I'm a CE graduate who did nothing but programming for years, and was just lucky enough to have spent some of my teenage years learning 3D modeling/sculpting.Back then, 3Dsmax was the standard and it's the only soft I have ever learned to use, I could never get used to any other no matter how much I tried because I had no time.Most professional game devs would use nothing but 3Dsmax.Now it apparently isn't used anymore or on the decline?Last Game devs told me to stay away from it if I ever wanted to do amateur 3DCG.So what happened?
>>689446Maya, Houdini, Modo and Blender all got significantly better in the past decade, each of them ripping a chunk out of MAX's niche. MAX hasn't evolved very much.
>>689446its still the best modelling software
>>689446It's still pretty good in certain situations
both max and maya are pretty stagnant. houdini basically scooped both of them for fx work. blender is garbage but has a super low barrier to entry since it's free, so it has a lot of pull with newcomers but isnt used anywhere for serious workthere arent many max-only studios, but there are tons of studios with max licenses. i wouldnt say learning it would be a waste, however maya is more ubiquitous so if youre starting fresh learn that instead.
For Arch Viz it's still quite popular, but for the games industry Max is definitely on the decline. about 4 years ago when Autodesk decided to switch over to a subscription-only licensing model a lot of game studios started re-evaluating what software they needed, and since most used Maya for animation Max was the more disposable of the two. At the same time Blender got good enough that small indie developers determined it was no longer necessary to pay for Max/Maya.Maxs situation isn't as bad as Modo though, that program lost almost all traction when Luxology was bought out.
>>689466Maya is way less stagnant than Max. Nothing comes close to Maya + MotionBuilder for professional quality animation and it is not giving up its lead. I've tried Houdini's rigging and animation and it is crap, barely above Blender tier.
>>689446>Using glorified model viewers when we have sculpting now.
>>689517>>You wouldn't sculpt a car.
>>689446I have a friend named Max and a friend that I don't remember right now, I can remember themI hope they remember meI will remember them always i love themMax and all my other friends and me and everybody we all use 3DSMAX I can definitely use it againI love it i love using it i will love this forever no matter what i can use this forever i will use this forever
>>689541we will use this foreverim sure i remember them nowwe love using this we use this forever we do this forever
you know i was working on my own animation software we were working on it togetherwe should animate forever we will animate foreverwe are animating forever
we save all foreverwe save all or none forever and everwe know how to do it we can all save all or not all forever and always it matters and matters not forever and always it always matters it always doesn't matter it always all ways it always makes more we always make more
>>689544we all save all or not all always and all ways forever we all save we can always always save all we always save all or not we always save all forever all ways always we save all ways we save all ways we save always we save all ways forever infinity we save all ways we save always
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>>689517The eternal sculptlet brain-free, skill-free
>>689555Sculpting takes some actual artistic skill, unlike box modeling. Enjoy having to rely on references to get shit done.
>>689558lol I draw my own references, faggot
>>689446Hmmm.. not sure about the information you got there mate. In 10+ years of professional experience, all the projects I've worked on involved either 3dsmax or Maya, if not both. The usual trend is still valid: Maya is superior in the field of VFX and animation, 3dsmax prevails for a lot in rendering and archviz, and games is a mixed bag of those two (from experience 2/3 of clients favor Maya while 1/3 favor Max). Personally I use 3dsmax for anything related to poly-modeling, UVs, surfacing and rendering, and it's still an amazing tool after all these years. The decline is more related in terms of innovative updates; I don't think there's anything groundbreaking that was added to the soft in the last 2-3 years, at least not since full compatibility with UDIMs and the addition of Arnold as the native renderer. Hope this helps!
I think max will change drastically over the next couple of years, they finally decided to listen to user feedback and include the features that people actually want, i also think max will get huge improvements in its rigging and animation pipelines, a track view revamp and changes to the rigging tools have already been announced
>>689514However, modeling in Maya sucks donkey balls
>>689865true, modeling is much better in Max
>>689947also true, modeling is much better in Modo
>>689947>>689948fuck your programs, I model better than you two
>>689446>Last Game devs told me to stay away from itMax is being stale in his most recent versions, true. But what said dev is using? If it´s Maya, he´s an animationfag and not a game developer and you should stay away. If he´s a blendelet, even more reason to ignore him. MAX is still the top when it comes to format import/export, boxmodelling and mesh control - he´s king when if comes down to export in FBX format. It´s downsize is the price, and only the price.
>>689983I've been using 3ds max since around 2005 or 2006 for various business areas and its true garbage in so many areas, morpher is so fucking outdated in terms of UI and usability, the shapekey system in blender or 3rd party paid plugins are 100 times better and more advanced.The skinning, rigging and animation workflow is a nightmare, biped and cat are so outdated and there is no way to quickly get f.e. a character from another 3d software animation ready because you either have to re-rig it completely from scratch via custom rigging or create a cat rig.Skinning is a pure nightmare, weight painting is super inaccurate and every 3rd party plugin is 100% more advancedjust to name some
>>690001>everyone keeps praising max except for doing animation>you say max is garbage because of everything related to animationdude....
>>689983agreed with everything here, except there's a good amount of game devs using Maya too
>>689865this, Ive been modeling in maya for years and since I switched I more and more understand why people favor other programs for modeling
How is Blender when it comes to animation?Why is learning a 3D software so hard? I mean in terms of execution can't they all keep some standard like they seem to be doing for sculpting softwares.Whenever I try to do something pretty simple in 3Dsmax or Maya, on Blender it's like I'm looking to recreate the engine itself because I have to go all the way into the engine UI to customize it.
>>690453Blender is good for animation, not quite as good as maya but alot better than max.That's probably because you are used to the UI and workflow
>>690453its possible people like to shit on it but this guy uses it and he worked on titanfall 2 and the now the upcoming modern warfare. its more about the person using it rather than the tool. https://www.youtube.com/watch?v=4oIR7hr4a-s
>>6894463Dsmax is considered good but for some reason I hear no mentions of it.
>>690538>I hear no mentions of itThose who earn their living with it don't want you to know about it. It's exactly the opposite of Blender.
>>690001>Skinning is a pure nightmare, weight painting is super inaccurateI use max with Zbrush, so all i have to do is actually rig and animate the models, since they come to max with poly weight and UV mapping solved. Stil, everyone uses animation software for ANIMATION, and 3rd party software for everything else - althougt max is incredible powerful when it comes to box modelling (more than Zbrush in my opinion).
>>690538it's very good, tho not super powerful when it comes to animation and particle simulationfor everything else it's top tier