I was a maya user for 20 years too, I still use it bc it's encysted in every pipeline. I switched to Blender 2 years ago and never had to look back. I was allowed to use Blender in a biiig studio and while working on a huge project I was tasked once to fix something, against my own gut, decided to use Maya bc I didn't want to break anything, I was so used to Blender by then that I assumed such simple fixes in Maya would be done in the same way, respecting the previous stuff in place. Guess what? One of the most shameful days of my career. Blender tools work right out of the box, skinning, rigging, modeling, hair grooming for christ sake, everything works and it's smooth. Geometry nodes is great, not on par with Houdini, but amazing and always growing like the rest of the tools. It just takes a month or two to master. But like with every tool it requires b@lls to learn. Maya is not the worst, it's just dated and I believe it's a piece of software very difficult to fix bc everything seems to be a patch on top of a patch that can't be rewritten bc in doing so it would break something esle. I understand Blender devs rewrite and clean up parts of the code everytime there is a new addition. Both softwares have their pros and cons. I find Blender to be the best of both, it does things maya will never be able to do. Blender it is still growing and improving, needs better handling of large scenes but it's getting there. One of the things always makes me laugh is when people tells me that Blender has no support. Man, I paid for maya for years and every time I asked for support not even crickets showed up to make noise. On that note Blender has a huge and genuinely invested community that jumps to help after you post your issue. Using maya is like pushing a cart with square wheels, it will take you there but will need to push harder. Blender has circular wheels, hence...
It truly annoys me how Maya persistently dominates pro pipelines and generates unconvertsble files so at least one seat of Maya is required in every studio pipeline *just* for file conversion. I really really wish there was a real job market for Blender users. It's way smaller than it should be in 2023.
As a dilettante just playing around with 3D, I'm curious what Houdini has over Blender when it comes to geometry nodes & simulation nodes? Or has the recent release of the simulation system caught Blender up to Houdini?
I was using MAYA for almost 20 years. But after retired, now I have using (and still learning) Blender for 3 years to making low-budget projects and games mods. Both of them have their pros and cons. You buy mouse then you get mouse too! ;)
It's so good to see a video clearly articulating Maya's dominance and value. I learned Maya and 3DS Max in college, but continued with Maya over the years. Lately I've seen so many anti-Maya comments but worse, instructors who used to make content for Maya are Blender focussed. I'm happy to hop around to whichever has the best tool for said task. I use C4D often. That said, they all have learning curves and I can troubleshoot in Maya so I'd rather not stretch myself too thin trying to know it all. Maya still rocks to me.
yeah, i'm a blender user but am looking to convert to maya, not just because of how much it's supported by a lot of apps i'm using, but because when i used it, it just felt like high quality software lol i loved how the UI looked, many may say that maya looks like basic 90's AutoCAD software but it looks like industry professional software that gets directly to the point with it's UI, i love blender's sleek design but at times may be too minimalistic for it's own good, maya just looks like something you can rely on lol
When I first got into computers and computer graphics the King of the Hill was wayfront Technologies back in 1986. They had preview modeler and animation software there were three separate modules and they were like $15,000 for the software and they ran on Unix workstations.
Maya, and Autodesk - are ripping you off. The differences between Maya and Blender are minor - and considering one costs thousands of dollars a year to rent it- those differences should be MILES AND MILES away. You're pretty much a sucker if you keep sending Autodesk your money.
I started with Blender and moved recently to maya for rigging. Blender and Maya are pretty equal when it comes to modeling and texturing department. But in, rigging… There is no way you could compare them. Maya is just astronomically superior.
Counter arguments from perspective of freelancing for gamedevs. 1. Maya is falling behind in development and is getting replaced with blender and houdini it's just a matter of time. So evidently the title is incorrect. 2. You really should mention the conservative factors as a big negative. Maya WAS the standard and companies opted in for that. Change takes time and companies that stay with maya might just do so cause they fail to adapt to better workflows. 3. Indies are winning. The option to go for university to learn 3d and then get a job is very much catered towards big companies and being a cog. There's too many cogs at the moment. Indie teams are conquering the game market and is replacing them. Basicly one man armies is getting more and more possible since procedural workflows are getting better. And I personally wouldn't hire someone who did the university approach since the skill you need as a indie is to find your own way to obtain the skills you need. Instead of having a tutor telling them what to do.
1. Falling behind how? Take a look at job listing and tell me how many are blender versus maya. Maya is still overwhelmingly used in the games industry. 2. Maya IS STILL the standard and no, it's not because of that that companies opted in. It's because it's the best overall program with the best tools and most pipeline friendly tool. It's a generalist program that just works and works well. 3. If you want to go indie, good for you! If you want to work professionally in the industry you should probably learn the tools the industry uses. Procedural workflows have a place but the overwhelming majority is custom designed assets. And really, the indie way is to "find your own way Instead of having a tutor telling them what to do." So I guess that means no youtube tutorials either, no help forums to find answers, just you and the manuals, otherwise you are not 'indie'. SMH
@@durvids474 falling behind in features and production speed as a tool. Compared to houdini and blender from what I have seen at least. You can bet your ass that anyone who is trying to compete in this business also uses other tools, but imports it into maya to satisfy their old boss. And more and more companies are switching to blender now then before hence LITERALLY showing a trend of replacing maya. and to answer your 3. Why strawman indie-devs? Some just prefer better workflows, efficiency and getting more money for their work.
@@Battan1337 Well my friend, those are just not true :) Maybe in your experience it is but i suggest you talk with professional people with devades of experience working in different industries. I never say that i work in maya but still every single job suggestion i get is requiring maya
@@ionadolidze8954 it's simple logic though. If any company has switched to a different software for any task, then it is replacing Maya. If it is happening at an increased rate, then it's showing a pattern of doing so. Maya seem to be just like pro tools is for audio software. To be considered a pro you must say your company uses the industry standard. Even though the other alternatives have cought up and people actually uses those other tools. Worked as a sounddesigner several years ago, it's the same pattern. Reputation is slow at updating to optimal choice of software.
As someone who's been working professionally with Maya for 15 years I'd say its main reason to stay in the pipeline is being able to handle big scenes. Every other 3D software is improving at a pace that Autodesk can't (or won't) match. Most colleagues I know and myself tolerate Maya at best, knowing it's a dinosaur piece of software that has its days numbered. Since I started working with Blender for my personal projects I really hate having to come back to Maya with its archaic UI and workflow.
I noticed the guy in the video said if you don't plan to work professionally use Blender, does this statement still stand? or do you feel more industries are incorporating Blender?
@@ive3336 Plenty of companies I know (the one I work for as well) are starting to add Blender to their pipelines. So far mostly for storyboarding in Greasepencil and for doing previs. But also lots of smaller companies working on TV shows use Blender as their main tool for almost everything.
@@ive3336 In short, if you need work now, Maya is good to know because most studios still use it, but it is on it's way out because newer packages are more attractive. Most legacy production houses have built their pipelines around Maya over the past 20 years, it is so deeply integrated that switching to another software for those studios would pretty much mean starting from scratch, so they continue working with it. Even big studios are starting to explore using Blender on the side, while new studios building their pipelines for the first time are also going straight to Blender... Then Ai is going to put everyone out of business
I had to reopen Maya recently because I had outsourced some work and their topology was incorrect. Here are the steps I do in blender for the workflow: 1. Create plane and bevel it's vertices. 2. Create a supporting loop 3. Create a circle and snap it to the supporting loop. 4. Cut the circle in using knife project. 5. Use solidify modifier to give thickness 6. Set bevel tool to 2 segments and a value of 1 to create supporting loops for beveling hard edges. 7. Set bevel tool to 5 segments and a value of 0.5 to get smooth bevels on corners. Same effect in Maya: 1. Create a cube and bevel edges 2. Select all other faces except the top one and delete. 3. Create supporting loop using multi cut 4. Create cylinder and use Boolean to cut it out (weird wireframe exists which I don't remember how to hide) 5. Invert face and then extrude with a -ve value to give thickness (the models not just a simple plane I'm leaving out a few steps of modeling I did to it) 6. Flip normals so that they face the correct way. 7. Go to bevel tool set segments to 2 and turn changer off 8. Bevel the outer edges to get supporting loops 9. Go to bevel tool and turn changer on set to 5 segments 10. Bevel outer edges to get smooth chamfer. Now I opened the output fbx from blender in an old version of Maya and it was perfect. Even in my version it was perfect. I then opened the one I created in Maya in an older version and there were shading issues. The shading issues are not present when I import the same into my version of Maya not are shading issues present when I import it in blender. Yeah so basically more steps and if you're working with someone with an older version of Maya you'll keep getting issues. Amazing how they charge so much money for a piece of crap.
I switched to maya indie last year after AD added dynamic booleans to maya, and im contemplating upgrading to 2024 or sticking with 2023, haven’t decided yet. I’ve tried to use blender a few times, but always got frustrated with it, so ends up stopping. I’ve looked at C4D, which does look quite impressive, seems to have a cleaner interface than maya (closer to blender from what I’ve seen), but since Maxon don’t do an indie option for that, its sadly not an option for me. My real gripe with autodesk is that they seem to have stopped Mudbox development, it’s like they gave up on it after the 2018 release.
The place I work at everybody is switching to blender. They start out with something else but only because they have been taught that program. Blender can do anything we need and more. Maya just costs money in comparison. (No the company doesn't force anybody to switch, they get you the license for whatever you want to use)
As someone who'd developed and sold commercial CG software from the 1990's to 2000's, I can tell you that the main reason Maya has remained dominant is established studio pipelines. Once a tool is entrenched, you can't dislodge it, especially when upper management had relationships/deals with Alias/Wavefront at the time. So, the rich got richer, the poor got poorer (i.e. the demise of a lot of applications). But that also led to the rise of Blender.
Another impact is Alias gave Maya to colleges for free to teach animators how to work on projects using their software because there was a small crop of animators. This, in combination with what @yapdog stated, is why Maya became dominant. Autodesk aimed to kill Maya like Softimage, but too many studios had already built their pipeline with Maya. It's not economical for studios with an invested pipeline to change even if they don't like it.
That is exact thing I despise about the work we do. I hate how many jobs that are locked behind qualifications for Maya. So Maya is the sole purpose that makes good work? It’s the artist that gets the work done not the software. I can’t wait for the day Maya dies out tbh.
I have both Maya 2014 and Blender 2.93 on my laptop. I haven't touched Maya since 2020 because I'm now too comfortable with Blender as I already accustomed to the Blender tools and workflows.
I am learning blender for quite a while now. I'm thinking about switching to Maya, no offence to blender, I love entire Blender community and all it's dev team but Blender workflow is a little confusing for me. I normally like the adobe & unreal type workflow where every thing is tidy up in there corresponding menus and you can do all thing without use of any hotkeys. How ever I do like hotkeys but blender is just too much of hotkeys. half of the function hidden inside just hotkeys. Do you think Maya's workflow is similar to adobe ?
@@SkSafowan maya and 3ds max is way better then blender and you be more able to do more work in the industy its a very good choice i stop blender because its free anything free comes usually isnt the best
@@HydrixTheory That wasn't the answer I was asking and who told you anything free isn't best? that's another business model. And you can do industry standard thing in blender too, Just its' workflow is confusing for me but many people like this way.
As an animator, I just wish blender to have better file referencing (like maya), and get rid of the eye icon in the graph editor for hide & unhide animation curves, it should isolate animation curve by just selecting its channel. Implement animation layers. But I am very comfortable with everything else so far. Most of obstacles for maya user switching to blender is the key mapping, at least for me it was. Follow some simple tutorials to get used to the blender hotkeys, you will love it. Next new feature I wish is a more advanced and more organized pbr painting and texture baking workflow.
@@tombautista2913 that’s not what they want to do though, they want only the animation curve that’s selected to show up, not to have to hide all others just to see one. Essentially auto shy non selected curves
Yes blender have boring graph editor and nonlinear animation function. It must switch better like maya. Example, nonlinear animation has an unpredictable layer system so Every time you apply it, should running it to make sure it's applied properly.
For me I was taught 3DS max when I was studying Animation in college so its what Im comfortable with I also know Blender I plan to learn Maya at some point but right now blender and Max are getting the job done for me.
Side note - Softimage died because of Autodesk not because was bad or weaker then other competitor on the market. (I think the modeling part was much stronger than Max or Maya at that time)
Pretty much everything in Softimage was better than those two old piles of crap. Elegant smooth UI and workflow, comprehensive operator stacks and construction modes, Render Passes, ICE - I could go on. It still blows Maya out of the water in many respecst after 7 years of no development.
@ there is a good chance that they wont make generative ai available to the public only available to Government and military branches for further development, but who knows
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@@benito9830 No way that will happen. As Generative AI already exists for anyone who want to use it at home.
@ Yes way it may happen, even the Ai researchers are demanding their bosses to limit its use for the Government controlled and funded programs since it is very hard to control
To me what makes Maya so powerful is having multiple ways to do the same task like change a attribute value or move a key frame - The ease of using expression to drive values or set driven keys to drive hundreds of values with one attribute - I have used programs such as Houdini and 3dsmax but none of them compare to how fast I can Model
True, This really ressonates here, I tried to do the same in Houdini for years, Not much luck though! Then I remembered how easy it was to pick up maya initially for animation compared to 3D studio max and Houdini for example. After using houdini for couple of years now, I still come back to Maya only for rigging, animation and scripting and most importantly its interactivity when it comes to animation, very intuitive. Never had this experience in 3Ds Max, Houdini nor any other package. Maya is not perfect, But they got a fews things right when initially developing it, And still works years afterwards. Companies would not hesitate for a second to drop a software package as soon as it deson't serve them trust me. Maya's scriptiblity is also insanely flexible for pipelines! Cheers!
I think the ReDefinefx footage you have shown at 4:20 is done in 3DsMax. As far as Maya is concerned it's not a big deal in the VFX industry like it used to be before. The only strength of Maya is Rigging and Animation and anything else is not that impressive now. Also in my personal experience Houdini, 3DsMax and Clarisse handle large scenes way better than Maya. Around 2005-2006 there was not a huge difference between 3DsMax and Maya but when Autodesk bought these software autodesk almost ignored 3DsMax development and put his focus on Maya. 3DsMax would have been relevant in VFX industry today if autodesk would have introduced Render Layer management and updated particle tools of 3DsMax. In VFX and animation most studios are moving to Houdini + Renderman or Arnold pipeline for lighting and rendering now and i would be happy if sidefx comes up with improved rigging and animation tools and throws the Maya out on that area too like it threw it away in FX. Maya. Houdini is the future.
Maya is still used in pretty much EVERY large and medium studio out there in the vfx industry. I've used it for years in the industry and continue to use it. Look at most of the jobs posted out there. Clarisse is a scene assembly program, completely different usecase from Maya. Same with houdini, it's pretty much for sim/particle/destruction effects. If you're production is gonna have any kind of creature/character work or any animation that is not simmed, chances are you are using Maya. If you're production needs digital assets, you will probably be doing them in maya and zbrush. Maya is completely integrated into these pipelines.
@@durvids474 well read my comment again. Also anyone working in top VFX studios know that Houdini Solaris pipeline is replacing Maya in Lighting and rendering. And yes Maya is still being used Layout, modeling n rigging and animation. Also Modeling is not a big deal in Maya either, not a fan of blender but blender does it well too. So yeah Maya is not a big deal like it was before.
@@JazzyJazzRock Right, Solaris would be replacing things like Katana, or Clarisse, not Maya, since it's a scene assembly/lighting step with more studios moving to USD. A lot of people complain about the Solaris implementation, that it's a pain, but it's really powerful. Oh, and Maya is still being used for layout, modeling, rigging, animation, shader/look dev, etc. i.e. a large bulk of the pipeline. But it's "Not a big deal!" Sure, whatever you say buddy.
I used Maya for a couple of times. I find in term of modelling, Maya is quite outdate and inconvenience compare to 3dsmax and Blender. But it still have good viewport performance and strong animation tools, so it is good when working large project and professional animation work
Conclusion based on "using Maya a couple of times" sounds weird, isn`t ?. I have been using Maya for 6 years, 3DsMax for 11 years and have done 3 projects in Blender - Maya is way ahead of 3DsMax and Blender in terms of modeling. Not even comparable.
It would be more fair to say that Maya "used to be" terrible for modeling. I've used it since well before it was called "Maya", and modeling has always been the biggest disappointment. However, Autodesk has put pretty much all of its efforts into Maya while starving Max, so Maya has become a competent modeler in recent years. It would be fair to say that nothing in Maya is easy, but nothing in Maya is impossible. Max is the other way around, everything is easy, and everything is impossible. Having worked with Maya and Max (and... and.. and...) for so long, I have to say that Blender was "entirely beneath me" until 2.8. I decided to take a deep dive, and I can honestly say that while I find their UX logic utterly irritating, 80% of the film work I do could be done in Blender at the same high degree of realism. If Blender just spent a little more time refining the UX (and actually listening to criticism) and tool flow rather than just barreling ahead with new features, I could easily see switching to it... even though I am old and and have decades of muscle memory driving me. I am lucky though, I only deliver final product, so I don't have to "fit in" with the hollywood pipeline. I get to tell other people what to send me. :)
@@stasnikitin40 I always hear that from blender fanboys "Maya is so slow, blender is so much faster for modeling" most of these people have never even touched maya, let alone worked with it in an actual production.
My opinion is opposite of yours. I use Maya and Blender, but I wrote lots of Add-ons for Blender to make it better. I'm writing add-ons to make Blender like Maya.
I will say this, if you want to work in the highest VFX Modelling, Animation and Rigging workflow environment, knowing Maya is a must and will help you along the way. Learn Blender in your own free time never hurts. Topic aside, Houdini is by far my fav 3D software and the largest VFX houses are slowly switching to Houdini from Maya. Not here to argue but here to provide the truth.
Maya is specially adapted for a industry's pipeline... specially adapted around Maya. "Schools teach Maya, learn Maya if you want to work professionally" is just the same old lobby-ish effort to perpetuate the monopoly. This video reeks of fear for the competence and Blender may or may not replace Maya in the future but, meanwhile, you shouldn't worry about that and be happy with your "very professional" tool.
I hope Blender shits all over Maya and the industry standard switches. I hate when people advocate Maya and Adobe. Not only are they ripping you off at individual level but then their making a monopoly on artists… Clearly Blender is better but the industry is just sticking to its guns. Can’t wait for the day Maya flops, so I can stop hearing about industry standards.
Personal opinion - i use Maya since 2013 ? 14 ? It was easy to catch up with then i noticed blender 2.7 with a lot of effort.I learned it and then 2.8 came out . Most of the things got changed . That's not how you make an artist suffer i agree blender do have some nice tools than Maya yet why do they use maya in production investing a lot of money each year or whatever. They could actually use blender . But simply they go for Maya 3ds Max zbrush even mudbox in some cases I'm not saying that blender is bad but it's going to be hard to get into a good pipe line i am a game artist currently working and they asked me if i know Maya or max zbrush and substance painter they didn't mention blender. So i think if someone applied for a job to where i work and they're using blender i don't think they'll get recruited. Can't change the entire workflow for one person. Blender is an all in one program it's nice if you're going for it then go for it. But if you want to get into the industry then you might want to learn maya.blender fan boys are going to argue i expect it.
Because Autodesk develops technologies the FBX file format is an Autodesk property that's one thing Autodesk is doing for the CGI and Game Industry game engines use FBX file format to exchange data between DCC tools. Blender created its own implementation to import and export FBX they didn't use Autodesk code, game developers need documentation and support and Autodesk provides great documentation for their tools.
In addition, Maya is an "all-nodal" program, which means *everything* is a node and you can plug anything into anything (even before construction history, etc). This alone makes Maya the most powerful rigging tool out there.
The all-node-approach hasn't even aged well after a couple of years of the software. Already when i started with Maya in around 2000 it was a mess. In theorie it could be great, but in reality you're pretty much constantly delete history, because otherwise your scene gets easily scrambled. But yea, i'm not necessarily up to date with rigging on Maya and i wasn't a dedicated rigging artist. But the fact that you need dedicated rigging artists tells me that this should be a far more streamlined workflow.
@@badoli1074 I noticed that you're not up-to-date with rigging ;-) Or with any deep professional production, for that matter. And I'm not trying to sound "mean" or anything, but a node-based system is really the only way of having a proper 3D production and have full control of what happens, why it happens, and when it happens. With Maya (or any node-based CG program) you have full control over the data flow. The entire scene is stored in nodes (not just shader nodes like e.g. Blender) and you can plug *anything* into *anything* at *any time*. And you can chose to either keep or delete the history of the object. It really depends on the situation, but quite often you'll just delete the history of most things you make. And that is a GOOD thing because Maya offers you the ability to keep the history, which is quite useful depending on what you're doing. Having a history (and thus deleting it when necessary) is NOT a bad thing. It's a necessary feature that not many 3D programs have.
@@toquita3d > And I'm not trying to sound "mean" or anything, Yea, you're failing at that, because you didn't understand my comment, obviously take me for a beginner, educate me about things i already know and seem to enjoy belitteling me about it. > Or with any deep professional production, for that matter. I don't know, you tell me. I've worked for a decade in the AAA games industry, i guess that doesn't count? > With Maya (or any node-based CG program) ... If you honestly think that any node system is of equal quality, you're seriously delusional. I've worked with enough node systems to know that the maya node system, one of the oldest, is also one of the most complicated and least intuitive node systems in the industry. The moment you're adding a smooth skin to a model, the amount of nodes in your history explodes and you need quite a high technical capacity to work effectively with that. That's why you need dedicated rigging artists for CGI and (nowadays) AAA game dev. I have no issues changing node trees in substance designer, blender geo nodes, unreal blueprints, Houdini etc... Interfering with the Maya node history on the other hand has caused me loads of headaches. > Having a history (and thus deleting it when necessary) is NOT a bad thing. Did i say that? No. Learn to comprehend what you read. I said the history in maya is a delicate construct that can easily f up your scene. That's why the average 3D artist tries to have as little history as possible on his assets. That are not my words, that were the recommendations of a german offical Maya tutor. > It's a necessary feature that not many 3D programs have. Spoken like a true fanboy. Why is it necessary? Pretty every other program has sophisticated rigging functionality without a node history and seems to do quite well. Pretty every other program has some way of non-destructive modelling. Pretty much every other program has a node-based shader editor. What does the construction history enable in Maya that is impossible to do in any other program?
Didn't watch the video but the answer is too many studios built their tools directly into Maya with its scripting language making a transition away from Maya too expensive. If not for that, XSI would have been the standard.
I like Maya UI more. Before Maya I was using Caligari Truespace which had very simmilar UI as Maya. Tried Blender , tried 3D Studio but the UI killed it for me. I tried them for about a week but it was a pain for me to do something with that UI. So uninstalled them and using only Maya till today bcs I like the UI more.
No it does not and cannot handle large scenes well, due to it having problems with dense polygons, and no it’s not stable… I’ve been using Maya since 2014 and I know the pain of losing your project when you forget to save everytime.
I was Amaya user for about 20 years until they went to a subscription only basis and jacked up the subscription rates to ridiculous levels. Now I'm struggling to learn blender. It is not intuitive at all. Thank you autodesk.
Have you tried changing the controls to industry standard it helps a little bit. I've just switched from 3Ds max to blender and watched a RUclips tutorial
How i say since Autodesk have slapp me in the Face: Autodesk is a moneygrabbing bad company: If Maya would be soooo good, why use Pixar for animation the software Marionette and not Maya??? Autodesk is the most bad company in Computer Graphics, because they are moneygrabbing and very much to expensive: After i have spend over 3 years for buy and upgrade 3000.-Fr. in the motiontracking software match mover, the company from this software was accquired from Autodesk and Autodesk told me, if i want upgrade my software match mover, i will need to buy the Maya/3dsMax package for 10000.-Fr. because my software was from then on only to get with the whole Maya/3dsMax package. After i have write a letter to Autodesk where i told them this is very bad and not acceptable, they have simply deleted my match mover account...😡 ... what Autodesk have do was just illegal and shows how they dont care nothing about the clients, they only want make immensely verymuch money !!!!!!!!!!!!!!!!!!!!!! Dont use Autodesk Software !!!!!!!!!!!!!!!!!!!!!!!!!!!
This is the exact reason I’m switching. Blender has some neat stuff but my main issue is that it takes 1/2 extra steps to do a simple task. Let’s say I want to delete an edge loop. In maya I can just go to edge mode, double click and hit delete. In Blender I have to go to edit mode; select an edge, hit “a”to select all, right click and scroll down to select “dissolve edges.” There are more examples but I think that’s enough. Switching to maya interface only helps a little.
I think Maya is a stigma that needs to go. Same with Substance, Nuke, etc. Most 3D artist, modelers, texture artist, and etc do not have the money to put out towards Maya or any other Adobe products. I support Blender all the way because they do not limit artist with money. Money should never be a thing that holds back an artist. Also buy Substance off of Steam and do not pay into their subscription model.
For us in the third world countries blender is Gold. For I cannot even afford $300 a month how can I pay for Maya how can I learn Maya without money, Maya needs people with funds.
I have almost have nothing good to say about Maya. It's so unreliable, unpredictable, and buggy. Maya is incredibly outdated, and barley works. It always crashes, its unoptimized, and sometimes things just don't work properly. Every time I open the software, something glitches and breaks, or a texture decides to not be transparent anymore, so I have to remake the entire shader. Blender is 100% going to be the new industry standard, in my opinion.
I am a professional game artist our studio prefers Maya max zb substance painter. It's a good tool to learn blender yes but want to get into the actual battle field? You gotta learn to use professional weapons
The packaging is beautiful, but there are some deformations due to the dimensions and the overpriced. Like cans of surströmming. It can be seen that the cans are deformed and are struggling to hold the contents.
Well i am a 22 years veteran in game development and 5 years ago i ditch autodesk for blender and 3d coat and i don't miss them at all! Funny how so many people have opinion on software and they are very young and never work in a studio at all...
Im not here to argue I don't have that much experience as you but as a game artist myself i have seen our studio rejecting people who dosent use Maya or max and zbrush.
@@shotgun_shellby Yes in some studio who have been using autodesk for years they usually only hired (slaves) that know these softwares. Trust me on this you can make a way better living by going free lance, most studios out there are simply exploiting young lads and they are the one collecting the big $$$ while the employees get the remaining crumbs...
@@quakebox Yes i am on the last run to finish a personal game project but i am afraid i came out too late since the whole world economy is about to collapse...
I use maya at work and i am working in a big studio in Berlin, i just cant say it enough! LEARN PLEASE MAYA FIRST; GET STRONG KNOWLEDGE ON IT AND AFTER YOU ARE STABLISHED IN THE INDUSTRY is ok to start learning houdini, and at the very end Blender
@@geroldwaefler9485 is my first job, i just got out of the school, they didn’t even asked about my maya knowledge because the industry standard is that, Maya. If I go as FX or CFX artist then I would use Houdini. Blender is not implemented in the pipeline for a good reason, and no, this studio is not old, is a new one, so the argument “is because Studios are used to that outdated pipeline” isnt usable in this case. I am not hating, I know how strong blender is, but if you really want to make money because there are bills to pay or a family to care for, I will always recommend Maya and be good at one thing.
I started with Maya a couple of months ago, but got some weird error where it completely stopped working on my system. I wish it didn’t. I moved to blender after I received that.
Some studio don't require you to know maya, but their pipeline is base on maya, if you only use blender the integration with thier pipeline is going to be an issue, since their developers/spend hours working on the pipeline, company not going to drop all that and switch to blender it will break everything. blender maya user here.
How would it break everything? I use blender to collaborate with people all over the world that use different workflows/ pipelines. They use all sorts of softwares that I have to work with. Including sending it to Maya, Unreal Engine, Unity, Nuke, etc. None have complained about me using Blender. Never even a conversation. The only time I hear about it being a problem is for game and fx studios. Which pay way too much for softwares to begin with and are the reason why Maya is the “standard”.
I'm on your side. But I do think there's no best software. They all have their specific advantages. In the end, the results and creative freedom will be the determining factor. And that's simply a personal thing, same as which shoes you prefer to walk in.
The difference is userbase. Blender is free and therefore appeals to more people. Universities probably hate Blender because there's no licensing deals for them. Can't monetize a product that's already free. When universities train people on Maya, they're a subscriber for life. I didn't fall for that scam thankfully and continue to build skills in Blender at no cost! Maya users will have trouble learning Blender and will get billed at home or at their job. If your employer is paying for a subscription, it is you who is covering that cost with your hard work despite it not being billed to you directly. You're still paying for it. Same situation with Adobe products. I'm glad there are alternatives.
No people with jobs who buy the software that they need for the industry they are in will defend good software. Poor people sitting at home will defend free shit
@@mrmachine5632 people with those jobs aren't making that much anyways. I'd still be questioning it. Why is the most hated software an "industry standard"? Oof!
I started to use Maya when it was still Beta on Final Fantasy The Spirit Within. Alias PowerAnimator before that. Now I can't stand Maya anymore. It's a dinosaure that barely evolves. And we know what happened to them.
Had a guy recently say that the industry will soon replace maya with AI and unreal engine 5 as the goto program for modeling etc or AI to do models and use in unreal etc instead of using maya. What are yalls thoughts on that? Think maya will get replaced soon with unreal?
I started with Maya, but Blender is free, so I switched to Blender, I think both are great software, for now Maya is better for professionals for the established pipelines, but Blender is also catching up quickly, I think the competition between the two are healthy and generally very good for end users, anyway the underlying 3d knowledge is the same for both software, that's also very good.
You have that more than half wrong. While Maya is industry standard it is much more a matter of legacy and customizability than actual quality. Softimage XSI was better already in 2005 than Maya is now, except for a few tools here and there, and still is. Unfortunately, Autodesk (The Dark Side) in their infinite lack of wisdom, decided to kill off Softimage, the best of their three VFX DCC's. Since then they have pillaged the code and tried with varying succes to implement bit and pieces in Maya. Unfortunately they do it half assed liked so many other Maya tools, so they only work flawed. Maya is a cumbersome, clumsy pile of crap with an unintuitive UI and clumsy workflow. Its lack of transparent operator stack, lack of construction modes, inconsistent interface and so many inane workflows makes for a dismal experience. Sure you can get things done, but it need not be so cumbersome.
😂 have ever try go really high poly animation? I don't think so 😉 Maya have best performance in animation.. Nothing lags .. 3dsmax lags even more then akeytsu
Sheesh... I hope that was a payed advert from Autodesk, because man, this video really throws out some half-truths. The fact that it is used by so many companies is because Autodesk killed most competitors. And all the big ass special fx studios got first class treatment by Autodesk. But man, our small studio had loads of huge issues with Maya. And i've read more than once that CGI pipeline engineers hated Maya. For example the fact that it didn't use Python3 until just very recently is mindboggingly stupid. Since 2.8 Blender's GUI isn't a horrible inconsistent mess anymore, hence it was a huge improvement for our studio to change to it. And while the Blender community can be annoyingly fanboy-ish at times, it's still massively bigger than that of Maya. So you have a much bigger knowledge base to work from. That's why it actually replaces Maya in a surprising amount of companies. Sure, the top companies will continue to use Maya, but the idea that only amateur private projects are using Blender is obnoxiously ignorant. Small to medium studios increasingly are willing to leave Autodesk.
Great video! I learned the fundamentals in Alias Maya 7.0. Now that's a lot of years back, isn't it? Still my favorite 3d package. Also good to know that after acquiring some keyplugins and lesser software like mentioned and glomping them together in a powerful factory they are paying attention to what Blender community is building and learning from them, too. Nice to have these two sides in the 3d community
I use maya as a primary software and also 3dsmax, but I think this video is wrong . Almost every minute he says something that doest have any sence. If you are someone that starts in 3d in general I recoment Blender because the insdustry it is not only movies. 95% of studios world wide doest do movies at all, and more that half are looking to implement blender.
I saw a video where the person said that Blender is a bunch of apps in one app that does some things good but nothing great. I received a project from a Blender user and couldn't work with it because he used a ton of add-ons. Blender is a Frankenstein software that relies on all of these add-ons. And while the software is free, those add-ons add up.
Yep, Maya is great but XSI was even easier to handle on medium to small projects, big project requires as much work as Maya anyways.... But think from a companies perspective if a competition allows to make 4 people do the work of 7 specialized ones, means less you are not selling those extra 3 licensees... That was a huge. Most important if you consider It was coming with a Render like Arnold and ICE was knocking in the Door...
@@migovas1483 I always loved XSI, started off with the old SoftImage so it will always have a soft-spot in my heart! However, xsi had it's issues and was clunky for a lot of things, but it did have a lot of things that were ahead of it's time like ICE. But I was so disappointed when autodesk bought it and then shelved it, that was tragic.
Lightwave 3D is still on the market and in use, especially in the Eastern Markets. It was just picked up by Lightwave Digital. Softimage however is dead and has been dead for a while. Also, Lightwave still uses perpetual licensing, not subscription.
So the only true argument is that it has been industry standard for a long time? I understand that some have student debts, company investment and special pipelines dedicated to this software. It's a sunk cost fallacy that you need to get away from as soon as possible. If you look at the actual trajectory of 3d software, it is getting replaced bit by bit and have been for a long time. When it's comes to features it's simply behind in development, not to mention slower to use in all the fields it covers.
I would learn Maya, but i can never find a crack of it that works lol. And i really dont wanna drop $250 a year on it, not knowing if ill even like it or be able to learn it.
i really dont understand the anti maya slander, maya is a great piece of software, sure the price ok what ever, its the internet search around matey ;) but the continuous bashing of it from, and lets not kid ourselves, "the blender users" yes you know the type, its uncalled for both can be great, and both shine in different tasks the best thing for everyone is to learn the strengths of each and use them TOGETHER, why do you think studios have pipelines of different softwares ??
Houdini 19 20 animation and rigging tools will make companies change software, sadly artist already have done pipelines around Maya and they keep wasting time there
I'd like to see Maya VFX shots without tools written in-house in major studios or needing half of it done in Houdini and Massive and then a ton of compositing tricks in Nuke but Maya taking all the credit. Even in this video there are MAX and Houdini shots.
Ive been a maya user ever since i started learning 3D graphics in my uni. But Blender is insanely superior when I started to learn and use it professionally imho
uhh no lol the price is reasonable you know how many studio licenses have maya and 3d max lol more money they get more they can add to the software.... lmao it will always be industry standard
Love all the other former Maya users who use Blender *expertly* now coming out in force on this one. I'll take Blender over Maya for character rigging and animation; cloth, hard body, soft body and particle physics; modeling, sculpting, environment creation, compositing, non-linear animation and rendering. The only thing I miss from Maya is object specific lighting.
Still quite the joke if i see people are defending Blender lol.. noo Blender is better!! Uhh nooo!!. blender isn't better.. its the same if i would say windows is better then unix/lunix.. still its a OS system, or nuke vs after effects. I going to explain for all the noobs who are defending low 3d software applications.. because all the blender users 99% are just modeling a simple object and saying I m a real artist and this software is the best umm nope.. blender can make simple 3d animation and also simple models also great tool for learning 3d modeling and animation but.. if u gonna make a complex fluid effect with an full complex cgi model.. simple example spiderman 3d sandman.. or jurrasic park full muscle moving system blender can't handle it it looks like crap then and its not made for that high complex building so for the noobs blender is great but only for simple stuff also realistic deforming in a script with complex rigging is impossible with blender thats why big studio's like wetta and ilm and others don't use blender.. but great tool for simple starting in 3d arts
I was a maya user for 20 years too, I still use it bc it's encysted in every pipeline. I switched to Blender 2 years ago and never had to look back. I was allowed to use Blender in a biiig studio and while working on a huge project I was tasked once to fix something, against my own gut, decided to use Maya bc I didn't want to break anything, I was so used to Blender by then that I assumed such simple fixes in Maya would be done in the same way, respecting the previous stuff in place. Guess what? One of the most shameful days of my career.
Blender tools work right out of the box, skinning, rigging, modeling, hair grooming for christ sake, everything works and it's smooth. Geometry nodes is great, not on par with Houdini, but amazing and always growing like the rest of the tools. It just takes a month or two to master. But like with every tool it requires b@lls to learn.
Maya is not the worst, it's just dated and I believe it's a piece of software very difficult to fix bc everything seems to be a patch on top of a patch that can't be rewritten bc in doing so it would break something esle. I understand Blender devs rewrite and clean up parts of the code everytime there is a new addition.
Both softwares have their pros and cons. I find Blender to be the best of both, it does things maya will never be able to do. Blender it is still growing and improving, needs better handling of large scenes but it's getting there.
One of the things always makes me laugh is when people tells me that Blender has no support. Man, I paid for maya for years and every time I asked for support not even crickets showed up to make noise. On that note Blender has a huge and genuinely invested community that jumps to help after you post your issue.
Using maya is like pushing a cart with square wheels, it will take you there but will need to push harder. Blender has circular wheels, hence...
It truly annoys me how Maya persistently dominates pro pipelines and generates unconvertsble files so at least one seat of Maya is required in every studio pipeline *just* for file conversion. I really really wish there was a real job market for Blender users. It's way smaller than it should be in 2023.
As a dilettante just playing around with 3D, I'm curious what Houdini has over Blender when it comes to geometry nodes & simulation nodes? Or has the recent release of the simulation system caught Blender up to Houdini?
I was using MAYA for almost 20 years. But after retired, now I have using (and still learning) Blender for 3 years to making low-budget projects and games mods. Both of them have their pros and cons.
You buy mouse then you get mouse too! ;)
Yoooo CRubino i didnt even notice its u until i read the last line and checked the username. Also i'm subbed to u
@@adibrahman3321 : thank you, mate! Nice to meet you :)
It's so good to see a video clearly articulating Maya's dominance and value. I learned Maya and 3DS Max in college, but continued with Maya over the years. Lately I've seen so many anti-Maya comments but worse, instructors who used to make content for Maya are Blender focussed.
I'm happy to hop around to whichever has the best tool for said task. I use C4D often. That said, they all have learning curves and I can troubleshoot in Maya so I'd rather not stretch myself too thin trying to know it all. Maya still rocks to me.
Blender is nice and powerful but I still prefer Maya’s UI. Even compared to 3ds max which I’m currently using
yeah, i'm a blender user but am looking to convert to maya, not just because of how much it's supported by a lot of apps i'm using, but because when i used it, it just felt like high quality software lol i loved how the UI looked, many may say that maya looks like basic 90's AutoCAD software but it looks like industry professional software that gets directly to the point with it's UI, i love blender's sleek design but at times may be too minimalistic for it's own good, maya just looks like something you can rely on lol
When I first got into computers and computer graphics the King of the Hill was wayfront Technologies back in 1986. They had preview modeler and animation software there were three separate modules and they were like $15,000 for the software and they ran on Unix workstations.
I think you mean "Wavefront Technologies".
@@joelfazzi7163 that's what I spoke, but google voice didn't understand it.
@@joelfazzi7163 I never heard of Wayfront too, it's Wavefront Technologies they are the makers of Alias and Maya.
Maya's treated me well over the decades. Like a faithful companion it's never let me down.
Same. I love it.
Maya, and Autodesk - are ripping you off. The differences between Maya and Blender are minor - and considering one costs thousands of dollars a year to rent it- those differences should be MILES AND MILES away. You're pretty much a sucker if you keep sending Autodesk your money.
I started with Blender and moved recently to maya for rigging. Blender and Maya are pretty equal when it comes to modeling and texturing department. But in, rigging… There is no way you could compare them. Maya is just astronomically superior.
Counter arguments from perspective of freelancing for gamedevs.
1. Maya is falling behind in development and is getting replaced with blender and houdini it's just a matter of time. So evidently the title is incorrect.
2. You really should mention the conservative factors as a big negative. Maya WAS the standard and companies opted in for that. Change takes time and companies that stay with maya might just do so cause they fail to adapt to better workflows.
3. Indies are winning.
The option to go for university to learn 3d and then get a job is very much catered towards big companies and being a cog. There's too many cogs at the moment.
Indie teams are conquering the game market and is replacing them. Basicly one man armies is getting more and more possible since procedural workflows are getting better.
And I personally wouldn't hire someone who did the university approach since the skill you need as a indie is to find your own way to obtain the skills you need. Instead of having a tutor telling them what to do.
1. Falling behind how? Take a look at job listing and tell me how many are blender versus maya. Maya is still overwhelmingly used in the games industry.
2. Maya IS STILL the standard and no, it's not because of that that companies opted in. It's because it's the best overall program with the best tools and most pipeline friendly tool. It's a generalist program that just works and works well.
3. If you want to go indie, good for you! If you want to work professionally in the industry you should probably learn the tools the industry uses. Procedural workflows have a place but the overwhelming majority is custom designed assets.
And really, the indie way is to "find your own way Instead of having a tutor telling them what to do." So I guess that means no youtube tutorials either, no help forums to find answers, just you and the manuals, otherwise you are not 'indie'. SMH
@@durvids474 falling behind in features and production speed as a tool. Compared to houdini and blender from what I have seen at least.
You can bet your ass that anyone who is trying to compete in this business also uses other tools, but imports it into maya to satisfy their old boss.
And more and more companies are switching to blender now then before hence LITERALLY showing a trend of replacing maya.
and to answer your 3. Why strawman indie-devs?
Some just prefer better workflows, efficiency and getting more money for their work.
@@Battan1337 Well my friend, those are just not true :) Maybe in your experience it is but i suggest you talk with professional people with devades of experience working in different industries. I never say that i work in maya but still every single job suggestion i get is requiring maya
@@ionadolidze8954 it's simple logic though. If any company has switched to a different software for any task, then it is replacing Maya.
If it is happening at an increased rate, then it's showing a pattern of doing so.
Maya seem to be just like pro tools is for audio software. To be considered a pro you must say your company uses the industry standard. Even though the other alternatives have cought up and people actually uses those other tools. Worked as a sounddesigner several years ago, it's the same pattern. Reputation is slow at updating to optimal choice of software.
Houdini Is only good for VFX and Particles. Not gonna replace Maya in rigging and animation.
As someone who's been working professionally with Maya for 15 years I'd say its main reason to stay in the pipeline is being able to handle big scenes. Every other 3D software is improving at a pace that Autodesk can't (or won't) match. Most colleagues I know and myself tolerate Maya at best, knowing it's a dinosaur piece of software that has its days numbered. Since I started working with Blender for my personal projects I really hate having to come back to Maya with its archaic UI and workflow.
I noticed the guy in the video said if you don't plan to work professionally use Blender, does this statement still stand? or do you feel more industries are incorporating Blender?
@@ive3336 Plenty of companies I know (the one I work for as well) are starting to add Blender to their pipelines. So far mostly for storyboarding in Greasepencil and for doing previs. But also lots of smaller companies working on TV shows use Blender as their main tool for almost everything.
@@ive3336 In short, if you need work now, Maya is good to know because most studios still use it, but it is on it's way out because newer packages are more attractive. Most legacy production houses have built their pipelines around Maya over the past 20 years, it is so deeply integrated that switching to another software for those studios would pretty much mean starting from scratch, so they continue working with it. Even big studios are starting to explore using Blender on the side, while new studios building their pipelines for the first time are also going straight to Blender... Then Ai is going to put everyone out of business
- archaic UI and workflow - tolerate Maya at best, knowing it's a dinosaur piece of software. Word!!
It can't really handle big scenes anymore. The only reason it's still in the pipeline is because it has a good graph editor.
I had to reopen Maya recently because I had outsourced some work and their topology was incorrect. Here are the steps I do in blender for the workflow:
1. Create plane and bevel it's vertices.
2. Create a supporting loop
3. Create a circle and snap it to the supporting loop.
4. Cut the circle in using knife project.
5. Use solidify modifier to give thickness
6. Set bevel tool to 2 segments and a value of 1 to create supporting loops for beveling hard edges.
7. Set bevel tool to 5 segments and a value of 0.5 to get smooth bevels on corners.
Same effect in Maya:
1. Create a cube and bevel edges
2. Select all other faces except the top one and delete.
3. Create supporting loop using multi cut
4. Create cylinder and use Boolean to cut it out (weird wireframe exists which I don't remember how to hide)
5. Invert face and then extrude with a -ve value to give thickness (the models not just a simple plane I'm leaving out a few steps of modeling I did to it)
6. Flip normals so that they face the correct way.
7. Go to bevel tool set segments to 2 and turn changer off
8. Bevel the outer edges to get supporting loops
9. Go to bevel tool and turn changer on set to 5 segments
10. Bevel outer edges to get smooth chamfer.
Now I opened the output fbx from blender in an old version of Maya and it was perfect. Even in my version it was perfect.
I then opened the one I created in Maya in an older version and there were shading issues. The shading issues are not present when I import the same into my version of Maya not are shading issues present when I import it in blender.
Yeah so basically more steps and if you're working with someone with an older version of Maya you'll keep getting issues. Amazing how they charge so much money for a piece of crap.
I switched to maya indie last year after AD added dynamic booleans to maya, and im contemplating upgrading to 2024 or sticking with 2023, haven’t decided yet. I’ve tried to use blender a few times, but always got frustrated with it, so ends up stopping. I’ve looked at C4D, which does look quite impressive, seems to have a cleaner interface than maya (closer to blender from what I’ve seen), but since Maxon don’t do an indie option for that, its sadly not an option for me.
My real gripe with autodesk is that they seem to have stopped Mudbox development, it’s like they gave up on it after the 2018 release.
The place I work at everybody is switching to blender. They start out with something else but only because they have been taught that program. Blender can do anything we need and more. Maya just costs money in comparison. (No the company doesn't force anybody to switch, they get you the license for whatever you want to use)
As someone who'd developed and sold commercial CG software from the 1990's to 2000's, I can tell you that the main reason Maya has remained dominant is established studio pipelines. Once a tool is entrenched, you can't dislodge it, especially when upper management had relationships/deals with Alias/Wavefront at the time. So, the rich got richer, the poor got poorer (i.e. the demise of a lot of applications). But that also led to the rise of Blender.
Another impact is Alias gave Maya to colleges for free to teach animators how to work on projects using their software because there was a small crop of animators. This, in combination with what @yapdog stated, is why Maya became dominant. Autodesk aimed to kill Maya like Softimage, but too many studios had already built their pipeline with Maya. It's not economical for studios with an invested pipeline to change even if they don't like it.
@@kamaur01 Yep. *"All* of that.
That is exact thing I despise about the work we do. I hate how many jobs that are locked behind qualifications for Maya. So Maya is the sole purpose that makes good work? It’s the artist that gets the work done not the software. I can’t wait for the day Maya dies out tbh.
I have both Maya 2014 and Blender 2.93 on my laptop. I haven't touched Maya since 2020 because I'm now too comfortable with Blender as I already accustomed to the Blender tools and workflows.
Very good to switch to blender !!!!!!
I am learning blender for quite a while now.
I'm thinking about switching to Maya, no offence to blender, I love entire Blender community and all it's dev team but Blender workflow is a little confusing for me.
I normally like the adobe & unreal type workflow where every thing is tidy up in there corresponding menus and you can do all thing without use of any hotkeys.
How ever I do like hotkeys but blender is just too much of hotkeys. half of the function hidden inside just hotkeys.
Do you think Maya's workflow is similar to adobe ?
@@SkSafowan maya and 3ds max is way better then blender and you be more able to do more work in the industy its a very good choice i stop blender because its free anything free comes usually isnt the best
@@HydrixTheory
That wasn't the answer I was asking and who told you anything free isn't best? that's another business model.
And you can do industry standard thing in blender too, Just its' workflow is confusing for me but many people like this way.
maya 2014 in 2022?
As an animator, I just wish blender to have better file referencing (like maya), and get rid of the eye icon in the graph editor for hide & unhide animation curves, it should isolate animation curve by just selecting its channel. Implement animation layers.
But I am very comfortable with everything else so far. Most of obstacles for maya user switching to blender is the key mapping, at least for me it was. Follow some simple tutorials to get used to the blender hotkeys, you will love it.
Next new feature I wish is a more advanced and more organized pbr painting and texture baking workflow.
You can select any animation curve, and press Shit + H to isolate it.
@@tombautista2913 that’s not what they want to do though, they want only the animation curve that’s selected to show up, not to have to hide all others just to see one. Essentially auto shy non selected curves
Yes blender have boring graph editor and nonlinear animation function. It must switch better like maya. Example, nonlinear animation has an unpredictable layer system so Every time you apply it, should running it to make sure it's applied properly.
Well, you just dont know enough blender
@@RainSoxx bro this exists alrdy in blender Unter the view tab in the graph editor. show only selected something
For me I was taught 3DS max when I was studying Animation in college so its what Im comfortable with I also know Blender I plan to learn Maya at some point but right now blender and Max are getting the job done for me.
Side note - Softimage died because of Autodesk not because was bad or weaker then other competitor on the market. (I think the modeling part was much stronger than Max or Maya at that time)
Pretty much everything in Softimage was better than those two old piles of crap. Elegant smooth UI and workflow, comprehensive operator stacks and construction modes, Render Passes, ICE - I could go on. It still blows Maya out of the water in many respecst after 7 years of no development.
I dont give Maya more than a decade being on top. Blenderis rapidely gaining ground and Maya is not developing very fast..
I really don't think any 3d program will survive when competing with Generative AI.
@ there is a good chance that they wont make generative ai available to the public only available to Government and military branches for further development, but who knows
@@benito9830 No way that will happen. As Generative AI already exists for anyone who want to use it at home.
@ Yes way it may happen, even the Ai researchers are demanding their bosses to limit its use for the Government controlled and funded programs since it is very hard to control
@ this Ai you are referring is not even, the "generative" Ai or AGI, this Ai the mainstream use is still the much more weaker version
To me what makes Maya so powerful is having multiple ways to do the same task like change a attribute value or move a key frame - The ease of using expression to drive values or set driven keys to drive hundreds of values with one attribute - I have used programs such as Houdini and 3dsmax but none of them compare to how fast I can Model
True, This really ressonates here, I tried to do the same in Houdini for years, Not much luck though! Then I remembered how easy it was to pick up maya initially for animation compared to 3D studio max and Houdini for example.
After using houdini for couple of years now, I still come back to Maya only for rigging, animation and scripting and most importantly its interactivity when it comes to animation, very intuitive. Never had this experience in 3Ds Max, Houdini nor any other package. Maya is not perfect, But they got a fews things right when initially developing it, And still works years afterwards.
Companies would not hesitate for a second to drop a software package as soon as it deson't serve them trust me. Maya's scriptiblity is also insanely flexible for pipelines!
Cheers!
this video just encourage me to use Blender even more
🤣🤣
Maya simplicity is why I am willing to pay the money I can’t handle blenders crazy interface and its confusing ways of animating
Yeah I got scared the first time
Maya is anything but simple, except for the way its functionality is really simple - in the bad sense...
I think the ReDefinefx footage you have shown at 4:20 is done in 3DsMax.
As far as Maya is concerned it's not a big deal in the VFX industry like it used to be before. The only strength of Maya is Rigging and Animation and anything else is not that impressive now. Also in my personal experience Houdini, 3DsMax and Clarisse handle large scenes way better than Maya. Around 2005-2006 there was not a huge difference between 3DsMax and Maya but when Autodesk bought these software autodesk almost ignored 3DsMax development and put his focus on Maya. 3DsMax would have been relevant in VFX industry today if autodesk would have introduced Render Layer management and updated particle tools of 3DsMax. In VFX and animation most studios are moving to Houdini + Renderman or Arnold pipeline for lighting and rendering now and i would be happy if sidefx comes up with improved rigging and animation tools and throws the Maya out on that area too like it threw it away in FX. Maya. Houdini is the future.
it is 3d max lol lmao XD
Maya is still used in pretty much EVERY large and medium studio out there in the vfx industry. I've used it for years in the industry and continue to use it. Look at most of the jobs posted out there. Clarisse is a scene assembly program, completely different usecase from Maya. Same with houdini, it's pretty much for sim/particle/destruction effects. If you're production is gonna have any kind of creature/character work or any animation that is not simmed, chances are you are using Maya. If you're production needs digital assets, you will probably be doing them in maya and zbrush. Maya is completely integrated into these pipelines.
@@durvids474 well read my comment again. Also anyone working in top VFX studios know that Houdini Solaris pipeline is replacing Maya in Lighting and rendering. And yes Maya is still being used Layout, modeling n rigging and animation.
Also Modeling is not a big deal in Maya either, not a fan of blender but blender does it well too. So yeah Maya is not a big deal like it was before.
@@JazzyJazzRock Right, Solaris would be replacing things like Katana, or Clarisse, not Maya, since it's a scene assembly/lighting step with more studios moving to USD. A lot of people complain about the Solaris implementation, that it's a pain, but it's really powerful.
Oh, and Maya is still being used for layout, modeling, rigging, animation, shader/look dev, etc. i.e. a large bulk of the pipeline. But it's "Not a big deal!" Sure, whatever you say buddy.
I think the main disadvantage of 3ds Max compared to Maya is that the former only runs on Windows platform.
I used Maya for a couple of times. I find in term of modelling, Maya is quite outdate and inconvenience compare to 3dsmax and Blender. But it still have good viewport performance and strong animation tools, so it is good when working large project and professional animation work
Conclusion based on "using Maya a couple of times" sounds weird, isn`t ?. I have been using Maya for 6 years, 3DsMax for 11 years and have done 3 projects in Blender - Maya is way ahead of 3DsMax and Blender in terms of modeling. Not even comparable.
@@stasnikitin40 amen
It would be more fair to say that Maya "used to be" terrible for modeling. I've used it since well before it was called "Maya", and modeling has always been the biggest disappointment. However, Autodesk has put pretty much all of its efforts into Maya while starving Max, so Maya has become a competent modeler in recent years. It would be fair to say that nothing in Maya is easy, but nothing in Maya is impossible. Max is the other way around, everything is easy, and everything is impossible.
Having worked with Maya and Max (and... and.. and...) for so long, I have to say that Blender was "entirely beneath me" until 2.8. I decided to take a deep dive, and I can honestly say that while I find their UX logic utterly irritating, 80% of the film work I do could be done in Blender at the same high degree of realism. If Blender just spent a little more time refining the UX (and actually listening to criticism) and tool flow rather than just barreling ahead with new features, I could easily see switching to it... even though I am old and and have decades of muscle memory driving me.
I am lucky though, I only deliver final product, so I don't have to "fit in" with the hollywood pipeline. I get to tell other people what to send me. :)
@@stasnikitin40 I always hear that from blender fanboys "Maya is so slow, blender is so much faster for modeling" most of these people have never even touched maya, let alone worked with it in an actual production.
My opinion is opposite of yours. I use Maya and Blender, but I wrote lots of Add-ons for Blender to make it better. I'm writing add-ons to make Blender like Maya.
I will say this, if you want to work in the highest VFX Modelling, Animation and Rigging workflow environment, knowing Maya is a must and will help you along the way. Learn Blender in your own free time never hurts. Topic aside, Houdini is by far my fav 3D software and the largest VFX houses are slowly switching to Houdini from Maya. Not here to argue but here to provide the truth.
It's 2023 and blender fanboys still complaining, how miserable you guys? 😂😂
Fr they in the comments 😂😂
Become a good 3d artist first, use whatever is available. You are judged on what images you can produce, not how many hot keys you have memorized.
yes, like which brand knife and oven does a chef use
Maya is specially adapted for a industry's pipeline... specially adapted around Maya. "Schools teach Maya, learn Maya if you want to work professionally" is just the same old lobby-ish effort to perpetuate the monopoly. This video reeks of fear for the competence and Blender may or may not replace Maya in the future but, meanwhile, you shouldn't worry about that and be happy with your "very professional" tool.
I hope Blender shits all over Maya and the industry standard switches. I hate when people advocate Maya and Adobe. Not only are they ripping you off at individual level but then their making a monopoly on artists… Clearly Blender is better but the industry is just sticking to its guns. Can’t wait for the day Maya flops, so I can stop hearing about industry standards.
Personal opinion - i use Maya since 2013 ? 14 ? It was easy to catch up with then i noticed blender 2.7 with a lot of effort.I learned it and then 2.8 came out . Most of the things got changed . That's not how you make an artist suffer i agree blender do have some nice tools than Maya yet why do they use maya in production investing a lot of money each year or whatever. They could actually use blender . But simply they go for Maya 3ds Max zbrush even mudbox in some cases I'm not saying that blender is bad but it's going to be hard to get into a good pipe line i am a game artist currently working and they asked me if i know Maya or max zbrush and substance painter they didn't mention blender. So i think if someone applied for a job to where i work and they're using blender i don't think they'll get recruited. Can't change the entire workflow for one person. Blender is an all in one program it's nice if you're going for it then go for it. But if you want to get into the industry then you might want to learn maya.blender fan boys are going to argue i expect it.
Then m gooonna prob die of hunger🥲
Because Autodesk develops technologies the FBX file format is an Autodesk property that's one thing Autodesk is doing for the CGI and Game Industry game engines use FBX file format to exchange data between DCC tools. Blender created its own implementation to import and export FBX they didn't use Autodesk code, game developers need documentation and support and Autodesk provides great documentation for their tools.
In addition, Maya is an "all-nodal" program, which means *everything* is a node and you can plug anything into anything (even before construction history, etc).
This alone makes Maya the most powerful rigging tool out there.
The all-node-approach hasn't even aged well after a couple of years of the software. Already when i started with Maya in around 2000 it was a mess. In theorie it could be great, but in reality you're pretty much constantly delete history, because otherwise your scene gets easily scrambled.
But yea, i'm not necessarily up to date with rigging on Maya and i wasn't a dedicated rigging artist. But the fact that you need dedicated rigging artists tells me that this should be a far more streamlined workflow.
@@badoli1074 I noticed that you're not up-to-date with rigging ;-)
Or with any deep professional production, for that matter.
And I'm not trying to sound "mean" or anything, but a node-based system is really the only way of having a proper 3D production and have full control of what happens, why it happens, and when it happens.
With Maya (or any node-based CG program) you have full control over the data flow. The entire scene is stored in nodes (not just shader nodes like e.g. Blender) and you can plug *anything* into *anything* at *any time*.
And you can chose to either keep or delete the history of the object. It really depends on the situation, but quite often you'll just delete the history of most things you make. And that is a GOOD thing because Maya offers you the ability to keep the history, which is quite useful depending on what you're doing.
Having a history (and thus deleting it when necessary) is NOT a bad thing. It's a necessary feature that not many 3D programs have.
@@toquita3d > And I'm not trying to sound "mean" or anything,
Yea, you're failing at that, because you didn't understand my comment, obviously take me for a beginner, educate me about things i already know and seem to enjoy belitteling me about it.
> Or with any deep professional production, for that matter.
I don't know, you tell me. I've worked for a decade in the AAA games industry, i guess that doesn't count?
> With Maya (or any node-based CG program) ...
If you honestly think that any node system is of equal quality, you're seriously delusional. I've worked with enough node systems to know that the maya node system, one of the oldest, is also one of the most complicated and least intuitive node systems in the industry. The moment you're adding a smooth skin to a model, the amount of nodes in your history explodes and you need quite a high technical capacity to work effectively with that. That's why you need dedicated rigging artists for CGI and (nowadays) AAA game dev.
I have no issues changing node trees in substance designer, blender geo nodes, unreal blueprints, Houdini etc... Interfering with the Maya node history on the other hand has caused me loads of headaches.
> Having a history (and thus deleting it when necessary) is NOT a bad thing.
Did i say that? No. Learn to comprehend what you read. I said the history in maya is a delicate construct that can easily f up your scene. That's why the average 3D artist tries to have as little history as possible on his assets. That are not my words, that were the recommendations of a german offical Maya tutor.
> It's a necessary feature that not many 3D programs have.
Spoken like a true fanboy. Why is it necessary? Pretty every other program has sophisticated rigging functionality without a node history and seems to do quite well. Pretty every other program has some way of non-destructive modelling. Pretty much every other program has a node-based shader editor. What does the construction history enable in Maya that is impossible to do in any other program?
Am i the only one confused by the title? Cause Maya is a 3D Software as well
Didn't watch the video but the answer is too many studios built their tools directly into Maya with its scripting language making a transition away from Maya too expensive. If not for that, XSI would have been the standard.
I like Maya UI more. Before Maya I was using Caligari Truespace which had very simmilar UI as Maya. Tried Blender , tried 3D Studio but the UI killed it for me. I tried them for about a week but it was a pain for me to do something with that UI. So uninstalled them and using only Maya till today bcs I like the UI more.
Before 2.8 Blender's ui was hard to grasp. But that has changed radically.
No it does not and cannot handle large scenes well, due to it having problems with dense polygons, and no it’s not stable… I’ve been using Maya since 2014 and I know the pain of losing your project when you forget to save everytime.
Have you ever heard of Maya USD? You people still use maya 2014 in 2023 and complain about it. Try maya 2023+
I was Amaya user for about 20 years until they went to a subscription only basis and jacked up the subscription rates to ridiculous levels. Now I'm struggling to learn blender. It is not intuitive at all. Thank you autodesk.
Have you tried changing the controls to industry standard it helps a little bit. I've just switched from 3Ds max to blender and watched a RUclips tutorial
@@fmatus08 in the beginning I tried "industry standard" but then quickly found that I could not follow any tutorials with that keyboard layout.
How i say since Autodesk have slapp me in the Face: Autodesk is a moneygrabbing bad company:
If Maya would be soooo good, why use Pixar for animation the software Marionette and not Maya??? Autodesk is the most bad company in Computer Graphics, because they are moneygrabbing and very much to expensive: After i have spend over 3 years for buy and upgrade 3000.-Fr. in the motiontracking software match mover, the company from this software was accquired from Autodesk and Autodesk told me, if i want upgrade my software match mover, i will need to buy the Maya/3dsMax package for 10000.-Fr. because my software was from then on only to get with the whole Maya/3dsMax package. After i have write a letter to Autodesk where i told them this is very bad and not acceptable, they have simply deleted my match mover account...😡 ... what Autodesk have do was just illegal and shows how they dont care nothing about the clients, they only want make immensely verymuch money !!!!!!!!!!!!!!!!!!!!!!
Dont use Autodesk Software !!!!!!!!!!!!!!!!!!!!!!!!!!!
This is the exact reason I’m switching. Blender has some neat stuff but my main issue is that it takes 1/2 extra steps to do a simple task.
Let’s say I want to delete an edge loop.
In maya I can just go to edge mode, double click and hit delete. In Blender I have to go to edit mode; select an edge, hit “a”to select all, right click and scroll down to select “dissolve edges.”
There are more examples but I think that’s enough. Switching to maya interface only helps a little.
@@chimpwimp9407 How about ALT-LMB to select an edge loop and then CTR-X to delete (dissolve) it. Isn't that fast enough?
I think Maya is a stigma that needs to go. Same with Substance, Nuke, etc. Most 3D artist, modelers, texture artist, and etc do not have the money to put out towards Maya or any other Adobe products. I support Blender all the way because they do not limit artist with money. Money should never be a thing that holds back an artist. Also buy Substance off of Steam and do not pay into their subscription model.
For us in the third world countries blender is Gold. For I cannot even afford $300 a month how can I pay for Maya how can I learn Maya without money, Maya needs people with funds.
Where are you from
@@richphinami3047 am from Kenya.
Maya indie, about 22 dollars a month. If that is still to much just pirate that thing.
@@durvids474 this is fair.
I love Maya and i will keep using it
I have almost have nothing good to say about Maya. It's so unreliable, unpredictable, and buggy. Maya is incredibly outdated, and barley works. It always crashes, its unoptimized, and sometimes things just don't work properly. Every time I open the software, something glitches and breaks, or a texture decides to not be transparent anymore, so I have to remake the entire shader. Blender is 100% going to be the new industry standard, in my opinion.
The fact that blender is free and not 3-5 thousand freaking dollars makes it automatically better.
Try getting a job with blender
Maya Indie is only £300
yeah sure go with blender but u will blame yourself later cause ull never find a job
I am a professional game artist our studio prefers Maya max zb substance painter. It's a good tool to learn blender yes but want to get into the actual battle field? You gotta learn to use professional weapons
yeah if u dont have the money go with blender but if u have u are making the worst decision ever
I just wish all those softwares have same standard conversion like right hand rule or left hand rule, which way is x, y and z...
Maya is absolutely beauty in Custom rig and Animation
It's everything else that's the problem.
@noiyhgvik Maya can't even run it's own hypershade and you damn well know it lol.
@noiyhgvik 2022 and you must not ever do serious work in Maya. Stay in your lane.
The packaging is beautiful, but there are some deformations due to the dimensions and the overpriced.
Like cans of surströmming. It can be seen that the cans are deformed and are struggling to hold the contents.
Well i am a 22 years veteran in game development and 5 years ago i ditch autodesk for blender and 3d coat and i don't miss them at all! Funny how so many people have opinion on software and they are very young and never work in a studio at all...
Im not here to argue I don't have that much experience as you but as a game artist myself i have seen our studio rejecting people who dosent use Maya or max and zbrush.
@@shotgun_shellby Yes in some studio who have been using autodesk for years they usually only hired (slaves) that know these softwares. Trust me on this you can make a way better living by going free lance, most studios out there are simply exploiting young lads and they are the one collecting the big $$$ while the employees get the remaining crumbs...
Really? Do you work in a big company now or started your own indie studio? Because as I know big publishers use Maya.
@@quakebox Yes i am on the last run to finish a personal game project but i am afraid i came out too late since the whole world economy is about to collapse...
I use maya at work and i am working in a big studio in Berlin, i just cant say it enough! LEARN PLEASE MAYA FIRST; GET STRONG KNOWLEDGE ON IT AND AFTER YOU ARE STABLISHED IN THE INDUSTRY is ok to start learning houdini, and at the very end Blender
@@geroldwaefler9485 is my first job, i just got out of the school, they didn’t even asked about my maya knowledge because the industry standard is that, Maya. If I go as FX or CFX artist then I would use Houdini. Blender is not implemented in the pipeline for a good reason, and no, this studio is not old, is a new one, so the argument “is because Studios are used to that outdated pipeline” isnt usable in this case. I am not hating, I know how strong blender is, but if you really want to make money because there are bills to pay or a family to care for, I will always recommend Maya and be good at one thing.
Yea today people still tend to Take Maya Users more serious.. but i dont think it will stay Like this for very much longer..
Agreed. I learned Maya 23 years ago, am okay with Cinema 4D and despise the idea of Blender but will one day take one lesson for familiarity.
Lightwave didn't die.... It's coming from dust to the top....
Let's wait more from this good and amazing tool
I started with Maya a couple of months ago, but got some weird error where it completely stopped working on my system. I wish it didn’t. I moved to blender after I received that.
What manner of error?
Tried to reinstall it?
Blender crashes a lot with big poligons count
Some studio don't require you to know maya, but their pipeline is base on maya, if you only use blender the integration with thier pipeline is going to be an issue, since their developers/spend hours working on the pipeline, company not going to drop all that and switch to blender it will break everything. blender maya user here.
How would it break everything? I use blender to collaborate with people all over the world that use different workflows/ pipelines. They use all sorts of softwares that I have to work with. Including sending it to Maya, Unreal Engine, Unity, Nuke, etc. None have complained about me using Blender. Never even a conversation. The only time I hear about it being a problem is for game and fx studios. Which pay way too much for softwares to begin with and are the reason why Maya is the “standard”.
People who spent money on Maya will always defend how good Maya is😅. Even though they know blender is better
I'm on your side. But I do think there's no best software. They all have their specific advantages. In the end, the results and creative freedom will be the determining factor. And that's simply a personal thing, same as which shoes you prefer to walk in.
The difference is userbase. Blender is free and therefore appeals to more people. Universities probably hate Blender because there's no licensing deals for them. Can't monetize a product that's already free. When universities train people on Maya, they're a subscriber for life. I didn't fall for that scam thankfully and continue to build skills in Blender at no cost! Maya users will have trouble learning Blender and will get billed at home or at their job. If your employer is paying for a subscription, it is you who is covering that cost with your hard work despite it not being billed to you directly. You're still paying for it. Same situation with Adobe products. I'm glad there are alternatives.
@@UnidudeNine you might be right since blender is free companies can only donate surplus profits to blender foundation and pay their employees more
No people with jobs who buy the software that they need for the industry they are in will defend good software. Poor people sitting at home will defend free shit
@@mrmachine5632 people with those jobs aren't making that much anyways. I'd still be questioning it. Why is the most hated software an "industry standard"? Oof!
I started to use Maya when it was still Beta on Final Fantasy The Spirit Within. Alias PowerAnimator before that. Now I can't stand Maya anymore. It's a dinosaure that barely evolves. And we know what happened to them.
Maya seem to has seamless integration with software
that is kind of already inside the Blender by default...
maya is the best thanks inspiration tut
I think the biggest and only disadvantage of 3ds Max compared to Maya is that the former only runs on the Windows platform.
And the price tag? max & maya are essentially this Hollywood rich kids club. Kinda like BMW drivers.
@@peterbelanger4094 yet they use it ? Avatar 2 didn't made on the blender you know ?
Had a guy recently say that the industry will soon replace maya with AI and unreal engine 5 as the goto program for modeling etc or AI to do models and use in unreal etc instead of using maya. What are yalls thoughts on that? Think maya will get replaced soon with unreal?
Can u make difference between blender with hard ops and box cutter vs Maya and them hard ops workflow and Wich of them best for save Time?
I remember hearing about Maya since the 1998 movie Antz , was it used on that too? Or am I misremembering?
I started with Maya, but Blender is free, so I switched to Blender, I think both are great software, for now Maya is better for professionals for the established pipelines, but Blender is also catching up quickly, I think the competition between the two are healthy and generally very good for end users, anyway the underlying 3d knowledge is the same for both software, that's also very good.
it doesnt matter . use whatever you like. like arguing what kind of pencil is better. people get tribal about anything even code .
I am user but I m lost when it's come to render animation. Please help me out.. I don't have to purchase another render engine like redshift..
You have that more than half wrong. While Maya is industry standard it is much more a matter of legacy and customizability than actual quality. Softimage XSI was better already in 2005 than Maya is now, except for a few tools here and there, and still is. Unfortunately, Autodesk (The Dark Side) in their infinite lack of wisdom, decided to kill off Softimage, the best of their three VFX DCC's. Since then they have pillaged the code and tried with varying succes to implement bit and pieces in Maya. Unfortunately they do it half assed liked so many other Maya tools, so they only work flawed. Maya is a cumbersome, clumsy pile of crap with an unintuitive UI and clumsy workflow. Its lack of transparent operator stack, lack of construction modes, inconsistent interface and so many inane workflows makes for a dismal experience. Sure you can get things done, but it need not be so cumbersome.
Still got my coffee mug from the Maya 1.0 launch. Fun times!
What's that landscaping plugin at 6:15?
I can't seem to find any information on it and looks awesome!
Maya was good when you could own it.
I love maya via character animation it has the strongest community ever ❤
Mmm I use both. B3D + Maya
I do all my animating in 3ds Max. What advantage has Maya over 3ds Max?
😂 have ever try go really high poly animation? I don't think so 😉 Maya have best performance in animation.. Nothing lags .. 3dsmax lags even more then akeytsu
@@Alexander-mk4qf Yes I do high poly animations all the time. No lag at all. Perhaps you need a better computer?
Max has way better modeling tools, Maya has way better animation tools
Being able to develop new ways of working via mel script, creating never before seen methods on the fly to solve problems. Maya is limitless in scope.
3d studio max is still the gigantic monster and the iconic beast of 3d applications
Could you lend my the Time Machine you're using? I need to celebrate some things from the past when they were hip too.
Yup!
Sheesh... I hope that was a payed advert from Autodesk, because man, this video really throws out some half-truths. The fact that it is used by so many companies is because Autodesk killed most competitors. And all the big ass special fx studios got first class treatment by Autodesk. But man, our small studio had loads of huge issues with Maya.
And i've read more than once that CGI pipeline engineers hated Maya. For example the fact that it didn't use Python3 until just very recently is mindboggingly stupid.
Since 2.8 Blender's GUI isn't a horrible inconsistent mess anymore, hence it was a huge improvement for our studio to change to it. And while the Blender community can be annoyingly fanboy-ish at times, it's still massively bigger than that of Maya. So you have a much bigger knowledge base to work from.
That's why it actually replaces Maya in a surprising amount of companies. Sure, the top companies will continue to use Maya, but the idea that only amateur private projects are using Blender is obnoxiously ignorant. Small to medium studios increasingly are willing to leave Autodesk.
As a young artist you should learn both so more doors are open to you.
Great video!
I learned the fundamentals in Alias Maya 7.0. Now that's a lot of years back, isn't it? Still my favorite 3d package. Also good to know that after acquiring some keyplugins and lesser software like mentioned and glomping them together in a powerful factory they are paying attention to what Blender community is building and learning from them, too. Nice to have these two sides in the 3d community
Thanks for sharing!
I use maya as a primary software and also 3dsmax, but I think this video is wrong . Almost every minute he says something that doest have any sence. If you are someone that starts in 3d in general I recoment Blender because the insdustry it is not only movies. 95% of studios world wide doest do movies at all, and more that half are looking to implement blender.
XSI already replaced Maya many times.
I saw a video where the person said that Blender is a bunch of apps in one app that does some things good but nothing great. I received a project from a Blender user and couldn't work with it because he used a ton of add-ons. Blender is a Frankenstein software that relies on all of these add-ons. And while the software is free, those add-ons add up.
So why does people use Maya over XSI, because autocrap bought and killed it as it was seen as a serious threat.
Yep, Maya is great but XSI was even easier to handle on medium to small projects, big project requires as much work as Maya anyways.... But think from a companies perspective if a competition allows to make 4 people do the work of 7 specialized ones, means less you are not selling those extra 3 licensees... That was a huge. Most important if you consider It was coming with a Render like Arnold and ICE was knocking in the Door...
@@migovas1483 I always loved XSI, started off with the old SoftImage so it will always have a soft-spot in my heart! However, xsi had it's issues and was clunky for a lot of things, but it did have a lot of things that were ahead of it's time like ICE. But I was so disappointed when autodesk bought it and then shelved it, that was tragic.
@@durvids474 it wasn't perfect, but when was good, was Good!
Lightwave 3D is still on the market and in use, especially in the Eastern Markets. It was just picked up by Lightwave Digital. Softimage however is dead and has been dead for a while. Also, Lightwave still uses perpetual licensing, not subscription.
So the only true argument is that it has been industry standard for a long time?
I understand that some have student debts, company investment and special pipelines dedicated to this software. It's a sunk cost fallacy that you need to get away from as soon as possible.
If you look at the actual trajectory of 3d software, it is getting replaced bit by bit and have been for a long time.
When it's comes to features it's simply behind in development, not to mention slower to use in all the fields it covers.
I would learn Maya, but i can never find a crack of it that works lol. And i really dont wanna drop $250 a year on it, not knowing if ill even like it or be able to learn it.
Blender does everything Maya does, and it's free. The Maya community is panicking and this video is proof enough.
@@trodat07 no one is panicking
This is soon going to change......
I think I’ll start with blender maya is just to costly I mean I can afford a month but I’m stingy with my money
i really dont understand the anti maya slander, maya is a great piece of software, sure the price ok what ever, its the internet search around matey ;)
but the continuous bashing of it from, and lets not kid ourselves, "the blender users" yes you know the type, its uncalled for
both can be great, and both shine in different tasks
the best thing for everyone is to learn the strengths of each and use them TOGETHER, why do you think studios have pipelines of different softwares ??
Maya still the best❤
Oh maya, got introduced to it at version 4, fun software
Houdini 19 20 animation and rigging tools will make companies change software, sadly artist already have done pipelines around Maya and they keep wasting time there
I really love 😂 how this guy closes his videos... see you in the next one...the way he says it 😂
any car course?
AI will replace all of this in ayear or so....there will be just promptists:)
Bro you took it to the next level
AI mishmash art and call it a day, not gonna replace humans it's just speculation.
@@quakebox it wont replace humans but it will make spending years aquiring a drawing or 3d skill somewhat questionable.
Blender
And why Maya can't replace Houdini ...
Sitting too long on computers for Animators can cause Kyphosis. Be careful and stay healthy.
The day I see vfx level stuff from blender. I will give blender a chance
there is tons of it just need to look for it!
I'd like to see Maya VFX shots without tools written in-house in major studios or needing half of it done in Houdini and Massive and then a ton of compositing tricks in Nuke but Maya taking all the credit. Even in this video there are MAX and Houdini shots.
I always watch your content
Vill you make videos about element3d
And realusion character creator?
No studio will touch you if you use Blender?..hmmm, not sure about that one,that may need some fact checking.
I have 7 years of experience. Never had a job offer that required blender. Only Maya, facts...
@@ionadolidze8954 Perhaps that may change as blender in terms of developement is increasingly leaving the others standing ..that appears to be a fact
Maya has crashed more in one hour that blender has in the eight years i’ve been using it
Ive been a maya user ever since i started learning 3D graphics in my uni. But Blender is insanely superior when I started to learn and use it professionally imho
It will be dethroned if it continues it's outrageous price.
uhh no lol the price is reasonable you know how many studio licenses have maya and 3d max lol more money they get more they can add to the software.... lmao it will always be industry standard
I use maya because i hate blender
Everything declines
Love all the other former Maya users who use Blender *expertly* now coming out in force on this one. I'll take Blender over Maya for character rigging and animation; cloth, hard body, soft body and particle physics; modeling, sculpting, environment creation, compositing, non-linear animation and rendering. The only thing I miss from Maya is object specific lighting.
Still quite the joke if i see people are defending Blender lol.. noo Blender is better!! Uhh nooo!!. blender isn't better.. its the same if i would say windows is better then unix/lunix.. still its a OS system, or nuke vs after effects. I going to explain for all the noobs who are defending low 3d software applications.. because all the blender users 99% are just modeling a simple object and saying I m a real artist and this software is the best umm nope.. blender can make simple 3d animation and also simple models also great tool for learning 3d modeling and animation but.. if u gonna make a complex fluid effect with an full complex cgi model.. simple example spiderman 3d sandman.. or jurrasic park full muscle moving system blender can't handle it it looks like crap then and its not made for that high complex building so for the noobs blender is great but only for simple stuff also realistic deforming in a script with complex rigging is impossible with blender thats why big studio's like wetta and ilm and others don't use blender.. but great tool for simple starting in 3d arts