yea i am startin to use both.. Max at home and Maya at school.
i would prefer max over maya tho since i find mayas polygon tools in need of a big improvement. Then there are other things i like better/have learned in maya so i might change opinion.. Dont think so though. we'll see
I use Other. I've been using Other for about 5 months now and it's great. I don't know what I'd be doing without Other. Other is so much better than Max. Animating in Other is amazing.
Ah ha! I will break the trend! I use Maya at home and Max at work. Maya's hypershade and node based structure flogs Max's Material editor and clunky hierarchy tools, but perversly Max's standard scanline render and basic materials seem to be alot prettier than Maya's. Oh well...and after about 3 days I liked modeling (in polys) in Max more.
What happened to blender, wings3d, milkshape, lightwave, Softimage|XSI, cinema4d and others?? hmmm??
I use XSI, mainly cause in school I was able to use both xsi adn maya and xsi just felt more natural and easier to use and just as powerful. before school I used 3dsmax here and there. I'm also tinkering around a little with the zbrush 2 demo I have.
Started in max 4 & 5 in school, still use max 5 at work, now using Maya 4.5 at home. Once you get past modeling and texturing, max is just too painful to use.
Although I have to admit max integrates nicely with my 2D work (splines, easy to set up renders), and the curve editor is nice. I like the draw curve function and the tangents.
I use 3dsmax because I like my tools already written for me and in the box, working. F*%^ the scripting language... max is sublimly good. I mean, tried just selecting faces in maya lately... oh wait, I can write a script for... never mind, I will just use max instead.
Softimage XSI.. loved it so much i bought it after using it at college..
i learned 3d modelling basics on max and then maya, but after using xsi i stay the hell away from those two.
Used to use Max, now Maya. You couldn't pay me to go back.
Max is fine for making assets Im sure, but when it comes to serious large scale project work, pipelines, stability, extensibility etc, Max is a joke compared to Maya. Which is exactly why it still isn't taken completely seriously in the film industry. The same applies to the power of Maya's rigging and animation capabilities. ( i.e that Max just doesn't cut it here compared to Maya )
Mayas poly tools are an out of date joke. But its nothing that cant be fixed. Show me a model made in Max that I couldn't make in Maya.
If I had the choice at work, for an all round solution for character work, any choice but XSI would be blinkered and clearly made without thorough research.
Btw, this thread is a bit pointless. Max is gonna come up top, cos you're asking a bunch of game artists, and it's still the most prolifically used package in game dev.
There are things about max that annoy me, like snapping to the grid, and the material editor. Slowly discreet is fixing the issues I have with their software, so I'll stick with it until someone pays me to switch.
I voted other. I use a variety of things, each for their own specific purpose.
Blender is my main app now. I use it for most mesh creation and beautifying, some unwrapping. I'm learning the animation, so eventually I think I will use Blender for everything in the near future.
Other programs I still use:
QME 3.1 - for some mesh creation, animation, and begginning stages of unwrapping.
Q2mdl - UV tweaking.
MS3D - conversion, animation.
I've sinced ditched GMax. I used to use that for a number of things.
Whats wrong with the material editor? seems to pretty much do as I tell it. I've had a couple brushes with maya but I didnt feel very comfy and pretty much skimmed back off it onto max. Once I get the time though I'd definately like to learn, seems like the most sensible thing would be to learn how to use both.
I *really prefer the poly tools in max to maya though, as far as I can tell in max you can model as you would in maya but not vice versa?
what are these better poly tools in max that everyone talks about? All the tools I used in max have their mirror in Maya (with the bonus tools installed for hiding individual faces on a mesh). Not trying to start an argument, chances are it's just stuff I never saw in max.
that's a definite no. no app can.. that's one of the first features i looked for in Maya before making the switch, and actually prevented me from switching sooner. it's still something i look for in silo..
But what is strip modeling? Just a quick way to visualize your mesh with more or less final volumes and loops. In the end i could give up my favorite way of modeling for a set of animation tools that made sense.
i can strip model in maya.. instead of shift-dragging i use extrude edge. and yes it's a few split seconds slower than max. anyway there seems to be WAY too much focus on the modeling side on these boards..
Maya. Mainly because I use Maya at work to place objects and crap like that. I don't like switching between user interfaces and such. I'm also too lazy to customize my hotkeys and such. I love Maya's snapping abilities, how easy it is to switch between orthos, and the custom shelf. In fact, there's more I like about Maya than I do about Max. Barg!
well I do alot of strip modeling in Maya, it would probably go faster if I could be arsed to make a hotkey for extrude edge... but after the first extrude edge I just have to hit 'g' to repeat the last command.
Max atm. It's the first pro package I learned how to use (through gmax). I'd like to try out Maya but time and a poor computer are restricting my efforts in that department ><;
[ QUOTE ]
anyway there seems to be WAY too much focus on the modeling side on these boards..
[/ QUOTE ]
i'm a "modeler" i model and texture, rarely do i animate or do other things, i'm sure a good number of others here focus mainly on modeling / texturing
Replies
i would prefer max over maya tho since i find mayas polygon tools in need of a big improvement. Then there are other things i like better/have learned in maya so i might change opinion.. Dont think so though. we'll see
James Ball
If I had my way, though, I'd be using Max for everything. If only I had some method of getting Maya's "Map UV Border" and "Relax UV" tools into Max...
What happened to blender, wings3d, milkshape, lightwave, Softimage|XSI, cinema4d and others?? hmmm??
I use XSI, mainly cause in school I was able to use both xsi adn maya and xsi just felt more natural and easier to use and just as powerful. before school I used 3dsmax here and there. I'm also tinkering around a little with the zbrush 2 demo I have.
Scott
However XSI at $500 for personal use is getting quite tempting, and that program's workflow seems very logical from what I have seen.
Took 'em bloody long enough, though
Something about old dogs and new tricks.
Although I have to admit max integrates nicely with my 2D work (splines, easy to set up renders), and the curve editor is nice. I like the draw curve function and the tangents.
Maya is my tool of choice though.
i learned 3d modelling basics on max and then maya, but after using xsi i stay the hell away from those two.
Max is fine for making assets Im sure, but when it comes to serious large scale project work, pipelines, stability, extensibility etc, Max is a joke compared to Maya. Which is exactly why it still isn't taken completely seriously in the film industry. The same applies to the power of Maya's rigging and animation capabilities. ( i.e that Max just doesn't cut it here compared to Maya )
Mayas poly tools are an out of date joke. But its nothing that cant be fixed. Show me a model made in Max that I couldn't make in Maya.
If I had the choice at work, for an all round solution for character work, any choice but XSI would be blinkered and clearly made without thorough research.
Btw, this thread is a bit pointless. Max is gonna come up top, cos you're asking a bunch of game artists, and it's still the most prolifically used package in game dev.
-R
-R
Blender is my main app now. I use it for most mesh creation and beautifying, some unwrapping. I'm learning the animation, so eventually I think I will use Blender for everything in the near future.
Other programs I still use:
QME 3.1 - for some mesh creation, animation, and begginning stages of unwrapping.
Q2mdl - UV tweaking.
MS3D - conversion, animation.
I've sinced ditched GMax. I used to use that for a number of things.
I *really prefer the poly tools in max to maya though, as far as I can tell in max you can model as you would in maya but not vice versa?
But what is strip modeling? Just a quick way to visualize your mesh with more or less final volumes and loops. In the end i could give up my favorite way of modeling for a set of animation tools that made sense.
i can strip model in maya.. instead of shift-dragging i use extrude edge. and yes it's a few split seconds slower than max. anyway there seems to be WAY too much focus on the modeling side on these boards..
anyway there seems to be WAY too much focus on the modeling side on these boards..
[/ QUOTE ]
i'm a "modeler" i model and texture, rarely do i animate or do other things, i'm sure a good number of others here focus mainly on modeling / texturing