What is the 3d software you use the most at work in your daily pipeline making game artwork?
If you work as a game artist, please vote for the software you use for work, not at home.
I know at home many people use different packages than in the office. But for this poll I'm just interested in what your work requires.
You can only vote for one, so consider carefully.
We've done similar polls in the past, I'll try to dig them up for comparison.
Replies
guess my 3dsmax knowledge wont be a waste anytime soon.
*still want to learn blender too
Worked really well, had an inhouse engine and file manager/version control and the blend max hybrid was built so well into it
Maya and Max are a lot cheaper now, but blender is still insanely customisable
which leaves max in the position of a really expensive modeller when it used to be one of the more affordable all-round 3d packages.
but I use blender.
It has everything I need for a 3d modelling toolset.
I can't complain.
Now the only thing left is the software to handle more polys on the viewport. As it stands right now, there's no way to compete with 3dsMax on that =/
95+ percent of my time in software is zbrush, and I can't figure out why it's not included (since it does modeling, retopo and texturing)
The other 5% is silo, where I do most of the block out, subD hard surface, low poly tweaks, and all my unwrapping.
<1% is maya. Maya is the last thing I do, import to set edge normals, export as fbx for baking, and delivering to clients.
Otherwise I spend no time in maya unless I need it for something special.
I'm curious, is blender a viable option for AAA production though? How expandable is it? I haven't really checked it out myself.
edit: just noticed that this thread has some great info regarding blender
I normally spend probably 75% of time in zbrush sculpting and use maya (LT) for blockout/retop, hardsurface when needed, UV's and export for clients.
"Better UI" and "greater camera navigation" are mostly subjective.
"Greater customization" is misinformation, at least compared with Maya (I can't say, for Max). They seem pretty on par with one another, which is good.
"Better UVing tools" is partially up to taste. Downloaded Nightshade UV for Maya, which gives it a great layout and adds a couple of scripts, and I can't imagine needing anything else.
"Faster subd modelling tools" - Again, somewhat subjective. I will agree that Modo has some very innovative tools though.
"Advanced viewport" - Maya's viewport is pretty great these days. AO, PBR DirectX shader, etc.
"Community Content" - I don't think you can argue this for modo, over Max or Maya, which have been around for so long. I agree that the modo one is growing very fast though, so in the future, it wouldn't surprise me.
The best thing about Modo is how innovative they are. And that's nothing to scoff at. And I do agree it is the most promising program being developed right now.
zbrushtraining
3dsmaxtraining
and those two for commercial projects
I am sorry to ruin you list as I am using modo myself but there is a workplane plugin for max
http://miauumaxscript.blogspot.fi/p/commercial-scripts.html
What I personally like in modo is that it feels very smooth while max feels more stiff. For instance I can model and unwrap at the same time. I can use my uv window to help me select faster and easier some parts. In max I always have to jump between the modifiers.
Other parts of the toolset seem too technical or are cumbersome, by comparison. I wish the sculpting UI would get an overhaul. The potential is there, but it's clunky. And I still haven't quite wrapped my head around the Shader Tree.
but still need maya for converting & export