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Which is the most commonly used 3D modelling suite in the Games Industry?

Is it 3DS Max or Maya? I'm talking in context of big studios like Bioware,DICE,Ubisoft,Squeenix's studios etc
Also how many studios use or allow their artists to use blender if they're comfortable with it?
I'm asking this because i need to prioritize which suite to learn first,3DS Max or Maya,
I'm comfortable with blender and maya but not liking 3ds max so far.

Replies

  • thomasp
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    thomasp hero character
    did you try looking up their job adverts (if any) to see which software they prefer?
    as for blender i haven't tested this yet but since it's free and open source I would expect (!) to be able to bring my install to a workplace, get it past IT without troubles and be able to just work with it as long as I can demonstrate to everyone that scene assembly and collaboration with others is still being done in whatever they use officially.

    in my experience it's only a problem if you are the guy who requires some license to be acquired. they often will comply after a bit of 'convincing' but you are from then on offcially a special snowflake in the eyes of the people there. ;) much better if it costs nothing and can be flown in under the radar.
  • RaptorCWS
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    RaptorCWS polycounter lvl 12
    depends on the studio between max and maya.  the places you named would more than likely give you a training period to get used to the software in their pipeline or just buy you a seat of what you use. the price of max and maya is the same so its not like its a huge cost on the company. no one is going to see your portfolio and say, "these are really good but we use max and they use maya so we cant hire him." if you are used to maya make your portfolio in maya and worry about switching once they say you are hired.
    as far as blender that depends on the studio as well. I don't know of anyone I work with using blender
  • CGXel
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    CGXel polycounter lvl 3
    The past comments are absolutely right, but from what I've seen and read on the internet, Maya seems to be the default program for most studios, and every single 3D artist must know at least its basics, that's undebatable, so Maya should be part of your skill set, not knowing its basics would be like a Designer that haven't ever heard of Photoshop.

    As for my personal opinion, I've used both Maya and 3ds Max, I've modeled in both of them, but I'd choose Maya anytime, I just feel like its workflow seems to be faster and there are more tools to play with, but that's just my personal experience, not facts.





  • RN
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    RN sublime tool
    I was wondering the same some time ago ("what package to specialise in?"), then I found this post:
    JacqueChoi said:
    If you're trying to break into the industry, you're doing a HUGE disservice to yourself not knowing both Max and Maya.

    Blender is good if you want to stick to doing indie games, but not many AAA studios actually use it. Modo is great if you're a freelance artist, but once again, not many studios in North America (that I know of) actually use it.

    And yes, there are plenty of times when junior applicants have been turned away for not knowing a specific program.
    From http://polycount.com/discussion/comment/2014285/#Comment_2014285
  • JacqueChoi
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    JacqueChoi polycounter
    RN said:
    I was wondering the same some time ago ("what package to specialise in?"), then I found this post:
    omg  haha i was just gonna enter this thread to post this.

    Learn both!
  • beefaroni
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    beefaroni sublime tool
    In the past, I've learned whatever job specific modelling software I've needed to before I started the job. Usually 50-100 hours (3-4 weeks between or before starting a job) should get you pretty familiar with a modelling package.
  • littleclaude
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    littleclaude quad damage
    There's been times when I have moved teams in the same office and swapped between three dimensional studio maximus and Maya. Personally I preferred Maya as its name was better, if I had to make the jump again I would try Modo as I have only tinkered with it but it seems cool. Also knowing Maya allowed me to jump into a VFX studio for a year as they needed a model/render guy.
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