Which one do you prefer for modeling, and why?
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Maya or Max?
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In Maya the modelling is softcoded, which mean is you do an action it will keep that action in memory and store it into a hierarchy. All of this does make Maya heavier and harder to get into then Max.
I'm kind of used to Maya, I used to hate it but I quite like it nowadays.
Max is more straightforward and the modeling tools are a tad better in general.
There are also allot more learning resources scattered around. So if you're a newbie Max might be a good choice.
You can make Maya do just about anything, if you're willing to learn it.
But if you're just looking to make poly models for games you might aswell go with Max.
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I have limited experience with Maya, and so prefer Max, partially because I know how to use it more.
Compared to what I've seen in Maya, the modeling tools in Max seem a lot more accessible, because they're all right there in front of you, ready to be used in the command panel. You don't need to get anything out of program menus or the right-click menu, and the XYZ transform gizmos for moving/rotation/scaling seem more complete.
On the flip-side, advanced texturing and rendering options can get terribly complicated in Max when you start dealing with raytracing and complicated materials. I hear that Maya handles these (at least the materials) in a more intuitive manner.
Other than those few things, I recently did a check of several hundred CG Choice winning art pieces on CG Networks, and noticed that 3/4 of them are made in 3dsMax. It could possibly be because the veteran artists who are capable of winning those awards have been using Max for years, since Maya is newer, but it motivates me to stay with this app regardless... and I really, really like it. With each new version, it just gets better and better, and some of the features (unwrapping, hi-poly modeling speed, Edit Poly/Mesh modeling tools, Reactor physics, cloth, hair, animation) have been evolving with simply stunning implementation and tools.
I'm disappointed with the counter-intuitiveness of advanced texturing, and some of the more advanced renderers (not all of them), but these are minor things for game designers. Pros who DO use utilize those things love them, and don't want them any other way, but the learning curve just seems to be too high for this day and age. ...but everything else in Max is just plain easy.
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Originally posted by Dario D. View PostCompared to what I've seen in Maya, the modeling tools in Max seem a lot more accessible, because they're all right there in front of you, ready to be used in the command panel. You don't need to get anything out of program menus or the right-click menu, and the XYZ transform gizmos for moving/rotation/scaling seem more complete.
Now I just wonder what will happen with Maya and Max since they now have the same owner, AutoDesk. Who will survive? =)
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About those hotkeys and preferencesI know that Max allows binding (and customizing) hotkeys for just about *everything*, and you can hide the command panel just by dragging it over, or even go into Expert Mode, where the entire GUI simply disappears, letting you work with hotkeys... (if you dont use the keyboard shortcuts, the right-click quad-menu still lets you still pull out all your tools without having to access the GUI or leave Expert Mode). You can even make your own toolbars, featuring all your favorite tools and shortcuts, then position them wherever you want.
I'm sure Maya can do something similar, as it seems all modern apps these days are highly customizable.
- When it ultimately comes down to "which is better, Max or Maya", I've heard repeatedly from people who use them both that they're difficult to compare, because they're so similar in efficiency, and each excellent in almost all things, give or take a few strengths and weaknesses (which they both have). Also, according to my experience from reading CG Networks forums, most artists who know them both also USE them both, side-by-side, making use of their strengths according to each given task. Of course, not that many artists know both of them that well, so most just stick with whatever they learned first.
- With both apps now owned by Autodesk, I'm HOPING that means they'll share each other's strengths. Inter-compatibility will certainly be very fluid and easy in the future.... I'm just afraid the sudden lack of competition will make them slack off, and not care about vast improvement anymore.
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Ya, even if I try being objective there is allways a risk of fan-boyism when it comes to fav modeling software..
Originally posted by Dario D. View Post- With both apps now owned by Autodesk, I'm HOPING that means they'll share each other's strengths. Inter-compatibility will certainly be very fluid and easy in the future.... I'm just afraid the sudden lack of competition will make them slack off, and not care about vast improvement anymore.
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