a solid grasp on...
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>>582865
Houdini doesn't seem that complex from what I've used of it so far, I think the thing that scares people away is the paradigm shift in thinking that one needs to use it effectively and surmounting that initial learning curve.
In most cases artists want to use a method that will help them get to an end result as fast as possible, but Houdini tasks you with constructing objects and effects procedurally leading up to the end result. This is a bigger burden on the creator, but that's where its power comes from, it's simple to deconstruct or change something after the fact.
But yeah, it's definitely not something you would want to learn as a first 3D package regardless.




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