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/3/ - 3DCG


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677556 No.677556 [Reply] [Original]

I am either stupid or Maya is extremely cumbersome unless heavily customized or you learn to use the pie menu like some mythical god.
I have worked in 3ds max and blender for a few years and i tried to get into Maya, someone please give me some motivation or im just going to give up and stick to those two because going into menus for every operation will drive me nuts.

Good for retopo tho, that thing they have down from what i have experienced so far. Edge relaxing is cool tool

oh and,
Can you customize mouse navigation?
Can you get rid of the stupidly high thickness of the edges when you crease them?
Is the nurbs modeler worth it or should i go straight for rhino?

help

>> No.677568

>>677556
>Complains
>Too lazy to find keyboard shortcuts
>Too lazy to google questions
>Kills a thread at the bottom for being a fucking idiot

>> No.677571

I am asking for a compelling reason to use maya. If there is none, i wont. I've aleready googled every question i have and i couldnt find an answer. There is a reason im asking real people these questions, i am looking for actual answers, preferrably, from someone in the industry. Every single article or video makes broad statements comparing 3d packages and they never get into the >REAL< details and what its like to use. I also had specific things in mind.
I am aware you can set keybindings, no shit, i even said it, without customization its pretty slow and therefore not useful for me.

>> No.677574

Just use MODO, bro, and stop killing threads for this.

>> No.677579

>>677556
repeat it with me:
maya
is
not
meant
for
modelling

period.
even with latest additions is a fuckmess that will randomly fuck your model so hard not even obj reexport will save it.
save yourself trouble and use maya modelling toolkit only for minor tweaking shit.

>> No.677598

Not sure why you're trying to switch to Maya from blender and Max of all programs when yeah, those two are hands-down better than Maya at a lot of poly modeling tasks. Did you just want to bitch about something you don't like?

>> No.677599

>>677556
>Is the nurbs modeler worth it or should i go straight for rhino?
why are people still using outdated methods like nurbs? why arent you using T splines, go learn fusion ffs

>> No.677644

>>677556
Ah yes, using Maya for modelling. It's much like using toiletpaper for painting, it can be done but it's gonna fucking suck.

>> No.677648

>>677644
>not plein air painting avec papier du toillette
ngmi

>> No.677649

>>677556
I use Zbrush and Maya. Blender is shit.

>> No.677671

>>677579
What is it meant for then, scene compostion or something?

>> No.677696

>>677671
Yep. And rigging/animation, obviously. The modeling toolkit exists for the same reason it does in Cinema 4D, because it's useful for small modifications or basic tasks. You wouldn't want to animate in Max or sculpt in Maya or edit videos in Blender either.

>> No.677697

>>677696
Yeah that seems reasonable, still tho why do so many people push it as a great modeler? Have they just not tried other things?

>> No.677699

pie menu is comfy as fuck

>> No.677702

>>677699
How so? I often find them quite annoying, I have to move my wrist in an uncomftable way most of the time if I want to be quick about. It does look super slick if you go super quick.

>> No.677737

>>677697
you may be surprised, but there are a whole lot of mayalets who never tried anything other than maya since "college"

>> No.677742

>>677702
I really don't know what you are talking about....if you can't make small flicks with your mouse without actually moving the wrist, maybe your technique is off, not the program. There is nothing uncomfortable about it if you do it right.
Also why using a mouse at all, when i am in Maya or Blender i often use a graphic tablet which works much more effective than a mouse, and the marking menus/ pie menus are perfect for that.

>>677579
>>677644
>>677697
>>677737
You may be surprised but the whole VFX industry is running on Maya (and Houdini).

>> No.677744

>>677742
what is more surprising is why would you bring VFX into *modelling toolkit* discussion.

>> No.677754

>>677744
I am not surprised that you are too retarded to comprehend what i just said.

>> No.677755

>>677754
then educate me big brains.

>> No.677760

>>677755
I just did, but if you are unable to understand it, i get tempted to not explain it any further and instead laugh at your incompetence.

>> No.677764

>>677760
what you did was nothing but typical /3/ know-it-all vague statement. if you have something to say, do so in concise manner. if you are unable to eli5 the field you are supposedly proficient in to utter retards, it raises far more questions about your own competence.

>> No.677765

>>677764
he's using VFX in the broad 'maya is the primary DCC in the film/tv space' sense of the word.

maya's modelling tools are entirely adequate imo.
marking menus take awhile to get used to, but t b h i'm not some sort of poly modelling speed demon, which is usually what new users to maya imply they are.

>> No.677767

>>677765
...which is what made me surprised in the first place. I don't deny it does. I fail to see where it connects with maya modelling tools.
as for tools themselves, they are surely adequate, but work with them long enough on complex geo and you will notice they are utterly FUCKED, in worst sense of the word.
before I swallowed the sculpt pill, I used maya extensively. I still value maya as major part of my operations, but modelling something there from scratch, if it's complex enough? no-no.
I can't even count how many times I had to do the obj reexport to save meshes maya breaks.
at some point, even with usual flushing history and cutting connections history flushing might still leave(another maya quirk, one might expect it would just cut them for good, nope sometimes it doesn't), any operation with faces will just flat out break the mesh no matter what.
when simple loop cut shoots half of the grid into space, when simple quad append just deletes half of your mesh it becomes highly unpleasant to work with.
which is frustrating because I like fluidity pie menus give me.

>> No.677772

>>677767
i think the implication was that since maya is the primary DCC it remains the primary means of poly modelling in that space. i'm not going to speak to this as i have no experience in the field.


t b h i guess i've just been lucky and maya hasn't blown up my work in an irretrievable manner just yet (i've always run a rolling 50 file back up). i'm sure it'll happen to me at some point and i'll be too stubborn to move over to something else.

i do wish though that since, under the hood, much of maya is node-based, that they surfaced that stuff to users as the primary means (i'm well aware that it's just one sub-menu away, i just wish it was the default) of interaction with that system instead of the infuriating tab-style attribute editor.

>> No.677773

>>677767
I don't work in the VFX industry but i know that a lot of studios us Maya for modelling. Yes you heard that right. They don't use or even have Max its either modelling in Maya or sculpting in Zbrush.
I have used Maya extensively in the last decade and i had maybe 5 cases of Maya fucking up a mesh like that. Always with files i had from somebody else, never with my own stuff. So, i am not too paranoid using Maya for modelling especially for the more complex stuff, for easier stuff i actually use Blender.

>> No.678082

>>677773
that post number holy shit

>> No.678110
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678110

>>677696
I model exclusively in C4D

>> No.681397

>>677556
Go into custom polygon display an set the edges to show the way you want them to, create new shelves with the modifiers or tools you use the most, Maya is infinitely customizable, just remember you can save any number of workspaces.

>> No.681883

>>677556
every 3d modelling program is a cumbersome pile of shit. just navigate the shit until you know which shitty buttons to use.