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3dsmax or maya, what should i learn?

i managed to model a chest with 3dsmax, then i heard maya is better and after 2 hours of trying pic realted is al that came of it. searched for 3min how to delete a fucking vertex, turns out the corners where 3 individual vetices because fuck me. is it worth it, should i keep going with maya or go back to 3dsmax?
>>
Depends on what you want to do and personal preference. The way most people see it:

Characters, Rigging, film, VFX: Maya
Hard Surface, architectural, guns, cars, mechanical: Max

Max has an easier to learn interface and has remained largely unchanged over 2 decades, so I give it that. Maya while more complicated to learn does have some more modern innovations.
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>>633893
I want to use it for unity, if that helps.
>>633892
>searched for 3min how to delete a fucking vertex
meant 30, maya seems to have a hard time just deleting stuff
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>>633892
maya is not great for modelling
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>>633892
C4D.
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>>633892
I really h8 modeling in maya, if you aren't doing animation it isn't worth it
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>>633898
>>633901
is 3dsmax an good alternative? maybe some other programms?
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Honestly i would just use both, create your models in and skin rig and animate in maya, max modifier stack completely shits on maya in terms of creating models but i can straight out tell you one thing, the whole skinning process of max is the most outdated garbage piece of crap you'll ever see, unless you can afford a third party skinning and tool like bonespro or deltamush stick to maya for skinning rigging and animating
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>>633902
clara?
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Honestly to god the only softwares worth a shit in 3D are Houdini Zbrush and Blender (because its free and competent in modelling bases for Zbrush and rigging/animation).
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>>634083
Don't forget about Substance and Mari.
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>>634106
You mean Krita
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>>634107

I swear you open source faggots never miss a occasion to ridicule yourselves.
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>>634083

Blender can't handle shit in edit mode, which makes plugins such as retopoflow useless for anything more than a bust. Let's not even get started with it's lack of basic features such as UV relaxing.

Swap DonutMaker with Mayaand add Substance to your list and you'll be on to something.
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>>634107
Krita is fine too, but it's not for 3D.
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>>634123
Really, if you have Blender as a good-enough modeler in your toolbelt, and you use Houdini for everything else, there is little to no need for Maya/3ds Max/Modo/etc.

Given that Blender is free and can do its job well enough, it (economically) makes sense.
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>>633893
>vfx
HOODINI, NIGGA
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>>634123
>this faggot willingly models in maya
There's a whole world of software thats extremely capable at modeling (3ds Max, C4D, Blender, even fucking Modo) and you decided to use the shittiest one for that task
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>>633892
Maya is better than Max in most areas except for modeling. If you are just looking for 1 program to learn, make it Maya, but be aware you'll have to install a bunch of modeling addons if that's what you want to do.
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>>634154
>even fucking Modo

even? Modo is one of the best 3d apps for modeling and UVing, if not the best.
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which one of these 2 can open .max files ?
i have a bunch of these that i want to convert to another open format
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>>634154

Listen faggot. You probably never used Maya in your life and here you are talking shit about it. I use Max, Maya and Modo extensively. Maya's modeling (currently using 2018) is prefectly fine and butter smooth, especially with scripts.
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>>634164
modo is also the modeling software that shit itself the most just after Blender and Maya, and still lacks shit as basic as an active symmetry tool or an easy access xray tool which every other software had already for years. development as fast as the speed of molasses and the stuff packed in new releases is full of bugs

at least foundry seems to care about it

>but scripts
the fact that you have to use paid or free scripts to make something work really speaks about the quality of the team developing such software
this is the same reason why a lot of notcockmonglers agree that maya is fucking shit

>>634246
>especially with scripts
you tell him that like something to be proud of, brainlet
when you ever get into a big studio you will have to learn the current meme plugins at that studio, switch workplace and now you gotta learn other memes that do exactly the same that vanilla max, houdini or c4d can do except for having a price tag of half of maya licence on top of the license itself. meanwhile the base software is a shitty mess for modeling, cant even render properly without becoming unstable and its vfx tools are too archaic to compete with sidefx stuff so the same cocksucking memestudios buy "houdini for maya" lmao

the only single thing that maya exists for is animation and rigging and even houdini might outdo it at that sometime in the future

the only ones to blame here are Autofuck execs too busy burning the profits to care about their own products. literally the apple of 3d
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>>634246
this. maybe a couple years ago (alright, more like 10+ years ago) 3ds max was better than maya for modelling, but these days maya has caught up significantly.

3ds max has the modifier stack, but it doesn’t have the extendability and customability of maya

>>634154
>extremely capable at modeling
> cinema 4d
top kek
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>>634256
Kill yourself.
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>>634256

Wow what a fucking idiot. I use scripts for ALL of the 3d software I use. Almost every pro doesno matter what software they use. You're just talking out of your ass.
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>>633894
>maya has a hard time doing something
No. YOU have a hard time understanding how Maya protects tards like you from yourselves.
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Stick to Max or learn Blender.
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What would be the best for making Overwatch porn?
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>>635383
Sfm :))))
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>>633892
You should unironically try Blender, if modeling is what you want to do.
Blender has unparalleled workflow for modeling.
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>>635383
Most of them are made in Blender these days.
That said, I'd use Maya just for the Redshift support, which makes rendering much faster. I think Redshift might be coming to Blender soon too, though.
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>>633898
This is not true anymore.
It used to be the case but now maya basically has all of 3ds Max's modeling tools.
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>>635549
This
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>>635550
> Redshift support for Blender
> GPL'ing key components of their software
> One shitty containment thread on the Redshift forums that no admin has even replied to
> This is how Blendlets think because their software has to be the "greatest"
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>>636235
Other renderers do it, but it would be easier if the Blender developers came up with a proprietary-licensing-compatible API for rendering.

Who knows, maybe if they implement Pixar's USD that will be taken care of, but, knowing Blender development, I wouldn't keep my hopes up. Which sucks, because if Blender were a viable competitor to professional 3D software, the likes of Autodesk wouldn't be able to pull off the shit they do.
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>>633892
>>633902
Use the chad C4D
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>>636235
>>GPL'ing key components of their software
Not how it works. All that has to be GPLed is the method in which they integrate Redshift, not Redshift itself. For Blender, that means the plugin.

https://blenderartists.org/t/redshift-looking-for-rendering-related-blender-addon-programmers/1102259
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>>634123
>Blender can't handle shit in edit mode

What the actual fuck are you on about?
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>>636266
In his defense, Blender does start struggling in edit mode on models with ~4m+ tris, but that's in edit mode, in sculpt mode you can go to maybe 12m? You'll never reach Zbrush levels, because Zbrush is structured entirely differently, it's not even true 3D.

>>634123
>which makes plugins such as retopoflow useless for anything more than a bust.
This is simply not true. Retopoflow doesn't require the host model to be in edit mode, and I've retopoed a model with ~11m tris with Retopoflow 2.0.
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>>636268
>Blender does start struggling in edit mode on models with ~4m+ tris
100k is more accurate. Yeah, you can manage, but it freezes and lags.

I had to do cleanup on some models of that size, and it was hell.
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>>636269
>100k is more accurate. Yeah, you can manage, but it freezes and lags.
Are you on a Sempron or something? If you're lagging at 100K in edit mode either your installation is fucked up or your hardware is from 2004.
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>>636270
For example, growing a selection on an object with ~150K tris takes the framerate down to ~15fps. Orbiting is laggy; not as much, but clearly noticeable. Selection strokes get broken up. Problems that I don't find in, for example, Maya.

And that's for a 150K mesh. One subdivision level more, and the viewport becomes practically unusable for any editing -- we are talking <10 fps now. Again, not a problem with other software, where you can see slowing down, but not to the point that your work is blocked.

The computer is not a problem (Ryzen 7 1700, GTX 1070).
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>>636279
What version, and is it a trunk build?
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>>636281
2.79b.
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>>636268
I'm going to be honest, he worded that poorly.

Regardless, this is why you use retopoflow on a decimated zbrush sculpt. So long as it doesn't effect the structural integrity of the sculpt it's fine.




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