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๐Ÿงต Should I keep learning Blender, or try Maya instead?

Anonymous No. 878148

I used to dabble in 3D stuff back in the day. I mostly used Maya, although I also played around with Max and Softimage a bit. I never developed my skills that far, but I wasn't totally useless at it.

That was a long time ago. It's been a long time since I've done any of this kind of thing.

For the last few days, I've been trying to learn Blender. It's certainly a much nicer program these days than it was when I took one very brief look at it in 2006, but I'd still be lying if I said I loved the way it worked. I'm sure I could get pretty good with it if put in the time and effort, but a big part of me is wondering if I'd be better off putting that time and effort into learning Maya, or maybe even Cinema 4D. I don't know, maybe I'll hop between 30-day trials until I find something I like...

What does /3 think? What's the best investment of my time and energy here?

Anonymous No. 878151

learn cinema 4d if you wanna make motion graphics
learn maya if you wanna become an animator
learn max if you wanna make archviz
learn blender if you wanna make low poly models for ar/vr, game engines

I never learned these programs, I only know blender

Anonymous No. 878152

learn modo if you wanna make shoes

Anonymous No. 878156

if you wanna make vfx for movies, then there is tons of software they use, like zbrush, cinema4d, maya, modo, blender, houdini, nuke, after effects etc

Anonymous No. 878157

>>878156
they don't use only one software, and there is lots of people making assets, compositing, texturing, modeling, animating, doing motion graphics, simulating etc

Anonymous No. 878158

>>878156
>>878157
I know. What I'm wondering is how to best invest my time and energy in the here-and-now.

Anonymous No. 878160

>>878158
Stop posting on 4chan would be a great start.

Anonymous No. 878161

>>878158
I don't know what are your goals in learning 3d, if you are learning as a hobby, blender should be fine

I wanted to combine my two posts and deleted the previous one, but it got deleted only after five minutes

Anonymous No. 878162

>>878161
it was a list of software used in movie industry

Anonymous No. 878164

>>878160
Kek.
>>878161
Fair enough. Eventually I want to make a 2D animated show (although I don't *only* want to do 2D), but for the time being I just want to get my skills up to scratch.

I'm not primarily doing it to get a job working for someone else, but I imagine it would also be a nice option to have.

Anonymous No. 878166

>>878148
>would using a hammer instead of a screwdriver make me a better carpenter?

Anonymous No. 878168

>>878166
More like "would using a good hammer make me a better carpenter than using a dollar-store one?"

Anonymous No. 878170

>>878148
I've used both. Blender's problem as a modeling tool is the performance. Anything extremely detailed lags in the viewport like hell.
Blender is IMO exceptional for rapid prototyping, but also actual modeling as long as it's not some crazy high poly movie industry tier mesh that you're making. It has improved a lot in the past few years and now it's just a matter of learning the UI, it's no longer a special snowflake program like Zbrush where everything is nonstandard and confusing.

Anonymous No. 878247

>>878148
I watch Maya tutorials then try to copy it
with Blender.

Anonymous No. 880358

>>878148
>What's the best investment of my time and energy here?
After spending so much energy and time contending with this same inquiry I've come to this conclusion.

You learn both. You learn enough of each so that when the time comes you can get what you need out of each program. Nobody does everything in just one program any more. They're just tools you use for solving problems.

>>878166
This is the analogy to consider.

There are things that each program is better at, certainly.

Rather than consider the difference between a good hammer and a cheap one you need to instead learn hammering. If you're unable to use a hammer correctly than its quality isn't the issue. But someone who has mastered the use of a hammer can still hammer well regardless.

>>878148
>I don't know, maybe I'll hop between 30-day trials until I find something I like...
Just pirate it. The legality of it doesn't matter until you've reached a point where you're making money. Until then nobody cares.

Torrents:
https://1337x.to/search/autodesk+maya/1/
https://btdig.com/search?order=0&q=autodesk+maya

Torrent client:
https://www.qbittorrent.org/

--

In regards to tutorials it's easier to find Blender ones. Maya has been around longer but there aren't as many quality tutorials. I started learning Maya but switched to Blender when I couldn't find tutorials for what I wanted to learn. When I've finished going through Blender's tutorials I'm going to return to Maya and use it for animation.

I wasted a lot of time considering the politics of each before finally reaching the conclusion that no matter how much you metagame by trying to find some "best" or "least time consuming" or "most super-efficient" method you still must commit and put the work in.

There is absolutely no substitution for putting the work in. Just fucking go out there and fail, fuck up, fail, fuck up again, and take some time to review your study material until you're able to do it correctly. That's what learning is.

Anonymous No. 880367

>>878151
>person who has never used a piece of software giving their opinion on it.
max is literally the standard when it comes to modelling for games. blender is comparable but max is way more powerful when it comes to non-destructive and UVs.
>>878148
learn blender to understand the fundamentals and then go into maya.

Anonymous No. 880373

>>880367
Max hasn't been the standard for years, it's dead in games. It died when Maya LT came out, Autodesk priced it to death. It lingers in archviz but Blender will put the final nail in in <5 years. Maya probably doesn't have long either

Anonymous No. 880849

>>878148
Dont listen to any retard here. Learn Blender and get good. There is nothing you cant do in Blender, there are way more tutorials than in Maya, it is free and all skills are transferable. I started with Maya and even went to school for Maya and I moved to Blender. Maya feels like a dinosaur in comparison and Blender is capable of doing everything well, even sculpting. Good luck.

Anonymous No. 880850

>>880367
LOL Max! Are you a Boomer? I still play Quake 3 with my Russian friends but Goddamn! xD

Anonymous No. 880851

>>880367
nobody uses max for uvs lmao other than maybe a final texel density correction at the end or if it's a very simple piece
it's all rizom for games

Anonymous No. 880854

So you can basically pick three paths
>the industry standard path
depending on what you want to do, pick your software based on what the standard for that industry is (max for archviz and modeling, maya for animation and rigging, etc)
>the internet path
go blender
>your own path
The fact is that different programs work in different ways. And you'll find that one of those workflows will click with you, so go and learn that one. For example, a lot of people despise ZBrush's UI. I love it, I feel it natural. Some people don't care too much for hand modeling and do amazing things procedurally in Houdini.
My point is, if you're into traditional art you're most likely going to enjoy ZBrush, if you're into "getting in the flow" then Blender with all the shortcuts and pie menus is probably more for you. If you're very practical and structured, you may like max. If you're into math and programming you may end up loving Houdini.

Anonymous No. 880902

>>880373
>>880850
>>880851
I love max. I have tried both Maya and Blender, but there is something about max I cannot explain.
>inb4 boomer
I'm a zoomer

Anonymous No. 880907

>>880902
That's what I'm talking about, because all programs are different eventually one will click. It's why it's stupid to learn a program because people tell you to do it without even knowing anything about you. People saying max is dead are absolute idiots who don't know what they're talking about, it's still one of the most popular programs. It's being used a lot in games, in archviz and even in VFX.
Plenty of production shots were made in max, a lot of outsiders think it's all Houdini but that's bullshit. Yeah maybe fucking Weta does everything in Houdini, with a bunch of in house tools too, but smaller studios like Blur use max.

Anonymous No. 881054

>>880902
i use blender and max, but the way max is designed is that it forces me to slow down and think about what i'm doing. blender feels like typing with all the hotkeys so i end up speed modelling and get a worse result

Anonymous No. 881067

>>881054
I use industry keymap in blender, it has very few hotkeys, most stuff is in the menus and RMB menu

Anonymous No. 881077

>>881054
You can bind hotkeys in max too. Honestly I would bind G, R and S right away to the gizmos in blender, the "free hand" tools are too annoying.

Anonymous No. 881208

>>880854
What if im into jerking off to sfm and want to make my own?

Anonymous No. 881377

>>881054
>blender feels like typing with all the hotkeys so i end up speed modelling and get a worse result
Kek. That, might be the most bizarre complaint about Blender I've ever seen.

Anonymous No. 881423

>>880367
Blender is becoming industry standard for games tho. Maya mostly is for animation but its a shitshow

Anonymous No. 881433

If you want to get a job, maya but also blender. A shit ton of (smaller) studio use blender because it's free, and i'm a maya user. they almost got me to start learning blender but fuck that

Anonymous No. 881439

>>880367
>max is literally the standard when it comes to modelling for games.
lol what
hasn't been the standard for anything for at least 5 years

Anonymous No. 881463

>>881423
>>881433
i've literally never seen a 3D job advertise blender as a software they want you to know. where are you finding these jobs? out of the hundreds of listings i've looked at it's all 3DS Max, maya or something else.