I locked myself in a dark room with Maya ple, lots of coffee and some exensive but woefully written books (cough, cough*officialaliasbooksshouldchecksteps*cough) only popping out to grab a better book.
I need moral support and encouragement. Its dark in here and I havent got any apparent modelling tools in here with me.
Dave
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You know what's my inspiration? I just think of all the cool cg creatures created in maya for film. That gets me going... king kong anyone?
But once you mentally connect all mayas equivalent jargon and processes to the way max does it you'll be flying by in no time
Since a full (legit) copy of Max7 all but fell in my lap, I stopped trying to learn PLE. Functionality wins for form this time. Good luck! I know I liked what I started to use. It could see it being a really fast tool to use. I liked how it was geared more toward I would imagine a 3D should be like if I was to make one from scratch.
Anyway, have fun Dave.
/moral support
maya is not going to be upgraded past version 7 as far as I know.
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Where did you get that info from? Is that reliable or did some bloke in the pub say it?
The most obvious answer is that you often need to know Maya to work in film and a lot of other forms of pre-rendered CG ( many games studios use it too ). Currently that is, unless your source is reliable.
Good luck Dave, learning new software is a pain. I'm sure you'll find the poly tools sorely lacking out of the box. There are tools available to make up the difference as stated tho.
Get it on this page:
http://www.users.on.net/~neilandbron/
Just found it so I haven't played around with it yet. Oh, and if there is target weld in maya now and I'm just stupid and haven't found it then let me know.
I'm gonna have to try and set up a marking menu to work like a quad menu. If anyone already knows if this has been done then please post a link.
Of course, his card says "Territory Sales Manager" so I don't know how "in the loop" he is.
ps. I took u're tips and tricks for max at GDC a few years back.
Scott
Maya I miss you, please come home soon
edit: just so I'm not always negative and bitchy about maya, I will say that maya is pretty good at optimising stuff while keeping uvs distortion free :]
edit: rooster, display>polygon components>normal turns em on', same again most definitely turns 'em off. Doesn't seem too bad?
btw. there are scripts out there to make the marking menu context sensitive, giving you one key to press for the mm and a different mm depending on your selection.
still, even armed with all the scripts you won't be able to get modelling anywhere near... yeah you know. but hey, it's only one aspect of 3d. i've never thought of switching, more of expanding the toolset. wondering why you people think you have to leave one for the other?
are you button-pushers or are you artists? never encountered any company that would force me to work with product X when i was able to prove that i'm far more proficient with product Y.
btw. wasn't it max where they announced a long time back that they had no plans to go beyond release 9?
also, autodesk has several more or less competing products in their portfolio, why would they want to alienate one half of customers and see them moving to another competitor?
Scott is so right about maya beeing deep, I can remember my last techdirector when he got started talking about maya he would just not stop and bombarded us with to much information to remember . But he knew his shit and that impressed me most about the programm.
He linked it with alienbrain, the current users, the backups, coded a own company intern fileformat that was very flexible (even for animations to) and integrated the 2 engines into the programm so that we could check our stuff out anytime in any game (if you wanted to ).
Also anytime you loaded a level it would check the database for any updates on all the objects in the level and updated them and it didn't even take THAT long.
So that was a very impressive demonstration what the program can do for production.
never encountered any company that would force me to work with product X when i was able to prove that i'm far more proficient with product Y.
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a few reasons:
-the tools/support staff don't have to be profiecient with solving bugs you probably will create concerning 3d assets.
-each in-house tool/exporter doesn't have to be made for more than one 3d tool. our tools engineers are having this probklem right now.
-Art Director/leads/seniors and tech artists don't have to be proficeient in more than 1 3d app whilst guiding the artists. Everyone has questions...even the pro's.
-Studios get a better purchasing price when they order site lic's and large upgrade orders of any particular app. it is infinitely more expensive to buy mostly 1 3d app and then a few extra lic's for the flaoters who refuse to evolve with the rest of the art staff.
-R
-R
As far as the Max/Maya cut-off goes, I don't think Autodesk will stop making either one. Maya will more than likely become very CG focused, while they push 3ds Max for game development. Both apps have strengths and weaknesses, so unless they merge both, I doubt we'll see either of them go away.
Does anyone have any theories as to why Autodesk would continue to develop both platforms?
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I had a talk with an Autodesk representative last week. He confirmed what I had assumed they would do. They'll develope Max with a focus on games, and Maya with a focus on film...since that is the strong points for each already. They may also develope MotionBuilder to work more closely with Max.
I doubt that cpu's and gpu's will ever be powerful enough to push millions of polys and gig's of texture data for a single character, as most cg films do. If they ever do, I'll be old and grey when it happens
wondering why you people think you have to leave one for the other?
are you button-pushers or are you artists? never encountered any company that would force me to work with product X when i was able to prove that i'm far more proficient with product Y.
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I allready answered the first question earlier in the thread, but to proliferate, why do you see it as 'leaving one for the other' ? I'm certain this isn't Dave's goal. His goal is more likely to add another string to his bow.
If you seriously have never worked for a company that forced you to work with a particular piece of software, then I can only assume you have hardly worked at any places at all. The vast majority of places will yes, force you to work with their chosen 3D app. for many many glaringly obvious, logical reasons ( some of which PaK states above ).
Ever noticed how many threads there are in the 2D section of this board that say 'help, new job means I gotta learn x' ?!
ago is still like Maya it has solid Tools (even if nothing
special is here), animating is fun, Texturing even if not
powerfull works good for me. So not even the biggest 3D Max
nerd should be afraid of learning it.
Ok, so I have pretty much nailed as much native modelling stuff and mapping stuff that appears to be there. The history system is powerful but hellishly annoying... the stack is waaaaay nicer for modelling, especially working in a games environment.
I like the skinning airbrush much better than max.. if feels so much faster. The weight tools are not as complete, though. I do loathe having to use commands instead of tools... I like to see the changes occuring whilst I am tweaking values. Maya is like punching numbers into the dark sometimes. That makes learning what the buttons do difficult.
I imagine once I have enough scripts installed I could use this in a production environment. I would probably do modelling in max and z and bring it across at this stage.