![]() ![]() I decided to limit the question to the companies who are currently the cutting edge of video game graphics, but who would that be? A quick search for "Best looking games of 2016" saw a few titles consistently mentioned. So What Software Does the Best Game Studios Use? If you find a pattern in what the great studios are using, that might actually hint at which package is the best. Even then I'd recommend you chose what you'll be likely using in future jobs.Īs grim as the word "forced" may sound, it's not necessarily a bad thing. There are rare times when you do have a choice, such as during your learning stage and solo projects. It doesn't matter if you prefer one package over the other if it isn't your choice to make. When you're working for a company you are unlikely to chose software yourself. Use Whatever Your (Desired) Company is Using I strongly believe all these answers are wrong and would like to share the rule which I go by. And finally, attempting to answer the question with an incredibly specific comparison about a tiny portion of the software, completely overlooking any bigger picture. Claiming that the question is as pointless as "My religion is holier than yours!". Discarding the question as a duplicate, referring to an ancient 6 year old thread. The answers found around the web (that I myself once believed in) usually falls into the following categories. Today I want to share a very simple answer to which 3d software is the best. Al thought a great question, I the answers are less great and often misleading. I guarantee you can find it somewhere.Since the dawn of human times the topic of 3ds Max vs Maya has repetitively shown up around the web. I personally would recommend looking to see what games you want to copy yourself, or join their workforce, and look up what tools they are using. I got to talk to the technical director for naughty dog, and hes using blender mainly these days, albeit an incredibly scripted version of it. Having said that, almost no big companies use blender, and blender's "out of the box" toolkits are pretty bare bones in my opinion, but you can script in most of what you need very easily in Python. Blender is as dependable as zbrush and painter, which is very. I have maya crash on me regularly, and even hard corrupt entire file structures on very powerful computers. ![]() Blender is free, and most importantly of all, SUPER stable. Modo is super powerful, but it is also much more different than maya, 3ds max, and blender, and you will not know how to use the other softwares if you use modo first. ![]() The biggest differences that stick out to mind are 3ds Max's Modifiers as opposed to the attribute editor/Channel box in Maya, Maya's objectively better animation toolkit, 3ds Max's AMAZING turbosmooth modifier, and Maya's slightly more advanced generation tools and modelling toolkit. Before the autodesk merger, they used to be fairly different, but they have slowly morphed them into the same product. In terms of their differences, Maya and 3ds Max are almost identical. If you are going indie, I highly recommend blender, if not then Maya for the more robust animation suite. Modo is almost unused, but that is due to habitual biased, a fairly different workflow (mostly procedural generation tools), and a high upfront cost for beginners (which to be fair maya and 3ds max are also incredibly expensive, but at least they have a 100% free full version for students for 3 years). ![]() If you want to join the industry, and work for the AAA companies, the current ratio from what I've seen is 60% Maya, 35% max, and recently Blender has been gaining some small traction. I would argue those are the 4 main packages that most people are using for development in general, with Modo probably being the odd child out. I use Maya personally, though I also used Max for 2 years and have touched Blender and Modo a couple of times. ![]()
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