Hello sir, i want to try your free trial class but when i enter my email and password it says "invalid" and when i click on forgot password and write my email i did not get any message on my email. I hope you will reply.
After 20 years of using Maya, I'm done. I've got a solid year of Houdini under my belt and begun to dive into Blender. Maya is almost the same year to year with zero substantial changes, whereas Houdini and Blender are constantly being improved. I will never give autodesk money again.
True. I also use Houdini in conjunction with Blender and I think that this is the best, most convenient, combination for work. I also recently tried Clarisse for rendering complex scenes and my head just exploded at how cool and simple it is. You should try if you didn't already.
Similar situation here. I started using Maya when it was version 2. Took me a while to peel myself away because I really love the app, but just got tired of being left behind by the competition. I'm forcing myself to use Blender and Houdini now because that combo has the most ambitious devs.
Yes, because other 3D software has never had boolean operations. I started using 3ds Max 9 as a teenager back in 2006, it had booleans, and non-destructive modifiers. It's nice Blender exists, but in a way, it's sad. In the last 20 years, in many ways, the industry hasn't really innovated. We've just seen incremental improvements from Autodesk, and Blender / community members copying features over. It's nice that it's free to use, but if you look closer, nothing much has changed. The biggest improvement in all these years I've seen is the automatic retopology tools that are offered to crunch polys. Nice for sure, but then there's things like Nanite that make that less necessary in some workflows.
Nice video! I have been a Maya user since 6.5 when it was still alias maya ... I have also sold this and other software and what is funny to me , is these fanboys for whatever program their championing. Blender is nice , but so is Maya ...it is just a tool. And each tool has its pros and cons...I have seen things in MODO and C4D, which I would've loved to see in Maya ...but when I looked deeper into both, there was a ton missing that IS in Maya ...and has been since like the early 2000's . I also like Blender, if only to keep the paid software manufacturers in line ... but I think it gets a pass often, simply because it is free ... if you had to pay a similar amount to Maya or Houdini , I think you'll find that both get similar critique (on perhaps different aspects of their feature set) . Long story short , just use what you're comfortable with, just understand it's but a tool.
I'm not sure what's actually new with the boolean features. Looks like everything shown here could have been done in Maya 2023. And the Arnold rounded edges node has been around for years; disappointing they still haven't added an angle setting because I believe the rounded edge is only applied to edges at 45 degrees or greater. I appreciate your work, @jlmussi, but this video just reminds me that Blender is absolutely killing Autodesk with their development and new features year-to-year.
Many studios and Artists are still using 2018 and 2020, there is not much of a need to switch yet, is more headache than actual improvement if you have the whole bunch of people doing something at the same time.
That example at the begining, saying it'd take hours... not the best one... Lets see, start with a box, extrude out, shrink one side, create a tube, flatten all vertices on one side edge then scale each half to it's own side, connect, delete face so it can attach to the box easily later, inset on the box bottom and it's back face, extrude the bottom ones, create a new big tube, for the giant far part, and at this point try to boolean it together with your box, depending on boolean RNG it might go well and only take a minute to clean up, if badly then maybe five or so minutes tops. Then go and select ends on the tubes and connect/bevel inwards to create the slight inset on them, cross connect and box top face polygons and inset, and bamn now just select carefully and chamfer the various parts of the mesh... bit of cleanup and turbosmooth. So ya, that example could be at a rough if you know the design from the start thrown out in like... 10-20 minutes? Less if you have a good plugin or tool for chamfer on the edges, my ancient copy of 3dsmax is crap there so that's where the last five minutes for me would be in cleanup of topology before turbo or subdivide would be applied.
Great stuff! Everyone mentioning how far behind maya is really dont seem to grasp the full power of maya and just how customizable it is. When maya updates or adds a new feature its usually a plugin thats been available for years that they've just incorporated into the main program. The new uv tools were a script by rocket square called uv toolkit , the sweep mesh is the cable script by wizix, this boolean system is hardmesh. Maya isnt behind by any means. If you're looking for a feature chances are its already available.
The same goes for Blender. Usually maya pros have never actually touched it and so they don't know the ecosystem or how it works. The tough part about Maya though, is once you've sunk the cost in, its going to be hard to convince yourself that you've wasted your money and free tools can do the same job now.
I have tried every 3d tool under 1kaud per year. Just that Maya is best for animation and little else. As as solo dev I stick to Zbrush, Blender, 3dCoat now. Houdini later on next game.
@@sqwert654 Indie artists should use Blender rather than Maya. In that segment, Blender has more features and is better optimized. I have no problem with people using Blender, What I cannot stand are the fanboys that act like vegan warrior numbnuts.
@@feizai245 How is Blender better optimized, exactly? I see low viewport framerate / stutter when loading "complex" character animations, which I don't see in Max, Maya, MotionBuilder and Unreal when looking at the same animation. Or Unity, for that matter.
@@Biru_to Blender has much better optimized Boolean, sculpting tools and modifiers that are essentials to indie studio. Its UI is also getting better and better. You can do modelling faster and easier in Blender than MAYA. Autodesk has been neglecting these for a long while and only focused on heavy lifting features and complex functions that most indies won't be needing. For a premium software, basic tools like Sweep Mesh and Life Boolean only available recently, that is abysmal. And don't get me started on the MAYA sculpting that nobody in his right mind would even think about using it.
@@feizai245 lol, essential to indie studios. I guess indie studios didn't exist before 2.7. Who in their right mind would use blender sculpting. If you aren't using Zbrush, you're probably just playing around.
So they added exocide into maya, that’s about 150$ worth of an integration but the author made it available already so that’s not very intuitive… unsubdivide is something software has done for years now so that’s not new. Bevel shader also something that’s been done for years now… another 1500$ please… um no. They must really think their customers are dumb. No wonder they went full subscription based their R&d team is out of ideas
to get a money from me, their main idea should be TOTAL REWORK of Maya - from scratch, saving only extra-convenient PIE-menu. they transferring old problems with ancient core from 'release' to release. that's ridiculous.
"They just changed 3d Modeling" "This is a game changer" "Why this will redefine the industry" "Why this is a big deal" "You NEED to watch this" bla bla bla
not really ... just maya are actually working on things that are needed ... with magicacsg and plasticity about .. i dont worry about topology , i do most of my modelling in 3dcoat using sculpt tools... and seeing as i can happily have 200 millions tris on screen with voxels .. topology wasnt a worry a long time ago
Maya changed 3d modeling? Boolean modeling is ancient. Even blender got it down and im positive that Maya already had plugins that enabled even far more complex Boolean operations that actually add bevel geometry to each Boolean. Speaking about adding bevels to boolean operations, CAD enters chat
PSA to any new 3d artists: This channel is what got me through university with a 4.0 and for that I am grateful. JL is great at what he does; HOWEVER, maya is a dying old man thats over complicated and bloated with broken features. BLENDER is the future in all ways. If you absolutely have to learn maya then I highly recommend JL, again, he's awesome and entertaining. But if you dont I would steer clear and do everything you can to learn in blender. YOU are the industry so if you use blender then it becomes industry standard.
Blender cannot handle a lot of boolean operation as can do Maya. Second Blender cannot handle big scenes as Maya can. If Blender wanna be industrial standard, they should begin using industrial standard hotkeys. P.S. Yes you can switch to the industry standard hotkey from settings but Blender developed by his own hotkey system in mind.
@@johnykallisto6488 Hotkeys aren’t an objective measure of good or bad in this case, if anything I’d argue that blender has much better and more useful hotkeys than Maya. Ive never heard of any Boolean issues but I can look into that. And as far as large scenes go are you referring to complexity or geo density? If the latter I can attest to better frame rates and performance in blender vs Maya when dealing with dense geometry
i learned softimage at uni in 2003, until softimage was killed around 2015 i was cursed in that i could only work for companies that used softimage, there were about 6 big companies in UK who used it, so you could never apply to ILM or Dneg etc, then softimage died and we were forced to learn Maya and suddenly the were 1000s of jobs we could apply for, youre right, Maya is old, bloated, badly designed, and blender is free, full of amazing features, has a great community, but if the industry hasn't adopted a software yet you should be careful if you need to pay rent
Modelling is not my issue, but it is the UVing that still gets me especially complex shapes. I do not understand why Maya cannot be more intelligent when it comes to UVing
This isn't changing anything. Quad remesher is several years old and is already available for every 3d modelling package out there. Maya too. Having internal quad remesher is a good thing. Thought if you are already paying exorbitant amount for autodesk subscribition, why not just pay for quad remesher plugin. The round edge shader is really old news. It was first introduced as part of default package in something like modo 10, which is when? 6 years ago? It already inside an open source tool called Blender by default for several years. It even has external plugins that allow to change radius per edge instead of evenly smoothing everything.
Little by little and Maya booleans will reach the Blender Boolean level ! It's hilarious... I've switched over to Blender and never looked back... bye,bye Autodesk 😅😅
Well, after 2 years using Blender after twice more of Maya, I feel pity for my former beloved software. It’s so hilarious that they are now copying Blender’s features. Un-Subdivide, Boolean workflow, Bevel node for Cycles. And still it falls randomly and just stops making auto-saves, ruining hours of your work. Sorry, but Maya didn’t change anything. And that’s so sad..
Autodesk probably decided to make fun of the users.... They would rather fix the problems with version 23. I just want to use obscene language criticizing their crooked work with 23 Maya.
@@GazzaBoo Yes I agree, 3d CAD is going to be better choice for this kind of work, like Moi3d..etc.. But they cannot render the object like in the video thumbnail, you'll have to export it to either blender for free rendering solution, or keyshot or any other rendering software, so I do it in blender or 3DS Max if I want to render with Vray.
That ai round shader would be nice if you can "bake" it down into a lowpoly mesh similar to what is done in MODO! cool tips, the autoretopo stuff exists in zbrush, the boolean toolset looks promising too! i think the boolean toolkit combined with the retopo would be really good for production purposes, i don't know if maya 2024 "changed" 3d modeling since these features exist in other programs already, but they certainly are keeping up!
For your profession, or for hobby? Because very few people who claim to have switched to Blender mention how it’s going at their place of business, especially people working in the larger or more successful VFX, animation and advertising studios.
@@dannybcreative People have been saying "Blender will surpass this and that software any day now" since I started in the industry in 2017, and yet Blender still only really excels in one thing, modeling, it's been 6 years since then and Blender is still only good as a modeling software in a professional environment, and even then you'd most likely be better off with Max either way. I love Blender for how it forces other softwares to make improvements and how it makes 3D accessible to the masses, but it ain't truly replacing anything anytime soon.
@@MCDesign199 “Replace” is subjective. In many studios throughout the world Blender has become the primary 3D tool. It fits into pipelines that also utilize Houdini, ZBrush, Nuke, etc… To replace a primary app in a pipeline is a very expensive undertaking. Maya has been the main player for so many years that many studios have significant financial investments into it in the form of custom coding, plugins, tools, etc. Rewriting all of that would be insanely expensive. Then training the staff in the replacement app would not only be costly, but would slow existing production and cause missed deadlines. So, replacing an app like Maya in a pipeline isn’t so simple. Not because a newer app isn’t capable, but logistically it doesn’t make sense. Still it is happening albeit very slowly. Then, on the other hand. Blender is joining pipelines right along side apps like Maya. This is a fact and as mentioned, Blender has found its way into pipelines at companies large and small. So it doesn’t need to replace anything just jet to be utilized. From there it’s only a matter of time. You mentioned 2017 as a metric but you have to admit Blender today is a very different app compared to Blender even 2 years ago, let alone 2017. The speed at which it’s evolving is unmatched by any app in its class. This is why I believe we’re going to see significant adoption in the near future. Granted, there are many hobbyists who believe Blender will replace every app in a pipeline, or at least they wish it. But professional users know this isn’t the case and are happy to run Blender right along other specialty apps such as Houdini, ZBrush, Substance Painter, Nuke, Fusion, etc… In this manner it’s no different than Maya except for the price tag and in my opinion, stability. Yes I find Blender to be more stable than Maya, or really any other 3D app I’ve used. That stability accounts for so much. You don’t have to agree or see it my way of course. To each their own. Use whatever tools you prefer. I’m working with a couple of studios that are using Blender as their 3D tool and I see the amazing work they’re doing. That’s good enough for me and I’m happy to be part of the team. Blender is more capable than many think because people can’t seem to drop their egos and brand loyalty enough to explore other options. I believe this is the main reason for the hostility on display by so many.
@@dannybcreative I’ve used hard ops I think it’s pretty nice. Personally I prefer Houdini. I don’t do rapid prototyping tbh I’m not out here making random shapes for renders. I use concepts and follow them so it’s just faster in the long run to use good topology from the start.
@@dannybcreative oh yea I agree 100% I’m just pulling 60-80% of the user bases arm who think that this topo is fine in all use cases. If you knew who I was a couple of years ago I hated topology and used crude means to make my shapes but once I learned it I started to love how smooth the process was regarding a full game assets pipeline.
wait wat? topology's NEVER been an issue for me with hard surface, non-deforming, non subdividing models. unless your model ends up with non planar polygons, it renders just fine. don't remember how maya deals with it but even with non planar polys, most software just triangulates such faces at render time anyway and is only an issue insofar that you don't get to decide how edges are placed in that step. hell, before the relatively recent obsession with topology, this was the default workflow for hard surface. imo, don't fucking worry about topology unless you have to fucking worry about topology. all this new thing seems to do is add a robust boolean layer system. but hardly revolutionary.
The only time you need to worry about Topo is if you handing the geo off to a rigger. Then you really need to worry about every UV, normal, edge loop and vertice. BUT, as a lighter, you hand me geo that does not light well, I will send it back down the pipe.
I just recently graduated from college and I just wanted to say that you're videos have helped me better understand 3D modeling. The new tools look like they're going to be really helpful.
@@joshuayawson5236 Some Graphic Design degrees cover 3D modelling. I studied Graphic Design but went a AR/VR route which dipped abit into 3D modelling. Got basics of working with 3D software and engines like Unreal or Unity.
Did they fixed basic problem with Relfection function, which can't update her status when turn on? Did they fixed basic problem with remembering last selection? Hate that thing Did they fixed basic problem with no ability to shift+select edges+vertecies and do connect component? Did they fixed basic problem with manipulator remembering last selected axis and no ability to deselect? Oh, after 10 years they solved this And this only the begining from a newbie. All of this starts from Maya ~2012. Well...thanks for new problems and new features!
@@David-zw2xm We're in 2023, industry standard is not a thing anymore nowadays, i've seen so many artist who worked years and years on AAA movies & games studios and are switching to Blender and Cinema4D back and fort just because Maya stays outdated as hell and still expensive & non-sense. For sculpting or Environment design or Cloth, software is important, for polymodeling any software does the job, and that's where Maya is bad at (with bad i mean slow as fuck and outdated, it's all up to the user)
@@gurgentorosyan7002 Software plays a big role on your workflow and pipeline, you can't deny it. Mostly for polymodeling it is always up to you, same apply for Sculpting, but as you mention for Sculpting you have Zbrush right? you'll not switch to 3D coat or Blender, why? because sculpting in there is worst. If it was the opposite, you'll totally switch in a second, not because Zbrush is Industry Standard (that it is) but because it is GREAT on sculpting and have no rival. (yet)
It's interesting to see how Maya is trying to 'emulate' procedural workflow with dedicated editors, one of the best examples being this Boolean toolset. When every other serious 3DCC application is going for a more unified structure, this "Editor for this and Editor for that" approach sadly still ensues in Maya. Due to its procedural nature, this Boolean based modeling workflow is what one can very easily build on his/her own for free in Houdini and also in Blender, even without the use of Geo Nodes. Maya's code and methods are lagging behind the times, and it seems that Autodesk is on a constant roll to try and catch up with these nift additions. Then again, Maya still has one of the best Animation tools out there and is a great environment to animate.
I’d like to see them rolling out a stable version for once. Not one in which crashing is the main feature. Its just embarrassing at this point. The whole thing is a duck-taped disaster which keeps getting more things taped on top. “Another year, another bug”
This feels like watching an apple commercial and apple is bragging about how innovative they are by adding the same features other phones have had for years but only more polished lmao.
Maya is really behind the curve on these things, I haven't stepped outside Houdini for years, not even for modelling. Also, the round corners shader has been around for at least a decade hasn't it? I can't believe I pay for Maya only to use it as a bloated scene converter whenever I receive Maya files.
I'm a maya user primarily and these 'updates' are mostly just becoming a meme now. All of this stuff has been in other packages for a very very long time, and the boolean to smooth edges shading workflow i really nothing new...
Yep, what they did actually for the update is just adding a attribute editor UI for those functions... TBH, blender is a super awesome free 3D software and I love it, but there just a lot of Blender users always yelling about how "advance" b3d is compared to Maya. But actually Maya already has all the functions years years ago that blender just added recent years. A lot of people just don't know where to find them in Maya ...
Eh...fine, nice to see but the stuff Blender has is so much better. I'm a Maya user, and this is just unimpressive in comparison. I hate using blender. But I'm tempted to switch more every day.
Ridiculous click bait title. 'change modeling'? Boolean modeling, rounded edge shader, unsubdivide.... These are all ancient tech that have been in programs for years. It's hard to belive people still model in Maya in 2023 😂
unsubdivide in blender sucks, it doesn't retain corners, creates triangles, messes up shapes, blender doesn't have good retopoly options, maya has lot of advantages when it comes to create something professional, that's why it's been used in industry for decades, you just can't say it's bad without even touching it.
Maya catching up to what Modo had back in 2016, and now Modo is leagues ahead with curve booleans. Good thing I never had to go back to Maya since I got introduced to Modo.
They didn't change modeling at all; they are far behind Houdini and Blender in adding modern tools and UIs. That boolean toolset looks like a 20 year old GUI mess. I've used Maya since early 1998, but I have hardly used it since switching to Blender in late 2019. RIP Maya, Softimage and Lightwave.
Sorry but I can create this model in like 20 minutes in blender without planning anything and with mesh machine and hard Ops probably in like under 10 not even mentioning I can use quad remash addon and have perfect topology every single time no matter how badly I messed it up🤣🤣🤣
I'm going to mention what everyone else is commenting. After many years working only with Maya on the games industry, I've begun learning Blender and I'm having a blast, merge to center works, updates are great and the modifier stack is really cool to work with, updates on maya are scarce, far from each other, and way too little. These updates you showed are basically nothing for me.
So are you saying that your employer in the game industry is using Blender as their primary tool? Or are you saying that, like 95% of other Blender users, you tinker with it at home but use Maya for your day job?
I can't wait to tinker and mess around with everything new that's being added. I just hope it doesn't crash a lot. Overall, I'm ready for Maya 2024!!! :D
vanilla blender has been able to do that for years in a much more convenient and enfficient way, not to talk about how fast blender can achieve this with a few cheap addons. there is no reason to quit blender in terms of modeling, much less to pay for an expensive software. so to answer your question, no, maya did not change 3D modeling at all, in fact its quite behind. what will change hard surface 3D modeling is SDF workflows once they are refined and production ready
I've been a maya guy for many years, took time to switch to blender, but that title makes me kinda laugh cause I see now how far behind maya is in term of pure modeling tools, I don't see how maya will ever change 3D modeling honestly knowing how many years it has to update ^^
bro "Turboreverse" exist in max since 2012 (to undo meshsmooth) "Quadremesher" exist in max since 2019 "Key hydra" is available in max since 2017, as well as boxcutter for blender, with all that bolean features and more "vrayedgetex" (roungedge) exist since 2015 as well as in corona and many more rendering softwares Which feature of maya is changing 3D modelling then if all features shown in your video already exist in other softwares since years? The answer of the title of your video is simply : no :)
I am switching from Maya to Blender and my first impressions are: Wow it is not crashing all the time, render mode in viewport is really useful and modifiers makes everything so much easier. These functions are in Blender already. Maya is very strange software - I like it a lot, but often using it is like using software from Dial-up modems era.
pure truth. it was very unusual with navigation, but everything else quickly became familiar and convenient. and unlike Maya this is very flexible soft. I'm already using it for about a year, and now I thinking "WHY THE HELL I suffered, struggled and lost so much time with Maya!!! for what? because of the mythical 'Maya is an industry standard'? fuck this!"
@@themeticulousdot Yes and no. Depends on what you want to do. Maya is still king when it comes to rigging and animation. Houdini is when it comes to VFX and Z-Brush is when it comes to sculpting. If you want to specialize in either one, you're better off learning the industry standard. If you want to do something/anything else, (like becoming a generalist) Blender is a good start. Despite what fanboys want you to believe, the industry tools won't go away or be replaced by Blender - if anything, Blender will be added to the toolbox. AFAIK industry tools still make up the majority in job offers, but this is highly dependent on the industry and the use-case. My recommendation: learn the fundamentals of 3D and Art in general and then try to become tool agnostic in the long term.
@@themeticulousdot studios hiring ARTISTS, in most cases (!) they don't really care what tool u're using. but i think, to know both - maya and blender is very good for anyone.
People can complain about maya all they want but it doesn't change the fact that it's considered the industry standard. Anyone that says otherwise just has something against it.
So, I've never used Maya but, this video got recommended to me on my homepage and I was actually excited to see what possibly new and revolutionizing modeling tools Maya would have gotten, you know, because of the title of the video, and then it was just standard boolean with a fake bevel done in-render, which was a third-party render nonetheless.... ???
Would be nice to see a video about HardOps, MeshMachine, DecalMachine and BoxCutter. Those tools provide a great workflow for boolean modelling and hard-surface :)