What could also be misleading is if people are voting let's say Maya because it's their hub software at work to export while others would vote 3DS Max because that's what they use for modeling.
I hate to break it to you, but people do use Maya to model. I think that 'problem' goes both ways, and evens out, as a result.
I think that's a question for the tech artists, who write the tools for massaging all the data to get it into the engine properly.
At the various studios I've worked with or at, most use their own engine, or a specifically-modified version of Unreal or Unity. And they use a hub 3D package to funnel all the 3d content through. My experience may be atypical though.
I've gone from XSI to Max to Maya over the years. I'm work-from-home and get to choose things myself and have gone the Modo route: the indie version got me hooked long enough to decide the full version was worth it...and even then, Modo actually goes ON SALE sometimes, so I picked up a license for 40% off. Not sure if I would call the Modeling tools "better" than some of those of other programs, but they are well suited to hard-surface and architecture stuff. The workplane is a great tool.
I'm currently wrapping up my 2 week notice period right now working in serious games. My new job in arch viz seems pretty open to whatever I want to use, but for the next couple of days at least, it's 3ds Max haha.
I think that's a question for the tech artists, who write the tools for massaging all the data to get it into the engine properly.
At the various studios I've worked with or at, most use their own engine, or a specifically-modified version of Unreal or Unity. And they use a hub 3D package to funnel all the 3d content through. My experience may be atypical though.
As Eric mentioned, we use Maya for export and some of our artists are modeling in Maya as well. I personally prefer Max and we also have a guy who works in modo.
I work professionally in game dev and Blender is my main software. There are (in place where I working) few other people, who also use Blender, but 3DS Max skill is also necessary in some cases. We are mostly focused (even in job offer) on 3D artists which are skilled in 3DS Max or Blender, but Modo is also good - just check Artstation Job Listing. So I think, Blender in game dev isn't that bad like many other people think, and it starts growing.
Replies
..
But hey, long live Max.
At the various studios I've worked with or at, most use their own engine, or a specifically-modified version of Unreal or Unity. And they use a hub 3D package to funnel all the 3d content through. My experience may be atypical though.
DX on max the 'other' team on Maya.
Cinematic animators on motion builder.
I use both.
Just curious, what software do the gameplay animators use? Also Max for DX and Maya for the other?
Deus Ex team uses 3ds Max
Other (new project) team uses Maya