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Should i start learning 3D with Maya? Or Max/Cinema would be a better choice? I heard that Maya is too complex for the beginners like me. Thx.
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Honestly its all pretty crap across all software. In 10 years it might be better but then again, everyone good like WETA is guarding their secrets severely so nothing really ground breaking ever gets released unless its a new renderer that renders 5% less noisy
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>>645388
Maya doesn't take a genius to figure out you can start there if you want especially if you're more interested in the animation side of things
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If you are having any trouble learning any 3d package perhaps you should consider keeping 3d as a hobby.
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>>645393
please
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>>645395
The soft sucks like i said. Nobody releases anything good because the studios dont want to lose anything
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>>645388
At a complete beginner's stage you shouldn't worry that much about software, what you'll pick up from one program will transfer onto the next, main difference is the UI.
With that being said, Autodesk's products are the most popular in the industry - Maya is more animation friendly while 3ds Max has superior modeling tools, both are good starting choices and are easy enough to switch between once you get the hang of things.
I'd recommend watching a full introductory course on one of those programs, they'll show you the main facets of 3D and afterwards you can choose what you want to delve into deeper. Introduction to Maya / 3ds Max from Pluralsight is a great starting point.
Also, Cgpeers.com is your best friend.
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>>645388
zbrush

most people that wanna get into 3d actually just want to do some cool looking sculpting, instead of fighting with technical bullshit
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Well, i'm just installed Max, Maya, C4D and Blender ( pirate btw except blender :D). C4D interface looks nice and clear for me, max and maya are good too, but Maya>Max. Blender looks a bit unclear for me, maybe because it's free. Anyway i'm gonna try them more tomorrow but i don't know where to start.
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>>645404
i'm in the same boat as op here. i'm currently in my last year before i graduate with CS degree and already lost my passion for programming. i live in third world country and have health issues so working at home is the most suitable option for me but i need the degree for personal achievment anyway.

the idea of 3d design has been poping in my head quite alot recently and am starting to get more serious about it. i want to stop investing more time and energy into a dead hobby (programming) and start devoting them into 3d.
i am more interested in 3d modeling. like game objects and characters. not the engineering design crap. but still can't make up my mind on whether i start i start with maya or 3ds.
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In my opinion-- Blender>Maya>Max from best to worst efficiency. Max's ergonimics suck. Maya's UX is a leap from Max. Huge productivity boost. Once you get used to Blender, it's the fastest.
P.S I mainly use Maya, since it's one of the industrial standards and better than Max(again, for me).
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>>645395
If I had to guess what anon's referring to it's probably how studios develop their own plugins and customise (i.e. advance) shit like Maya so much it becomes a different program. No studio out there runs a clean, consumer version of whatever program. It's always modded to the teeth for their own needs.

>>645388
Staying away from a program "because it's too complex" is bizarre reasoning. While the underlying fundamentals are identical, their UIs aren't and that's what's going to get you the most. Even if you master your shit in Max/C4D, you're still going to have to relearn Maya's UI the same way you'd have if you started with it (I'd say it's possibly harder because of muscle memory).
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>>645388
Houdini + zbrush + substance all you need pro workflow.
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>>645441
Houdini can't even do complex real-time shader viewing can it?
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>>645448
No, but Blender can. Or will, to be more precise, once 2.8 is out.
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>>645388

My first job in 3D was as an art monkey for a studio. Basically I'd be given a list of props and I'd have to model them all. Think about how much bullshit there is in a videogame or animation that really doesn't matter but if it's not there the production is not going to work. Chairs, tables, cupboards, bottles, cups, etc. All boring as fuck, but all needed. My job was to make those things. I was a 2D artist before and had never worked in 3D but I was given a month to learn the software and then had to get to work. The software I had to use was Maya. I watched some tutorials and in less than 2 weeks I was already getting to work on the list of art monkey bullshit they gave me to make.

Don't sweat the complexity it's not that hard if you're dedicated.
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>>645420
Go with 3ds Max, it has great modeling tools superior to Maya. Check out Tim Bergholz's free tutorials on youtube ( or cgpeers.com for his paid ones ). He has tutorials that will both introduce you to 3D and show you techniques that are used in gamedev. Arrimus3D on youtube has free tutorials with general modeling tips as well. Making a comfortable living out of home with 3D is very possible, selling models, working for art outsourcing studios, creating archviz renders, etc.
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>>645451
This. Don't believe the shills nor fall for the hype surrounding Houdini. This is the most you can get out of its viewer >>645414. Don't get me wrong, Houdini is fine is all you want to do is shiny explosions and amorphous floating blobs, but for a 3D generalist I'd suggest Maya first. You should also keep an eye on Blender 2.8, it's very promising, but for now just dip your toes in Maya and, later on, you can compare and pick which one you feel most comfortable with.
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>>645472
Coming from Houdini and having recently started using Maya at work, I'm shocked at how awful Maya is in practically every aspect compared to Houdini. I have not delved much into character animation in either H or Maya, so for the moment I'll assume Maya still has the edge here.

Overall Houdini is just a flat out better program.
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>>645482
Fuck off, shill. Just wait until Autodesk buys SideFX, hahaha.

[whisper] don't blow my cover pls [/whisper]
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>>645388

Literally any 3D software is hard to a newbie.
I would personally recommend Maya, because that's what I've learnt and gotten proficient with.

But I won't pretend all 3D software is the same, conceptually they are, you should be able to accomplish the same things in about the same amount of time, but the workflow might differ depending on which software you choose to learn.
The software you pick is an incredibly big decision that might open up avenues or outright lock you out of future opportunities. Yeah, you can learn multiple software, but that's just going to take more of your precious time.
Usually you use one suite (Maya, Max, C4D, etc) an the rest are utilities to that, such as texturing or sculpting tools.

If you intend to work in the industry; I'm not memeing here, do not pick Blender as your first choice. You'll need to relearn another software to even apply for a job since there are rarely ever any 3D studios who use Blender. If you're a hobbyist, go ahead.
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>>645388
Maya 100%
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Houdini 17 right now seems to be the best if you're willing to study the chops system. It lets you map controller inputs to almost anything and even operate movements with midi data.
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>>645388
Unironically start with Blender.
You can learn Maya easily enough afterwards, if you absolutely need it for a job, but it's fucking trash.
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>>645765
>Maya
>trash
pick one
you just outed yourself as an ignorant newbie
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>>645793
Okay, then I'll take trash.
Maya is an entire dumpstertruck of shit all by itself.
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>>645388
fucking THIS >>645374
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So I mainly use Cinema but apparently Maya is better for animation? If I wanna animate a character or whatever should I just do it in Maya and then put it all together in Cinema? Also I noticed not a lot of people here use Cinema. Is it because people mainly use it for motion graphics?
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>>645794
Tell that to Pixar, ILM, Disney, WETA, Blur, and all the others..
I'm sure it's gonna be a real wake up call to be told by some r/3/tard that their main software is trash..
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>>645799
>companies stuck with trash because it's integral to their pipeline
>because Maya was the only real option many years ago
Maya is abandonware. It barely even fucntions half of the time.
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>>645802
I'm genuinely laughing my ass off at you right now hooollyyyy shiiiiet
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>>645799
MAN IN THE HIGH CASTLE
A
N

I
N

T
H
E

H
I
G
H

C
A
S
T
L
E
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>>645803
Sweet argument
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>>645799
To be fair they customize the shit out of their builds to the point where it's not even Maya anymore.
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>>645804
A shitty boring show with a couple of CG set extensions is your only example?
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The funny thing here is that OP didn't even mention Blender.
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>>645812
I am using blender (doing 3d just as a hobby) and it's plenty, though I haven't done any advance stuff yet so I can't complain right now but it is pretty good.

>>645388
I tried Maya but as I am doing it just as a hobby it feels a bit difficult to adjust to new work flow. I'd recommend going with what industry uses if you want to really get into the Industry.
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>>645415
How did you pirate Maya? It's getting really hard to find those nowadays, I only have ZBrush.
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It entirely depens on what you want to achieve in the long run.

Do you want to work at a big studio at some point?

Then forget everything else and learn Maya right away.
There's no point doing anything else and you'd be wasting your time.
Time that is very valuable.

I'm currently at Weta and have been at virtually all big Studios there are.
Yes Maya is incredibly proprietor at the big studios.
But at the core of it it's still Maya. We may have many tools that help but modeling works just the same way it always did in Maya.
Most tools are pipeline related.

There is literally no other tool being used in VFX and it pains me to see all these people here who have no damn clue of anything at all suggesting things like Max or Blender.
Shut up if you are just talking out of your ass, no offense.

If you want to get into games, sure learn Max. But that's it.

Blender? It's a waste of time. Nobody uses it. If you want to work on movies or games one day don't waste your time with it.

I'm a lead and in all my career I have never used anything else but Maya for modeling related tasks.
The only other tool that does geometry remotely like maya that's being used is Houdini and it's getting more and more popular.

Maya is buggy as shit, the only reason why it's being used is because it's like an open toolbox that enables you to make it work in your pipeline.
Either way, you need to know if to get anywhere. So don't waste your time with anything else. I did. I made that mistake. Waste of time.
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>>646567
But blender guru said everybody should use blender
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>>646567
>There is literally no other tool being used in VFX

Houdini.
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>>646509
Just download it from Autodesk's site. I'm not joking. Say you're a student, and you're in.
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>>646666
Just one different digit and you would have ruined us all. Thank the Chaos it didn't happen that way.
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>>646688
I said that furder down. But it's only being used for FX. At least in the big studios, I haven't been anywhere else.
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>>646567
You're a retard.
You aren't "wasting your time" learning Blender. If you know Blender, switching to Maya is no problem at all.
It's very nice to know Blender because it lets you model way faster than Maya and it doesn't crash all the time. It also doesn't matter in the slightest what company pipeline software is used, if you're just going to model something. You can use whatever the fuck you want.
If anything, using Maya at all is a massive waste of time, because of how clunky it is and how slow all the basic operations are. Something that takes one click in Blender often requires you to dig through a drop-down menu i Maya, click several options in a separate window and THEN you get the tool you wanted.
Maya is bug-ridden trash and abandonware, and hopefully the industry will abandon it completely in a few years.
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>>646803
>Something that takes one click in Blender often requires you to dig through a drop-down menu i Maya, click several options in a separate window and THEN you get the tool you wanted.
Does it matter that you can do 20 % of the job twice as fast, if you can't do the other 80 % at all?

>Maya is bug-ridden trash and abandonware
kek.
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>>646805
>if you can't do the other 80 % at all?
Blender can literally do anything Maya can do, only faster.
If you're referring to a studio setting then there are three things you'd be doing in proprietary Maya:
>rigging
>animating
>material setup and rendering
Learning to do those in Maya takes 3 days tops, if you already know Blender.
I would still do all modelling in Blender, perhaps some sculpting in Zbrush. Fuck Maya and its horribly dated design and instability.
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>>646806
>Blender can literally do anything Maya can do, only faster.
Prove it. I'll wait.
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>>646818
Prove what?
Ask me to prove that Blender can do a thing that you thought only Maya could and I'll give it a go.
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>>646822
This, for example: https://youtu.be/GwIX9fzkxQY?t=290

I don't know of any tutorials about doing this in Blender, so if you or anybody else can, that'd be good to have.
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>>646822
>>646825
PS. Effect at 4:50.
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>>646826
>>646825
That's a very specific effect and pretty interesting as such, but I think it should be possible to replicate in Blender. Blender also has motion fields and liquid simulation, so the tools are there.
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>>646826
>>646825
Here you go:
https://www.youtube.com/watch?v=WruTNnF6Ztg
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>>646805
No you can't.
Try transferring an UV map from one object to another when the target mesh has more verts than the source.
Try to transfer a number of properties from one mesh to another and you will understand that Blender cannot hold up against Maya.
That easily could equal to hundreds of work-hours.
And i am not even talking about vert reordering and stuff like that.
Blender doesn't even have an attribute spreadsheet, and multi object editing is a new feature in 2.8.
The fact that you imply that Blender has all the tools Maya has and can keep up with Maya only demonstrate how much of a fucking noob you are and how little you know about 3D.

And before you start screeching about all the awesome movies/tv series made with Blender (both of them):
Next gen was mediocre in terms of quality and The man in the high castle looks quite good, but is superfucking boring.
Bringing them up as argument FOR Blender might actually backfire.
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>>646831
Was meant for: >>646806
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>>646831
>Try transferring an UV map from one object to another when the target mesh has more verts than the sourceHow does that work in Maya?
Can't think of a single instance that would be useful, but it sounds like a potentially interesting feature.

>That easily could equal to hundreds of work-hours.
u wot m8

>Blender doesn't even have an attribute spreadsheet
Not sure what you mean about "attribute spreadsheet". All attributes are available to you whenever you like.

>multi object editing is a new feature in 2.8.
And completely 100% useless. If you wnat to edit two objects at the same time, just merge them (Ctrl+J)? Why even have them separate at all, if you're not planning on treating them as separate objects?
If you want to remove part of an object and make it a separate entity, just select it (Ctrl+L if it's one continuous mesh) and press (P).

>The fact that you imply that Blender has all the tools Maya has and can keep up with Maya only demonstrate how much of a fucking noob you are and how little you know about 3D.
It does. It actually has about 800% more tools than Maya. It has a full video editing suite, compositing, sculpting, etc.

>Next gen was mediocre in terms of quality and The man in the high castle looks quite good, but is superfucking boring
Not sure what you're on about here. People not being talented enough for you doesn't mean the software isn't capable. Agent 47 also looks amazing, and certainly on par with anything made by Pixar.
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>>646836
>Can't think of a single instance that would be useful,
Exactly, that's why you're not a professional working in an studio with Maya.
>Not sure what you mean about "attribute spreadsheet". All attributes are available to you whenever you like.
You know what a spreadsheet is, now imagine the properties of several objects in an spreadsheet editor, like all the fucking lights of one scene. Having them in that way means you can compare values (and change them) of various objects without selecting each objects.
This absolutely necessary to manage huge projects. But of course you've never heard of this.
>And completely 100% useless.
Godfuckingdammit, is there a better way to declare yourself an absolute subhuman of an 3D artist in one short sentence?
You don't know shit!
>It has a full video editing suite, compositing, sculpting...
You do know that editing is a separate profession and has its own dedicated professional tools, which again Blender cannot compete with. Same with compositing.
Zbrush>Blender; Nuke/Flame/Fusion > Blender, Final cut/Premiere/Resolve > Blender
>People not being talented enough for you doesn't mean the software isn't capable.
True, but the reverse is also true, just because somebody with talent used Blender for any kind of media production doesn't mean its the best software for the job.
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>>646836
>multi-object editing
>completely 100% useless.
HUAHUAHUAHUAHHAHAHAHAHAHAHHAHAHAHAHHAHAHAA

The absolute state of blendlets.
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>>646848
I explained why.
Feel free to present a counter-argument.
Also, as you said yourself, it's being added to 2.8, so it's hardly anything to complain about, even if you are a brainlet who thinks it's useful.
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>>646849
>it's being added to 2.8, so it's hardly anything to complain about, even if you are a brainlet who thinks it's useful.
Are you implying the Blender devs are brainlets who add useless features just for fun? Well... maybe you're right, considering Eevee.
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>>646849
You explained shit. You have no idea what you are talking about.
Even worse, you didn't even understood what i was meaning. I am not just talking about editing the mesh of multiple objects, i am talking about changing the values or properties of multiple objects all at once.
Also how do you merge multiple lights into one? IT DOESN'T FUCKING WORK THAT WAY.
How to delete the custom split normals of 500 imported kitbash objects at once in Blender?
YOU DON'T. You MANUALLY delete all 500 of them.
That's why people say not so nice things about Blender and even worse things about fanboys (who deserve any of this).
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>>646860
>I am not just talking about editing the mesh of multiple objects, i am talking about changing the values or properties of multiple objects all at once.
What values do you mean? You can do object operations on multiple objects.

>How to delete the custom split normals of 500 imported kitbash objects at once in Blender?
A to select everything, then press "smooth shading"?
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>>646863
Yeah, but not all operations, like deleting custom split normal data, which brings you in the shitty situation that you have to manually do it for hundred of objects.
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>>646866
I might be mistaken, but I think simply setting a new shading for all the objects should override all custom normals.
If the geometry itself is split, it's just a matter of W -> Remove doubles
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>>646867
>I might be mistaken
Yes you are. No it doesn't.
Irrelevant, doesn't help.

Do you understand now why Maya is considered professional and Blender isn't?
And remember its just one example i can come up with, i haven't used Maya in a while. I am sure there are shittons of other examples where Maya equals high quality of life while Blender equals horrendous nightmares of long overtime.
>>
This whole discussion is absurd. Do you think studios, that *have* to make a profit in order to survive, will happily spend thousands on Autogreed's licenses, if there is a slightly comparable alternative that is cheaper? Even if it costs them a bit to switch the pipeline at first, assuming it will pay for itself in a short time?
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>>646873
Yeah, ree on autismo.
>I am sure there are shittons of other examples where Maya equals high quality of life while Blender equals horrendous nightmares of long overtime
I have found the opposite to be true after spending years with both softwares.
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>>646875
Go on, then. Start a studio, base it around Blender, hire Blender experts, start competing on the market. If Blender is truly better than the leading products, you'll have a tremendous advantage, being able to offer a better service at a lower cost.
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>>646877
Now you're just being a retard.
Why are you being so bitter about this? It's never too late to learn Blender. You won't regret it, if you ever plan on modeling anything ever again.

Here, begin with this one: https://www.youtube.com/watch?v=DiIoWrOlIRw
It's a quick way to learn the basic hotkeys.
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>>646881
>"Anon, prove your claims by testing Blender in a production environment against competing software"
>"R-RETARD!"
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>>646893
Yes, that's a pretty retarded "argument".
Also, a lot of smaller companies use Blender now, so it's not as though it's even relevant.
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>>646881
>>646893
Ah, and by the way, I know Blender, but stopped using it a few months ago, after trying some of the competitors. Yes, I liked the shortcuts back then. No, I forgot almost all of them by now and if I were to open Blender I would only stumble around.

I gave the precious Blender keyboard-centric workflow in exchange for the productivity of other software, and I have no regrets.
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>>646895
>I know Blender, but stopped using it a few months ago
>Yes, I liked the shortcuts back then. No, I forgot almost all of them by now and if I were to open Blender I would only stumble around
You are either lying or mentally handicapped. Possibly both.

>I gave the precious Blender keyboard-centric workflow in exchange for the productivity of other software, and I have no regrets.
Blender is by far the most effective and "productive" when it comes to 3D modeling. There is simply no arguing against this point, and you would know that if you had used Blender.
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>>646896
Spend half a year using software other than Blender, not touching Blender for anything, then open Blender and attempt to model something slightly complex. If you hadn't used Blender previously for more than a few months, you'd probably be lost.
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>>646903
Absolutely not. This kind of shit you're spouting confirms that you haven't used Blender, and just believe the myth that it's "super hard and complex because of all the nerdy hotkeys :(".

This is pretty much a full list of everything you'll ever need:
(Shift+A): Create basic object/camera/curve
(S)cale
(G)rab
(R)otate
(E)xtrude
(Alt+E) Extrude menu
(Double-tap S/G/R/E) edit along normal
(B)evel [scroll to adjust]
(F)ill hole
(Z/X/Y): Lock to axis
(Shift+Z/X/Y): Lock to the other two
(Ctrl+R) insert loopcut [scroll to adjust]
(K)nife tool
(U)nwrap
(W)->Vertex context menu
(Ctrl+E)->Edges and seams
Select/deselect (A)ll
(L): select connected
(Shift+C): Cursor to origo
(Shift+S): Cursor options
(Ctrl+Alt+Shift+C): Origin options
(NUMPAD): Perspective views
(Shift+D)uplicate
(Y): separate verts/edges
(Ctrl+J)oin objects
Se(P)arate objects
(M)ove selected objects to layer
(I)nsert keyframe

Values for any tools you use will show up as adjustable inputboxes in the (T)ool sidebar.
Brigde Edgeloops and Edge Split are found under Mesh->Edges (can also be hotkeyed to whatever you like).

Other than that, you should know about the different Pivot, Snapping and Proportional editing modes (found on the bottom bar).
You're now Blender-proficient, congratulations.
(Remember that all of these tools are also found under completely logical menus, mostly on the bottom bar of the 3D view, and that you can set them to be whatever the fuck you want. You can also use the gizmo handles manually like the Maya scrub you are, if that's your preference. Hell, Blender even has a special pie menu for brainlets like you, that you can turn on in the addons settings.)
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>>646917
Oh, and (I) in edit mode inserts a face/vert. Double tap to insert faces individually.
(Tab) to quickly swap between modes.
(Z) to quickly swap between solid view and wireframe.
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>>646918
>>646917
And
(H)ide object/selection
(Alt+H): Unhide all
(O): Swap between Proportional editing
(C): Selection brush
(B): Selection box
(B, Shift): Unselection box
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>>646842
I'm not going to defend any software, but the small problem I have with posts like these is that it seems they are always from a perspective of somebody working in a film industry. I get that it might be the case in film, but what if somebody uses Blender in a game studio environment and they just need to model props and import to a game engine? It's a fact Blender is allowed to be used in some of the biggest AAA studios, as well as Modo and any other software, and Blender really is one of the best and fastest tools at least for modeling. Why are you generalizing so much and lying that it is not used anywhere? It can hurt noobies who are reading these posts.
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>>646917
>Absolutely not. This kind of shit you're spouting confirms that you haven't used Blender, and just believe the myth that it's "super hard and complex because of all the nerdy hotkeys :(".
>like the Maya scrub you are
>Blender even has a special pie menu for brainlets like you
How can you be so arrogant? Here, a capture of a tutorial project I did in May. You'll perhaps recognize it, it's from CGC. That was the last time I used Blender. Since then, I've been learning/using ZBrush, Fusion 360, and Houdini, which is my main app now. I've spent so much more time in those apps, combined, than in Blender, so my muscle memory naturally adapted.
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>>646925
If someone says bullshit like "Blender can do everything that Maya can do" then its only natural to compare the tools when they are pushed to the limits. Which is where Blender fails.
Blender use in the industry is still the exception not the rule. Retarded fanboys ALWAYS ignore the fact that these artist who work at these studios also know how to use the proprietary tools. The commit to the fallacy, thinking that if someone uses Blender at a studio they can get a job just with Blender, which is mostly not the case. Proprietary software in the industry outnumbers FOSS software by a factor of 1000. Do you really think that these are good odds?
I am not hurting noobies, i am actually trying to help them facing the harsh reality. Swallow your ego, throw away fanboy-ism, and dedicate yourself to become a better artist. You do that by stop attaching yourself emotionally to tools. Nobody cares about your personal preference. Efficiency is all that counts. True artists are not overly loyal or attached to the tools they use, if something better comes around, they re-orientate. Those who don't....
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>>645452
This is literally my job but i work freelance from home and i make more money than most engineers.
It feels pretty good being an art monkey.
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>>646959
You're just a retarded faggot.
If you know Blender, picking up and learning the "proprietary tools" is no problem at all. You're just angry that Blender is getting popular because you feel like you "wasted" so much time and money on Maya.
Don't worry, as a Mayafag, most of your skills will also translate very easily over to Blender. Just take a couple of days and get used to the basic hotkeys.
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>>646966
>implying studios will switch from Maya to Blender in its current form
Maybe in ten years, if the rest of the industry stops developing their products.
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>>646969
Autocuck stopped giving a shit about a decade ago. Maya is a broken, bugridden mess, and it doesn't have half the features of a free, stable competitor. It's ajoke.
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>>646971
Even if that were the case, there are companies beyond Autodesk.
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>>646972
>if that were the case
>if Maya was a broken, bug-ridden mess
>if
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>>646973
Are you this salty because you got rejected for a job opening after they found out you don't know Maya?
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>>646975
I knwo both, my friend.
Maya sucks dick, so I use Blender whenever I'm not forced to use Maya.
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>>646976
What does your job entail?
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>>646966
And you are a just salty bitch who is bitter because you can't afford Maya anymore.
I DO know Blender, also Maya, Cinema4d, XSI and i never spent one single dime on Autodesk products.
I am absolutely not angry that Blender gets better and popular and i have a lot of hatred for Autodesk, but that doesn't change the fact that Maya is still at the top while Blender is not. If Houdini eventually takes over i will adapt.
I just don't go full retard and become fucking delusional Blender fanboy.
>>646971
>and it doesn't have half the features
here we go again
>>
not op but how do you understand if a course is worth its money?
can any wanker pleb idiot get into a course and then find a job in the market?
>>
>>646803
Maya is used across the board in the industry because it is cheap (compared to Houdini) and because Mel script let's you or the studio create the necessary customs tools. Saying it is crap mark you as a moron with a big mouth.
>>
>>646995
>MEL script
MEL is really dated, and Blender has Python scripting. Do your research before you post.
Houdini is primarily for physics simulation andprocedural animation. It's not really a 3D modelling/animation package.
Houdini is something you sue in addition to Maya/Blender/Modo/Max, not instead of.
>>
Houdini is now vastly used in the gaming industry,not just for VFX but for modeling and level design, and yes I guess having worked for 25 years in the industry makes me a moron, so when I hire ppl blender is never one of the software known list I check for. Stay mad fanboy, good luck at working in a major studio.
>>
>>646997
You sir are clearly not working at any AAA titles studio, do your own research into what are the industry staples tools. (Mel is dated Reeeeeeeeeeeeee)
>>
>>645388
If you can get your hands on Maya, learn it. Also, consider Blender if you need a free program.

Don't worry about it being tough for beginners. Worry more about whether you will dedicate yourself to learning tue program. You don't need to know everything. You could seperate the functions of the program into Animation, Modeling, Rigging, Texturing, Lightning, and SFX. Pick a topic and go crazy woth tutorials.

Speaking as a cgi/game dev grad, and summer camp instructor
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>>646984
No only the best students of the course will get jobs, it helps getting your resume in the "in" pile but the demo reel is the arbiter along with working knowledge of UE and unity, even if the engine is in house,employers want to see that you can work within real time constraints parameters.
>>
>>647001
I used Max in High School, the problem is that program isn't being used in the industry like Maya is. Look at job applications for game or movie companies, they list Maya more often than not.
>>
>>647005
Most companies will take you in if you have 3ds max proficiency, the turnover to Maya takes 3week, when I got on board I had working knowledge of Max, lightsaber and XSI, it did not bother them at all, in fact most modeler prefer Max but the fcurves used to be very bad along with the float point being too short and causing impresision.
>>
>>647006
Lightwave not lightsaber lol.
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>>647007
>"Anon, I'm not sure about the way you modeled this prop, could you perhaps..."
>*waves hand*
>"Oh, it looks great, go on!"
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>>647008
What am I reading?
>>
>>647011
The way a Jedi deals with his lead.
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>>645415
Are you runing R20 of C4D? If so where did you find your stuff Anon? Please and Thank you.
>>
start maya now! dont waste time
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>>646803
You're a delusional simpleton who has no idea about this industry. You make me sad.

I don't even know where to start with all the stupidity you just produced.
>>
>>646803
>talking about Blender's capabilities in modeling because that's the only task at which Blender is passable software
>not realizing that 3D jobs involve lots of tasks beyond modeling
>>
>>645388
Modo

trust me, I know maya and max
>>
>>645388
start with cinema 4d, it is the easiest one to learn

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