from my experience with clients, maya and max are pretty much equal in distribution. zbrush is in pretty much every character production for sculpting. Modo catches up in the modelling department but the final exports are usually from either max or maya.
of course there are exceptions
what neox said. our clients mostly use maya and max. PS and ZBrush are a must. Mari and Mudbox are not entirely uncommon. Behind requests for Mari seem to be shops that want us to use Substance and Houdini. i.e. not a whole lot yet.
A lot of other software we can pick ourselves and there we stick to dDo/nDo, xNormal, 3D Coat. We had some Topogun licenses but I think the user-base is dwindling. Stock engines are clearly: Unity and Unreal 4 / Unreal 3.
And once a year a Japanese client comes asking if we use XSI (but that'll stop soon hehe)
Lest see...
XSI I'm guess isn't even on the charts anymore.
Modo has been picking up popularity
With all the indie devs on a tight budget these days, I wouldn't be surprised if Blender has picked up popularity
and I'm pretty sure that more people are starting out with Maya these days than 3DS Max.
So I'm guessing it's something like 35% for Maya and Max, 10% for blender and Modo.
I forgot to say before, i am talking about the generalist tools.
I agree with you Isperia, seams that autodesk is more focused on Maya.
But 3d max is still very nice tool.
Blender improve a lot in the last years.
I prefer modelling and sculpting everything in Blender and Zbrush then use Maya for the final.
Photoshop and Substance for painting.
Would be nice to see a an update big, official static from all users in the world.
those numbers are from the whole market... a lot of archviz and idustrial design involved... but yes max and maya are the big players... there are roughly 1mio max lics out there...
those numbers are from the whole market... a lot of archviz and idustrial design involved... but yes max and maya are the big players... there are roughly 1mio max lics out there...
The Whole market will be more correct, maybe is the answer for the big slice of 3d max.
Couple years ago I worked for renderfarm company. 90-92% of the jobs were from 3ds Max. There was Maya too, but not much more than Modo. And yeah, those were mostly archviz jobs.
Most game companies are old and conservative, they still use 3DS Max and Maya. However...
Modern studios might prefer to use...
- Modo for modeling
- ZBrush for sculpting
- Maya for 3D animation/rigging
And if the Foundry really pushes for it, Modo could dominate all 3.
specialized apps are great for the individual working with them, but it gets more ugly for the studio. more licenses, more vendors, more APIs to learn for the pipeline guys, more file interchange issues, more training required for newcomers.
Most game companies are old and conservative, they still use 3DS Max and Maya. However...
Modern studios might prefer to use...
- Maya for 3D animation/rigging
o_O
has nothing to do with being conservative, most studios we worked with allow their artists to do there models in whatever app they prefer, however the whole pipeline orbits around one tool, exporters, animation system, tangentbase for normalmaps whatever. And those tools are still the ones they have their proven pipelines for.
And it's not like zbrush is the fresh startup thing, it's around for more than 10 years now, one could call using it conservative, given how old the industry is.
Replies
ZB + Maya + 3D Coat + Topogun + Toolbag + etc etc etc
of course there are exceptions
A lot of other software we can pick ourselves and there we stick to dDo/nDo, xNormal, 3D Coat. We had some Topogun licenses but I think the user-base is dwindling. Stock engines are clearly: Unity and Unreal 4 / Unreal 3.
And once a year a Japanese client comes asking if we use XSI (but that'll stop soon hehe)
XSI I'm guess isn't even on the charts anymore.
Modo has been picking up popularity
With all the indie devs on a tight budget these days, I wouldn't be surprised if Blender has picked up popularity
and I'm pretty sure that more people are starting out with Maya these days than 3DS Max.
So I'm guessing it's something like 35% for Maya and Max, 10% for blender and Modo.
I forgot to say before, i am talking about the generalist tools.
I agree with you Isperia, seams that autodesk is more focused on Maya.
But 3d max is still very nice tool.
Blender improve a lot in the last years.
I prefer modelling and sculpting everything in Blender and Zbrush then use Maya for the final.
Photoshop and Substance for painting.
Would be nice to see a an update big, official static from all users in the world.
The Whole market will be more correct, maybe is the answer for the big slice of 3d max.
specialized apps are great for the individual working with them, but it gets more ugly for the studio. more licenses, more vendors, more APIs to learn for the pipeline guys, more file interchange issues, more training required for newcomers.
o_O
has nothing to do with being conservative, most studios we worked with allow their artists to do there models in whatever app they prefer, however the whole pipeline orbits around one tool, exporters, animation system, tangentbase for normalmaps whatever. And those tools are still the ones they have their proven pipelines for.
And it's not like zbrush is the fresh startup thing, it's around for more than 10 years now, one could call using it conservative, given how old the industry is.