so after browsing through this forum it seems like a good place to ask this since so many people here are working at game companies.
I want to build a portfolio and try to find a job as an environment artist. Although all the companies I looked at listed 3ds as what they use, and a few had "3ds/Maya". I've been using maya for 5 years, tried out the 30 day trial of 3ds Max but didn't like it at all.
So,basically I want to know. Do I need to learn 3ds to get a job? Am I misinformed? Are game developers moving towards Maya or letting artists choose what program to use?
It seems strange that you have to use 3ds for games when Maya is made by the same company and does the same thing (only better in my opinion). I'm willing to invest in 3ds and take the time to learn it. I just don't want to spend my time learning a new tool when I could be building a portfolio, unless I have to.
BTW, I don't want this to turn into a "which program is better" thread, because everybody has their own preferences. I just want to know which is the better investment as far as getting a job is concerned. Thanks
Replies
If you can produce great art in Maya, there's nothing to stop you from doing the same in Max. If you want a job that requires it, you might want to freshen up your understanding of the program. I used to dislike Max too, but I've learned that as with any program you automatically dislike what you aren't familiar with.
Just be open to learning max if the job requires it, being stubborn simply because you don't like it would be more of a hindrance.
They are. The vast majority of them.
(Granted, it is gradually getting more popular in the states)
haiddasalami makes a good point. What is in your folio is what matters, and if you can prove you can model, crossing over isn't a big deal and not a giant deciding factor on your employment.
Maya was made by Alias Wavefront. It was acquired by Autodesk in 2005. Different companies, different software. I suggest you learn Max. It's not difficult and can achieve some results that Maya can't, vice versa. Knowing both will help you in the long run. Period.
Maya is a Metric wrench.
Max is a standard wrench.
They both do the same thing, it just depends on what you're working on as to which one you use.
That's how it goes... for me
Either way. Maya, max, whatever. I used maya in school and at my internship, Max at funcom and now maya at splash. It's all good
I know Montreal studios use XSI a lot (vfx / film). Maybe because Softimage was based here. It is an awesome package, I agree. I am not a user myself but I had play around with it a little bit, and most people I know here uses it. I like the fact that you can switch between modeling/animation modes. Also ICE really is impressive too.
You could try to get a job at Ubisoft, Lionhead, Konami, or Valve. :P
I didnt list Max at all and got hired at a Max only studio. 9 times out of 10 its your portfolio quality not the software you know... unless its a technical/programming gig.
took a couple days to find familiar tools but then you just roll with it.
That's interesting, I didn't know that. Makes sense though I find modelling time to be cut in half using XSI and that coming from someone thats been a life long Max user.
For artists it seems like "use anything BUT max" ha!
For animation I think they prefer XSI.
I think its a bit of a misconception that a studio won't factor in the absence of the preferred software on the candidates resume. For rockstars yea they will probably take a chance and spend some extra hand holding time. But entry level, not so amazing artists will probably get passed over for another not so amazing artist who doesn't require the extra ramp up time.
But don't studios only hire rockstars? Most companies that are worth working for, match candidates to the job that's open. If they're looking for a rockstar they'll hire a rockstar. If they need a LOD monkey they aren't going to insult top talent by low balling them with a step down. Some do then have a hard time understanding why they didn't take the job.