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Tips for the transition from Maya to 3DS Max?

AverageAce
polycounter lvl 7
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AverageAce polycounter lvl 7
Hey guys,

Long long ago when I began my first foray into 3D modeling, I began with 3DS Max. After less than a year, I switched to Maya and that's what I've used ever since. I like to consider myself a Maya expert and feel like I know all of the ins and outs of that program. However, being a game development major, I realized it would be more advantageous of me if I became just as skilled with 3DS Max. That adventure begins today. So, do any of you guys have any tips/tools for a prospective student of 3DS Max transferring from Maya? Any heads up on similar tools and similar features would be EXTREMELY helpful. Thanks!

TL;DR: I know almost everything about Maya but almost nothing about 3DS Max, any tips? Thanks!

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  • poopipe
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    poopipe grand marshal polycounter
    The main difference (speaking as someone who's had to go the other way) in terms of modelling is that max's tools are (as a rule) context sensitive and work on a select then act basis.

    ie. you select a number of verts/edges and click connect to join them with an edge



    it also cleans up after itself and will actively prevent you from generating shitty geometry


    oh, and the UV tools aren't shit
  • Goat Justice
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    Goat Justice polycounter lvl 10
    There's really no easier way than to jump in and start working. I would recommend re-mapping Max's "Maximize Viewport Toggle" key from alt-w to space. I started in Maya then switched and the habit of hitting spacebar to maximize was too hard to break. I think space locks the selected object by default which is double annoying when you're making the transition.
  • spacefrog
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    spacefrog polycounter lvl 15
    I think space locks the selected object by default which is double annoying when you're making the transition.

    And you'll miss some of the axis constraints features when not using lock selected, so i would not do that. I really would adopt to the package's native behaviors
  • AverageAce
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    AverageAce polycounter lvl 7
    AverageAce wrote: »
    Hey guys,

    Long long ago when I began my first foray into 3D modeling, I began with 3DS Max. After less than a year, I switched to Maya and that's what I've used ever since. I like to consider myself a Maya expert and feel like I know all of the ins and outs of that program. However, being a game development major, I realized it would be more advantageous of me if I became just as skilled with 3DS Max. That adventure begins today. So, do any of you guys have any tips/tools for a prospective student of 3DS Max transferring from Maya? Any heads up on similar tools and similar features would be EXTREMELY helpful. Thanks!

    TL;DR: I know almost everything about Maya but almost nothing about 3DS Max, any tips? Thanks!
    Hahahaha, yea. The UV tools are TOTAL shit in Maya.
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    I used 3D Buzz, it only took a few nights to get good enough in max to do an art test, I learned the rest on the job.

    It's been 6 years since I've used Maya so I've forgotten most of it, the biggest difference I recall is the modifier stack in Max, it's pretty powerful. As far as maximizing the viewport, I rarely use the 4 quadrant view in max, I'm always working in perspective mode and if I need a certain view I use the shortcuts: F(front), T(top) and L(left). I also tear off the command panel, make it double wide and sit it on my secondary monitor but that's just a personal preference.
  • Ark
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    Ark polycounter lvl 11
    Max has way better modeling tools that are interactive compared to Mayas add tool/action then edit history.

    Max has a modifier stack opossed to the dependency graph in Maya. Much more easier to keep the history you want.

    Generally Max is better at handling more dense meshes.

    On the negative side:

    Maya is more open with MEL and animation seems to be well regarded over Max.

    UV Editor is built in as a modifier.
  • onionhead_o
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    onionhead_o polycounter lvl 16
    AverageAce wrote: »
    Hahahaha, yea. The UV tools are TOTAL shit in Maya.

    AverageAce:
    I beg to differ. Uv tools in Maya is shitty in terms of stuff like resizing your uvs into 1:1 scale but other tools are very powerful if you dig deeper into mayas tools as a lot of them a very hidden. being able to middle mouse drag a uv shell/island is very handy, whereas you cannot in max... etc. best of all is the interactive unfold. One awesome thing for maya uv editor is that its a global tool. whereas Max you have to add a UVW modifier, which could potentially slow down your workflow. Only recently in max 2012 did they make the big jump with the new uv tools like rescale element/ and peel.


    I would say since you come from maya, you would want to customize your quad menu to be like your maya setup.I don have max open rite now. but I believe is you right click on the a empty space on the panel on the right side and Customize>Quad menu > drag and rearrange how you want the most used tools into the menu.
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