My primary concern for now is to tighten up my 2D character/prop/concept portfolio. Modo and Zbrush are my secondary concerns for now. Actually 3D is mainly supplemental to my 2D works.
Well, I am not saying I will be proficient in Modo anytime soon. But if I do, what's the career options for me? Especially in LA area? I know that Modo is gaining popularity slowly but the mainstay in the industry is still Maya, which is bitch to learn. But I could immerse myself with Modo mindset real fast. (I stepped back from it because I wasn's sure what to focus on.)
So can I get into the industry without much knowledge in Maya, but mostly in Modo?
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In my experience, MODO is typically used by 1-3 artists at a larger studio, while the rest of the team is either Max or Maya. I never imagined I'd be "that guy" where I work! It's not come without some pain, however. MODO's ability to easily generate "dirty mesh" and the lack of bridge tools to Max or Maya means more work prepping my geometry.
There are studios like Ubisoft Massive and id that do use MODO at a larger scale and produce great looking games with it!
The animators I've worked with over the years have consistently preferred to work in Maya.
The tools you use will likely change over your career. @ambelamba, whether you get into the industry hinges largely on your portfolio. Based on my experience, if you can produce your best work with MODO, go that route. If it's important to you to use an established package, I'd take the time to get familiar with Maya.
They might have a lot of proprietary tools written for a specific app that they won't port. it all depends on the studio and how their pipeline is setup.
Like has been said above, use what is comfortable to you, get the concepts/basics down and outside of any special shaders/tools, it should carry over to other apps no problem.