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>the great debate

I'm a product deisgner and I usually work with Rhinoceros+TSplines and grasshopper but I want to step my game up (even if this setup is ideal for product design)

anyway, I want to create more complex objects, and since I'm learning Cinema4D I'd like to animate something to

what's the best of the big three, in term of versatility, resources and features?

also, keep in mind Autodesk 360 Fusion is pretty dope
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STRAP THE FUCK IN BOYS 300 POSTS OF ROUNDABOUT ARGUMENTS REACHING NO CONCLUSION COMIN UP
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I use Maya.

Blender and Max are good too.

Use whatever you feel comfortable with.
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>>676260
Fuck all three of them.

*dab*
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>>676260
>complex objects
>animate
>versatility
>resources
>features
>innovative
>community
>tutorials
>free
blender
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>>676264
OP here, like I said, I'm starting using it for rigging and easy and simple animation, but as far as modeling, it's not that great
but it renders very, very fast
I usually work with keyshot for product design but this is way faster holy shit
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>>676271
>he doesn't know about eevee
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>>676274
>eevee
but I dont use Blender, that's what this thread is about
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>>676274
Eevee's quality is not suitable for product design.
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>>676264
based
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>>676260
max for modelling, maya for animation and rigging. blender for... poorfags and brainlets i guess lol.
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>>676274
I wish my mind wasn't cluttered with the garbage that is eevee. Damn that anon is lucky.
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>>676271
It probably is way faster because you don't know how to setup GI properly using the physical renderer. As a matter of fact the renderer is crappy for realistic stuff and one of the slowest around. Even Arnold renders faster and the end results are much better. Use it only for NPR or other non-realistic renders.
Do yourself a favor and get another better renderer for C4d. Octane, Redshift, Arnold, whatever.
To your question:
Modo. Its a perfect match for production designers. Best modelling tools in the industry. Only downside is that it doesn't have a large community and resources are more limited.
Otherwise if you decide against Modo use Max, its the second best modeler and while ancient it still a robust generalist, miles better than C4d but clunky, but with tons of resources and features.
3rd place would be Maya but Maya is more for complex animation and rigging, still a robust modeler and all-rounder.
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>>676260
>>676283
Modo is also pretty good for modeling.
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>>676260
Since you mentioned animation and products (thus potentially rendering), Maya is probably the best choice. Though Max + Vray/Arnold would be a solid choice too.

>>676268
>>676274
no

>>676279
accurate

>>676283
Best reply so far

OP mentioned Keyshot.. I'm not a fan of it, but for the purpose it's definitely better than Eevee, or Cycles for that matter. Rendering in Blender is shit-tier.

>>676288
Agreed that Modo for product design would be a good option too
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>>676292
(FYI I'm a Max user for 12 years now, modeling in it is awesome, BUT regarding OP's point of versatility/features and animation, my vote would still go to Maya)
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>>676293
its a damn shame they havent touch the modelling department in maya since 2014 iirc, if they did i would be all over maya right this moment.
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>>676260
Fellow product designer here

A lot of places I've seen that aren't using CAD rhino or solidworks are using either maya or max with vray for rendering, however most recently ive found that a local company where I am has actually been using blender w/cycles for their professional stuff, go figure.
For modeling I would recommend blender
Animation, maya is usually the go to but FUCK mayas default ui layout, toolshelfs are a godsend
3ds max was the first app I learned and desu I havent touched it since 2012
Modo has usually been a go to for product designers because it has a solid interface and a strong modeling toolset , but it doesn't really stand out to me otherwise.
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>>676302
>recently ive found that a local company where I am has actually been using blender w/cycles for their professional stuff, go figure

ooofff... you got a link to that stuff?
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>>676304
Sadly I dont, I overheard it from one of the designers there
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>>676305
And you believed her?
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>>676306
>her
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>>676260
>product designer
3ds or Maya if you are serious and not a bullshiter
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Oh nice, we don't have this shitshow of a thread like every day
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>>676288
>3rd place would be Maya but Maya is more for complex animation and rigging, still a robust modeler and all-rounder.
is maya better than cinema 4d for modeling?
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>>676349
Almost every other DCC is better than C4d for modeling. Maybe Lightwave isn't but i don't know and i don't care.
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>>676349
Yes, but if you're into modeling your best options are 3ds Max and Modo. Everything else is second-tier at best.
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>>676306
I dont think its totally preposterous, higher ups cant tell the difference and the design leads probably dont care long as it looks good.
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>>676380
the only time people care, at my work anyways, is if it's a collaboration of different team members using the same program.

Other than that, no one cares if I'm using blender. No one cares if I accomplished said thing using c4d. They only care when I'm slow or if it wastes more time to get said task done.
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>>676305
does your local company have no website where they show off their work? what is this ? some walk in workshop leonardo davinci style where you walk in an see a bunch ob blendetes crafting their anvils and one time hard copies of the FBX files are on a shelf?
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>>676409
Sometimes you can also hear faint carnival music playing in the background.
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>>676409
yikes 2012 called. They want their jokes back. Stop living in the past lol
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>>676349
yes

>>676363
>>676374
correct

>>676409
>hard copies of the FBX files are on a shelf
top zozzle my friend
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>>676260
Honestly you should just try them all, each one for like a week to a month.

If you decide to use Maya and you want to get the most out of it, you're going to have to learn all the shortcuts, customize every UI element, change every single default setting, get a lot of add-ons (both paid and free), have hand written scripts (both from the internet and written by yourself), and you'll ultimately discard almost every single default tool, material, shader, brush, texture, lighting setup, or initial renderer setting.
If you decide to use Max, Blender, ZBrush, Substance Painter, Mari, or Excel Spreadsheets and you want to get the most out of it, you're going to have to do all of that shit as well.

That's why you should just try them all. I mean there are videos of people (russians) using SoftImage to model and animate Dota 2 shit and making money from it.



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