I'm new into modeling But I have problems when I try to model, I once tried 3Ds Max but seems that I didn't click with that software, now I'm looking for alternatives and I'm debating between Maya or MODO, and Why I should choose it over the other?
I'll Be creating primarily this type of content: Game Art, Environment, Vehicles, and miscellaneous.
Replies
Maya has a lot of community-made plugins, but Modo can do what many of the more popular ones add out of the box, especially the modeling ones.
Maya has better UV mapping, but the retopology isn't as good.
Maya has better rigging/animating, but you'll hardly notice the difference doing environment/prop work.
Maya has far better community support, but Modo has an infinitely more intuitive interface.
If you were doing character work as well as rigging/animating them yourself, then I'd say Maya + ZBrush. But for environments, I'd definitely say Modo.
The learning curve can be a bit problematic, though. Not only are tutorials scarce, but if you get stopped by a terrible bug or user-error, the community won't be of much help in solving it.
My current personal project has been halted for roughly a week now because of a ridiculous rig/animation issue that no one can help with. But once you do get around those things, you'll know what to do in the future.
Modeling techniques are overall quite transferable between programs, so no matter if you land with 3ds, maya, modo, or even blender, what you learn and your eye for modeling will go with you.
The important thing is to understand the concepts first - e.g. what's UV mapping? what are normals? etc. This is stuff that will stay with you throughout your career. Tools change. It makes a lot of sense to pick an easy to learn tool (=subjective) so you can focus on concepts and not where the heck Autodesk hid a certain button.
Modo is a sexy beast too
"What software/tool/workflow is best?
Basic standards are Max and Maya for traditional 3d stuff, with Modo being very popular these days as well. Its best to know how to use both Max and Maya on a basic level, as nearly every studio uses one of these. You can get educational copies of each from Autodesk for free, so there is no excuse not to know them. Basic modeling skills will apply to any app, but you should know how to operate the interface of the big two.
Zbrush and Mudbox are the standards for sculpting, learn one or the other. Photoshop is required knowledge for everyone, its the standard in every studio. Quixels Suite and Substance Designer/Painter and becoming more and more popular for texturing."
OP, try both and decide for yourself. Just be aware that your first package might shape you in a way that will make other packages unbearable if you stick with your "first love" for too long.
I for one can't stand Modo at all. Max workflows are in my modeling ADN and everything else feels clunky and slow.
Find your own way!
Anything I can do in a few hours in Cinema 4D can take an entire weekend or a week in Maya. It's especially bad now because of the switch over to Arnold from Mental Ray. Arnold is a spectacular renderer but the fact that it's new makes even routine things require some pretty esoteric work-arounds. And that's working with Maya: a pipeline held together by duct tape and tears.
I would love to use Modo and Mari, or Cinema 4D, and Substance or a combination thereof but I'd also like to use Google drive and docs instead of OneDrive and Word and . One thing that might make it more appealing to studios would be to see how much faster artists can work in Modo. I'd say learn Modo, make a great portfolio and pick up enough Maya to say you know it in a job interview. After all, you can get a student friend to sign up for an Autodesk account with their .edu email and get Maya for free any time.
Unfortunately
Maya may be buggy, but Modo is at least as bad in that regard.Maya is also now what I consider to be the best tool for UV mapping, rigging, animating, and middle-range at retopology.
The only time I would recommend using Modo anymore is if you work almost exclusively on hard surface props, don't do your own rigging or animating, don't like working in ZBrush, and don't mind digging deep to find guides and your own solutions to bugs or mistakes.
Another time when I was tweaking the settings, I activated something that caused the entire screen to go blank anytime I opened a pie menu.
On a few different occasions I had to spend an entire week just trying to solve a single error, while making no progress in my work.
The Foundry also appear to be moving toward abandoning the Indie version, and the support staff have an actual policy to ignore the questions of Indie version users If they have problems.
I'm all for the "modeling is pretty much the same in every DCC app" response, but still, some things are just objectively better in Modo when it comes to modeling in my opinion. There's also some neat modeling features in Maya, but i can't name you anything impressive compared to Modo, and i'm a Maya user
I never got to stick with it (was using a trial, and didn't have the cash to buy it back then) so i just shifted back to using Maya, then creating tools inspired by Tor Frick's workflow(s). But when it comes to modeling i can really hardly think of anything that matches it's capabilities. I've only used Max for a little while so i don't add it in the list, specifically talking about Maya here.
One last thing, the list of features i marked as being "better" in Modo actually don't even exist for the most part in Maya x)