Maya indie vs blender reddit. blender is not a thing in any professional studio.
- Maya indie vs blender reddit It took some time to get used to, but it was doable. Blender is not there yet so learn Maya and this will hopefully lead to a job in 3D. I get you, but hear me out as a mainly Maya artist I was positively surprised how easy it is to build a rig with auto rig pro (one time purchase with updates for 40$-50$) in blender. That was only during the maya indie 'pilot' test. Blender, in my opinion, is much easier and quicker to use for modeling. The way I look at Houdini is, it's an amazing tool that I would love to know as in depth as I know Maya. Blender is free, and thus has a huge community of people using it, learning for free, and ready to share their knowledge and mistakes for free (blender communities on reddit for example). by far the industry standard for modeling, animation, etc is maya. Since blender changed the UI I´m using blender exclusively, because there are free tutorials everywhere, cycles renderer was/is top notch without the need for any external renderers like v-ray for example. Sculpting in Maya is sub par. Same Maya. Max wins in VFX, Motion Graphics and CAD related work. the product is still very much unusable with many other platforms (test on daz3d and blender). In case you do want to go the Maya route, I'd recommend looking into this, or Maya I use Maya because it's what I learned in high school, and to this day use Maya LT. It's legacy comes with a lot of things, good and bad, that Blender doesn't. I want to up my game by learning Maya and other programs, scripting, etc. I'd likely use blender instead of maya if all I was doing was basic asset creation. Blender is 100000% better for modelling. Although you can learn in blender- and it would be a huge help to your foundation on how form and anatomy mesh together (if you don't have access to the former), the fidelity and detailing in zbrush is what pushes it all together. Perhaps one day Blender will be just as common as Maya in the job adverts but as of right now Maya reigns supreme, the majority of job postings want Maya and to a smaller degree 3ds max (apologies to blender). I keep hearing that Maya has better advanced character animation tools. If you like modelling in blender, you can always export to C4D, and continue from there. Like many have stated as well, it's free compared to a $400 Maya indie license. An argument could be made for Houdini Indie and MOPs being cheaper and more robust that c4d, it really depends on your background. I have my Blender settings set very similar to how my Maya is set up, so I can jump around without figuring out hotkeys. However you need some kind of general 3D tool because there is a lot that ZBrush isn't great at. Maya Indie is the same feature wise but its cheaper for people who do not gain more then certain amount a year (amount also varies depends on region). I just want to point that out since Blender is like Maya, but open sourced. People getting a formal education in Blender are almost unheard of. Why : Blender is more similar to 3dsmax and lacks a variety of tools that maya has animation wise, altought blender is getting better every day it is not at the level of maya yet. 1- the learning curve. Blender wins for rigging and shape keys, just a quicker workflow. You might as well understand the interface for what your wanting to do as well as navigation. Someone else with more experience can give a better perspective. Maya is more common, but I've been working with more and more Blender artists now. in my case Indie version @ £250 a year) I'd get Blender. What matters is your artistic vision and determination. It is a very capable software that can do everything Maya can as far as modeling goes. I used Blender while struggling with customer support, and discovered just how great Blender is. We decided to use a mix of Blender and Maya for animations, as well as other tools (houdini, zbrush, substance pt & ds etc. i do a lot of design work So Maya UI is way better imo, not to mention the superior performance e. So yes, i know there is zbrush, maya, 3ds max, substance painter, substance designer, blender, etc. You cannot use Maya Indie on any project valued over $100k either. Autodesk has some licenses for indie users that are affordable. Because Blender is much more popular amongst non-professionals and those with more tight budget and filled by hobbyists than Maya. Motionbuilder doesnt really do things like squash and stretch, or bend deformers, or etc. Maybe maya can also be changed to have blender keyboard shortcuts so its easier for you. Start out with what you can afford. Largely you should consider it this way. So, I'm still a diehard Blender fan. There's been some success with more focused tools. Maya can be faster modeler when using marking menus. Since I've started using Maya the price has gone from over $4K to now $250/year. It serves as a hub for game creators to discuss and share their insights, experiences, and expertise in the industry. I've been using Maya since 2012 and to me it feels like an old fashioned car from the 70s, that is sturdy but uncomfortable and often breaks down, while Blender feels like a new Japanese model with built in gps, blue tooth etc. Or check it out in the app stores Some Blender shortcuts carry over to Maya, but not all of them. wow, nice factual information over here. If I wanted to make a videogame using it, and that game ended up selling enough copies to earn me $100,000, would I have to upgrade to a full license? After your first job, learn Blender. Source: i was on it during the pilot, and have been on it ever since. The thing about Blender though is it really only good for hobbyists. Ive been using zbrush for around 7 years and blender for 4 months or so. Lovely tool. Maya is much more accessible than Blender. While Blender's sculpting is good, nothing is as good as ZBrush in sculpting yet. The modeling toolkit in maya is better than blenders, while blender has better Boolean options. but, still the majority of job openings will not say Blender, it will say Maya or 3ds max instead. It doesnt charge you at the commercial price after 1 year. My personal experience has been with maya, and I love it. The only limitations are how much you can make from any work made with Maya Indie. Indie studios probably won't care or already use Blender. Game companies use a wider range of 3D applications and honestly I would say that 3D Studio Max beats out Blender and Maya in terms of usage. Blender is a jack of all trades in most cases. Animators and riggers work hand in hand, so both preferences must be considered. My workflow the last time was Maya -> Outfit Studio, worked on FBX. Blender and Linux enthusiasts are indeed cut from the same cloth. What would I lose by switching from Blender to Maya indie ? I assume modeling/sculpting/UV mapping can be done in Blender. Blender lovers either have no idea or willingly spreading disinformation, spending time on Maya Reddit instead of using their beloved software. Though there are exceptions. Maya may not be relevant. My two cents. It costs about $20 a month for the latest version of Maya or 3dsmax. To answer your question wolfyfloyd, C4D is not as much of a general 3D application as Blender is. Maya Indie is the full version, all features included. Hi there. Blender is much more intuitive for the initial form building. Once I get passed the poor user interfaces my muscle memory reverts back to Maya and I'm literally pulling my hair trying to learn a new program. Maya > blender > 3dsmax Zbrush + Blender. lastly, blender really sucks at importing and working with vector files. But even if Blender was better than Maya for character animation--which it really isn't--I would never advise anyone looking for a job to ignore industry standards for the sake of a tiny, tiny subset of postings by 'newer studios', when their chances would be vastly improved by ditching Blender immediately and taking out a sub for Maya LT or Indie. Click a flair to sort by topic and find a wealth of information regarding the content you're looking for. Like Maya, Blender was also released in 1998 and managed by the Blender Foundation. It doesn't make Blender any less valid as a tool but I feel like Maya is better for complex rig and animation. Blender is much more used by hobbyists, freelancers and some indie studios as a main tool. Maya on the other hand, is largely an industry standard, so if you think you may work in a studio one day, it would be beneficial to learn Maya. We share and discuss topics regarding the world's leading 3D software. there are threads like r/vfx and r/animation or r/modeling but i digress. ) for creating art assets. Blender represents a remarkable success story in the open-source software world. Blender, Maya, etc) professionals use are extremely old (Blender is from 1994, Maya from 1998, Max from 1996), complex and unintuitive. If you are willing to pay for 3ds Max and it does have a indie license (before someone here comes up with the standard license which is much more expensive and often used as a argument not to get Max) then i personally say go for it. We share and discuss topics regarding the world's leading 3D-modeling software. However, I can see being productive in Blender and use cases in which Maya does not have good functionality (e. I know a couple of Environment/Level artists working at the big gaming companies that literally haven't modelled or textured anything for work in years. but I need more than just that. well, first of all you are asking this question in a maya forum which will give you bias answers. Hi all! Currently I work in post-production as an editor. If you are actually with some of the much larger companies, you'll know, while a lot of them haven't really substituted their software with Blender, a LOT of them are already either in the process of incorporating it as a smaller part of their pipeline, seeing other avenues it can be used for like look dev, grease pencil, and Like others have suggested, Modo is similar if you like the feel of LW, but my recommendation is Maya if Blender isn't for you. I would encourage every maya biased studio to take up blender for hard surface/creature modelling. the sheer amount of great add-ons for Blender makes this program great for everyone. Not knowing Maya/3DS Max may cost you a job. I recently graduated a couple of months ago and while I am diving into blender, I thought this would be a good investment to keep practicing and maybe sell a couple of models on the side. Blender has sculpting, grease pencil, Eevee, compositor and many features than are lacking / non existent in Maya. Blender is nearly infinitely customizable, and the API is very accessible. So when you're stuck you're very likely to find someone who faced the same problem as you to help you out. I can't use any of them. Hence one can assume Blender has more users and its community is larger and more active on Reddit than Maya users, the sociodynamics is simply different given the circumstances of the software. Ive done the trial but it only lasts a month. As the title suggests, has anyone bought Maya indie? Is it the same as the full version and is it a good investment for the short term. Also when you export instances / groups with fbx, Blender can't properly export groups or instances to UE4. Any could work - whichever makes you most productive for the job at hand. Maya has lots of plugins for retopology and UV For game development, 3dsmax is a more "industry standard" tool, as is Maya. And that goes a long way. Maya is way better in the way it is built than blender. You did the same thing by only associating hobbyists and indies with Blender… Film industry also uses Blender, open your eyes. I am torn as well. Professional online courses (such as CG Master Academy and CG Spectrum) in Maya are expensive. Working long term within 3d industries require knowledge of Maya, Cinema 4D, houdini, nuke. Maya has lots of plugins for retopology and UV Tutorials are very easy to find and it's free. Houdini Education vs Indie Licence I am taking a course that gives me access to the Education licence of Houdini. 40ish fps vs 250~ in Maya in the same scene with also better quality viewport rendering. If you want to edit a mesh from the game, I'd recommend OS -> Blender/Maya/Max -> OS -> Nifskope. Maya didn't keep up in 3D modeling, fantastic for animation but Blender has the better modeling tools. In professionally, there's no clear cut reason to switch to max specifically imo tho i think it's great to add max or maya knowledge if all you know is blender to keep yourself open to more job opportunities. Interesting, but not very useful to just read "Blender is better at X, Maya is better at Y. Maya Indie, full Maya at lower price. It’s not used in any of the professional studios I’ve worked for and it’s workflow is really different from other software. Blender is growing rapidly in the indie game scene because it's free. Edit: I should include about using Blender even without using MMD models. I am both a Maya and Blender user for 20 years now. I've been using Blender for 3 years and now I'm on Maya for 8 months so I now have a better view of both. It’s statements and assumptions like this that aren’t received well, quit associating people of X with Y. If you want to do character animation, Maya is the best (although the others are still pretty capable. Animation: Maya offers a robust key frame animation function as well as blend shape and dynamic-based animation functions. Modeling in second. I can model a car in blender 10x faster than in maya and that's just a 5 month https://www. Maya indie, last I checked, is in between $300 and $350 (US) per year, but you can't use that specific license on something worth $100k (US) and you can't share it with other autodesk accounts or actively being used simultaneously by more than one computer at a time. If you are willing to pay, ZBrush Eventually you will want to render your models, Again Blender Cycles and Eevee is better than Arnold in Maya. I think Maya is more than capable when you experience the full pipeline of rendering and entire scene with modeling (hard surface), texturing/unwrapping, etc. even thought it support fbx/dae, its compatibility with the quick rig tool does not work with most popular rigs (i. Maya is industry standard and many AAA studios use programs that use the shell of Maya or make proprietary software that resembles Maya. I started with Blender and then after about 2 years paid for a 1 year Maya Indie subscription, mainly because I thought it would help with moving files as FBX from Blender to Unity, which it did not. Maya is mainly for Hardsurface Modelling and animation, but it can do most things like blender, but it's meant to be used with other programs for those other tasks for example, you'd do FX in Houdini then bring it into maya. Autodesk pill is way easier to swallow at the start of your career. Unreal and Unity are not very good comparisons as they aren't DCCs. I've personally considered switching to Blender, but that's more because Autodesk is very slow with innovation and updates. even with plugins blender sucks at alignments and scaling to absolute values. Blender is getting so much love it's unreal and really simple things that I've wanted for years in 3DS Max are there in Blender straight off the bat. That being said I suppose if the question was maya vs blender it’s be different. So, Maya vs Blender: Which is better 3D software? Both Maya and Blender are great options. Maya has its strengths no doubt but Blender is $0 and Maya is $1700+ a yr. So I'm 20 years into Maya, and can I do some things in Houdini, yes. Get it for free at blender. Maya is probably the furthest away from blender so learn that. Maya for example is a lot better for animation and simulation than Blender but Blender with addons like Hardops and boxctutter can be a lot better than Maya for hard surface modeling. This thread is surprising! I’m a blender (and ZBrush) user (hobbyist) but totally expected everyone to be pulling the 3dsmax train with some “exceptions”. EDIT: Just to add some sauce on the top, Maya received nice toys from 3DS Max like new live Boolean (I know Blender had that but results after are very questionable), Maya has retopology tool and remesh, you can find what’s wrong with your mesh and easily fix it with built in clean tools. Maya is industry standard, while Blender is more for enthusiasts or small indie teams. I mention this every time the question is asked. Maya Indie. Blender is sooooo easy and clutter free it's an absolute breath of fresh air. I've dabbled with blender. If you are interested in one part of the pipeline, here is where it gets a little more nuanced. I used LT for a while. Going this path will save you a lot of frustration. Most studios will use maya for rigging and animation. There is no comparison. But, like it or not, Maya is not Blender. Maya has an Indie license for ~350€/y. Ironically I now donate more to Blender than I paid for the indie license. Blender can still fit in. Blender is free, Maya costs money. Most certainly. I started with Maya and don't like Blender yet simply because it's very different from my comfort zone. While you can achieve great things in blender, maya is king for rigging. Welcome to the Autodesk Maya Subreddit. Blender is free, cinema 4d has a 2 week trial. I have been using Maya for over 12 years now. Get it for… The subreddit covers various game development aspects, including programming, design, writing, art, game jams, postmortems, and marketing. I think a better question would be 3DsMax vs Maya vs Blender, or something along the lines of that. Honestly, for game environment I think Blender is better because of the node system and the way you can easily iterate on math nodes mixed with procedural patterns an how quick cycles is compared to Arnold. It is up to you and your goals. I dabbled in programming and 3D design growing up and have been learning Blender. cutting objects to see inside, grease pencil cartoons). I think Modo sucks the least (except for animation where Maya is the best and Blender is the second best), although I use Blender the most because it's what I grew up with and I'm much faster in it than I am in Maya. Im a Maya/Houdini artist and it just seems like every artist I love uses blender. You can use Indie commercially if you are earning up to $100K yearly. Certain things are much easier to place in Blender, since the tools are way better. It's still helpful to know how to use Maya/Max/Houdini/Substance if you're trying for these roles, but just bear in mind that whether you know Max vs. Both Ubisoft and Epic games recognize blender as equal to 3ds and maya, I have worked in supersonic UK and playground games as contractor some time ago and had people in there that were hired literary because they were brilliant artists, the fact that they only used blender was not a problem and as an example- CryTek used to have a special hiring and In the early 2010s when I started, blender wasn't a serious option so it was kind of Maya by default. What is the difference between them? How many do I need to learn? What is the use case for each one? Blender in other hand is a community created free software with lack of support. Perhaps more importantly though, Maya is TAUGHT much more than Blender. From what ive seen about Maya vs Blender is that Blender community seems to have way more users and plugins built all the time. I do plan to get to know Blender to at least try out MMD assets and see how the rendering process goes. That said, I'm still going to stick with Blender, because, free. the hot keys alone allow for such a quicker workflow compared to maya. Blender is absolutely a great way to learn 3d, but just be aware that it still isn't used widely in the industry, if that is your goal. I've got it installed and mainly use maya and houdini as sometimes there are esoteric file formats that blender has plugins to open then I can format shift into something more sensible. For some reason, the IK solver wasn't working as well for me in Blender than in Maya. Maya wins for animation because their graph editor is better in my opinion. Blender had its own game engine which wasn't fantastic. The Substance suite, Cascadeur. It's the same for both Maya and blender except in Maya you see more script tools you add to your preferences where as Blender requires them to be addons so it just looks like there is more. When it comes to 3d modeling software, websites just repeat a bunch of names and 3 lines of rudimentary details. I have used maya for years. if someone tells you differently they are lying or its a one off case. 1. I use it only for Xgen right now, but prefer Blender for my back and forth with Zbrush. Maya is the old tried and true, but I don't have the feeling it's really the industry standard anymore, or maybe only for AAA studios. g. With the Indie version out, there is almost no reason to use Maya LT anymore. blender is a good general purpose tool to have hanging around. Blenders definitely an option but will be more of a barrier to collaborative working with studios, which is the experience you need when starting out. Maya has established robust pathways for integrating with both Unity and Unreal Engine. Reply reply More replies More replies alternatives to Blender for 3D modeling and/or rigging & animation MODO indie. There aren’t many limitations here either, just opportunities. Altough if you are in VFX creating, you have to use Blender/Maya for creating meshes for the VFX, and again, you can export that. Maya is expensive(you can get it free if you are a student or for less if you are independent) but it is the most widely used software in the industry. If Blender was the same price as 3DS Max (i. However animation would have to be done in Maya. i prefer maya because you can do a lot non destructively which is very useful with iteration. Never having touched blender, it just seems like there’s so many artist friendly built in tools that allow for more creative experimentation. Or just use Blender if you don't want to pay anything at all. The last thing you want in your professional career is to lose your project on 90% completeness state. Plus you will need to pay for Maya regularly, so if your cashflow is fragile, I’d prefer Blender. Both softwares are perfectly capable for creating game assets and may come down to user preference in the end. When looking at Maya vs Blender animation-wise, Maya has the advantage of being more accessible as it has During my time at uni I was exclusively using Maya, but after I ran out of my student license, I was pretty much forced to switch. It only takes a month to get comfy in a new one. Indie licenses are however not usable for freelance jobs for any company that does more that 100k or whenever you do more than 100k. Maya is made with animation in mind first. Currently limited to less than $100,000 / yr USD. But the rest seems better in Maya especially the UI part. 2M subscribers in the blender community. If you know maya and blender, max is super easy to use. I've tried using blender, freecad and many others I can't remember at the moment. Houdini Indie (in procedural way) Not that I generally recommend any of them over Blender (I've worked in all of them), but many industry standard software are much more affordable these days, with livable limitations. I got a job at an AAA studio that changed my license while I was working for them. 10 or so years ago, I pirated all the big 3d modelers: Maya, 3dsmax and MODO. Blender shortcuts can be edited to match maya but i found that pointless because maya is maya and blender is blender i dont really use either often enough to do all that. The two obvious tools available are Maya and Blender. , autorig pro and rigify). Nowadays you can use an engine like Godot, and easily import 3D models from blender using a plugin. Everyone's already said blender as the free option so here's another option: There is a Maya LT (lite) license that has all the commonly needed functionality and is much more affordable than the regular license if you really like Maya ($265 a year vs $1620). Reply reply Top 1% Rank by size I suspect if Blender had animbot and easier animation workflow that was 1 to 1 with maya, many professional maya animators would switch especially for personal work. Looking it up now, the only thing that concerns me is that Maya indie states that it cannot be used on any project values over $100,000. GPU Arnold doesn't work without making the user insane. Blender is the jack of all trades, master of none, but still better than a master of one ;) In my mind Blender wins for 3D modeling because the keybindings/shortcuts and ease. All 3D programs are fairly similar. Blender has a long history of being used by indie game devs for 3D modelling. Nowadays its a much tougher decision. Blender is just starting to get industry acceptance. However the most important things to learn when you are learning 3d is the concepts anyways. Animation > Maya (I've been animating on Blender and Maya is better, defo). Hi there! We are 4 students that decided to make a short animated film (under 5 minutes), for our final project, which is 2 years away. I went in blind and learned it like in 2 days, after rigging 10 characters I became pretty good. At the moment it's on sale and it costs the same as a Maya indie license. Blender has just been advancing at a crazy pace though. Either way, when applying for jobs, it is not a smart idea to be Get the Reddit app Scan this QR code to download the app now. A place for indie games Blender vs Maya comments. A lot of bigger studios also already have a lot of proprietary tools made for Maya so it's going to stay industry standard for quite a while yet. Not sure if that's because i started on maya. But the ultimate goal of indie dev is to have a companion software you can become familiar with. Also to top off what filtaido is saying, maya is a industry used program that has a higher chance of being used vs blender in a new position. It's also used a lot by freelancers for the same reason. Maya is similar from 2005 to now in many aspects, old tutorials will work today in maya. This is for personal projects and indie stuff; not to get a job, but I'd like to be able to sell what I create eventually. Maya is the industry standard for films, but not necessarily for games. I switched to Blender after using Maya for 15+ years. There is a lite version but it’s not really useful for the complete workflow. Same same. That's not to say all studios use Maya, but I'm pretty sure there are more that use Maya than Blender. May 1, 2021 · Maya vs Blender for Indie Game Studios . I had a full licensed Maya 2012 and I lost it This is the place for indie devs and gamers to share anything, be it game development, their favorite games or just cool images, GIFs and music from an indie game in a casual community-run environment. Blender had the old UI back then and was rather unintuitiv. com/campaigns/me-indie/maya-indie and click on buy Maya Indie - it will show you price for your region. I've used Lightwave, Maya, and 3ds max extensively over the last decade, and Maya has the most robust tool of those three and is the best suited for VFX. When I finished I tried going back to the indie license, but I no longer qualified. I say learn all 3 if you can be bothered. ) For me Maya feels dated and clunky while Blender is a dream to use. You can go in and out of poly modeling, it’s easier to set up refs and get a good base shape. its maya. Go with Blender. as of 21st december 2022. See more: Best Maya render farm 1. Just search Maya Indie and it'll link you to it, hard to find on Autodesk's actual website. Maya or Unreal is not going to magically make better animation by default, even for things like cloth sim… and some have different purposes so you’re comparing the wrong toolset, UE vs Blender cloth sims are designed for 2 very different products. I’ve only used blender but from my limited experience cinema 4d seems to be the most used in professional settings. Blender is Free. Blender is huge. I’m solo. The rest you should learn only situationally: There is no gotcha. However, I think you misunderstood my point. even in games i've seen and secured jobs that were looking for artists familiar with max or maya specifically so it can't hurt to know imo So if you google "Maya Indie" it should bring up an option that sends you to a page where you can select your country and if you click a country with access to Maya Indie it sends you to a page to buy it for like $500 From what ive seen about Maya vs Blender is that Blender community seems to have way more users and plugins built all the time. Maya has lots of plugins too but cost money. blender is not a thing in any professional studio. I am familiar with Maya though, so I do know the rule of 3D modeling and rendering technically. They ditched it a few yrs back and put all that extra space to really making Blender more contemporary in UI and UX. Most studios should let you author most of a model in whatever you're comfy in as long as final file is in X program. From there we sent it over to maya and add all the extra goodies ontop, like cloth dynamics, and lighting, or any other deformers or interactions with objects that we may need. Anything big budget, like AAA games or film/animation, will probably use Maya. 5-10 years ago 3DS Max or Maya would be the standard by default, but nowadays there are so many free resources and tutorials on learning blender that it doesn't make sense for a beginner to spend a year ($240) learning Maya. The modelling in blender with modifiers vs maya history can be argued, maya better for animation and hair there’s no doubt there. I've been messing around with Blender a bit, what are your thoughts on learning Blender vs Maya? I know Maya is more industry standard at least in the animation industry, but it's also more expensive since I'd have to get the license haha. Cost for a sub for Modo Indie isn't it a problem so I'm not considering that as a factor. I also think that Maya fits better in a work pipeline because it's closer to other professilnnal tools we use (Zbrush etc. People say 3ds for games and maya for movies, but having worked as a modeller for a small game studio I used maya, everyone else who I know who models uses maya, most game and film studios that ive seen use maya, Its becoming/become the industry standard for most professional 3d work pipelines (I Remember actually hearing talks/rumours a while All the DCC's (e. Considering Maya has been the industry standard for damn long time, professionals and companies won't want to abandon all those. LT hasn't been a thing for a while now, Maya Indie much better as there's none of the restrictions LT had. In fact, Blender used to support its own game engine until it lost steam a couple years ago, and was deprecated. 3ds Max Indie. I learned blender years before programming and I have finished and published my own game, but I still don't know lots of stuff in Blender, mostly because it just is not required. I have used both Maya and Blender and have spent at least a few years in Maya, and even built in Cinema 4D for a while. It's made for games, so almost all the rendering features are cut, as well as worse support for scripting and plug-ins (though maybe this changed recently). If you're an indie gamer, this place welcomes you too! After all, every gamer is a potential indie developer! Perhaps model and texture the general landscape in blender, yet add torches, fences, trees, rocks, flowers in the engine to take advantage of instancing any time you are copying and pasting in blender, that might be better off in the engine. Reddit's home for all things related to the games "Star Wars Jedi", and its sequels by Respawn Entertainment If you lean more toward sculpting. Now I use Maya, Blender and MotionBuilder at the same time and have no issues. See more: Best Blender render farm. But no DCC's yet. Oct 6, 2023 · What’s more, Maya is better suited to major studio production, whereas Blender is ideal for solo artists and indie studios. Maya will open a wider set of doors outside Mograph. If you are an indie game studio, you most likely produce your own 3D content. I know almost no independent artists that use Maya. Zbrush is superior with pretty much everything else for now though. For solo projects it is very comfortable to use and it is a very handy tool to have in your desktop. Jul 3, 2024 · Maya vs Blender in terms of Unreal Engine and Unity. Thanks so much! This is amazing advice, it gives me a good place to start. In my opinion you should focus only on these things at first when learning Blender. Maya is somewhat expensive for creating game content. I'd say stick with both. What I can say though there's things I find in blender to be very tedious as well as things I wish maya had. Nov 8, 2024 · Blender. But even before that, you should answer a few questions in honesty because the tool should follow the strategy. If you're an indie gamer, this place welcomes you too! After all, every gamer is a potential indie developer! Houdini vs Maya -my comparison points Both Maya and Houdini are great software, as they are two of the most used when it comes to 3D Modeling. Blender is picking up popularity though, and is a great tool to add to your toolbox. Maya has more flexibility over it's UI (Qt) and blender has more control as to where tools can go. The plugins never worked for me and I really hate the old UIs of 3d software Jul 3, 2024 · In terms of Maya vs Blender Modelling wise. " Periodically people come in here and insist Maya or Cinema4D or whatever is better because they do things Blender can't. However recently I’ve been exploring Blender and while I struggled to learn it at first I Feb 9, 2016 · In the light of recent events (freezing development of FBX exporter) I am wondering about the following questions. They recommend getting the Indie license though, as the Edu license is limited and only lasts 12 months and the files are more open to collaboration. Blender has keyboard shortcuts that make modeling so fast May 3, 2021 · Probably Blender. Do you think I should go down the Blender route first and level up my skills for 3-4 months and then look at getting a Maya indie license and moving over into that? Oh, I thought that Maya LT was Maya Indie. I'm sure someone could do better but it would take a massive investment. There are two major drawbacks with using Blender vs Maya for game development today. In my case I was a Modo/ Blender user guy and it was very hard to tolerate modeling in Maya. Based off of what your bullet points of how you use blender, you could easily transition to Maya and leave Blender behind. also alignment tools and facility of modifying pivot points is way faster. Oct 24, 2024 · Just stay on Blender. Now I can see why people prefer Maya to Blender for rigging and animation. autodesk. Probably Blender. Autodesk now has an Indie license which is only $280/yr for US users. Modo Indie vs Blender experience Obviously with blender being free that's a plus however Modo is a more professional application so I'm not sure how the Indie version plays into UE4 productivity. Learn Maya if you want to work in the industry. e. Anyway, Blender is free, so why not use benefits from both like I do? Hi there! We are 4 students that decided to make a short animated film (under 5 minutes), for our final project, which is 2 years away. I have learned blender some, but not nearly as much as maya so I can't give a fair comparison. Roughly it could be put like this: For modelling/hard surface > Blender. This is the place for indie devs and gamers to share anything, be it game development, their favorite games or just cool images, GIFs and music from an indie game in a casual community-run environment. Zbrush is way better than Blender, though. org 10 votes, 11 comments. Other than that, functionally identical to a Commercial License of Maya. One specific area I had difficulty with in Blender was pole constraints. BUT, the choice of software will most likely be impacted by what is your goal in 3D. the problem is the import and export processes. The Maya jobs are there now. sadly this software is still in its infancy even after so many years. Honestly all these replies sound a lot like fish swimming in a pond. Is getting maya's indie license a good idea (280usd/year)? (And for the last question) With Maya, i dont have experince, but i can say this, being a solo game dev is a heavly time consuming hobbie. ) I know Blender's animation(or rig) doesn't translate to Maya and vice versa, which means all of Maya's plugins will be useless inside Blender. Blender is an awesome open-source software for 3D modelling, animation, rendering… It's just better suited for it, regardless of whether or not Blender is any worse or better at motion graphics than C4D is. Jun 5, 2024 · I learned on Maya and used it almost exclusively. You might have figured out which one of them is the better option for you, but if you haven’t already, check out my friend’s comparison guide here. Since you mentioned scultping, Zbrush is the industry standard for that. As well as adding any fine polishes that the maya rig is more equipped to handle. Now that they have comitted to Maya indie being a thing, it is now properly set up to charge at the indie price for recurring subscriptions. Blender is an awesome open-source software for 3D modelling, animation, rendering and more. And thats how it is with Maya too. Blender vs. Try them both out. However! the community for blender is probably much bigger than maya, since theres a looooot of hobbyist and indie studios that use it, theres a hella lot more free guides, tutorials, plugins and scripts compared to maya. I had to personally force myself to learn Maya after years of playing in Blender, and I did not like my experience one bit. You may not even use maya or blender honestly if a studio has a proprietary program. Blender's IK animation is still quite usable and well worth its price for value. I think for hobbyists and indies, Maya or Blender or 3DS max or Cinema 3D …. I can't say much out of Gamedev but here it's a lot about what your team is comfortable to work with. The other reason I paid for Maya was it had been reported to have a better rigging system that what was currently available (2021) from Blender. I am wondering how I can get hands on experience learning Maya if I cant afford it. . Maya has been the industry standard (animation) for decades so many of the established workflows and kinks have been ironed out. You can use any for commercials, but for now, blender is used more in Indie Studios, self employed. TL;DR: I'm trying to decide between Maya, Blender, or another app for modeling game assets without spending too much time exploring both. So if you are starting a new big project for next say 3-5 years and your team is more comfortable with blender you actually can spend a couple of months to change your pipeline, because eventually it will be cheaper as studio wouldn't have to pay for extremely expensive autodesk corporate license. Maya comparisons often highlight the former’s accessibility for freelancers and small studios, owing to its versatility and affordability. You can start from any preset and add limbs individually. Blender is excellent and getting better all the time. You mentioned Blender, blender will not become standard unless Maya catastrophically fails us in the future. Maya can do plenty of awesome stuff too, I mean hey they made Avatar with it - so it is still the standard and baseline tool. For example Maya’s rigging tools are better than Blender, but Blender is better for modelling and animation. As an external game development partner, we mostly work with Unity and Unreal Engine, so let’s see how Maya and Blender perform with them. Hard times to choose indeed. It comes with the territory. kpr hgxbpw cqnju cddxc feq qim azswvyr cvnay slt ddcird