Hey everyone, bit of a wall of text coming but here goes.
So, around February last year I got my first 3D job (With an online retailer, not games, but hey, I'm living the dream!) and after a few months of finally having money to save, I splashed out and bought an entirely new PC. Now, at work we model using Cinema 4D, as down the line, it's easier for MoGraph to use it in conjunction with After Effects. Why we model in it, I don't know, but it works and I've gotten used to it.
This means I haven't used 3Ds Max at all for a good number of months. The combination of new PC and modeling all day in Cinema meant it's only now that I've been thinking of reinstalling a 3D package and doing some personal 3D stuff again.
On to my question. What do you guys use predominantly for personal/professional work and what would you recommend. I've always used Max but reinstalling it the other day reminded me why my last PC got in such a mess. The license key I had didn't work(when as far as I can tell it should have as it's an Educational License they provided), Autodesk's website is horrible to navigate and when I uninstalled Max again in frustration at trying to get it to work it leaves stuff behind that I then have to go rooting around for and delete manually.
I'd like to branch out a bit, and have looked at Modo and, of course, there's always Blender or Maya I suppose. I'd like to get some opinions I guess and see what other folks like.
I'm itching to get into personal 3D work again, but Max just seems really unappealing.
Replies
If 3ds max isn't your flavour, I'd recommend trying out Modo or Maya like you said, you've basically covered the popular choices.
There's no real wrong answer imo, it's like asking if you should draw with a black pen or a blue pen. They fulfill the same purpose.
I'd personally recommend that. Just because it's more common still than Modo. If you hate Maya even after trying it for a while, maybe try modo or even Blender.
Now I am jumping into Maya because the VA might pay for Gnomon school, and Maya is the main tool taught by Gnomon. Seems like playing with Modo actually helped me understand Maya faster than starting straight into Maya instead.
Also, Modo has relatively smaller collections of tutorials, which makes me struggle to learn it myself. I might go back to Modo AFTER I get proficient with Maya. But with the Modeling Toolkit in newer versions of Maya, I might stick with it.
I personally much prefer Max for its modifier stack centric workflow that allows you to work fairly non-destructively, but Maya does excel in certain areas.
Zbrush since R1.52 and can't imagine life without it, basically. Enough said.
Have used both Modo and Maya for several projects. Maya was great to animate with(after some initial cursing at why it didn't do shit that Max does) Maya for modeling however......no thanks.(althought it certainly looks to have improved since I used it in R2012)
Modo is a pretty slick, modern(in Maya/Max terms) package with a decent workflow but, I couldn't take it seriously as the viewport fps was laughable with just a few 100K polys in the scene causing horrible lag and slowness, even on a decent workstation.. That was back in R901 so maybe it has improved somewhat.
Agreed with the above comments on either keeping your Max knowledge sharp or learning Maya, or both, for the industry relevance factor.
No matter what you choose they all have their pros/cons/frustrations/gems/etc. Once you get comfortable in a package and have essential workflow scripts/custom UI/hotkeys/etc set up, then life is good.
And zbrush ofc.
For sculpting I use Zbrush, because of its super responsive brushes and they feel amazing on a tablet (naturally), and it has so many other extremely useful tools...
...instead of sticking in Blender with sculpting, because its brushes doesn't feel good and sculpting tools lack simple features such as polygroups or even a topological move etc., and Blender gets slow in higher sub-d levels.
What I am not sure is whether modeling scripts/plugins are OK when learning the basic of modeling. Maybe not. They are meant to be shortcuts.
I believe that the workflow/pipeline is all different from studio to studio, and I am not sure how each studio handles the workflow between Maya and Zbrush. Individually, some people prefer modeling all the nooks and crannies with sub D modeling. I wonder if adding the details through Zbrush with custom alphas is considered a lazy approach. I think many modelers do, but from the eyes of employers, do they prefer 'hardcore' sub D modelers to people relying on shortcuts? I am not sure.
In order to utilise these 'shortcuts', they are only beneficial - to you as an artist - if you already are skilled/knowledgeable in the first place.
Definitely do the work first. It's like the difference between somebody who can write code and a 'script-kiddie'.
The door was left open so I couldn't resist