Pretty sure I know my answer but could use re-assurance. Moving from Max to Maya

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  08 August 2017
Originally Posted by sentry66: some of those things are still problems, others - like symmetry I think are now solved in 2018

Unfortunately I did not get the subscription with my purchase of Maya 2016 so I am left stuck with it but given the snail pace of development for new tools I do not feel all that left out. The only new thing that remotely interests me (unrelated to modeling) is MASH as aside from symmetry all most the new things can be found as free plugins.

P.S. While I can work without global values outside of the absolute transform boxes, working on complex hardsurface objects would be much easier in niche circumstances with them.
  08 August 2017
Do you have dedicated TD/Pipeline guy?
If not, forget about Maya.

Do you guys are all specialist-factory-pipeline or generalist pipeline?
If you guys are more of generalist, forget about Maya.

From my experience Maya animator can adapt to max in a week.
If they refused to use it. You can animate in Maya and point cache out.
  08 August 2017
Originally Posted by axiomatic: Yeah biggest problem I have with Max is finding character animators who want to be using it for anything other than shot cycle work in games. That said there are some places who do fantastic work with complex animation in Max (Blur for example) but they would be in the minority for vfx and full cg.

A lot of places I know that were traditionally based around a Max pipeline for feature film and/or commercial VFX work have subsequently moved more and more to Maya for animation over the years. I think this is less to do with Max not being able to handle their needs and more to do with the rise of Houdini as the place to finish FX, and the advance of environment assembly tools in things like Katana, Houdini and Maya itself. Previously a lot of places used Max because, while the character animation wasn't fantastic, it did have amazing plugins for FX and environment rendering. If you didn't do a lot of character work then Max made a lot of sense, but that has been democratised recently.

I think that with the advent of Alembic, openSubdiv, openVDB and now USD there's less of an incentive to choose a generic CG tool these days so we end up with people using the individual package that suits their needs best. In the post XSI era this means Maya for rigging/animation, Houdini for FX, Almost Anything for lighting (renderer dependant I guess) and Layout can also be done anywhere as your use of proxies and restrictions on polys is more renderer based these days.
Houdini + Maya + Katana.
That's a lot of money.

Also managing caches takes time and resources and error-prone.
Again you will need decidate pipeline guy for that. Even more expensive.
  08 August 2017
eh, I think needing a pipeline TD person on staff to use maya is a bit extreme

A TD will help a lot in any 3D production scenario, but it isn't required to make good use of maya

I used maya just fine as primarily a lone 3D artist for 14 years before we started hiring other full time 3D artists. All throughout that time I worked just fine with other maya artists on larger-scale projects without a TD. That said, it always helps if you're a little more technical oriented by nature

Last edited by sentry66 : 08 August 2017 at 09:42 PM.
  08 August 2017
I agree completely with this sentiment.

Just because Maya was designed for teams by default doesn't mean you have to use it that way. A generalist can effectively use the software. It does mean however that you have to invest in a greater understanding of the software and take moretime to familiarize yourself with things that would ordinarily be done by a TD or pipeline engineer or a programmer for that matter. The learning curve may put some people off as a result. But that reality does not prohibit you from using Maya effectively as a generalist. However, that experience in Maya is going to be very different from a generalist's experience of Max or XSI or something else. XSI was just ridiculously easy for the generalist. Max was easier than Maya to learn but things like modeling in Max were just downright painful in comparison. The point being that a short learning curve does not translate into efficient workflow. A predictable workflow is easier to learn whether efficient or not. The irony is if you are invested in a particular workflow, and are isolated and aren't really aware how simple something else is, you have potential for not having a sense for how difficult the workflow you are used to might be. As the saying goes, ignorance is bliss.
  08 August 2017
Well.. if you are good at it, you can even be a Houdini generalist. Why not?
But, generally speaking being 3dsMax generalist is far easier then being Maya generalist.
  08 August 2017
IMO I just think you should try to account for all factors - industry, price, UI, etc and pick what works for you. If you're more technically oriented and also mainly a generalist, IMO there's nothing wrong with picking one that's more technically oriented because you'll connect with it better.

When I first started using maya way back when, I was so relieved to find a 3D app that let me have access to the level of control it offered. It's not like the others couldn't do some of things though. Often with the other software at the time, you needed to know that one specific tool to do that one specific thing for any vs knowing a more general-purpose, but more complicated toolbox. They've all caught up to each other in a lot of ways in regards to scripting and commands not exposed in the UI.

People that skew more towards artist rather than technician, they'll usually gravitate towards the 3d apps that gives them results they most likely will need the fastest. The people that gravitate towards technical issues will lean towards the 3d apps that give more options.

Everyone has to find the right balance for their line of work

Last edited by sentry66 : 08 August 2017 at 10:33 PM.
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