3D Max or Maya
by Emile Van Hes · in Artist Corner · 12/05/2006 (1:26 am) · 10 replies
Hello fellow gamedevelopers!
For years, we are using Cinema 4D for making 3D stuff.
Now we are plannng to use Torque, but there is no Cinema -> Torque exporter.
Maybe there will be in the future?
After some research on several 3D programs (i.e. Lightwave, Milkshape, Blender) we end up with 2 to choose from: 3D Max and Maya
My question is simple:
Wich to use? And why?
Thanks!
Emile.
For years, we are using Cinema 4D for making 3D stuff.
Now we are plannng to use Torque, but there is no Cinema -> Torque exporter.
Maybe there will be in the future?
After some research on several 3D programs (i.e. Lightwave, Milkshape, Blender) we end up with 2 to choose from: 3D Max and Maya
My question is simple:
Wich to use? And why?
Thanks!
Emile.
#2
Me, I am a Max guy, I have enjoyed the application and the increased R&D that has gone into it the past few years to really give it a strong boost (Maya should in theory benefit from additional R&D finally now that Autodesk owns it and can give it some proper attention).
Max has a wonderful modeling and texturing system built into it that is very well refined and powerful. Maya has some great rigging and skinning tools (ie. assigning verticies to bones, and not the modder term of a texture).
Hope that helps. Just remember that both applications are very capable, powerful and mature and are easily on par with one another at the top of the 3D application list. One might have a few strengths over the other but overall they are great applications that will give you some incredible productivity gains to make the investment worthwhile.
12/05/2006 (8:54 am)
Good choice on both applications, you will probably find that they are both very mature applications with a lot of work flow and productivity enhancements that will make you very pleased with whatever choice that you make.Me, I am a Max guy, I have enjoyed the application and the increased R&D that has gone into it the past few years to really give it a strong boost (Maya should in theory benefit from additional R&D finally now that Autodesk owns it and can give it some proper attention).
Max has a wonderful modeling and texturing system built into it that is very well refined and powerful. Maya has some great rigging and skinning tools (ie. assigning verticies to bones, and not the modder term of a texture).
Hope that helps. Just remember that both applications are very capable, powerful and mature and are easily on par with one another at the top of the 3D application list. One might have a few strengths over the other but overall they are great applications that will give you some incredible productivity gains to make the investment worthwhile.
#3
12/27/2006 (6:30 am)
We have the same problem and choose to use max with cinema 4d. its just eaiser to learn max then maya and there is already a way to export from cinema 4d to max to torque
#4
-Georgep4
12/27/2006 (6:44 am)
Max has problems exporting .dif files. That would be all your interiors even race tracks. I use max and love it however those darn .dif files. I am still a Torque so I could just be nuts.-Georgep4
#5
12/29/2006 (11:13 am)
I like both programs, even though i do use Maya a lot more.
#6
01/16/2007 (10:26 pm)
I personally prefer Maya, but Max appears to have better support in terms of more documentation. I saw a Maya to .diff exporter somebody made a while back. But from what i've heard it's better to just use QuArK for .diff files. Though in actual capability they seem to be on par with each other. I guess it really comes down to which you can get.
#7
There is no 'good' or 'bad' program, cause it is only TOOL for modeling/texturing/animation & etc.
every program have its own powerful sides and weak sides... you must choose wisely..
Milkshape3D - is good for beginners, to understand the basics of modeling/texturing, also there is many game formats supported to import/export by this pogram, but this program has a very weak instruments to do fast modeling texturing
3D Studio Max - is more complex program, that have a huge number of supported plugins and tools, also this is powerful tool for gamedevelopers, but it still have some weak sides... but very simple and intuitive interface
Maya - is hard to undesrtand, but very efficient in work program, cause it has a very powerful toolset and easy to use interface, also in maya modeling become cleaner and uv texturing easier...
(all of those IMHO only)
so, u must comapre all sides of programs and choose program that suits your needs/
p.s. if it possible i use combined set of programs, like milkshape+maya+photoshop or something so..
01/22/2007 (7:59 am)
This is hot thread on every forum.There is no 'good' or 'bad' program, cause it is only TOOL for modeling/texturing/animation & etc.
every program have its own powerful sides and weak sides... you must choose wisely..
Milkshape3D - is good for beginners, to understand the basics of modeling/texturing, also there is many game formats supported to import/export by this pogram, but this program has a very weak instruments to do fast modeling texturing
3D Studio Max - is more complex program, that have a huge number of supported plugins and tools, also this is powerful tool for gamedevelopers, but it still have some weak sides... but very simple and intuitive interface
Maya - is hard to undesrtand, but very efficient in work program, cause it has a very powerful toolset and easy to use interface, also in maya modeling become cleaner and uv texturing easier...
(all of those IMHO only)
so, u must comapre all sides of programs and choose program that suits your needs/
p.s. if it possible i use combined set of programs, like milkshape+maya+photoshop or something so..
#8
02/08/2007 (11:19 am)
I would go for 3dx max because of what Maxim said in his last post
#9
02/16/2007 (10:43 am)
Go to your local univeristy and take a begining class in each of the 2 applications. Decide then. I used to use max exclusively for a few years. I went to max as it was better then lightwave then i went to maya as i felt it was better then max. This is just how it happened for me, i know a few who went the other direction (i used to work in tv/film ani). Find out what your programmer is used to getting their data from and go from there.
#10
I have used 3dsmax for years. When Maya first came out it has some interesting features and it has grown since version 1.2. Both of those applications are overkill for most gaming beginners as they have many features you would not use. I currently use SoftImage XSI. It too is similar to the other two with many features you would never use for games. The only thing nice is that they have a version used for Half-Life2 that is not only free but works well for doing game models and animations. There are plenty of tutorials for it on Valve's websites. Now as far as which one is best. Its up to how you work. How do you start your process is what counts. I am surprised that no one mentioned books! I learned 3dsmax by reading books I bought. You can't learn it all from books though. It is however a good resource if you have a local library that has them. My suggestion would to first learn the process of design. before you do any modeling you have to know where your going to start. Even if your a drawing guru there just has to be a process. Most game companies have a sort of process referred to as a pipeline. Figure out what it is you want to do then draw up a plan for it. Too many times I have seen others get excited and want to start modeling. They have no plan, no concept art, no starting and ending points or goals. Start off small and work your way up. do the simple stuff and get an idea what works best. Maya has a PLE edition, 3dsmax has a free trial. Unfortunately its not that long 30 days. :/ I can't understand a company that expects people to use something for only 30 days and be able to see all the features they put into their software. Anyway XSI has the Mod tool which is free but will only export to HL2 as well as other disabled items. However you will get a feel for what works best for you. I have used all sorts of packages and I have settled on XSI. I like how its set up and once you get the user interface figured out its easy. all the nodes are at your fingertips. There are many enhancements as well as features not in max and Maya yet. ;) Don't take anyone's word for an application. Just like those guys who swear that Machintosh is the best system to use. Its all about the artist behind the tool. Choose what suits you best and what you feel comfortable with. I have spent the past 8 years doing 3d stuff and half of that was college and the rest was just s hobby. I have learned that just cause someone prefers a package its not always the one best for me. Now just a quick note about schools. I reside in San Diego and there is a free schooling here where they teach some of the apps. Another suggestion no mentioned is clubs. There are 3d clubs out there that can show you things.
Anyway good luck.
Stephen
02/17/2007 (3:40 am)
Just a bit of my experience here.I have used 3dsmax for years. When Maya first came out it has some interesting features and it has grown since version 1.2. Both of those applications are overkill for most gaming beginners as they have many features you would not use. I currently use SoftImage XSI. It too is similar to the other two with many features you would never use for games. The only thing nice is that they have a version used for Half-Life2 that is not only free but works well for doing game models and animations. There are plenty of tutorials for it on Valve's websites. Now as far as which one is best. Its up to how you work. How do you start your process is what counts. I am surprised that no one mentioned books! I learned 3dsmax by reading books I bought. You can't learn it all from books though. It is however a good resource if you have a local library that has them. My suggestion would to first learn the process of design. before you do any modeling you have to know where your going to start. Even if your a drawing guru there just has to be a process. Most game companies have a sort of process referred to as a pipeline. Figure out what it is you want to do then draw up a plan for it. Too many times I have seen others get excited and want to start modeling. They have no plan, no concept art, no starting and ending points or goals. Start off small and work your way up. do the simple stuff and get an idea what works best. Maya has a PLE edition, 3dsmax has a free trial. Unfortunately its not that long 30 days. :/ I can't understand a company that expects people to use something for only 30 days and be able to see all the features they put into their software. Anyway XSI has the Mod tool which is free but will only export to HL2 as well as other disabled items. However you will get a feel for what works best for you. I have used all sorts of packages and I have settled on XSI. I like how its set up and once you get the user interface figured out its easy. all the nodes are at your fingertips. There are many enhancements as well as features not in max and Maya yet. ;) Don't take anyone's word for an application. Just like those guys who swear that Machintosh is the best system to use. Its all about the artist behind the tool. Choose what suits you best and what you feel comfortable with. I have spent the past 8 years doing 3d stuff and half of that was college and the rest was just s hobby. I have learned that just cause someone prefers a package its not always the one best for me. Now just a quick note about schools. I reside in San Diego and there is a free schooling here where they teach some of the apps. Another suggestion no mentioned is clubs. There are 3d clubs out there that can show you things.
Anyway good luck.
Stephen
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