Poll is multiple choice!
(I've already used the search bar and didn't see any threads like this)
Im interested in seeing for myself what software seems to be the most common on these forums rather than post a software debate thread. I think this forum will reflect the industry quite well when it comes to software which is why I decided to ask!
I'd like to see what people use more in the poll, and please post why you chose maya over max or mudbox over zbrush.
For those of you who should know, my school currently uses macs which means I have to learn maya and possibly mudbox (I prefer zbrush right now). So I already know max pretty well but ill be learning maya at the same time, im just curious if a switch will hinder me. I know people like slipgate have created some awesome stuff with maya while max seems to be more popular with hardsurface artists, my target is character art which I've already been told maya is more suited for.
Replies
Zbrush - As above.
Max has a more up to date modelling toolset but all the essentials are there in maya and theres nothing in either stopping you from creating great HS or Organic work.
the only difference between HS and Organic is how you arrange the polys. in the end its what you know about your subject that creates a good model.
~ Like r_fletch says, neither is really 'better'. I just like the way Maya's 'repeat last function' tool works if I'm going to be doing a very repetitive thing, and I like the way the move tool works when you use it in freehand mode. I literally model in whatever I have open, and then export the OBJ and carry on modeling in the other program when I feel like using another tool in a certain way. It's just preference, and making sure I don't get rusty in either program.
Max I think has more up to date modeling functions as a whole though. Things like 'Flow Connect' save a lot of time.
I've used maya and max, I've always wanted to try modo,
Maya is missing a lot of tools and features that you expect from a industry-standard application that's needed for effective modelling and uv-mapping. The tools that are featured are just inconvenient compared to Max.
"But you can buy scripts/plug-ins that do such things, like Nex!". Connect, multi-cut and symmetry for $168? Get out of here! Such features should be in Maya by default!
Don't forget Maya's history feature - it's ridiculous! It just cripple your workflow in every way.
As you can see, I'm not a fan of Maya but if you have any work arounds about the stuff I've mentioned, please tell me! I'd love to know!
One thing I love about Maya though is the snapping!
I also use Zbrush at home and it's really lovely. The UI is quite tricky though and take alot of time to get used to.
I mean, I'm a ZBrush user, I bought it mainly because for what you get for the money it seemed like a much better purchase than Mudbox even if I don't use 90% of the shit that's in it. But I also used Mudbox for a while and it seemed pretty good, the biggest problem for me was performance (but my computer was pretty shitty at the time) What makes Zbrush the obvious choice over Mudbox or for that matter 3D Coat?
I love Zbrush because it's so friendly when you get real used to it. When ever i use it, i bring the model back into max and bake the maps there and the mix is super easy and fun.
Max - occasionaly, just so that if I need to switch for a gig then I'm halfway there)
zbrush - cos I actually like the separation that the UI gives from maya, when I'm in zbrush I feel like i use a different part of my brain to a 3d app and the different navigation etc enhances that for me.
Mudbox - same reason as Max
Neither were really designed for scalability. So there's so much excess legacy crap in there that really doesn't need to be. And where you SHOULD find certain tools isn't as intuitive as it should be. (Does anyone even use Editable Mesh anymore? Why is that the default??)
When there are new tools, or features, they're never 'integrated'. They're just 'tacked on' somewhere completely randomly.
I find it's less about one being better, and more about what's less cumbersome than the other.
Never got around to learning Blender, or XSI yet, but it seems to handle this much better.
edit: I would really like to give maya a try, but I cant stand its navigation with a wacom pen (viewport rotation is way too sensitive) unless some of you know a workaround to change controls?
Currently though I'm using Blender a lot and I really love Sculptris, but since my computer is old and can't handle models that are too large I end up sending my Sculptris sculpts into Zbrush.
However I'm sort of experimenting with these, I'm going to be experimenting with Blender's sculpting tools and if that works out then I might drop Sculptris.
1. Awesome modeling and UV editing.
2. Very easy to customize.
3. Reasonable base and upgrade prices. No subscription based fees
Totally sucks that Modo was missed out
I'm sorry but I just don't have 5000 hours of my life to dedicate to zbrush, so I can't get as deep as many people do, so for simple stuff, sometimes MudBox is just better.
Whereas if needed be, zbrush can be more powerful in some cases. So It's useful to know the basics of both.
I find mudbox in particular to be no short of amazing when it comes to texturing.
PS. I do intend to give Modo a go sooner or later.
uh... someone just linked it in a TechTalk thread. Didn't realize it was old