Hey there
My studio is thinking of getting a copy of maya or max, Ive already given my boss a list of pro's and con's but Im still not sure what is best. Ultimately this software is mostly going to be used for game character creation and animation under tight deadlines(talking 2 months per game).
We work on apple macs at my work so my question comes down to this...
I know 3dsmax is good at getting fast results with the biped rig but what can maya offer me?
I need to make a decent character rig as fast as possible, no fancy stuff just a simple core rig cause we make mobile games.
If we get 3dsmax then we will need a new pc or have to use bootcamp and it makes all the processes we currently have working become a little confusing not to mention the annoyance of going between osx and windows constantly.
Personally im in favour of maya just because it would mean less hassle but not if it means longer project times.
cheers
Replies
Example: Maya's lack of a "connect edges" tool means you have to keep good edge flow, which is downright impossible at times. This of course can be remedied by using the split polygon tool with certain settings, but you have to manually click on every edge you wish to select to complete it. Max does a better job at modifying edges regardless of edge flow. It's all a little quirky...
I have used both for years and can almost everything I can with the other. Good luck!
I'd suggest getting the 30 day trial version of Maya first and try out some rigging scripts and test your pipeline end to end to make sure it works for you that way.
People should quit saying this, because it's only part true.
I prefer Maya because it was what I was taught in College, but 3DS Max has really efficient modeling tools, and it seems modifiers are just a click away, whereas Maya you need to dig a little if you don't already have a shortcuts or a shelf created
Are you using any in-house proprietary tools? That's usually the reason studios become so particular to which package they use.
and i dont know how much you know about biped, but is such a powerful tool - no tech headaches, easily reuse animation, mix animations etc etc etc. (its really made for those kind of tasks youre describing - small team, small budget, not much prodction time).
without proper tech support i suppose max is much less of a hastle than maya.
btw Max is shipped with CAT now, which is far better than biped imo and in our animators opinion too.
Having working with Maya during my studies, i agree that for small real-time projects, there won't be much difference between both softwares.
Where i rather like max, is for directX display, and cool shaders like xoliul/3point. Maya in the other hand, will offer more flexibility in coding which is more interesting for FX or complex stuff more related to precalculated (like complex rigs), where you have a R&D team.
But for real-time basic stuff, it's 50/50 (imo)
Some lacks in both software could be filled with some scripts/plug-ins too. I could't work with the "default max" actually
IF you did go that route I would fully explore the 30 day trial and make sure everything would be fine but really, some simple rigging should be easier to pull off and easier to work with. It might not sport all the bells and whistles of the fancy rigs but it doesn't need to, which is rule #1 when rigging something up, don't make it any more complex than it needs to be.