I know 15 programs and I use them all Maya , 3ds max , after effect , Photoshop , premium pro , nuke , substance painter , substance designer , Z brush , Houdini , blender , pf track , reality capture , unity , visual studio
@@marcelogonzalez9565 I learn it as hobby I'm going to be a game developer , buy not in a team. Do everything my self Because software's are similar , I am also learning vfx and animation for fun I'm a bit weird
Going with 3ds Max after trying both out. I liked both but I think I honestly prefer Max for it's modeling tools and many of it's plugins, namely tyflow. Also, Bifrost is fortunately being integrated into Max sooner or later according to the roadmap. Either way, I will still be using Maya for rigging and animation, not just because it's more intuitive in that aspect, but also because of the plugins available, like animBot and Ziva VFX. As for some of the stuff Max lack behind in, I'll use Ornatrix for the hair management things if I were to do those.
Ziva and animBot are two major reasons to use Maya, it's a shame Ziva doesn't support Maya 2023 right now, so I need to stick with 2022 for Ziva at least. And 2018 because I still like to mess around with Mental Ray for Maya in my spare time.
For game assets 3ds max all the way! it works great with unreal engine or unity, Maya is great for animation films, but unreal engine and unity have their own animation engine, so you don{t need maya for that. 3ds max is so powerful for modeling and asset creation!
@@RobynO_O I used Maya 2020, its' accessibility is not as friendly as the User interface is quite overwhelm8ng in MAYA, because for the different drop down menu layers, that embeds itself in the Default Workspace. compared to the User Interface in 3DXMax, it is more streamlined for the quick Modelling Asset creation use. Butt that doesn't make MAYA horrid to work with, I have a friend, she uses MAYA to do Environmental Gothic Architecture creation, visualised on a 3D plane. She found MAYA more friendlier to work on architectures construction from her Blueprints, than GoogleSketchup and AutoCAD.
Thanks Robyn! You dispelled my doubts that animation is not done in max. I am a Max user. I think, won't find a job in animation industry in max. Now I have hope:)
What you said about the 3ds Max slate compared to compact. Compact isn't just for using pre-made materials. I make all my materials using the compact view because I learned max before it had a slate editor. You can do everything in the compact view, that you can do in slate.
I'm trying to learn Max after getting comfortable in Maya for quite a few years, My current situation when I open up Max is "Where is everything I need?" 😃
A very great video that is pretty much spot on. A few things, both Maya and Max have Bifrost. Though it is implemented better in Maya. One little picky thing. An app is a software that does one thing. Like Spotify app. It plays music. A software that does multiple things, like model, animate, digital effects, rendering, ect. is an Application. Both Maya and 3DS Max are applications, not apps. Funny how the modeling interface you show in Maya is using the 3DS Max modeling tools that were brought into Maya to improve it's workflow.
omg, what a drag. Learning Maya... gosh. I Hate starting over from scratch when I already know max =( but this video said enough and heard it before, Maya is the real deal. nice upload ty, good info!
Used to use 3DMax long time ago, but it was very expensive for all the bugs and crashes those days. So switched to Blender for modelling. For modelling Blender is really good. Hard surface modelling. But I feel pain when it comes to rigging and animation. It is working, but damn not easy .. So I will give a try to Maya for rigging
Okay so i have a very different view on this topic, I started my career 5 year ago and was using 3ds max which at the time i thought was great and a beast at modeling but during covid i had to switch to blender and it took me a week to learn all the hotkeys and UI. About a year back i decided to specialize in characters so mostly I used zbrush, blender in my workflow but i wanted to use a good retopo software so i gave maya a shot and it turned out i loved maya from the start. I just use it for its retopo and sometimes for Xgen but given its uv tools and the modeling toolkit and mostly its UI I would prefer Maya over Max now. I recently tried to go back to Max and for me it felt so outdated, the UVs are hell to work without plugins and the UI just seems so frustrating to work around. I still use blender with all custom addons which has made me kinda habitual of using hotkeys while modeling but if i was to choose between Maya and Max today, Maya is so far ahead it's not even a competition.
that's interesting, it's always good to hear other people's perspectives. Thanks for the input, hopefully it'll help anyone trying to make a decision between the two
If I ever go back to Autodesk I would totally go back to Maya mostly for Motion graphics! Good to know both though will always benefit you in the long run.
I haven't tried the motion graphics since I always just use After Effects and I'll admit I'm stuck in my habits, but I do need to explore it more and try out new workflows!. Yeah, in this industry, it's best to at the very least have a working knowledge of as many of the most commonly used apps as possible!
Most 3d artists don't use Mac. The non-m1 macs are good now though, especially with their Metal graphics app being able to utilize AMD graphics cards to the fullest, especially in Blender 3d.
Here in the US if a team do not have large funding to support both pipelines of workflow. Maya will be prioritized as the standard 3D application. Now if an artist is willing to pay for their own seat. The will not push back on finding a way to import most of the work to maya. Like Retopo (the new 3Dsmax retop is amazing) is rather trivial to import meshes.
Absolutely, I obviously am not in the US so thank you for your input, having experience there. I have seen and heard though that Maya is the more commonly used software there. Interesting about 3DS Max's retopology, I hadn't realised it was as good as that.
Hmmm. Not to argue, but most companies I know let the modeler use whatever they want. In the end it's just a mesh that is transferred to whatever pipeline is needed down stream. The Application used doesn't really matter. And only one seat is needed, not two, regardless of which software one uses downstream for animation or rendering. Of course, there are exceptions.
Just tell me one thing Robyn. I am a blender user, i love 3D modelling in blender. I have recently started to learn Maya. If i buy a couple of plugins for Maya, can Maya make 3D modelling just as smooth and fast as blender can, even without the modifier system?
I think it's a little difficult to answer a question like that because people have personal preferences and different opinions on which app they think is faster or easier, Maya has a different workflow to Blender but it also has a lot of really useful tools that Blender doesn't have. And if you know Python scripting you can also make things way easier
@@bestboy007 you would rather model in maya, than in blender. Seriously? Modeling in maya without a modifier system? Blender is fantastic, definitely not switching to any other application
I use Maya a lot more now but still find it easier to model and animate on 3ds max. I know that Maya is the better option for animation. I just prefer 3ds max due to long term use and dvd tutorials from excellent Tutors like Delano Athias from pluralsight and 3d-Palace Cris Robson (excellent tutorial for mechanical modeling and animation), especially his Matrix A.P.U and Ultimax Armageddon tutorials.
I also had this battle when I first started out years ago. Went with Maya but could have just as easily gone with 3Ds Max as they're similar in many ways. If I had to mention one thing that swayed my decision over to Maya I'd say it was the Max interface at the time. Just looked bloated compared to Maya (probably due to all the legacy stuff). But that was years ago I'm sure it's quite different today.
I find it really interesting that you felt that Max's interface was more bloated than Maya's, cos most people feel the opposite! But Maya is maybe a little more intuitive, especially for animators.
I already know Zbrush, Blender, MD, Marmoset etc. I only does Character Modeling. But I want to do rendering in Arnold, So I am very confused which software should I learn only to do just rendering of my characters, because my pc is very low end.
I seriously wish Autodesk would just create a "new" 3D package that gets the best of both software, I love Maya but 3ds Max has some powerful stuff for modeling (smart extrude, better spline system, and, modifiers), I just hate its UI, shortcuts and working on it with a passion (hopefully that changes after I get a bit more used to it).. Rework the ancient spaghetti coding that both packages have to run faster and scale better with current hardware, and that's it, easy money :D Nothing happening though... I hate Blender and mostly dont wanna touch that thing at all..
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Moving to Maya from Max actually. Not really "moving" per se, both apps are specialized like you mentioned, so it's good to know both if you're moving into the industry. I'd like to understand the rigging and animation sphere of Maya's workflow. What tutorials can you recommend for a scrub like moi? :)
Yeah, its a good idea to know both! The channels from antCGI and Yone Santana have pretty good Maya rigging tutorials that are not too out of date as well as some good animation information there. Oh and you can try online-courses.club And of course there are udemy and Lynda.com .
Great job! I'm going to try both in the next few months. Do you think it's better to go with the one I prefer or the one I can maybe find better resources and courses to lear from? Do you have any recommendations of 3D online courses for people looking at Environment and prop design?
I think in your case, if you're interested in environment and prop design, then you can pretty much go with whichever you feel most comfortable with, because both are used for that, although it might be useful for you to just check what the studios in your area/city use most commonly if you're wanting to get a job around there. You should check out Udemy for courses, they have some good specific ones, or CG Master Academy
I work in the industry professionally and as you stated in this video, is exactly how I use both. Max for modeling, and Maya for rigging and animation. I hate Maya for modeling but it does well for animation and rigging too. The reason why there is both Max and Maya is because our Beloved overloads bought out Max when Max was owned by another company called Discreet. Though due to Max being very much the tool that a lot of industrial industry uses, well, it was kept on all these years and mostly unchanged too in its layout and function. Though I do say, I hate the UI since what, 2017? All the slim over simplification of icons makes me really want to barf every time I see it and when they added new features, making them too similar to old ones really grinds my gears. So keep note of that, great programs but the UI "designers" are like the architects of today, they only there to make things "look" in their own eyes, pretty, and care less about function.
@@travisrassel9978 The were bought out by Autodesk, whom at the time owned Maya. But instead of killing off 3ds Max, they kept it on and left it virtually untouched, with minor quality of life fixes and updates over the years. Which I mean, if it isn't broken, don't fix it, right? (Mini Rant) The only thing I hate about Maya and Max and all now owned Autodesk products is like everything else in this "modern" era they hired the same UI developer that has been over simplifying all the interfaces into this super minimalistic style so you can't ever tell if that triangular button is for the playhead of the animation bar, the issolation tool, or the polygonal shape for a darn triangle.... I hate UI deve*** Scratch that DESIGNERS so much. Yes designers, because a DEVELOPER would have two cents and the sense enough to know how much rubbish the design of it is.
I got 3ds max2022 and Maya 2023 im new to both Maya seems to be easier if you ask me.. want to start new career i remember when used to use zbrush 13 y ears ago, i was looking for this guys tutorials on youtube for 3ds max but cant find him anywhere, he gone MIA. i got both i want to be a game dev.. not sure which will be a better choice maya or 3ds max.
Are you South Africn? I'm guessing you are.. I'm living in Portugal now and haven't heard an accent from home in a while! Anyways.. You're getting a sub!!
If you're freelancing then neither because they're so expensive. Also, I think they are loosing their grip on being the "Industry" standard, which is such an arbitrary term that says nothing about what the software is capable of. I've used Lightwave, Maya, Max (very very little), Modo, and recently Blender. I used to hate Blender, but I gotta say its pretty amazing now. I've worked with companies that use Lightwave, Max, and now Blender.
@@RobynO_O Actually,I never finished the video,I'm only finishing it rn that I'm seeing your comment. So in it, you mention Maya as having " physically based solvers " and 3ds Max having a " non-event driven system " and to me,they both sound like they could be substituted for a video game engine And lastly,I'm pretty much a noob to this stuff so I had a bunch of question marks all over my head when you kept mentioning rigs and rigging as if its something that's common knowledge to all your viewers,lol But when it comes down to it I realized there's only a minor difference so its mostly gonna boil down to personal choice
And how do you workaround modifier stack lack in Maya? I also like Maya better than max for modeling but can you achieve the same stuff in Maya as in Max?
That's interesting! Most people prefer the software they started in, just because they felt comfortable with it first. So it's interesting you preferred Maya for modeling
Well, I outline several reasons in the video why a user might want to use one or the other . There are certain circumstances when one may be better than the other.
Blender beats both. Except blender sucks at all the basic tasks like for example retopo, sculpting, texturing, importing fbx, exporting fbx, simply being stable (I once had a 50 million poly model that would crash every few mins so I had to finish it in 3ds max) . So, I still end up using multiple programs. When it comes to it, the best thing you can do if u have budget constraint is to simply stick with blender. But if u do 3d full time, use more than 1 program. Its a game changer. Once you know 2 programs, swapping between them is like changing shoes. U got ur snow boats for winter, flip flops for summer, running shoes for running, etc. When u learn the fundamentals of 3d, u can transfer those skills to separate programs with ease. and if u are really good at blender or maya and go into a company that uses a separate program, they will take the time to train you. They care about your ability not your knowledge of a specific program. My workflow right now is blender for quick concept, zbrush for sculpt, maya for asset finalization and anim, substance painter for texturing and finally unreal engine strictly for animation renders. But somedays i simply do all of it in blender cause not all projects are big and blender is the fastest (fanboys dont attack me, this is a fact. Blender is the fastest at the cost of being robust)
Its a major pain in Blender. Importing an Unreal engine skeleton and they are rotated. You need to use "Send to Unreal" or "export to Unity" plugins. Also aligning verts takes a few key strokes compared to Max planar x.y.y although you can align using the 3D Cursor. Love the 3D cursor.
@@sqwert654 well it’s pain in general for each program out there with the rotation and scale. Every program has different x,y,z axis orientation. Wish they all just agreed on one orientation and just went with it
For those who bought Maya or 3DS Max for thousands of dollars, they always defend how good these two softwares from Autodesk are, Even though they know that blender is better and moreover it's free :D ( not the best, but better... ) So basically, Blender is combines all the features into one FREE software, And all of these features are given updates that are very clear, detailed but easy to understand, everything is good and not just focused on a few areas of tools, and MORE COMMUNITIES than Autodesk I think... :)
Another video where they claim Maya is better for animation than 3ds max but they don't go into details explaining exactly why. I'm not saying it isn't, but this video is like most others out there, very broad and non specific, nothing new to the basic knowledge of popular 3d software. How about going into detail of each software? How about talking about their history, how 3ds max was one of the first 3d programs out there, with its first version called 3d Studio for MS-DOS (before Windows). That Maya belonged to Silicon Graphics the great monster company from Silicon Valley with its super workstations running Unix. And that it was eventually and much later bought by Autodesk in an attempt to monopolize the 3d max market. Like I said, just another generic video with no real info on these LEGENDARY 3d packages.
only beginners are still confused which program to learn and use hence the video’s title, and I assure you as a beginner alll the info you listed do NOT matter to me. what she said in her video is more than enough to let me decide which program I’ll focus on.
This video was only focusing on the two Autodesk apps because, like I say in the video, a lot of people have been confused about why Autodesk made two such similar apps. It's not about 3d apps in general.
Max: For Graphic design, construction, Architecture for animation. Maya: For ease our advanced 3D animation with better tools. Both are good for modeling.
I just went from blender to maya. Maya seemed beginner friendly to me. I can see all the tools that i need. I tried making a donut in it, working in maya seemed slow and all compared to blender cuz blender is more hotkey focused. Almost gonna compleate my donut and just 3k tris in Maya crashes. Wow. Just wow. Just today in the morning i made a scean with almost 1mil tris in blender and it wored perfectly (no joke) My reason for learning maya? I was stupid :D
@@feizai245 whatever you say x_x But maya is quite heavy yk, so crashing is quite common in it compared to blender. As blender do not have as many advance features maya have and also maya is a very old software too Edit: blender crashes too if i do something very heavy, its quite common. But maya crashing on that was kinda unbelievable So my apologies if i offended you (^-^)
@@DeadMeatxx Offended? Lol no, why would I? I don't own Autodesk. And I don't like Autodesk either. But I find your comment hilarious. You're clearly making up crap by saying how Maya crashes because it couldn't handle a 3 thousand triangles donut. To be honest, if you put Maya and Blender side by side and flood both with more and more polygons to see which one would crash first. Most likely Blender would crash long before Maya. One of the prime reasons why Maya is still the industry standard is its capacity to handle gigantic scenes with numerous assets like no other. Or else, why do we put up with Autodesk's bullshit licensing price? Just get Blender. We are not idiots, aren't we?
@@DeadMeatxx I like it that you said maya is beginner friendly software when comparing to Max. Tried using Max and I am tired to convert each mesh to an editable mesh again and again, also for the xray thing. In blender, it is just smashing TAB and an Z-wireframe thing. However, I tried to learn Blender. But those hot key just knocked me down. And the Material tab in blender is just make me not easily to manage what materials I have. For the 3K triangles donut, I have no idea what happened to your mesh but since Maya is a node-based software which causes that the users have to frequently cleanup the history of the object, otherwise it will slow down the program. I usually have over 100k tris for my character and every object is connected to several 4k textures, and I have no problem with the program. I have no idea how Blender calculate my scene but man... applying some textures and rig can simply crash the program is annoying.
@@FTLin0 first, i never used max Second, i dont have more than 10 min experience with maya But i usually watch tutorials of people modeling in maya or max akd translate it to blender Thrid, it crashed cuz i msybe had too much sides open, again that was a time ago. Forth, and yea. Blender crasjes way to much for me too but i always figure out a way to recover my projects Fifth, Both blender and maya seems easy to me now that i am learning houdini :) Also sixth, material tab is hard to manage even for me sometimes, but the more you use blender the more you get used to it