Hello,
This may be sound stupid but ...
Currently I am learning Maya, but I don't really like the program because its heavy, crashes and a lot o times I hear that the program is not good. And at the same time I hear that the best modeling software is Modo, sculpting is Zbrush, Houdini has the best interface.
I picked Maya because on artstation I saw all jobs require Maya or Max.
But I am not sure about anything.
Could someone explain something about software?
And what about Blender? I heard that 2.8 version will be a bomb.
Thank you for your answer in advance.
Replies
The Death of Curiosity
There are no quick answers.
Don't say, "this program sucks because it keeps crashing." Say, "I want to find out why this program keeps crashing." Most likely you'll find the answer to be user error, or maybe something like not having adequate hardware, etc. In any case, it takes some work to figure it out.
And one of the reasons why these studios pick these programs in the first place is because they get access to official support as paying customers. It doesn't magically protect them against crashes (far from it !) but it is an important thing that the IT department can leverage when a problem occurs.
Now all that said : indeed some programs *are* less stable than others when doing certain things, it's a fact - and the problem isn't always the user. If you notice that Maya doesn't quite fit your needs because it crashes too much for whatever reason, then you have two choices : you can either power through it and still get some stuff done with it - it will be painful, but you will have a certain advantage when applying for jobs, that's for sure. Or, you could find something more stable and fluid (*cough* Blender *cough*) that fits your needs better. You'll be more relaxed, and will have more time and brain space to dedicate to becoming a better artist ... which is precisely what gets you hired in the first place.
Now all that said : you absolutely cannot make any decision of that kind based on "what you hear people say". "I hear that the program is not good" is 100% meaningless and shouldn't influence your decision in the slightest. If you are smart enough to open a modeling program, create a cube, and edit it at the mesh level (extruding faces, modifying edges, and so on) then you are smart enough to run your own tests and make your own decisions.
That said these programs are incredibly complex to get into. You'll probably learn better by being relaxed about it and picking that up as a hobby, rather than worrying about what may or may not get you hired.
One last point regarding Blender "X version being bomb" is, too, 100% meaningless. X version won't bring much changes in regard to modeling compared to whatever the current version does, so if you are curious about it just stop listening to what fanboys say and just give it a try by yourself.
But two things I heard a lot (I know it sounds stupid, but I saw how pros with good portfolio from artstation said something about):
1. Modo is very good for modeling for some reason. Who uses modo please explain why...
2. Blender is for hobbyist purposes only and not many people like it - why?
I started learning Maya because I wanted to find a job in CG industry and looked into jobs section in artstation.
Right now I am watching zbrush course (looks like it is an industrial standard and one of the most used software on artstation).
And is there a users of houdini? I heard something about the program, even installed it just in case. But...
And if I'll become a CG professional one day - i'll learn Houdini.
Based on your impressions about Maya ("I don't really like the program, it's heavy" etc.), you should give 3ds max a try. Plenty of people swear by it for game art.
EDIT:
Then once a level of competency is attained commence customising an intuitive 'why-'n-therefore' set of personalised techinques.
I've been learning 3d for about a year with Maya as my main DCC. I'm comfortable enough that I think I could start working an alternate program into my learning. In interest of giving myself maximum flexibility, would it make more sense to start learning Blender, or Max (or something else)?
I think I'll give Blender some attention, but probably within the next year I'll need to start getting serious about applying for jobs, so I was kind of leaning towards learning a little Max as that seems to be pretty standard for game companies.
And a side note, one program I think everybody uses but doesnt really ytalk about is Photoshop. Not being super versed in photoshop is probably the biggest thing keeping me from doing all the things I want to do, so I probably ought to really spend some time getting more familiar with that.
is the fastest, more reliable, it's robust with the largest community, more plugins and scripts than anything else out there
and if you're looking into the game industry is the program that most game studios use
it's the best for modeling and many other tasks,
which program to use in 3D, it's the easiest questions to answer,
3DS MAX
I don't agree that Max is the most widely used DCC in game studios because it isn't.
Anecdotal as it is, In the last decade and a bit I've never worked at, applied to or been approached by a studio that doesn't use Maya as their main DCC app. Prior to that I worked outside of the games industry and encountered max far more often.
Best thing to do is to look at studios you would like to work for and see what programs they use. No point being a gun in Blender if all iD Software use is Max. I still predominantly use 3DS but am doing small personal projects in Blender to expand my range.
Houdini is best of them all lol, ok joke aside so I stayed with 3ds max and based on my curiosity I went ahead and learned 3d Coat voxel sculpting just to do some relaxation concepts in between busy work life. Everyone was like Zbrush is for you well yes it is a must have tool as game artist but 3dcoat can pretty much do all the similar stuff from painting to baking.
Short version its not software its your core skillset or specialization, example if you wanna be vehicle artist or texture artist or vegetation expert or code wiz in houdini, pick any tool and try. It could be the most looked down tool in the industry but you never know you could be the next Vitaly using it (he made a fortune using only C4d!!)
To add my own experience :
-I use 3DSMAX In production for Polygonal modeling and in game models, UVS and non destructive workflow ! With KeyHydra and TyFlow.
-Sometime I use Moi3D too if complex Organic HardSurface are needed (BodyWork) or FastShape Conception.
-ZBrush for retopology and or sculpting.
-Houdini once or twice a year for technical R&D, but most of the time I can achieve better results in Max with some Script and Plugin Devs.
I really well know Maya But doesn’t use it anymore. (Used it at EA and VFXCompany, but we were allowed to Use 3DSMAX too).
To me 3DSMAX is and will stay the best software for Modeling. Especially with Tyflow and Upcoming Bifrost and Retopology tools. The new baking tool is awesome too with latest Arnold version.
Max do have an awesome Modifier System, best spline tools, best chamfer modifier, best FFD system. Mikkt support, WeightedNormals multithreaded modifier. Out of the box the experience is good and devs are on an excellent and promising way !
But than came some really nice plugins that are now part of max like Textools, StateSets, Outliner, etc ... Instead of switching i decided to help Autodesk as beta tester and make my own tools if needed.
From what i know as a early beta tester and developer. Max will stay an excellent tool. And still the best in class to my needs. The cyle continue.
I have a beer in my hand and some popcorn in the other. CG as become super intresting, and what Blender guys and 3DSMAX guys are bringing on the table is excellent !
https://www.youtube.com/watch?v=YRWv8svww0Y
http://highpriority.com/which-software-to-use/
You can check out their other articles as well.