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480730 No.480730 [Reply] [Original]

>I didn't have an image
I had a chance to talk with someone who has worked in the game industry stream and he said to me bluntly that if all the other artists are using maya you will need to learn it and use it.

he even recommended that i should learn maya instead of blender, who here has worked in the industry and can confirm this? because if i can't get a job using blender what's the point of using it.

>> No.480732

>>480730
Yes studios will force you to use their software most the time so you can stay with in there pipe lines, personally i think maya is better then blender but thats just my opinion ive seen good art made in both programs,

honestly to get a job you will need to learn how to use the programs they want used in their pipeline, learning maya isnt a bad idea because it open up alot more opportunities then just knowing blender would.

And if you arent willing to learn new software this isnt the career for you....

>> No.480734

Nobody is forcing you to do anything.

Studios aren't going to buy new software every time they hire someone new. You're hired to use what they have, what they know, and what is already used in their pipeline.

If you can't do it, they'll find someone that can.

I work in a Max studio, but our animators are all from Maya backgrounds. Yes, they hate Max, yes they prefer animating in Maya, but they Can use Max to do the job and they continue to do so because that's what our studio is built on. I continue to learn how to use Max better so that I am more useful to the company. If they switched to Maya, I would learn that instead. Whatever works, keeps me employed, and gets the job done.

>> No.480736

>>480730
Learning software is easy. As long as you spend your time learning transferable skills instead of what buttons to press then your career is safe.

How you do something is irrelevant once you know why.

>> No.480740
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480740

>>480730
>he even recommended that i should learn maya instead of blender

WHOA, STOP THE FUCKING PRESSES.

>> No.480744 [DELETED] 

>>480734
>Studios aren't going to buy new software every time they hire someone new.
Usually they already have the software installed and ready for their new employee.

>> No.480745

>>480730
Wow! That was created in 2002. I don't think you see that level of work in today's stuff not nearly and to think that this wasn't even used in DOOM3 because the concept was dropped but instead used in its expansion.

>> No.480748

>>480730
Blender like all 3d applications, are just tools. You need to learn to adapt.
I mostly use maya for my stuff but i had a job in which I had no choice, but to use cinema 4d. The next job I have, I need to learn and use realflow.

My advice is to learn 2 software packages. To remove the scrub bias you get, when starting out and to train yourself to adapt faster this way.

>> No.480757

>>480748
I agree, don't learn one program, learn many.
Its not the program that makes you good its you.
>>480730
Also read the damn sticky
Also go through the threads first before making a thread, theres already a chat going on about this.

>> No.480767

>>480730
>if i can't get a job using blender what's the point of using it.
because one day the industry will shift to blender for the "jack-of-all-trades" artist instead of the current "pipe-line" artist.
effectively cutting costs.

why pay a team of 10-20 people when you can pay a team of 5?

>> No.480769

>>480767
Why pay a team of 5 when a single ai can do it?

>> No.480774

>>480769
Ai doesn't have passion
inb4 we make one that does

>> No.480779

>>480730
> studios force you to use photoshop instead of gimp?

Welcome to the world of no one cares what you think, this is a job

>> No.480780

>>480779
This, every time these threads come up, this.

>> No.480790

>>480732
>>480734
Should be in the sticky

>> No.480792

>>480730
Smaller establisments dont give a shit what you use and will gladly let you use whatever if you're good and can make it work for everyone else.

>> No.480805

>>480792
>implying smaller studios don't buy software in bulk to save costs instead of dealing with multiple programs and exponentially increasing time wasted on updating/licensing/workstation configuration/troubleshooting/support

>> No.480930

>>480767
one day the industry will shift to blender

Keep chasing that rainbow, Anon

>> No.480935
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480935

>>480767

>> No.480947

>>480935
Oh, You.
>All Autodesk fags tend to come out of university knowing everything but studios like to hire a person who can model good compared to someone who can model good but can't texture or draw.

>> No.480973
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480973

If you know how to make good game assets/3d mudels in any 3d application you should be able to tranfer your skills to any other 3d application after a short settling-in period.

>you got to start with muh program

Pls stop it, we have threads like this every day, besides different UI and controlls/shortcuts there really isnt that much difference, modelling is pretty much the same everywhere, regardless if its blender or maya etc. Its not like all your 3d skills and knowledge is gone and you have to learn everything from scratch when you switch programs.

>> No.480979

>>480973
shh you cant just say the ultimate truth so casually like that.

>> No.480992

Show me a studio that uses blender and I'll show you an indie studio filled with untrained hobbyists.
BUT
Blender is AWESOME for people who are just getting into 3D and dont want to buy/pirate a copy of MAYA/MAX/MODO. it isnt pointless using blender, its there for a reason which is to learn the basics about 3D and what goes into making a model. learn about topology and practice the most efficient ways of building something from nothing.
>"if all the other artists are using maya you will need to learn it and use it"
This is not always the case depending on where you go and what experience you have. No, they will not buy you MODO if you are an intern or junior artist. your still new and will just have to mold yourself to a new package. Some studios may actually be different tho. I work at a studio now and I am the only one who uses 3DS Max so there is some hope out there. I dont have a ton of experience but I talked to my project manager during the interview and asked if they could get me max and they looked into it. I was lucky as hell because I loath modeling in maya lmao but yeah, there is always some hope out there and you wont know unless you ask. As long as you can spit out a file that fits in their pipeline and doesnt get fucked up along the way you should be good

>> No.481005

>>480730

I've worked at several developers and I can say that if you're making great art and have a willingness to learn then you'll be hired more times than not.

Perfect example: I was asked to stand in for my sup one day for interviews to ask technical questions for a new 3-D artist.

I check out this guy's portfolio before the interview starts to get my bearings on him and he makes great quality stuff and I can see why the company wants to hire him.

The interview starts off alright, he seems nice enough. Then we ask what program he used to make the stuff in his portfolio. He says all he'll use is Blender.

I'm thinking, "Cool! This guy makes great stuff with freeware, imagine what he'll do with Maya!", (Maya being the program we used at the time).

I tell him that I'm impressed but that he'll have to learn Maya to fit into our pipeline. He scowls at me and actually says, "No, fuck that".

Me and the HR guy just look at each other for a second and I ask him why. He says he only works in Blender because he "won't give the pigs at Autodesk the money or satisfaction of using their bloatware", I shit you not.

Me and the HR guy smile and thank him for his time. He then gets all pissy about how it's unfair and that he can just convert his stuff into our "shit pipeline".

We ask him to leave and never see him again.

>> No.481007

>>481005
Sounds like he was autistic and swearing in an interview. Thats on you for not being more accommodating.

>> No.481014

>>481005
yeah, because people want to work around a foul mouthed autistic with a bad attitude all day

>> No.481016

>>481005
jesus this really happens?

>> No.481021

>>480992
I also can't model in Maya for shit. I hate that I can't get used to it's workflow.
When playing video games I'm so used to using slightly different control patterns for games with the same concepts where a lot of people would be confused, but with Maya (and even Blender) I can't seem to edit a polygon. The only reason I worked with Blender was because I had to do a stadium for the 4CC

>> No.481040

>>481005
Mods pls sticky

>> No.481048

>>481005
HA what an idiot, I do love muh blender but shit if I need to adapt for the job then Ill do it, I can still use blender on personal stuff, like shit my whole lifes not changing because I have to use a different program.

>> No.481056

The right question is: Is Blender good to learn modeling?

>> No.481059

>>481056
No, It's workflows are against what you'll be doing with other programs so it's counter productive to learn.

Just pick up the student version of Maya and begin learning it, It's free but you can't do anything commercially with it.

Full price maya is like 5,200 $ but you can get the subscription that is cheap as hell 200$ per month.

You can't really buy to own anymore as reasons never explain.

>> No.481471

>>480730
You get the job using the tools at your disposal and making a kickass portfolio.

You then work with the tools given to you by your employer to make actual work.

>> No.481505

>>481056
Yes. I started with blender, and although its hard to grasp for a beginner, it will teach you not only how to model, but also how things work as they do.

Example: in max, you have box, editable poly & editable mesh. These are all essentially the same, but are just subcategories and legacy features to make the program seem more advanced, but in reality only teaches you a lot of terms that doesnt make sense anywhere outside max. In blender you have a mesh and thats it. This avoids a lot of confusion and has full functionality.

Changing from blender to maya for muh industry isnt hard, and when you're home you can alway switch back to blender and convert. Nobody will notice, also it's nice to know more than just one program.

>> No.481506

>>481471
>You then work with the tools given to you by your employer to make actual work.
Deadlines.. You've got to learn an entirely new tool in a short amount of time and make a model to their high standard before your first deadline.

It's a nice theory.

>> No.481511

>>481505

>implying a procedural object type is the same as an editable poly object

I bet you don't even know about how instancing procedural objects saves a shitton of memory either.

>> No.481512

>>481506
>Deadlines.. You've got to learn an entirely new tool in a short amount of time and make a model to their high standard before your first deadline.

Yes, this is how the real world works. You just have to work faster.

Work smarter, not harder. Learning to use a program is easy once you have the art abilities to back it up.