Some quick background. I've been on Polycount since 2012 when I signed up during my first year of game development at Durham College, which here in Canada is a 3 year advanced diploma program. I started 3D from scratch in the program pretty much as soon as I turned 21, and I'm 23 now. Overall my college experience could have been better, but I won't go much into it. I know this industry consist of self-driven individuals, and I am prepared to continue teaching myself what I need to know in order to progress.
Having said that, here's a look at my current progress so far. Feel free to critique/suggest/tear me to shreds etc. My website is still a work in progress, and I'll be adding more soon in regards to breakdowns, texture sheets etc.
http://adrianpieroni3d.weebly.com/
As soon as I can I will purchase a domain name without stupid sounding "weebly" in it. They're definitely a good website building company though.
Right now I'm looking forward to shifting from Maya, which was the main software we used in the program, to 3DS Max, and begin high-poly hard surface modelling/baking. We never touched a shred of that discipline in school. I'm also looking forward to learning Mudbox, which looks like a powerful alternative to Zbrush, with good texturing capabilities.
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Also yeah you don't need to use Max over Maya for anything. I've used both and at different times preferred both of them to the alternatives. You only really need to use whatever you're comfortable using to get stuff done quickly and effectively.
Its definitely worth looking at Max to get used to it and how it does differ from Maya though as having both on your CV will look better to studios which use the opposite software to what you're using.
https://www.udemy.com/learning-3ds-max-after-knowing-maya-modeling/?couponCode=SpringTime5
I know you can do pretty much everything in Maya that you can do in Max, but the main reason for shifting towards Max is that the majority of studios around here like Ubisoft and Rockstar use 3DS Max and require it for their art test submissions despite our graduates using Maya, so it has been a problem for several grads and they've essentially been forced into that slow transition. I know some studios use Maya like 343, Sony Online Entertainment, etc, but from what I've seen here on Polycount and overall, it seems Max tends to be the dominant software package used for games/modelling in North America, so my intention is to get proficient with both. That modifier stack is a pretty powerful thing.
@Glottis8 Noted, I'll try to get an eye for that
@Tobbo That's one of the tutorials I've been following, he made it free on his birthday, it's been really handy.