I want to be a Hard Surface artist. I just started on modeling 9th of October(2020) with Maya with no prior 3D modeling experience.
Here's what I can do right now (I also added some
ugly and unnecessary details with zbrush in some models):
https://drive.google.com/drive/folders/1D4-Gn6XVoI7SOToJT3St2Wcidysr7wMB?usp=sharing (I didn't have any hard projects.... I know... because cleaning topology after bool operations are draining my will to live)
It is so hard to finish a model without a
modifier stack. I think Maya is more of a quick sketch tool. Deleting history of object just resets everything about it(bevel info etc.) so it's hard to model something from beginning to end.
Should I switch to 3DS max or fusion 360? or should I stick with Maya?
Fusion 360? Why? You may ask. Well, everyone seems to use fusion 360 now. Literally %70 of people on Artstation uses it. Also bool operations looks so easy on it... I guess I just don't know. There are SO MANY paths. Can somebody tell me what should I do?
Replies
For now you should practice, learn, explore. Find a way to get joy by searching for something new, excitement for expanding your knowledge and fulfillment from solving the problems you come across because that's the life of a self taught artist.
And you can model everyting in maya.
Here is a recently posted workshop.
https://www.youtube.com/watch?v=mibMPaE4Qyk
https://www.artstation.com/marketplace/p/zn2N/tutorial-realistic-game-assets?utm_source=artstation&utm_medium=referral&utm_campaign=homepage&utm_term=marketplace
Meanwhile in 3Ds max you can easily turn beveling on or off or copy and paste it in other parts of the object which makes it better tool suited for me as a beginner. Also I don't have to delete the history of object on 3DS max so I don't lose information of something like beveling info.
Also
There are some tips and tricks for topology you can learn from Arrimus 3d on youtube and other tutorials
Do you want to be a hard surface artist for games? Hard Surface artist for film? That's vastly different.
You can do everything necessary in maya. If multiple tools give you a quicker way, use multiple tools. No one cares how you make something, the end result matters most. But that can again be debated by where you want to work.
Give us some hints to what your goals are, because that will help to guide you more towards a solution.
In games, things need to be optimized, baked down and they have to work within a game engine.
I'll give you an example for that glove you linked: You could create the highpoly glove with Maya and ZBrush. Then retopologize the glove to get your lowpoly version. Bake the high onto the low in your software of choice and then texture it (usually with Substance Painter). Then render them in Unreal Engine or Marmoset Toolbag.
To get the end result, you can use whatever software you choose. It matters that the end result is game-ready/optimized and presented in an engine.
Look at weapon artists that work in AAA game studios and see what they are doing. What software they are using and how they present their work. And don't focus too much on what software is best, especially for modeling. Whatever you like most and you feel is efficient is good enough
I've heard good things about Modo from 3d modeler friends, but I haven't touched it myself.
2. Export it to zbrush (as .obj) in order do make a high poly (dynamesh/polish)
3. Export another .obj to Maya and make a game model.
Midpoly - Highpoly - Lowpoly Model > UVs > Baking > Texturing > Presentation
In the end, software is just your tool. The weapon artists I know they model in 3ds Max, it's a great software. But they can model in Maya and Blender as well because they understand the pipeline and the workflows. If you understand this, you can get a fast end result no matter what tools you are using.