Mark Dygert: of course Blender does that, those are basic features, I don't think you will miss any modeling tool of 3ds max in Blender: extrude along a curve with a profile and curve spin. There is several videos on how to create non-destructive models with Blender's modifiers here and this tutorial. And the UV mapping…
Hard truth is that almost all studios rely on Maya + Zbrush for characters, so I don't understand why people here advice to learn Blender for this type of work.
Yes Blender is amazing and free but no where near standard, Max and Maya are the industry standards right now for pure modeling. I believe that Max pulls ahead significantly in hard surface where as Maya pulls ahead in animation.
adeebalm: any tool that supports boolean modifiers can do that and preferably a bevel shader too (Maya the industry standard still doesn't supports any important modifiers, it will rely on the history, this will at a point becomes unstable). Also Blender has Box Cutter: https://youtu.be/bgB2E7AmaNo
Certainly you can make most things in either. The problem is how quickly you can do it. I've practiced making the same model in multiple software over and over until I could seamlessly move through each step needed without error or inefficient choices in each software, and timed myself doing it. Maya was by far the…
You can look up for companies job applications and see what are their requirement. Often they say which software skill is required and make your decisions based on that. Maya is safe bet in my opinion. Max is commonly used as well. Blender, Houdini and C4D is rather a novelty in studio production when it comes to modeling.
I feel that this point needs reinforcing. Most studios - especially bigger ones - will not be integrating blender into their official pipeline because its open source and unsupported. Use of non standard applications in a studio comes with a number of problems (other team members not being able to edit your files for a…
I am using Blender atm and cant believe an app with that quality can be free. I used Max for a long time. When I started opinions at the time were Max for games, Maya for animation. I reckon Oglu's advice is probably the best. Check out what software the studios you want to work for use. Even so switching software isnt…
ADSK for an industry career, if that's an end goal?! ....and conversely on the periphery, just evaluate what's available out of the box, no biggie! Because nowadays most commercial packages are released with various end user licencing options which comes in handy especially when shopping around searching for 'THE' right…