For the topic of Maya, Max and Blender, does it matter when it comes to portfolio nowadays? I mean specifically for modeler positions. I know that in archviz it seems Max is still widely preferred, but when it comes to games it seems not to really matter considering how many jobs list "Maya or equivalent" or "Must know…
Thats a good point about Max users. They probably would be less considered than a Blender one simply due to studios not wanting to pay for a Max license if they have a Maya one already. I don't think Max has that much use in games anymore, not based on Artstation atleast given most professionals I see on there largely use…
Like any software can export FBX as far as modeling and UVs go.. so I guess it comes down to the animation tools. I personaly use MAX as a modeler, ultimately comfortable in it for every task I even prefer to hard-surface in Max to anything else...
@Indi2410 Get Maya Indie. Its $300 a year (far more affordable than the other options) and shouldn't be too hard to set aside that much money for it if your not financially pressed. That eliminates potential problems with trying to get your hands on the program through 'other means'. About learning Maya, I get where your…
Senior industry HS artists from what I've seen and/or followed, (...just naming a few that readily come too mind - Tim Bergholz, Hamish Ames and also Karol Miklas) in particular, had worked with open source apps for many years so guessing back in the day having an agnostic aptitude would still get your stuff published…
Studios use Maya because (practically speaking) it's the best DCC to build an asset pipeline around. Max is basically a dead end despite being objectively superior to both as a modelling tool (fight me :p ) - it's unpleasant to build tools for, the animation toolset has barely progressed in 20 years and they resolutely…
I used to be a Max person, but I've touched it maybe once in the past 5 years. I really miss it, but it was clear around the time blender 2.8 released that Max just wasn't getting the love from Autodesk that Maya was, and a vast majority of studios use Maya for their DCC app because it had python support first and it's…
nobody would seriously argue that max isn't superior to maya or blender for hardsurface modelling would they? maybe people don't know how to use max ? :D
Unless the studio's already committed to a multi-DCC pipeline that's not really the case. people have to be able to work on each other's files so they all need access to all the tools - that means not only buying licenses but also handling distribution, plugins, tooling etc. It's a lot of work to maintain
if its a big studio it really doesn't matter. the cost of max and maya is the same, bigger studios probably have a couple of extra seats of both just for dealing with assets from outsourcing. if you prefer working in blender make your portfolio in blender. its not hard to teach someone the pipeline to get something into…