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3ds, plugins and the Maya
show user profile  9krausec
This is not a verses thread between Maya and 3ds... This thread is to discuss what Maya and 3ds can do right out of the box..

I keep hearing 3ds is highly plugin dependent and from what I collect Maya is more inclusive of a program although you could use plugins 'n the like.

Is this a true statement? Anyone have any experience with both? I hear the particle system out of the box it better with Maya than 3ds (stuff like that).

Need to choose one or the other with Vray for the next few years at work and I won't have a budget to go out and buy plugins whenever I desire. That being said, I'd rather stick with 3ds because it's what I'm familiar with, but if Maya won't be so restrictive long term, then I'll learn it.

Thanks Maxforiniums.

- Portfolio-

read 621 times
5/19/2014 4:54:19 PM (last edit: 5/19/2014 4:54:19 PM)
show user profile  Garp
Considering how both programs are currently developped, maya seems a much safer bet for the future.

read 616 times
5/19/2014 5:13:32 PM (last edit: 5/19/2014 5:13:32 PM)
show user profile  9krausec
That's what I was thinking... But I just wanted to see what all of you thought because I wasn't ready to give up 3ds on a whim.

- Portfolio-

read 603 times
5/19/2014 5:39:24 PM (last edit: 5/19/2014 5:39:24 PM)
show user profile  Error404
Hm.... I'd say just the opposite really. I think 3dsMax is probably better out of the box than Maya is. Maybe it depends on the type of stuff you do. Though I haven't used 3dsmax in years. -

read 591 times
5/19/2014 6:42:13 PM (last edit: 5/19/2014 6:43:08 PM)
show user profile  khamski
I am curious how many maxforumers use max as a main tool?

I still do. Although some parts of the work went to zbrush.

read 589 times
5/19/2014 6:43:31 PM (last edit: 5/19/2014 6:43:31 PM)
show user profile  LionDebt
My workflow mostly involves zBrush + TopoGun + xNormal + Photoshop these days. But I would never have gotten to where I am now without learning the fundamentals in Max beforehand. I mostly use Max for texture baking, rigging/animating and low-poly or hard-surface jobs...
read 578 times
5/19/2014 7:34:32 PM (last edit: 5/19/2014 7:34:32 PM)
show user profile  digital3ds

Max can handle 100,000's more polygons than maya can - especially if you are even considering moving the time-slider at all

Max is more stable - I can leave Max open open for 2 weeks straight without any issues - Maya crashes on me at least twice a session - Maya is also prone to double edges and double vertices

Polygon workflow is much better in max

Unrwap UVW modifier is better

I prefer pFlow to Maya's particles for anything remotely advanced, although nParticles do run faster in the viewport

Rigging is better in max. So is animation.

Maya has some fluids stuff and a lightning bolt preset. 8 /

Maya integrates really well with Nuke. 8 /

I think if you're a company like Disney, or w/e, Maya is a better choice because you can easily have your programmers re-write it and other software to fit into your pipeline. But if you're using Maya "out of the box" you're better of with Max. If you need fire buy FumeFX - it's better than Maya's fire. If you need fluids buy Realflow - it's better than Maya's fluids

Dynamics are better in Max too
- Mike Sawicki

read 573 times
5/19/2014 8:00:05 PM (last edit: 5/19/2014 8:01:18 PM)
show user profile  9krausec
I won't be modeling, I'll be working with heavy CAD data exported from Solidworks via PolyTrans (I think I'll do Polytrans)..

Most of my stuff will be still renders of fitness equipment in various environments. I'll probably have to do some other animation stuff for special occasions.

3ds max it is... lol. That's the answer I was sort of phishing for anyways. Unless anyone else wants to add any comments?

- Portfolio-

read 572 times
5/19/2014 8:07:16 PM (last edit: 5/19/2014 8:07:16 PM)
show user profile  br0t
I think you are in a good situation with max when doing work as you described.

I'd never thought I would defend Maya in an argument, but:

"Max is more stable - I can leave Max open open for 2 weeks straight without any issues"
Sorry, no. Nope. Especially not with heavy scenes, animation, cloth simulation, particles and so on. If I'd gotten a dollar everytime it crashed on me, I ... well I'd have lots of dollars now!

"Rigging is better in max. So is animation."
Can't agree with that. Never did any rigging in Maya, but some animation and I do know people making a living out of it who also know Max. They prefer Maya by far. Also what I have seen what rigs people are creating in Maya, it is quite stunning.

never get low & slow & out of ideas

read 555 times
5/19/2014 9:21:24 PM (last edit: 5/19/2014 9:21:42 PM)
show user profile  Error404
I think I'd have to agree with br0t, Maya is actually fairly stable in my experience.

Even with some convoluted stuff going on, and alot of custom programs/scripts happening at work, Maya is usually pretty stable. One thing that really bogs it down though, is the number of connections in the scene. You can have a few very heavy objects in the scene, and it's fine. but if you have TONS of smaller objects and connections, it slows maya down alot. It's the connections, not the poly count that seem to affect it.

I don't really do animation, so I can't comment on that. -

read 554 times
5/19/2014 9:55:23 PM (last edit: 5/19/2014 9:56:16 PM)
show user profile  digital3ds
I use both for rigging and animation... I like how precise Max is, Maya feels sloppy to me

Max pre 2014 was crashy - I think Max 2014 has crashed 3 times since I installed it

Maybe because I started with Max? idk, i luvs it
- Mike Sawicki

read 551 times
5/19/2014 10:02:35 PM (last edit: 5/19/2014 10:03:13 PM)
show user profile  9krausec
3ds or maya will do what I need it to do for the time being.. I'm reaching a bit into the future right now as far as animated shorts I'd like doing for the company... Stuff that might involve some VFX n' the like. Who knows? I might have a budget in a year and can afford to get what I need...

Sounds like although Maya may come with some VFX features that 3ds max has the features won't stack up to plugins that are made specially for such things (obviously).

So yeah, just planning for the future right now cause I can't keep on using keyshot or I'm going to go crazy.

Edit: Here's a question that has been on my mind. Why do ArchViz guys seems to take to 3ds more? Just wondering... Like I said, I know you can't say one program is better than the other, they do the same...

- Portfolio-

read 547 times
5/19/2014 10:17:16 PM (last edit: 5/19/2014 10:38:35 PM)
show user profile  donvella
To answer your first question Out of the Box - they both require plugins and custom scripts to do production work. Max has better modelling tools, quite good particles pflow/superspray etc. Maya has better viewport speed and great for animation/rigging - you can do amazing rigs in Maya compared.

Both crash as much as each other really. In fact, Im using 2014 and it crashes about 4 times a day. Im doing heavy production stuff with lots of point cache and things but its still buggy as crap.

Max is far better suited to CAD work and Architectural stuff or environments. Maya is a better environment for characters. Both are as capable as each other but they both lean in those directions.

Id agree with br0t aswell.

Also, if anyone can answer this would be great to know - does Maya use more then 1 CPU for most tasks? Most irritating in max is using scripts, xref scenes, import, file load, file save, plfow etc all use 1cpu only.

read 532 times
5/20/2014 1:58:19 AM (last edit: 5/20/2014 2:12:57 AM)
show user profile  9krausec
Why is max better suited for CAD? Cause that's huge for me right now.

- Portfolio-

read 525 times
5/20/2014 2:29:40 AM (last edit: 5/20/2014 2:29:40 AM)
show user profile  luxxeon
"Why is max better suited for CAD? Cause that's huge for me right now. "

Because it's workflow with splines and spline data is slightly more robust, and easier to manage. Also, the ability to work non-destructively in the modifier stack (edit poly stacking, and ability to quickly "shut off" modifiers) makes it very powerful for displaying multiple scenarios of a model. IE., you can show examples of what a particular design might look like with or without certain features simply by shutting off an edit poly in the stack, or controlling the topology with modifiers. Maya can do similar things, but it's much more laborious, and requires involved melscript interaction.

My Youtube Video Tutorials:
read 519 times
5/20/2014 4:20:24 AM (last edit: 5/20/2014 4:20:24 AM)
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