Hey guys, I had a rather disturbing thought given to me when I had heard from multiple people that using Softimage could manage to keep me out of possible jobs. I have been steadily learning Softimage since 2009 and when I decided I wanted to go this route as a career, I picked up an account with Digital Tutors and dived headlong into it.
I have known for some time that 3DSMax and Maya have been the preferred modeling applications over Softimage these days but I hadn't considered that studios were heavily selective as far as which they do and don't use. This became more apparent to me when I realized additional ,"in-house plugins" generally are only built for their prime software. So this seemed to be a very grave conclusion for me.
I figure I can learn anything at this point but my question is, will continuing my learning with Softimage be a bad turn as to where I should be focusing my efforts? I would like to say I am moving forward into this industry instead of going backwards in it but I can't be so certain right now. I don't want to learn something that will inherently make me incompatible with everyone else down the road. So my questions are, is it a good idea to stay with Softimage or pack my bags and head for my next best choice (for me being Maya)?
Replies
True, XSI isn't used as much as Max or Maya in the western part of the world, head to Japan and you'll see it's a lot more popular than Max and Maya.
I prefer XSI over Max/Maya and so do a few others here.
Stick with what you know and then dabble in Max/Maya at a later stage after a solid understanding of the fundamentals.
Knowing more than one program can't hurt, but trying to learn multiple programs as well 3D fundamentals will just make your job a lot harder.
I can list the names of XSI studios if you like?
It probably can depend also on what you do with these programs; if you deal more with particles and simulation or rigging or anything that's more program-specific (generally the more technical stuff), then it would be better off knowing the software that a company specifically uses. Otherwise with something like modeling, your knowledge of form and topology or what makes a good uv layout isn't going to change. The most important thing there is probably in demonstrating that you know how to create the type of assets required, and not which key you hit to bevel (the latter is much easier and quicker to learn).
One other thing since I'm still on the topic, is if there is some kind of technical comparisons graph to see for all three applications. Mainly features related, like what X has over Y and so on. Otherwise that is the last thing I can think of that I wouldn't mind finding out.
Each program have there strengths and weaknesses. The general consensus has always been that Maya is better for animation and Max for modelling.
Yeah see I just wanted to see what technical aspects they had in common or what one has that another does not.
Like how Softimage has ICE and seeing what other applications have a close equivalent just on a standard graph based chart or something like that. I have heard a lot of opinions but it's always nice to be informed as to what bits in the software make it a more/less preferred program to use.
I'm pretty sure it's fairly common for studios to hire people that have only used Max when they use Maya, and visa versa. It also seems like a lot of artists here are also starting to do more work in studio in other applications like Modo.
I don't use Max or Maya on a regular basis, but I learned 3d using Maya in high school, and had an internship using Max for an iPhone game, I'd list both programs on my resume, but I'd be completely honest in a job interview and say I'd need sometime to relearn Maya/Max.
its harder if you are a TD but if you have to, you will find a way...
One of the perks of knowing modo and say max/maya is that Modo allows you to have multiple installations. This means your license can go with you to work, as well as stay at home. The studio wont need to pay for any additional licenses.
The downsides with XSI is that you are still stuck with autodesk and their licensing limitations.
Still its always good to know how to use max or maya though. On one hand you can get the job easier, on the other you know how to do the same thing in both applications and the work around, which makes it easier to promote your given choice of software.
On the modo forums though, there is a thread in the game development subsection in which modo users question what exactly is there for game artist. The result is "not much". They lament that the software itself doesnt seem to understand (rather the developers) what goes into the game asset pipeline nor do they bother to design the app with them in mind.
So you get a solid modeling application thats not particularly better than any of the others (in my opinion), and aside from UVs and maybe map baking, not much else will be used (unless you want to play around with particles, animation and the rendering engine).
On the flip side, many are finding out, to their surprise, that Blender has suddenly become a powerful modeling application, both high poly through sculpting (with the inclusion of multi-rez modifiers) and low poly modeling. The next update, which will come in a few months will allow users to smooth edges as well as export to both obj and fbx, much like Maya. Blender comes in both installed and portable versions which can be put on a USB. There is no license agreement to worry about. It can essentially fit into any pipeline with no cost or installation.
In short, I wouldnt limit yourself to one application and there are perks to branching out as well as learning the established packages.
There's a lot more training material for XSI now than there was a few years ago. I can list some tutorials if your interested?
I'm really surprised more people and studios aren't using it. But then with Autodesks awful marketing for it, it's hardly surprising.
Thanks for the offer Ark, but im totally taken by max particles and animation, im not really knowledgeable for now but im trying as much as i can to learn and upgrade my skills. Not that its not welcome or anything but i try to focus and not being distracted by anything else for now.
thanks many many times.
Maya on the other hand..
Modo is perfectly usable for game art, despite that thread and my participation in it. The issue is that it could be better is all. I, Snefer, and a number of other guys use it every day to create production assets.
You're leaving out a number of key advantages of Modo as well. Mainly the flexibility of hot keys, macros and custom scripts. It's so easy to create macros and scripts for stuff you do all the time in Modo that I don't even remember what the default installation works like anymore. It's awesomely powerful and easy to use.
I have custom pie menus, pop ups, hot keys, and whatever else flying around all day long and because of that I've found Modo to be the fastest modeling app I've ever used.
Nothing against learning Max - I think people SHOULD know more than one modeling app - but to say that Modo doesn't offer anything to game artists is somewhat misleading. It's just that what they offer could be improved but that's true of every app.
No worries.
http://animation-software.findthebest.com/compare/3-18/3ds-Max-vs-Autodesk-Softimage
SOftImage is pretty overkill(I mean pretty beat 3ds)
and yeah, all the job requirement I see is either 3ds max or maya lol