Looking for opinions and recommendations on these 3D software packages. I have used Modo in college classes and it was very user friendly, but from what I understand it has more limitations than Max does. I am wanting to learn and improve my 3D skills, I don't yet work professionally, but hope to in the future. Is Modo making its way into the gaming world or does it serve better purpose in the product design world? I know that maya and max have been the most prominent for a long time, but I was wondering if any game companies are starting to use Modo. For anyone who is familiar with both packages, would you say that 3dsMax has a higher learning curve that Modo? Also, is it possible to import models into the Galaxy Editor with any program other than 3DSmax?
Hello,
I think may be able to help you with a few of your questions.
I work in animation for a production company that does animated features, they also produce their own games based off their properties (mainly iPhone/iPad app dev and web based games.) I personally have never dealt with Modo, so i would be unable to give a comparison on that, but I have had experience with both 3DSmax and Maya.
judging by the UI and toolset from google images and reading about Modo on their website and wiki, it seems like its more of a Sculpting tool similar to ZBrush or Mudbox, but with utilities for animation and the ability to directly edit the mesh. Thats just first impression.
Almost all 3D for animation revolves around Maya. I will occasionally get emails from friends in the industry about studios (nickelodeon, warner bros, disney toon) looking for 3D artists/animators/directors with either a Degree or 3-5years experience in Maya or Maya preferred.
Games are a little bit more lenient. most that ive seen use OBJ format or a variation of such. I think alot of game developers use Max because they are developing on windows systems (max is windows only).
For me, Max took about a good week to learn the basics, and a few months to learn how to troubleshoot problems. The biggest hassle was the hotkeys, certian hotkeys would lock you from editing other parts of the model, hide the handles, lock camera etc. I think this is what deters most people from Max. If you have any photoshop experience, max is similar to PS as in the modifiers work like layers. a Modifier will effect everything below it on the list and not above it (with some exceptions.) like anything once you know how to access the tools it goes alot faster.
Maya i learned in about 3 days to get a good grasp of how the systems worked. its nice for doing models without worrying as much about poly count. the bonerigging and animation tools are ALOT nicer than Max. the most intimidating thing about Maya is there is 100 ways to get to the same tool. spacebar, toolbar, ribbon, right click, all pretty much can get you to what you need.
The video game industry is vary harsh, most companies will hire alot of modelers/designers/painters and lay them off (after about 4-8 months of work) once the game is close to publishing. In games its great to have multiple skills, not only will you get more work but if the game developer starts doing cuts they will most likely keep the person who can take a project from concept to completion rather than someone who just excels at one thing.
I would recommend building up skills with both Modo AND Max (if you want to go into games.) looks better on a resume and shows flexibility.
To answer your last question, yes and no. lol. the only 3d program at the moment that can export custom M3 is Max, and StarTools has been stated that it will only be for Max when it comes out. HOWEVER you can import other formats into Max. there is an Exporter plugin for Modo that will do FBX format.
FBX retains material, mesh and animation. With some slight tweaks you can have any model created into a m3 ready model.
you would need to update:
-Making sure all objects are Editable Mesh
-Syncing animations with M3 sequence
-Converting Textures to Starcraft 2 Materials
-Adding any attachment points
@ZombieZasz: Go
First let me say thanks for all the info! Modo does have some great sculpting tools, but also has some great modeling tools. I've used Maya before, and while I was able to learn the basics, I did feel a bit intimidated by the excessive interface. I found Modo to be much more user friendly with much more Intuitive UI. Modo also has some cool animation tools, although I believe their animation package is still under development. Modo also features on the fly rendering with can help with much quicker iterations.
As far as the export to m3 goes, it seams that I would have to still own both 3ds max and Modo if I wanted to do modeling in Modo, correct? On another note, I am a mac user so I guess I couldn't use Max if I wanted too. Unless it works with bootcamp?
As far as the export to m3 goes, it seams that I would have to still own both 3ds max and Modo if I wanted to do modeling in Modo, correct? On another note, I am a mac user so I guess I couldn't use Max if I wanted too. Unless it works with bootcamp?
Correct, you will still need 3ds max for the final rendering. You will probly have to find a plugin for Modo that can export your project as .MAX or .FBX.
3ds max is Windows exclusive, so unfortunatly you will need either Bootcamp or an alternative program called Parallel Desktop
( http://www.parallels.com/products/desktop/http://www.parallels.com/products/desktop/ )
wich allows you to run Windows in a window on OSX.
Parallel can be a little slow depending on how much of your computers rescources you allocate to it.
Looking for opinions and recommendations on these 3D software packages. I have used Modo in college classes and it was very user friendly, but from what I understand it has more limitations than Max does. I am wanting to learn and improve my 3D skills, I don't yet work professionally, but hope to in the future. Is Modo making its way into the gaming world or does it serve better purpose in the product design world? I know that maya and max have been the most prominent for a long time, but I was wondering if any game companies are starting to use Modo. For anyone who is familiar with both packages, would you say that 3dsMax has a higher learning curve that Modo? Also, is it possible to import models into the Galaxy Editor with any program other than 3DSmax?
@Southpaw444: Go
Hello,
I think may be able to help you with a few of your questions.
I work in animation for a production company that does animated features, they also produce their own games based off their properties (mainly iPhone/iPad app dev and web based games.) I personally have never dealt with Modo, so i would be unable to give a comparison on that, but I have had experience with both 3DSmax and Maya.
judging by the UI and toolset from google images and reading about Modo on their website and wiki, it seems like its more of a Sculpting tool similar to ZBrush or Mudbox, but with utilities for animation and the ability to directly edit the mesh. Thats just first impression.
Almost all 3D for animation revolves around Maya. I will occasionally get emails from friends in the industry about studios (nickelodeon, warner bros, disney toon) looking for 3D artists/animators/directors with either a Degree or 3-5years experience in Maya or Maya preferred.
Games are a little bit more lenient. most that ive seen use OBJ format or a variation of such. I think alot of game developers use Max because they are developing on windows systems (max is windows only).
For me, Max took about a good week to learn the basics, and a few months to learn how to troubleshoot problems. The biggest hassle was the hotkeys, certian hotkeys would lock you from editing other parts of the model, hide the handles, lock camera etc. I think this is what deters most people from Max. If you have any photoshop experience, max is similar to PS as in the modifiers work like layers. a Modifier will effect everything below it on the list and not above it (with some exceptions.) like anything once you know how to access the tools it goes alot faster.
Maya i learned in about 3 days to get a good grasp of how the systems worked. its nice for doing models without worrying as much about poly count. the bonerigging and animation tools are ALOT nicer than Max. the most intimidating thing about Maya is there is 100 ways to get to the same tool. spacebar, toolbar, ribbon, right click, all pretty much can get you to what you need.
The video game industry is vary harsh, most companies will hire alot of modelers/designers/painters and lay them off (after about 4-8 months of work) once the game is close to publishing. In games its great to have multiple skills, not only will you get more work but if the game developer starts doing cuts they will most likely keep the person who can take a project from concept to completion rather than someone who just excels at one thing.
I would recommend building up skills with both Modo AND Max (if you want to go into games.) looks better on a resume and shows flexibility.
To answer your last question, yes and no. lol. the only 3d program at the moment that can export custom M3 is Max, and StarTools has been stated that it will only be for Max when it comes out. HOWEVER you can import other formats into Max. there is an Exporter plugin for Modo that will do FBX format.
FBX retains material, mesh and animation. With some slight tweaks you can have any model created into a m3 ready model.
you would need to update:
-Making sure all objects are Editable Mesh
-Syncing animations with M3 sequence
-Converting Textures to Starcraft 2 Materials
-Adding any attachment points
Formally Kinkycactus
Never even heard of "Modo" until this thread.
Currently, I'm fairly certain most game development companies only use a combination of either 3DS Max or Maya.
@ZombieZasz: Go First let me say thanks for all the info! Modo does have some great sculpting tools, but also has some great modeling tools. I've used Maya before, and while I was able to learn the basics, I did feel a bit intimidated by the excessive interface. I found Modo to be much more user friendly with much more Intuitive UI. Modo also has some cool animation tools, although I believe their animation package is still under development. Modo also features on the fly rendering with can help with much quicker iterations.
As far as the export to m3 goes, it seams that I would have to still own both 3ds max and Modo if I wanted to do modeling in Modo, correct? On another note, I am a mac user so I guess I couldn't use Max if I wanted too. Unless it works with bootcamp?
@Sephiex: Go
"Modo" although not very mainstream, is a very powerful program. Luxology - Modo
@Southpaw444: Go
No Prob, glad to help :)
Correct, you will still need 3ds max for the final rendering. You will probly have to find a plugin for Modo that can export your project as .MAX or .FBX.
3ds max is Windows exclusive, so unfortunatly you will need either Bootcamp or an alternative program called Parallel Desktop
( http://www.parallels.com/products/desktop/http://www.parallels.com/products/desktop/ )
wich allows you to run Windows in a window on OSX.
Parallel can be a little slow depending on how much of your computers rescources you allocate to it.
you can get a free copy of 3ds max by enrolling in Autodesk's student program (https://students.autodesk.com/https://students.autodesk.com/)
Formally Kinkycactus