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Author   Topic : "Complete switch to Maya in the game biz?"
Lunatique
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Joined: 27 Jan 2001
Posts: 3303
Location: Lincoln, California

PostPosted: Tue Nov 13, 2001 10:03 pm     Reply with quote
I'm taking a year off from games to work on my demo reel. It appears that MAX will be phased out in the next year or two, and the whole industry will be switching over to Maya. Part of it is probably because the next generation platforms require more intense graphics.

So, all of you fellow game biz kids(and if you are not in the industry, please don't answer), does it seem that Maya will be the dominant software for games?

I'm asking because if that is the case, I'll drop MAX from now on and concentrate on making my demo reel with Maya.
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frostfyre
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Joined: 20 Feb 2001
Posts: 133
Location: Boulder, Colorado

PostPosted: Tue Nov 13, 2001 10:31 pm     Reply with quote
I can't see Max being phased out completely. There are still more jobs in games wanting Max users than Maya users. The two applications have very similar capabilities, especially with Max 4's new (purchased from A|w) IK system. Essentially, from my own experience, what matters most is not what software you're using, but how well you are using it. I've seen plenty of awful demos done with high end 3D packages, and I've seen a few good ones from any package. I've even hired people based on their 2D. So long as you're able to generate beautiful results, you should be able to find a job without too much trouble.

[ November 13, 2001: Message edited by: frostfyre ]
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Lev
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Joined: 25 Apr 2001
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PostPosted: Tue Nov 13, 2001 11:06 pm     Reply with quote
No, I don't see max being phased out by maya in the games industry in the next 2 or 3 years, where did you hear this? Max can handle high poly stuff just like maya can, max 4 has good poly/box modelling features and its IK is now similar to maya as well, and max is much less expensive than maya which gives it an even better chance of being chosen over other software. That and gmax which is a toned down max which companies can ship with their products for their game community to build on their game!
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edraket
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Joined: 18 Sep 2001
Posts: 505
Location: Rotterdam, The Netherlands

PostPosted: Wed Nov 14, 2001 1:14 am     Reply with quote
I'd say you just make your reel in the package you are most comfortable with. And then take a course in the other package and maybe practise a little with the other one. Then just put both on your resume.
I'd say the quality of your reel is more important than the software you use.
Don't you think? Don't go by rumors about software anyways. They change bi-minutely..

eddy
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Brain
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Joined: 26 Oct 1999
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Location: Brisbane, Australia

PostPosted: Wed Nov 14, 2001 6:02 am     Reply with quote
Work in what you're currently comfortable with, and perhaps slide in some time for getting to know Maya a little, if possible (if time and money/access permits).

If you get hired by a company who uses Maya, there's a fair chance they'll be fine with teaching you how to use the basics of it. I know a few traditional animators who work for companies, and they had little knowledge of the package. The company gave taught and gave them time to learn to the package. If you're good at what you do, this is a minor thing.

My 5 cents.
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Ztiev
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Joined: 12 Nov 2001
Posts: 33
Location: Utah

PostPosted: Wed Nov 14, 2001 1:16 pm     Reply with quote
I don't think Max will disappear, by any means, but it's already dominating the games industry. And I know I'm going to get flamed for this, but Max is developing in the direction of "bargain Maya clone." And that hurts their marketability. I've used both for years, and Maya is the better package for more experienced artists, IMHO. But not by enough to drop what you're comfortable with. If you're just putting together a demo, go with what you're good with. If you're looking long term, there's much to be gained by learning additional software. The things you've learned about Max will (mostly) carry over, and having known it will give you an advantage. Maya and Max work on slighty different principles, and knowing how both get the same jobs done by differing means will make you better in both packages.
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gh0st
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Joined: 12 Nov 2001
Posts: 39

PostPosted: Thu Nov 15, 2001 11:54 am     Reply with quote
Actually very few companies are concentrating with Maya purely (such as Sony/Verant), instead, most companies prefer 3D Studio Max. And where you think that Maya is more powerful for games than 3DS Max is, is pretty absurd.

Max can do everything that Maya can, the only areas it lacks at are Rendering (but Maya's renderer isn't to write home about either) and animation system. Rendering is almost non-issential to games and with Max4's improved IK, the differences in animation become almost irrelevant, but 3DS Max has a smaller learning curve and larger game support (plus it's $10,000 cheaper.. ) which makes it an a lot more favorable option to Maya.

Although, it helps knowing a bit of each package so if a company forces you to use their preferred software, you aren't left out. But again, use whatever you're more comfortable with.
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StrangeFate
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Joined: 20 Feb 2000
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PostPosted: Thu Nov 15, 2001 11:54 pm     Reply with quote
hmm yeah, i don't see max phasing out either.
Newer versions will just adapt to what the industry needs.
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napalm
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Joined: 09 Feb 2000
Posts: 326
Location: Brooklyn, NY, USA

PostPosted: Fri Nov 16, 2001 12:15 am     Reply with quote
<sniff> my Softimage-lovin' ass pretty much got phased out a while ago.. :P

I'd say give Maya a try, it'll also qualify you for more jobs in related film/tv effects industries that largely use Maya. And like other people have said, it doesn't so much matter which package you work in as long as the end-result is stunning.
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