Hi, i'm currently working on my environment art portfolio using Maya student as my main 3d package and i'm very comfortable with it and i wanted to start making some assets for Unity and Unreal and in the future i would also like to work on some freelance jobs so i would like to get a proper commercial license for the software.
At first i wanted to buy Maya LT but then i saw that it is rental only ( and the price is too high ) and also many other companies have switched from perpetual+rental to only rental and i totally dislike the "pay forever without owning anything" method so at the end of the day my only options are Modo Indie 10 and Blender.
Some years ago i tried all the main 3D softwares from Maya to Cinema 4D to Blender and the ones that i liked the most are Maya and Modo, now with that said i have some questions:
1) Is it worth buying Modo Indie 10 perpetual ( it is on sale on Steam for 120 € instead of 300 € ) ? Because i read that Foundry want to go rental only in the future and i also read that maybe they won't make a Modo Indie 11, so is Modo Indie 10 too outdated to buy nowadays ?
2) If i use only Modo or Blender can i still get a job in the industry or they will pass you because you aren't using what the company is using ( i know how to use Maya because is what i'm using at the moment but if i buy another software i'll probably use the new one ) ?
3) I read that Modo 10 has a 100k poly export limit, now i usually bake my normal maps in substance painter but i could bake them in modo so are the bake tools in modo 10 good ?
Replies
As for industry work id say be ready to adapt, maybe you can be the modo guy and convert people, blender is likely easier to convince an employer to use if it doesn't disrupt the pipeline as there is no extra cost, I know how to use max, used it for way longer than I have modo and I can use maya but would take some time to get up to speed.
my feelings on it now is 3d is 3d, the concepts are the same, do a refresher every 6 months and make something in max/maya so you don't develop rust, try and get your navigation and custom hotkeys workflow etc relatively the same and then you are good to go across any application put in-front of you .
I do all of my normal baking in modo lately and its working for me
here are a few bake tests I did in modo 10 when I first started
High poly
To flat plane in marmo
Low poly pretty much cylinder bake
hope this helps your decision
My greatest problems in Modo was stability and performance. Use the 30 day Trial version and push around a few million polygons in your workflow. Many features where ununsable for me. Maya is alot besser in this aspect.
For now i'll stick with Blender for my commercial projects and i'll switch to Maya LT in the future even if i don't like the rental plan of Autodesk.
There's little reason not to just go for Blender instead, unless you just really prefer the workflow.
If youre trying to decide on whether to use Modo or Blender, i dont think either of those is a bad option. I know more industry people using Modo than Blender, but if your work is good enough, that shouldnt be an issue.
As far as the baking tools, modo's are quite good. I tend to jump around from baker to baker,(marmoset, Modo, SP) depending on what i need.