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File: blender_to_maya.jpg (6 KB, 240x135)
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Blendlet here. I'm starting to think I might want to try to work in CG (either as an artist or a tool/pipeline dev), and it looks like I should make the effort now to learn Maya and switch to it as my primary tool. I have a few questions...
>is it safe to assume that Maya is going to remain the primary tool in most studios?
>has anyone here made the same switch?
>are there any particular learning resources you would recommend?
(Generic "beginner's maya" tutorials are discouraging since they generally assume you don't know what a polygon is)
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>>695128
More than learning maya, I'd tell you to learn to have a clean workflow, nice topology, even nice uvs, shit like that. And learn the other softwares like Zbrush, Substance, marvelous as they are super important to know to get a job. The problem with a lot of blendlets is that they never work with other people, so they don't realize the way they work could make the life of the next person in the chain a literal hell.
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>>695136
Thanks for the advice anon. I do think it would also be a good idea for me to get comfortable with an industry standard package, though. My policy so far has just been to install it and fuck around. It's not very efficient, and I feel like I'd benefit greatly from a video targeted at someone who has never used Maya before but is familiar with other 3D packages/modelling in general.
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You can not go wrong learning Maya. It's industry standard unless you are at a very small indie studio, which is fine, but Maya is pro. Zbrush is also pro for sculpting of course but has great resources for retoplogy, auto UVs, polypainting, and lots of different modelling workflows. Every one is going Substance these days, but the work flow is most important.

Like anon said, get a solid workflow. Model, texture, rig, animate, render. If you can cleanly use all the stuff you have made with out trouble, chances are others in a pipeline will be able to as well. Although keep in mind every studio has their own process.

Get a trial or edu licsence for Maya. If your willing to pay for even a month, or better, get a free trial and train your balls off, pluralsight is a great option. Tutorials at many levels. Quality. Speed the tutorial up 2x and zip through them.
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Wrong time to go blender to Maya desu. Most people I know who work for themselves are moving away from Maya and going to blender 2.8.
I didn't make the switch yet.cos I haven't had a break in work but I have been dabbing. My sub runs out in sep so I'm planning full switch before then.
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>>695190
Thanks anon, I'll check out the pluralsight trial. Open to paying for it if it works well for me. Understood that workflow is king.

>>695192
2.8 is definitely impressive but do you really foresee it taking over from Autodesk in industry? My impression of the general consensus is that this is very unlikely.
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>>695200
>but do you really foresee it taking over from Autodesk in industry?
real talk no, but honestly who can say regarding the future, i think the investments its been getting lately is quite interesting, if that picks up more who knows where blender would be in 5-6 years

but please take note i said most people i know who work for themselves or run smaller studios are the ones shifting away from maya, because getting 10 people in an office on maya is a huge expense for a small company.

if you wanna go work for some big company and not have time for family/relationships/outside hobbies then learning maya is the way to go mate
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>>695200
Depends on what you mean by industry. If you want to work at a AAA studio or Pixar, then Blender's not your guy. But anything below upper middle tier, it's already quite prevalent and only getting more so. Every single game company in my country except one uses Blender now, and the same goes for a few countries around it.
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>>695206
Which country?
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>>695212
Hungary. I know most studios in Slovenia, Croatia, Austria, Serbia, Poland, Italy and the Czech Republic.
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>>695217
I've been lookin at ads on glassdoor and linkedin recently and they all ask for 3ds or maya.. In those countries precisely
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>>695219
Even when I was working in god damn brazil the studios used maya and 3ds, don't lie to a guy who's trying to find jobs ffs
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>>695192
>Wrong time to go blender to Maya desu. Most people I know who work for themselves are moving away from Maya and going to blender 2.8.
Stop trying to sabotage beginners.
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>>695219
>>695221
Either the information is outdated or you picked the few that still didn't switch. In any case, good luck with the job hunt. Also post work, I'm breaking away from some regional development firms and opening my own company in a year.
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>>695128
>is it safe to assume that Maya is going to remain the primary tool in most studios?
Definitely, especially if you opt for the pipeline dev option. Plus it pays a shitload.

>has anyone here made the same switch?
I was 100% into 3dsmax but now I switch between it and Maya depending on the requirements. In 10 years of professional work, every single project required one or the other, or both.

>are there any particular learning resources you would recommend?
Lynda helped me a lot in the beginnings but I think the other usual resources like Gnomon have more quality advanced stuff too.
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File: kek2.png (63 KB, 236x200)
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Is everyone in this thread retarded?

Is there some joke I'm not getting?

If you know enough 3d to model decently, it doesn't fucking matter what software you use. You know Blender and the studio asks for Maya? Top, spend like 2 weeks maximum getting used to Maya and you're golden. And vice versa.

Why the fuck is everyone here acting like it's learning a whole another language or something? The principles are the same, things that need to be done are the same, polygons don't change, topology ain't changing, unwrapping isn't going anywhere. Just get basic familiarity with a few hotkeys and a different UI. Enough to get a job, then for all things you somehow aren't familiar with, Google.

What the fuck?
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>>695226 THIS
>>695192 = dogshit
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>>695232
that covers the "artist" option if OP is somewhat willing to work in a soft and always jump in another to comply with some requirements, which is a bit annoying but doable, sure... but it certainly does't work for the "tool/pipeline dev" option
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>>695234
These are just buzzwords from Maya shills
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>>695244
the noobs on this board....
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>>695234
I'd like to learn more about this. Do you have any resources? How would one go about learning to be a pipeline dev?
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>>695234
>but it certainly does't work for the "tool/pipeline dev" option
nowadays everything just uses python anyway, so it's not really a big deal what program you use
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>>695229
Well anon I don't know, it's just what I see day to day.. Maybe I use the wrong sites? Anyway thank ya, but my stuff has my irl name on it so I'd rather not post it here. I can send you some stuff if you want though.
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if you want to do 3d for a living you would need more bootlicking skills than 3d skills.

im sorry but that's a creative job and that's how things are in this business
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>>695128

companies don't care what software you use only that you're talented. Most do on site training.
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>>695419
not necessarily true at all, plus the softs can give you an advantage or disadvantage over an equally qualified candidate
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>>695192

Yeah, suuure thing blendlet. Typical comme tactics.
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>>695419

t.guy that never worked in any studio.
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>>695251
Hot code is usually written in C++.
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Jesus christ just learn everything, blender, maya, max, zbrush. It's all the same shit, stop asking and just do it.
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>>695779
this.
Why the fuck would "which 3d tool is best' even be a topic of discussion?
All of them basically do the same damn thing.



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