And then proceeds to say the software won't hang for ten seconds on an undo in a large scene, like bruh the amount of times that Maya itself has either straight up crashed from an undo, deleted the undo queue or turned it off altogether I can't even count. From what I can gather from people I've spoken to who've used Maya for a long time it used to be a lot more friendly and since then given a lot of it is built on plug ins, has gotten worse and worse.
My dad start using blender as a hobby too when he's about 45 and I got really interested about it , and since I was 10 I started using blender now I'm 13 and I teach my dad about Blender most of the time 😂 I made really stupid tutorial on my channel and I get really embarrassed and ashamed by it because I used to be soo bad at Blender and now I get so much better 😊
I learned Maya 10 years ago, and while i love it due to it being my first 3D software, it still suffers from many of the same issues I encountered over a decade ago (crashing, modeling tools not working properly). While I have currently been using 3DSmax at my current position at my employer due to their substantial amount of resources and plug in development, the release of Blender 2.8 caught my attention, and as of 2.9x all of my personal projects are done in Blender. It is important to note that even though many major studios use Maya and Max in their pipeline, as long as you express outstanding skills in your field, they will not care which software you used to create your artwork and are often times more willing to train you to their specific pipeline production. The Fundamentals are the same across any software, the most important part is dedication to the craft and experience.
Yeah, but a studio wont include Blender in their 3D Pipeline because of the open source policy and no support. For personal projects its absolutely fine but I dont think blender will be a thing in the Industry until it becomes a paid software and is better suited for big production
@@Borsilive We recently hired a new shading guru at our AAA studio who uses Blender exclusively to create shading master nodes for our game library. This also led to our production team to adopting Blender into the shading pipeline. This changed how many people at our studio saw Blender. Other smaller studios already use Blender and some larger outsource studios will let artists use whatever software they are comfortable with to produce efficient results. Will this change the multibillion dollar industries who have pumped tons of cash into Autodesk software and their exclusive plugin production? Probably not, but these baby steps are important to innovation
@@Borsilive Most studios have computers that run on linx which is open source. The problem isn't it's open source the problem is that the lack of industry testing which will naturally get better over time.
For my Studio, we use Blender all the way, but It very difficult to find 3D Artist who know well Blender here in Montreal Canada. Almost all students here learn in those industry standards software, because they wanna work at big studios like Ubisoft, etc. I hope more people learn Blender in the future, and more schools start to teach it alongside of those other 3D software.
@@Chmetterling Maybe, but I think it's some artist who prefers to use blender instead. Blender is just optional if you wanna work there. If you want go to work there, they'll expect you to know those industry standards software.
@@captainpawpawchannel Yeah, but the Industry standard wont change (And that is good) and the people who really wanna work at the big studios will learn maya.
@@Borsilive Im pretty sure that the standards will change as time goes on. probably will take some time but seeing as blender is improving at a really fast rate, so will the adoption of the software for industries eventually and then tools will be made to improve blender and make it even more streamlined. I mean if it can manage to become as efficient in animation and texturing down the line, Im sure companies will adopt it to their workflow as it is free and more and more people will have the experience of blender. For sure not saying other softwares are bad or anything I am myself considering learning those as I wanna get into the gaming industry one day. But I can see how blender could be a major player in the future.
I learnt Maya first, when I was at my 3D school, but had to go to Blender to make some simple clean modeling and UV unwrapping in less than an hour. This is how I really started to learn Blender. I was learning it on my own, and still, I improved better in 3D this way than by using Maya with real teachers. Often, when a teacher told me to do something like this in Maya and not otherwise, I was asking: "But can't we do it more simply? It's long and illogical this way", the answer was no. I try to find another way, but the teacher was right, it's like this, not otherwise. I open Blender once I'm back home, make a test and finally notice that "Yes, it can be done more simply, just not in Maya." Like, for example... scaling the whole character from its "Root" bone or edit the position of the joint after we made the skinning process. You said that Maya was mostly used for big productions because it was better for that, better for heavy scenes... As for the heavy scenes, it's not wrong. But with some optimisation, it's not a big deal. But from my own experience, Blender is not used for big productions because 3D softwares, even Blender, are very complex softwares. So... teachers had learnt 3D with Maya cause, some decades ago, Maya was the best software. Then, they teach 3D to their students with Maya. Then the students become professional and teachers used to Maya, etc... Plus, the biggest studios like Dreamworks, Pixar, etc... are using Maya, so that point, plus the fact that all 3D softwares are very complex to learn... it should be better if we teach just Maya at school, right? Each time I asked a teacher or a student what he thought of Blender, the answer was "Well, it's not a good software." Then I ask: "Did you try it?" And the answer is: "No... But if no studio uses it, it must be bad". That's the real major problem. Nobody takes Blender seriously for big productions because too few professionals and teachers really tried to learn it seriously. And if only a minority of employees in studio knows Blender, then what's the point to change what the studio is used to use for years, maybe decades? At least, that's my feeling from my experience (and sorry for the long comment).
@@flonkplonk1649 Not everyone, but from my experience and personal feeling, there are too many who are already. And the ones who are not are powerless. When you enter in a studio and all the artists use Maya or 3DS-max, you also use the same software or you can go find a job somewhere else... Or at least TRY to find a job somewhere else. Because if you don't like to use 3DS-max or Maya, good luck to find a job. Most of the professional 3D artists I talked to and who seriously learnt to use Blender LOVE to use Blender. And not because it's free (even if that's already a good reason).
@@Artaingus I'm a former 3ds max user and i know in the game industry 10 years ago, when i was working there for a short time, almost all were using 3ds max... I'm really happy i switched to Blender 5 years ago! There's no need anymore to buy something like 3ds max or C4D nowadays.
@@flonkplonk1649 Oh, I see. Well, in a way, you prove my point. At least partially. Since you seriously tried to learn Blender and say you're really happy to have switched to it. And in 10 years of knowing the game industry, you didn't meet professionals like the ones I talked about? Who just don't want to learn or to try Blender, and still, say it must be a bad software? Also, if you didn't, that's maybe because you didn't ask. I was talking a lot about Blender, so that's probably why I noticed too many professional are that ignorant of Blender. Though, I realize now it was some years ago. Now, I often avoid the subject, but noticed though that the mindset had tended to change, especially since Blender 2.80 is out.
i love it when you said that in maya you can press undo in a big file and it not freezing for 10 seconds, because its true, it just crashes and messes with the file forcing you to go to a previous iteration that you saved before because it just does that. I´ve been working with maya for a while now and it feels like I'm brute forcing every single thing before a crash, and a week ago i started with blender and i cant believe how good it feels to actually enjoy 3d modeling
Honestly, if you're just learning to be an artist, that sounds about right. The principles of good modeling and animation are independent of software. But, honestly, you'd have to be very rich to justify the cost of Maya. Last I checked, it was $4,000.
Hehehehe, that's not how dedicated support work. They dedicate those to studios not individuals. Remember Autodesk doesnt sell to individuals but businesses
what worries me the most about the 'professional pipeline' is the cost. Blender is FREE, and as a solo artist i cannot afford so many monthly subscriptions.
The thing is that big producers won't change because it means switching all your employees to another software, so that's like an entire month with 0 productivity and a stoped project, but they still have to pay everyone. So they keep their expensive softwares. As a 3d student i am forced to use maya because i want a job in a company, if you are in freelance it's totally different as you work alone, than blender is perfect.
From learning Blender one of the benefits is that everything you create you own, can use commercially etc. The problem with Maya is that everything you create is locked by the license from Maya. So you can't sell or do any commercial work without paying for the commercial license.
Is that even legal 😭 in my country we have pretty good copyright laws that are automatically applied to EVERY work a person makes even if never publicly posted so that has to be so sketchy
I have never heard of such a thing, As a matter of fact, I heard quite the opposite, for example, it is written on the Blender website that if you create a script or plugin you don't own it and it should be free, the only way to make money from it is to charge for downloading service fee the script itself is free, which is absolute crap. but in Maya everything you make is your own.
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My answer to this question is always this: depends on what you wanna do. Wanna be employed at a company? You have better odds if you learn Maya. Wanna do personal or work solo? Learn Blender. Bottom line is, skills are interchangeable, if you are a great Blender artist you can jump on Maya pretty quick, same the other way.
You are right! I find very similar the shader nodes in Maya Arnold and Blender, is faster to make the change, is only find where are located options, objects, etc
I used 3ds Max for over 10 years, and transitioning over to Blender was NOT an easy feat. It was horrible enough to sometimes make me wanna tear my eyebrows out. Old habits die hard and I had to kill a lot of darlings to get there. But all it took was patience to be a beginner again and to discover a few Blender features that seemed like magic, and I was won over.
I think so too, Blender will be used in the Industrie because this is what new talent is already using. Houdini is used and will be used because its incredible good in everything thats counts at simulation. I dont even think Blender wants to compete with Houdini in this field.
@@AngryApple The problem as i see it is the constant updates and wanting to do it all. Does people relly need grease pencil? Why isnt that a seperate branch? This pathway is only leading Blender to be mediocre in every way. Capable but mediocre unless youre Ian Hubert who could make a blockbuster with MSPaint
@@thomashovgaard3134 thats simply not true, all these new features were born on different branches and first were only ideas. Because of OpenSource many people can work on completly different idead, help to improve others and if these things get so great they will be implemented into the master. Grease Pencil doesnt remove any dev ressources from other stuff because the developer wouldnt even do other stuff. And nobody needed grease pencil, but its really nice to see and its a really unique feature no other software currently has. The thing with blender is that so many people like you said this all the time and they were always wrong. You cant compare the combined power and creative mind of so many artists, developers and other people to something like Autodesk. Look how bad the UI was at first, it improved all the time and with 2.8 it is really some of the best out there for 3D in my opinion. The old grease pencil was just for annotations but people started to draw and animate with it, some guy even made a different branch and out of these idea the overhauld grease pencil was born to actually create a drawing and 2D Animation tool. Blender isnt like e.g. Maya were Autodesk is buying different Technologies and bloating up the software to a unstable point with a lot of bugs. Nearly all the code in blender is done from the ground up with sometimes completly different better or worse (fuck blende uv tool) aproaches. And what so many people always forget is that Blender is OpenSource, if there is a Bug a problem or a missing feature you could do it on your own. Youre not bound to whatever the api of a given programm can give you because you have access to the whole damn programm.
@@AngryApple absolutely. Couldn't agree more. Use whatever suits you the best. My point is that I don't see blender being standard anytime soon if not they find their niche.
@@ebonyshadow5182 well you can add it afterwards :D the funniest thing is then you delete the starting cube just to add it afterwards because you need it 😂
@@MacySpitfire I can't delete the cube. *ctrl a x* wait....where is my light!? I NEED THE LIGHT BACK! *restarts blender, figured out how to delete cube* fuck....🤣
I'm sorry, but during a job interview they'll laugh if you tell them you only know Blender. They don't care if you are from the third world and can only afford free 3D software. They expect you to know Maya for rigging and animation parts, Zbrush for modeling, sculpting, Houdini for simulation and substance painter for texturing, all of whom is given to you cheap at a univeristy.
@@bent172 tell that to my former employers who gave me a job where I mainly used Blender. Yeah I learned Maya, the Substance Suite, Photoshop, After Effects, Premiere and a bit of Cinema 4D in college but out of all of those softwares I have only used Blender, Substance Painter and After Effects professionally, and in my current job I only use After Effects so I'm not planning on using Maya in hopefully a long time
@@MntanAgreed. Saying they'll overlook someone with 3D talents because they've only used open source softwares...is like refusing to hire an illustrator because they've only ever used a certain brand of paper and ink. Your eye is what's valuable. If they want you to use a certain software, they usually train you for it. It means nothing if you only use industry standard programs if you suck lol
@@bent172 college barely covers these softwares, you only use them briefly for the course then you don’t touch them for years likely. Good luck building a good portfolio while busy with coursework and using unstable software that costs a kidney outside a university. You’re pretty much stuck with blender, period. I spend years learning 3D software and only got the opportunity every other quarter or even semester to use Maya. Now I have no friggin clue how to use it anymore it’s been too long, and I can’t afford it. Blender is my only option. Let alone keep up with the updates to Maya. I’ve used Maya plenty, but now I have no idea how to use it outside of extrude and scale. What good does that do me?
CGMatter now has The Burger Tutorial, which puts a focus not only on the basics but also a node-based workflow. It's definitely worth following up with that if you did a donut.
Don't limit yourself to one or the other. If you want an industry job you'll need Max or Maya, if you're a hobbyist or indie blender is the best free app there is, but all of them have crossover. At the end of the day, 3d art is 3d art. It's your ability to apply and adapt your skills that is most important.
Exactly, we have to be able to work in any software, even Big studios like Disney, they have their own softwares for certain projects, so we always have to adapt and learn
That's the bottom line, but it's not that simple. There's a lot of personal values that might make people want to use Blender and other libre software. That's part of why some Blender users feel personal attacked when people attack Blender, it's about ideas not capabilities for many people.
Yeah, I have been using maya and blender for 4 years, I prefer blender in almost all regards but I use maya at college now so have been using maya more. You want to be taken seriously, know your maya, if you want to make crazy personal projects that push your portfolio forward, use blender or a combo of the two, for instance, you can model something in blender because it is way better at modeling, rig and animate in maya and then render in either, as long as maya is in the pipeline, you are boosting some aspect of your maya portfolio material. I don't think anyone cares if you model in blender, it is essentially the same, what matters more is rigging and animating because if the company uses maya for that then your blender knowledge doesn't matter. I heard that a lot of studios have blender installed on their machines so yeah, if you model better and faster in blender, go for it, in most cases it does not matter. There will be things they want modeled in maya for their pipeline but a lot of props with no moving parts, speed is key so yeah. I hate modeling in maya, I can do it but I feel like I am wearing lead gloves because blenders workflow for modeling is just superior, to get maya to be even close to that efficient I need a ton of plugins and even then it is still terrible. Saying that, rigging and animating, probably going to stick with maya for a while until I have dominated it better, then I will explore blender as an option. By the time I get around to that, it may be even better than maya, still won't change a big companies mind or anything but little by little theyvare making the shift because it is making more sense. And for all the maya or nothing and blender or nothing people out there, you better get more flexible because being tribalistic is backwards thinking.
Another thing to mention is that even in the areas where Maya might be better, blender is still faster to work with. It takes a lot less keystrokes or precise mouse Inputs to do simple things like extrusion or bevelling and the interface as a whole is a lot more cohesive with shift/Ctrl dragging on sliders, dragging to expand multiple menus, keyboard shortcuts in all popup menus etc
I'm trying to go from blender to maya to work in game studios later and oh my god, it's so much slower than blender. Blender shortcuts make everything so much easier, especially moving/scaling/rotating which should be basic. I'm so sad that I'll have to switch 🥲
In college I was using 3D Studio Max (I know this video is about Blender or Maya), and in my final year of college I decided to combine animation and programming for my bachelor thesis (basically a Facial MoCap). 3D Studio Max was giving me so much problems with connecting imported data and facial bones. I got so frustrated and decided to just try using Blender even thought my professors were telling me that Blender sucks from the start of the college. In less then an hour I successfully imported the file and combined the data with the facial bones. So rather then trying to brute force the 3D Studio Max, I decided to delete 10 pages that had detailed description of how to do it using 3D Studio Max to rewriting it on how to use it with Blender. My professors weren't pleased that I used Blender. Still, the result was so good they still decided to give me the best grade. Now, I hate writing documentations, that can tell you how much I hated using 3D Studio Max.
The fact that people who are paid to teach you with their wealth of knowledge, had a problem with you using a superior software, all because they refused to acknowledge that it was better, really makes me think they should reconsider their teaching position. Telling someone something like Blender "Sucks" with no evidence of that claim really discredits that person and what they can teach you.
Regardless of what people say, more often than not, people prefer comfort over curiosity. You will see this attitude everywhere. Your "warning lights" should go off the moment people say something sucks and have little to no experience using said tool. People attach their self worth to their knowledge, so discounting things they know little to nothing about is common place.
Its sad how close minded professors can be. Its almost as if they are getting paid by said software to teach it lol. Thankfully they still gave you a good grade.
Don't forget guys that every new update version of blender will be free as well also we can always download the daily beta and alpha updates and the experimental Branches with new features, faster physics baking, faster rendering. The development fund is now much higher than it was for blender 2.7 and below, we can't go wrong with blender :)
And the new versions of blender are true updates. I always takes the new blender versions, while I'm still using 2017 version of the autodesk products and don't miss the features of the new versions. Blender is a software that restored my intesrest for 3d, a software that makes me excited again about the industry
I spent months learning Maya just to get hired into a game studio. First month in, the whole studio started transitioning into Blender. I actually got paid to learn Blender, which is sweet. I am never, ever, going back to Maya.
@@solaris5303 out of curiosity why do you think so? Also, Geometry nodes are still fairly new, so i feel like its true potential cannot be judged yet, since its in its early stages of development and no one has a lot of experience using it. Just to clarify I am a noob when it comes to 3D art, so I would really like to hear your opinion.
They're trying to catch up to the others and nodefy everything which is to be honest should have happened from it's creation because trying now to dig in old code and change core concepts is not going to be easy but I guess they didn't have the resources or man power to do it, that's why they started with Particle nodes then scrapped that for some reasons and started all over with Geometry Nodes then will go to the other parts(rigging, grooming, particles...etc). My biggest concern would be performance, Blender is notorious for having bad performance in general and with complex nodes things can get worse.
Being experienced with both programs (game industry 3d artist), Blender is definitely king of modeling and tools. In that area, it's like using a tractor (Maya modeling) compared to a sports car (Blender's modeling). At least in my experience. But Maya is king of rigging and animation, and Blender has to make some major improvements to compete in that area. In my opinion. Great video! *Edit - in summary, use the best tool for the job, and don't be a fanboy of any software. If you want to make the best, you take the best of everything.
Absolutely agree. Been using Maya for almost 5 years at the job and picked up Blender a year ago for home use doing concept art. Especially using the Heavypoly config for Blender, it makes modeling such a joy and a very different experience than in Maya. I'm way faster modeling in Blender than I am in Maya. When it comes to UV's, Maya has much more control tho. Anyway if you're a 2D artist and need a 3D software to support your work I'd highly recommend Blender over Maya.
I like Blender but I wouldn't say it's king at modeling at all, I have been using Maya for the last 20 years and I just used Blender for a full project since I want to veer away from Maya due to costs (and I really like eevee and cycles), but blender does have a lot of inconveniences for modeling that are a breeze to do in maya, most of the times you have to do some extra steps to achieve the same results. I also found the extrude feature to be very inconsistent and it can even deform the model while performing the extrusion (which is not good). UVs and re-topology are really terrible in Blender, which are a part of modeling too and are very important for texturing and rebuilding models. Also, to do simple deformations, in Maya you select the object apply a lattice, deform and apply and clear the lattice in one go, in Blender you have to manually create an object that would act as lattice, move, rotate, scale it to fit your object, apply the lattice modifier, deform, apply the deformation and then delete de lattice object manually, if you want to perform this often it becomes tedious. I think Blender excels at Booleans and sculpting (sculpting in maya is just the worst), also the modifiers are very interesting since they are non destructive until they are applied.
I think there are important points to talk about maya that this video doesn't cover. The most recent version of maya dropped python 2 in favor of python 3, many of the plugins the video points out no longer work in the newer version. This is an effective cost for any large company using maya professionally since they need to allocate resources to upgrade these plugins and in some cases it might even be impossible because not all teams have programmers or their plugins in question might be a third party plugin. This is one of the reasons why major companies are still using older versions of maya, specially perpetual licenses like maya 2018 and below. Combine this and the fact that blender is looking more attractive and some companies are taking a second thought and moving in favor of blender. Moving to blender certainly has a cost as well, but when you compare that cost with the cost of upgrading maya or it's plugins and when you consider that blender will no longer cost you more money in the future and you now understand why many are doing the switch. Also, I strongly disagree that maya focus and excels in modelling, it certainly excels in some parts of it, but having worked with pretty much all major 3d software I have to say that blender already took that crown years ago. Where maya truly shines is animation. That's the one thing that maya is still king and why you wont see a big shift in the movie industry in the near future. Another thing I disagree is the assessment that maya is production focused, all 3d software are. Maya is not special in this regard, the difference is that since maya and 3ds max helped define so many standards people would always use these softwares, even if that meant dealing with all the caveats that choice might bring, that's one of the reason why maya looks the same for almost a decade. The companies simply have a different strategy, and one is not better than the other. Blender focuses on finding new ways to improve workflows, even if that means re-inventing the wheel, while maya focuses on consolidating the existing one while adding shiny new toys on the side, even if that means that using said toys doesn't flow nicely with the rest of the software. Maya can't simply change everything because professionals expect it to function a certain way while blender actively tries to change things in search of something better even tho professionals hate change for changes sake. my two cents, use whatever software you like the most
They didn't really drop it you still have support for previous python version. They say so in the promo video itself. And one major thing that video somehow forgets to mention is that student version is free. And Indie license is something like three hundred bucks:) and bifrost, a huge, gigantic visual effects big deal type of thing that in some areas like Flame or explosion computation has better solvers than Houdini.
So many things wrong right there... In production houses (unless those tiny ones with 5 people doing simple stuff) there is always a programmer, also third party plugins (specially paid ones) get updated asap for every version and at no cost. Some times production houses wont update the software in order of not messing with current active production, they tend to do it between projects. I even do that when one of my 2D painting applications gets an update, I hold it until I'm done with the current active project just to avoid messing with my workflow if they modified a tool, that is common sense. Would like to know where you heard "major studios" still use Maya 2018 or bellow, just curious about where you got that info. No, Blender didn't take the modeling crown from maya because blender is not efficient at it yet, even less to be productive in most productions, not to mention UVs are pretty bad in blender and some of the modeling tools are a bit clunky. So that is mostly Blender fan boy talk. There are a lot of things that make Maya the best solution for most productions that Blender currently can't handle, for instance I can't see Blender handling something as a fully feature heavy pixar animation character, or a movie ready Hulk character, even less something like Godzilla. I had Blender crash several times trying to load or move around one of the demo scenes, which wasn't too complex anyway and some of the topology was really messed up when I exported it to other applications. Maya has never been the only tool used but it integrates really well with many others and it's easier to build tools inhouse to help solve problems, it also has remained consistent for over 20 years, and that is a very good thing, same happens with photoshop, it has been very consistent since it was created for a reason, the more consistent it is, the wider it will be used since you will get consistently proven results. Blender is trying to improve it's workflow because it has been an utter mess so far and not because they want to reinvent the wheel, so they are basically trying to get it to an industry standard in order to fit more effectively and that is why there has been more people trying it out since version 2.8 and not before that. Also Blender is the one adding new shiny toys to it instead of focusing on improving what they have. Would also like to know which shiny new toys are problematic in Maya. The funny thing is I could bet you have never used maya before.
@@j_shelby_damnwird It doesn't sound human. Like, it *does*, but listen to it again. Some of those sniffs sound really compressed, and they're all pretty consistent. I think this is text-to-speech AI.
i learned Maya in my university, it makes me interest in 3D so much. Love that software! After that i can't use Maya anymore since i already graduated, so i move on to Blender......because i can't afford to subscribe Maya monthly. But wow Blender blows my mind! Still using Blender now!
I've made a short animated film entirely in Blender and a short video game's whole asset library entirely in Maya. As I see it, the ONLY advantage Maya has over Blender is it's pipeline tools, mainly the ability to reference a Maya file in another Maya file to create a sort of hierarchy between files. This allows you to animate a character within a scene or several scenes, make changes to the character in it's original file and those changes will then effect all of your scenes. When I was working on my short film, I had over 100 .blend files, one for each shot, and every time I wanted to make changes to any of the characters, I had to then go back and reimport them into the scenes and copy the animation frames from one iteration to the other. Blender does have similar tools to Maya via the "Link" option, but it fails to allow the user proper control over physics and other important parts of a character rig, so I ended up not using it. Other than the things mentioned above, Blender is superior to Maya in every way. It's better for modeling, for rigging; It performs faster and crashes less often; It doesn't take hours upon hours to download and install; It starts up faster; The list goes on and on. Also, being open source means that a lot of people all around the world are constantly developing plug-ins, updates and upgrades to Blender, while Maya plug-ins tend to feel more like they're user-made patches to fix the program's issues. mGear being the most notable one - allowing for data-based character rigging instead of Maya's default asset-based rigging. A feature that Blender has by default. Anyway, nice memes and clickbait, but this video feels like it came from doing research on Google rather than having hands-on experience in either of the programs or working in the industry.
this hierarchy where you can edit the original and it edits everything automaticaly remindes me of the game engine "godot" where it has every object being called "nodes" and nodes are contained within a scene, but you can turn a scene into a node and use it anywhere you like and whenever you edit the original scene it edits the node version you placed anywhere else, honestly an extremely helpful thing
@@nesraspongx58 Game engines tend to be very modular. Unity has the ability to create and reuse prefabs which allows you to use the same object in multiple places in your project and change it at any point. Godot has the advantage that any node structure can be saved as a scene and then referenced in any amount of other scenes. So you can put your "level" scene inside your "game" scene and your "player" scene inside your "level" scene.
@@Shining4Dawn yeah i know about prefabs but haven't gotten the ability to use them as my pc can't easily run unity, and only used to godot, either way thanks for this explanation but yeah just from reading your comment (and not knowing whether or not blender changed it over the years) hope it gets a similar level of integration between things
I'm making a career switch, and decided to get into 3D modeling at the lowest point in it's history, there are no entry level jobs, and my mentors have told me there isnt anything available except freelance. He originally advised me to learn maya in order to get into the industry easier, but the more I read on reddit and watch videos like this, the more I hear about maya's stability issues, as well as indie companies being almost all Blender users. Ontop of that there is the dynamic that in the early 2000s artists were ripping Adobe photoshop and that eventually set it as the industry standard, so it would make sense that as the 30+ year seniors begin retiring, and more and more kids enter the industry whenever it picks up again, that there will be a huge amount of people that grew up using Blender and it will eventually be the standard.
Agreed 100%. I love Maya, but there’s so many things I can fix Maya-wise in Blender and it’s compatible with so many things similarly to Audacity or GIMP.
Blender's issues seem temporary, as advancements in performance and workflow for their tools have been exponential over the past few years. I suspect Blender will be industry standard in the next 5 years.
I've been hearing that line for fifteen years. It's not going to be industry standard any time soon, at least not with major studios. Indie studios maybe, but studios with the money to throw around are always going to err on the side of being able to quickly get support for their software when they need it. Not to mention that the schools all still teach applications like Maya or 3DS Max.
@@zackakai5173 In the meantime some major studios are recruiting Blender artists now WB animation studios are among those big names. It is most certainly going in the direction of it being an industry standard. I personally made the choice to learn blender over 3DSM and MAYA coming from parametric 3d design (Autocad Fusion 360) where I designed stuff for 3D printing. The advice was learn Blender from quite a few industry pros.
@@zackakai5173 blenders shortfall is 3d sculpting. which is why i use zbrush. in terms of production. blender has made incredible strides in a short period of time lately that seems to be changing the tides. alot of studios that have been around for years will stick with what they are familiar with. Similar to how southwest airlines sticks with boeing 737's because they've already had the investment towards that particular plane and infrastructure/parts supporting it and it would be difficult for them to switch. Just because a big studio uses something. doens't particularly mean it's the best possible tool for them to use. I've seen many big companies use archaic out of date systems that they often patchwork together inorder to keep going with whatever particular niche product they have. because if it works for them and churns a profit. why change it over to something different? i can see the same thing for maya. it's all about familiarity and how comfortable you are with it.
I have 1 small, but really powerful advise. Cut the breath using some sort of audio editor or even video editor if it is capable. It's not that difficult to detect them on the audio track, but boosts quality of the audio by ton
Great video. I learnt Maya at uni, and then learned to use 3dsMax, Zbrush, Substance and Cinema4d while working in the industry and now my whole company is switching to blender. Zbrush and substance are still too nice to give up, but I'm very happy to be out of the autodesk ecosystem.
If you are a hobbyist, Maya Indie is more expensive at $300 a year, while Blender is free, but if you are a freelancer, or want to work for medium to large studios, Maya is the obvious choice, as Blender is light years behind Maya and Houdini as far as new technologies go, tools like Houdini's KineFX, APEX and the new AI assisted animation tool, will never be implemented in Blender, because the BI doesn't have the resources to hire high calibre developers, like SideFX, the developer of Houdini can, AI is also coming to Maya, if you use Blender, you will be left behind, and you will be stuck with a software crippled with limitations and tools that are over 15 years old!
I'm learning Blender, personally. My intent is to integrate it into my digital art and eventually learn the grease pencil for animations. :D Really fun learning thus far!
As a student who learned Maya the irony of getting an industry standard education is your skill set forces you to be proficient at those other programs. I've learned Zbrush, Mudbox, Mari, Substance Painter and the like. These are all useful to have some knowledge if you want to be useful in the industry. With that said what really matters is what you want to DO with that 3D knowledge. I'm going into 3D characters for games. All I need technically is Zbrush for sculpting, Maya for Retopo, Xgen and UVing and Substance Painter for Texturing. So find what the pipeline is for the kind of art or work you want to do and begin learning the process of doing that in the tools you will need. (You don't need to learn all of Maya or all of Blender, just what's in it that applies to your skill set)
I started with Maya since I was a student and had access to it, but I'm in the process of learning Blender now as I only have 2 months left of my student license.
I say go for it, the hardest part of the switch for me was my muscle memory of hitting ALT all the time to navigate and the changes translate rotate and scale. I recommend CGBoost free beginner course which covers all the basics and provides a handy PDF of shortcuts
I had the same problem. Had Maya Student for a while but once I got out that license evaporated. I started learning Blender and have been using it for years now. People forget that Blender can integrate itself pretty well in most pipelines with Z-Brush and Substance Painter. Just because Blender can do mostly everything doesn't mean it shouldn't be used for one thing like basic modeling for example. There are sooooooo many ways of getting the right results. All it takes is the right add-ons or the proper learning. Not so different from Maya in that regard. The argument is so annoying lol
Imagine if that Agent 327 movie actually got made and the Blender Foundation like 100 million U$D. They'll be able to hire 10x the dev staff. All the other software will be toast.
At max 2419.78 USD + tax per user per year is the cost of industry standard with Maya costing the most. Thus why Netflix probably wanted something cheaper. Blender 0.01 in the 1980s was super unstable blender 1.0 to 2.0 in the 1990s was also not that stable but more so stable. Blender 2.0 to 2.49b was a mixed bag with 2.49b being the most stable out of them. 2.5 to 2.6 was another mixed bag of being stable or not. 2.6 to 2.79c on the main branch of Blender is all stable builds as they got their stuff together and got a policy to only allowed tested on multiple systems and is stable on all with unstable code commented out builds. 2.8 to 2.92.2 is stable if you do not get the daily builds and stay away from the betas and alpha buids. Right now 2.93 beta is buggy. 3.0 alpha 3 is even more buggy than 2.93 beta with no real UI and/or functional changes from 2.93 beta. I do think the change in the naming scheme to go straight from 2.x3 to 3.0 is marketing one requested by industry to make instead of a Blender Foundation centered one. 21 years on version 2, 10 years on version 1 and 1 year it seems on the builds before version 1. So marketing probably to move the number to 3 instead of an incremental 0.01 increase or just a letter added to the end.
I mean, they already got millions of grants. They are doing extremely well, and Blender 3.0 will probably come this year (which is FAST considering that 2.9 just came out and 3.0. is supposed to be another big overhaul again). Blender is the future.
@@fjodorf7341 Blender 3.0.0 alpha is basically what Blender 2.93.0 beta is with no improvements at all. That makes sense to me as right now you have 3.0.0, 2.93.0 and 2.83.14 all active main truck versions on the experimental site. 3.93 seems the closest to finished out of the 3 too.
"Its a very mature piece of software and with that comes stability". I used maya for 3 years and have never seen a program crash so many times while trying to do simple tasks
Honestly, I think beginners should almost always start with Blender. No barrier to entry besides a PC, the ocean of tutorials available, as well as all the amazing online blender communities (Join our discord btw) and growing industry adoption, I think there are too many advantages that a beginner would benefit from using blender when compared to Maya.
I think it makes sense financially to start with Blender as it's free, but it's not wrong to learn 3D foundations Maya, 3DS Max, C4D, Modo, or even Houdini. The concepts are transferable, you just need go through the brief demystification period of the layout and hotkeys etc. The better approach would be to learn about which software packages your target studios with jobs are using, and learn those. The indie versions of Maya and 3DS Max are reasonably priced too, and I'm sure as we go they'll have to lower those prices to compete with an increasing Blender market share.
@@thenerdsherpa540 In my case Blender can "handle" drawing up to 100mil from a single multiresolution object. At that point navigation is still all right and anchored texturebrushes are still within usable means..... naturally thats not quite an everyday situation but almost all my models get a last detail pass at 20 to 60mil before I bake normals from multires. Blender can definitely handle micro detail sculpts if you structure your project accordingly... At the end of the day the user himself is in charge of the level of detail that he's working on. If the scene lags because someone sculpts a rough prototype at 10m, its not Blenders fault. He definitely doesn't need 10m for that task and the appropriate amount wouldn't lag. On the other hand, your character can be sitting at 20mil and you can still smoothly sculpt just the nose or just a fingernail. Your character *must* sit at 50mil for poredetails to come through... The scene still wont lag as long as you dont try to cover whole bodyparts in single strokes...... Achieving detail scalable to performance is key in gamedev overall.
Definitely computer generated. The inflections vary between "perfect flat voiceover" and "not entirely sure what this sentence is but going for it anyway" and there's weird artifacts all over.
This is an excellent video regarding this topic. As a novice 3D Artist using Blender and learning Maya, I greatly appreciate this refreshingly-professional take on this often immaturely-debated subject.
Back in the day I always wanted to work for Dreamworks or Pixar, something like that. I knew about Maya, 3DS Max, Houdini, Softimage, Lightwav, Zbrush, etc.. I remember Blender 10 years ago. I laughed and said to myself, that's small potatoes and I can't do what I need and want to do with Blender. I need Maya. A couple of things have changed since then. Now that I'm actually jumping in to learn all of this stuff instead of telling myself I want to for 2 decades, I want nothing to do with corporations or huge studios. It isn't desirable to me anymore. I want to work for myself somehow, in various ways, much of it 3D related. I'm shocked at how far Blender has come and what you can do with it now. I've realized I can probably do every single thing I want to do as a freelance artist with Blender and some addons, although I would happily put down some cash for Zbrush, Substance Painter, and a few other things. Maybe even Maya, after I've made some money. I also realized that it's not how much the tool can do for me, it's what can I do with what I'm given? I had to think back to my college days of being limited to a piece of fat charcoal and cheap paper. That's all I had, but I won best of show with it my freshman year against so many other art mediums and disciplines, and all levels. Charcoal and paper. Now, what can I do with Blender? I'll be very happy to find out.
Blender was the worst until it changed just a couple of years ago, so it wasn't truly that viable until version 2.8 and now in version 2.9 it started to stand out quite a bit and it can be right next to the level of other professional applications and you can create really beautiful stuff with it. I'm a maya user and now I'm transitioning to blender and so far it has been good. Since you are not aiming to work in a studio I would suggest to use blender for sculpting instead of Zbrush (unless your goal is to be able to produce ultra realistic super detailed and polygon heavy sculptures then you must go with zbrush), and if you learn blender you wouldn't need to use maya anyway.
I'm in a pretty similar boat. I learned a little Maya years ago in school with the hopes of working in games or movies but got discouraged the more I learned about the working conditions of the industry. Over a decade later I'm seeing how much this free program is now capable of and how much more accessible freelance 3D work has become. Just started learning Blender this month and hopefully I can become a freelance artist one day.
I'm just waiting for Blender's animation to mature then I'll switch - hopefully this year. I need animation in my work and I don't want to switch from blender to Maya just to animate. But god damn Blender you have my full support.
Get used to the idea that it will take another 5 years. I don't see the tools maturing without a really heavy push from the developers (as big as the 2.79 to 2.8 upgrade) that will take a lot of time. All animation tools need an complete overhaul as well as the core of the program to get the performance. This is IMHO the biggest obstacle I honestly don't see them fixing it in the near future because it is a massive problem and they lack the personal to address that.
@@RyoMassaki The core of the program was overhauled for 2.8. When did you last work with Blender? I cannot speak to the maturity of the animation tools as I have not extensively animated with Blender. I know that they finally fixed the dependency graph, which was previously inadequate for advanced rigging.
@@Austin1990 "The core of the program was overhauled for 2.8." The performance is still below of what Blender 2.79 could do. Blender did not become more performant, the undo performance and general mesh edit performance got worse and they haven't fixed it completely yet. "When did you last work with Blender?" 3 days ago. "I cannot speak to the maturity of the animation tools..." Then don't. They aren't mature nor comfortable and need an overhaul. "I know that they finally fixed the dependency graph, which was previously inadequate for advanced rigging." They didn't completely and it is still inadequate. Rig performance is atrocious. The good news is that it is so bad, that it can only get better, and the Blender Foundation actually hired an competent Developer who was involved in the development of Maya. Maybe my initial post was too pessimistic, but still it will take some time.
@@RyoMassaki I am thinking about starting some larger projects in Blender 2.93, so I am listening very carefully, not arguing (FYI). I did advanced rigging and technical directing work in Blender 2.71-2.73 with older hardware. I skipped 2.80-2.89, waiting for the "deps graph" update and for 2.8 changes to become stable. In Blender 2.90, I worked on a project with cloth simulation, sculpting, compositing, and volumetric rendering. It had only 133k triangles (2.1M with subsurf), but I was working on an ultrabook with an iGPU. The sculpting was impossibly slow, and rendering took a while. But, everything else worked fine. "They didn't completely and it is still inadequate." Do you know where I can get more information on this? I just checked in Blender 2.90, and they fixed the issue where a bone driving a bone in the same armature was seen as a cyclic dependency. I hadn't run into anything else "inadequate" with rigs in Blender. "Rig performance is atrocious." Are you speaking from personal experience or from using available rigs? Blender rigs can get heavy, but so can Maya rigs. In Blender 2.71, I made a simple rig of over 300 bones just in the legs of character, and it worked fine. Using lower-weight meshes while animating is key.
Thank you!!!!! As a basic digital painter (Photoshop and SAI) I've been wanting to get into 3D and all the articles and TH-cam explanations I've come across so far have been really unhelpful - your video explained the production pipeline and what all these major 'standard industry' programs offer and how they work together. This was exactly what I needed to understand all the major programs out there, how they work together, and that Blender is the jack of all trades I should probably start on as a complete 3D newbie who doesn't want to pay thousands of dollars into multiple different programs 😂❤️ thanks again!!!
You should learn both and when your done, learn 3dsMax. You don't always get to pick and chose what 3d app the project uses, you have to be able to jump in and adapt to the pipeline.
I love your sarcastic video editing! Before all of you begin the shitstorm here, watch the video first, please. I myself have learned 3D basics through Blender during ~1,5 years now, and start to see where the other softwares become handy. My first investment was Substance Painter, because it's just so much more convenient to use for baking and texturing, and lately I've been considering as a next step to invest in ZBrush, and next Maya, or at least learn the basics through trial versions. But that's only because I'm trying to get into the games industry, sooo better to know the standard tools. BUT Blender is absolutely great and awesome for learning the basics and also professional work.
Blender is really good for getting into the 3D world. I started kinda recently with blender as I wanted to make skins for steam workshop. realizing that this is what I want to do. It will be a great stepping stone as the fundamentals are there which will make transition the other softwares easier. And even if I wont transition for whatever reason, Blender can still offer the tools needed to do professional work, even if its not the industry standard... yet :P
Another thing which makes Blender more accessible is its low file size when compared to Maya. Even I am not able to make good animations inside blender, my animations for the most part are jittery, and I will now try to make more smooth animations inside Blender
I've been working with maya for a year now and it crashed like 3 times in total... So yea i really don't experience that at all. Maya is kinda bugged but looking at the complexity of the software it's understandable. Also craked versions are posibly less stabe, i've experienced that with zbrush, meanwhile my official Maya is working just fine.
Maya might not 100% stable but it's sure powerful..I think the one thing that it beats other DCCs in is that it has the best animation pipeline integration & all the rigging, Animation,Grooming & even subD modeling... are done in Maya especially for big productions(hollywood type of stuff), Blender still not yet on that level and one of it's biggest obstacle overall performance. If it's going to compete with Maya it needs to be able to handle the same level of complexity lets say . scenes from Avengers or Pacific Rim with HighRez Characters that have 4,8 &16 k textures with tons of animation data.
Blender has been used in Entertainment Animation Industries in Malaysia. One Animation TV Series called Upin & Ipin use Blender and the animation is great!! It is also used to produce Upin and Ipin movies.
I started 3d with blender 1 year ago and saw a lot of videos using maya as well, i just wanna say maya to me looks super clunky from the small things like mirroring a mesh which is 1 click in blender, to the viewport movements, switching between ortographic and perspective it's all super easy and fast in blender so i'd say while maya might be better at things like retopo or animation and rigging, for modeling itself blender looks superior to me, but at the end of the day once you have the foundations, learning a new program is just a matter of getting used to the UI and shortcuts
One thing I think is missed in these (VS) take downs. Is simply, that at some time in the future Blender is going to surpass all of the older established tools, simply cause of the willingness to adapt and change their code. I can agree that some toolsets are very mature in some of these, however they cater to a very specific production piepline. If/when this piepline changes, and it will, those tools will start to look cumbersome and old school. As with every large infrastructure, at some point in their growth the ability to easily change and adapt is no longer there. When Blender gets a proper renderfarm tool (multi machine render control) colab tools, asset version controls, and similar production tools aimed at the emerging new landscape of remote working, and smaller efficient teams. The choice of tools will become biased towards the likes of Blender.
I'm no expert, I'm only a student at some private school that happens to use Maya and other industry standard software beside it. The thing I love about Maya is that I'm pretty sure the school computers are even worse than MY personal computer (has a gtx 1060, which is like 5 generations older than what we have now) and we work in the thousands of polygons and it runs completely smoothly. Not even a SPEC of lag.
Blender can do everything that maya can do, but for free. It can import houdini sims, as well as zbrush models. It also now has a built in substance painter addon. It's modelling is also far more efficient than maya in almost every way. I've been using both for about a year now and these are just my opinions and experiences.
As someone getting a 3D animation degree. I've had to learn maya, houdini, unreal engine, blender, substance painter , the adobe suite, nuke and soooo many more (still working on substance designer and brush). And it's 100% not about the software, it's about your ability to learn the foundations of software quickly because in the future someone will have invented another amazing program that you now have to learn and then being able to use the fundamentals to create more cool shit. My biggest problems when learning new programs, the shortcuts are always different, and nothing is ever named the same thing. For example, Maya calls a rectangular prism a cube, and so does unreal, but Houdini calls it a box. In Maya the duplicate button is left shift but then in unreal, it's alt for some reason? Why programs can't agree on simple shortcuts and naming conventions is beyond me.
Personally when I think of "duplicate" as a function anywhere, I always think "alt" maybe it's because I mostly use mac, but I'm pretty certain it's the same on Windows too I think "alt" is the more default shortcut for "duplicate"
There's absolutely nothing you can do with that you cannot do with Blender. It s not true that Blender is for Hobbyists while Maya is for professionals. If you really know Blender, you do not need Maya.
Switching to Blender from 3D Studio Max after coming across a lighting and materialisation issue, was one of the best decisions I made. The adoption Blender has is extraordinary. I don't believe there's anything Maya can do, Blender cannot. Maybe features and quality of life, but the end result... doubtful it can't do the same.
I had to move on from 3ds Max because I wanted to do freelance work and had an educational license... Felt like the end of the world having to change to the "SO HORRIBLE AND WEIRD AND HARD TO USE" Blender... It ended up being one of the best decisions I've ever made. I wouldn't go back to 3ds Max even if they started paying ME a subscription.
one thing that people forget to mention about open source software is: if you need an bug fix, or improvments on the performance or an new feature you can: 1)learn how to code, study the source code of the software and improve it all by yourself. 2)hire any programmer in the word to do that for you, and there are tons of people out there that already studied the code all by thenselves since its open source and they might have wanted to learn how to code, how an feature works or wanted to add an feature for personal use, there are tons of people out there who are familiar with the code, so hire then should be cheaper than hire someone to study the code from scratch. 3)if you cant afford an programmer, you can do crowdfunding to do it, or simply donate to blender foundation. sure autodesk do pay people to improve the code of their softwares too, but you cant force then to focus on fixing an specific bug, even if you pay a lot for the direct support from the developers, part of the money will go to the autodesk CEO, stake holders etc as profit instead of going to actually hiring people to fix the issue. Blender (and any open source softwares) give you those things at an cost closer to the cost of production (even less if you consider the help from volunteers)
Currently in college for game design and when use Maya for classwork. Luckily, it comes from our tuition. I can definitely see the use for Maya and was wondering what blender offers. Thank you for making it simple.
When I was in game design school we learned and used blender and maya together on a regular basis. Blender will become a standard if it isnt already. Back in the day it wasnt but we knew it would be.
i know a small team of devs working on a fork of blender called dice idk much but i was told it will have a very large amount of tools inspired by maya
I would love to get to know blender more. But can't get over the edge of learning. Everytime i startup blender or try to folllow a tutorial. I'm crawling back to my warm and cosy maya blanket..
This is my position too. I want to learn Blender. I used it a decade ago before getting into 'industry standard' software for work, but over the years I've been craving some features from Blender that Maya just seems to lack. I'm a 3D generalist so having everything in one place also greatly appeals. Its just...change is scary and I got so used to my Maya shortcuts and menus.
@@picosdrivethru easier said than done, I'm no programmer and the time it would take me to become proficient enough with MEL or Python, either Autodesk may have already implemented what I wanted to make, or I could have completely moved my workflows over to Blender and furthered my own 3D modelling skillsets.
My experience with maya has not been positive. It feels clunky. Crashes constantly and the history needing to be deleted is just so dumb. And ofcourse no modifiers.. none. I liked 3ds max more because of that but blender is my first choice now that i have some add ons to streamline it.
Is blender dead? Blender was growing at the time this video was made and it still is. I don't see the reason to compare Blender with the rest as it is free and in its own league. It caught up with Maya and my opinion is... It is actually the best as of now. It can do way more than Maya and it is totally free. "is blender dead" makes this video sound like a total clickbait
>Blender has one of the best years in it's lifetime
>"Is Blender dead?"
I hate that click baity title.
Also, i agree with most...points of the video, but maya and stability shouldnt be in one sentence.
@@samuelauditama7379
Then why you out maya and stability in the same sentence? Wait, I just did the same thing!
Good old fashioned click bait. And ofCOURSE I fell for it. I don't regret it though. Good video.
LOLLL STABILITY
@@samuelauditama7379 you can thank maya devs and their spaghetti programming
Funniest part of this video is when he used the words "Maya" and "stability" in the same sentence.
Shots fired
IKR, it made me laugh. I've worked in both and Maya is at least 10x more likely to crash at any given moment.
Yeah, I was wondering about that too.
And then proceeds to say the software won't hang for ten seconds on an undo in a large scene, like bruh the amount of times that Maya itself has either straight up crashed from an undo, deleted the undo queue or turned it off altogether I can't even count. From what I can gather from people I've spoken to who've used Maya for a long time it used to be a lot more friendly and since then given a lot of it is built on plug ins, has gotten worse and worse.
I went straight to the comments as soon as I heard that lol
My dad 60 years old start with blender as a hobby. He was pushing me to became a 3d artist and now i am his teacher :D
My dad start using blender as a hobby too
when he's about 45 and I got really interested about it ,
and since I was 10 I started using blender now I'm 13 and I teach my dad about Blender most of the time 😂
I made really stupid tutorial on my channel and I get really embarrassed and ashamed by it because
I used to be soo bad at Blender and now I get so much better 😊
Great story
@@Jantraverse Well, now you know what you gotta do. Remake the tutorials and show how much you have improved. ;)
@@Jantraverse Good job, you just have to continue posting, and maybe comment your videos a little. The Blender community needs more girls/women too.
how old are you?)
Me: Excited because I plan to start learning how to use blender.
TH-cam: is blender dead?
Ikr
Same lol
I wanna start too should i do
Same here
@@samialvi4226 ye start
"Is blender dead?"
Everybody, immediately: "No"
"Ya know Apple just invested into Blender"
TH-cam video: Surely it must be dead then
So basicly. Maya wants to be the very best, while Blender wants to catch them all. Got it.
underrated comment
So Maya is Ash and Blender is Goh? XD
Is that funny to you? Ruining a life for humor?
@Fumo Fumo Pokemon. It means rape.
Pokemon,gotta catch em alllll
I learned Maya 10 years ago, and while i love it due to it being my first 3D software, it still suffers from many of the same issues I encountered over a decade ago (crashing, modeling tools not working properly). While I have currently been using 3DSmax at my current position at my employer due to their substantial amount of resources and plug in development, the release of Blender 2.8 caught my attention, and as of 2.9x all of my personal projects are done in Blender.
It is important to note that even though many major studios use Maya and Max in their pipeline, as long as you express outstanding skills in your field, they will not care which software you used to create your artwork and are often times more willing to train you to their specific pipeline production.
The Fundamentals are the same across any software, the most important part is dedication to the craft and experience.
Yeah, but a studio wont include Blender in their 3D Pipeline because of the open source policy and no support. For personal projects its absolutely fine but I dont think blender will be a thing in the Industry until it becomes a paid software and is better suited for big production
@@Borsilive We recently hired a new shading guru at our AAA studio who uses Blender exclusively to create shading master nodes for our game library. This also led to our production team to adopting Blender into the shading pipeline. This changed how many people at our studio saw Blender. Other smaller studios already use Blender and some larger outsource studios will let artists use whatever software they are comfortable with to produce efficient results. Will this change the multibillion dollar industries who have pumped tons of cash into Autodesk software and their exclusive plugin production? Probably not, but these baby steps are important to innovation
@@Borsilive
Most studios have computers that run on linx which is open source. The problem isn't it's open source the problem is that the lack of industry testing which will naturally get better over time.
@@ProjectAtlasmodling true
@@Borsilive maybe it's not a problem for producing.
For my Studio, we use Blender all the way, but It very difficult to find 3D Artist who know well Blender here in Montreal Canada. Almost all students here learn in those industry standards software, because they wanna work at big studios like Ubisoft, etc.
I hope more people learn Blender in the future, and more schools start to teach it alongside of those other 3D software.
Ubisoft is using blender aren't they ?
don't worry you'll have a lot of Blender artists soon, considering how big the community is now
@@Chmetterling Maybe, but I think it's some artist who prefers to use blender instead. Blender is just optional if you wanna work there. If you want go to work there, they'll expect you to know those industry standards software.
@@captainpawpawchannel Yeah, but the Industry standard wont change (And that is good) and the people who really wanna work at the big studios will learn maya.
@@Borsilive Im pretty sure that the standards will change as time goes on. probably will take some time but seeing as blender is improving at a really fast rate, so will the adoption of the software for industries eventually and then tools will be made to improve blender and make it even more streamlined. I mean if it can manage to become as efficient in animation and texturing down the line, Im sure companies will adopt it to their workflow as it is free and more and more people will have the experience of blender. For sure not saying other softwares are bad or anything I am myself considering learning those as I wanna get into the gaming industry one day. But I can see how blender could be a major player in the future.
I learnt Maya first, when I was at my 3D school, but had to go to Blender to make some simple clean modeling and UV unwrapping in less than an hour. This is how I really started to learn Blender.
I was learning it on my own, and still, I improved better in 3D this way than by using Maya with real teachers.
Often, when a teacher told me to do something like this in Maya and not otherwise, I was asking: "But can't we do it more simply? It's long and illogical this way", the answer was no. I try to find another way, but the teacher was right, it's like this, not otherwise. I open Blender once I'm back home, make a test and finally notice that "Yes, it can be done more simply, just not in Maya."
Like, for example... scaling the whole character from its "Root" bone or edit the position of the joint after we made the skinning process.
You said that Maya was mostly used for big productions because it was better for that, better for heavy scenes... As for the heavy scenes, it's not wrong. But with some optimisation, it's not a big deal. But from my own experience, Blender is not used for big productions because 3D softwares, even Blender, are very complex softwares. So... teachers had learnt 3D with Maya cause, some decades ago, Maya was the best software. Then, they teach 3D to their students with Maya. Then the students become professional and teachers used to Maya, etc...
Plus, the biggest studios like Dreamworks, Pixar, etc... are using Maya, so that point, plus the fact that all 3D softwares are very complex to learn... it should be better if we teach just Maya at school, right?
Each time I asked a teacher or a student what he thought of Blender, the answer was "Well, it's not a good software." Then I ask: "Did you try it?" And the answer is: "No... But if no studio uses it, it must be bad".
That's the real major problem. Nobody takes Blender seriously for big productions because too few professionals and teachers really tried to learn it seriously. And if only a minority of employees in studio knows Blender, then what's the point to change what the studio is used to use for years, maybe decades?
At least, that's my feeling from my experience (and sorry for the long comment).
I wish there were some colleges or places that would teach blender
Are people really THAT ignorant??
@@flonkplonk1649 Not everyone, but from my experience and personal feeling, there are too many who are already.
And the ones who are not are powerless. When you enter in a studio and all the artists use Maya or 3DS-max, you also use the same software or you can go find a job somewhere else... Or at least TRY to find a job somewhere else. Because if you don't like to use 3DS-max or Maya, good luck to find a job.
Most of the professional 3D artists I talked to and who seriously learnt to use Blender LOVE to use Blender. And not because it's free (even if that's already a good reason).
@@Artaingus I'm a former 3ds max user and i know in the game industry 10 years ago, when i was working there for a short time, almost all were using 3ds max... I'm really happy i switched to Blender 5 years ago! There's no need anymore to buy something like 3ds max or C4D nowadays.
@@flonkplonk1649 Oh, I see.
Well, in a way, you prove my point. At least partially. Since you seriously tried to learn Blender and say you're really happy to have switched to it.
And in 10 years of knowing the game industry, you didn't meet professionals like the ones I talked about? Who just don't want to learn or to try Blender, and still, say it must be a bad software?
Also, if you didn't, that's maybe because you didn't ask. I was talking a lot about Blender, so that's probably why I noticed too many professional are that ignorant of Blender. Though, I realize now it was some years ago. Now, I often avoid the subject, but noticed though that the mindset had tended to change, especially since Blender 2.80 is out.
i love it when you said that in maya you can press undo in a big file and it not freezing for 10 seconds, because its true, it just crashes and messes with the file forcing you to go to a previous iteration that you saved before because it just does that. I´ve been working with maya for a while now and it feels like I'm brute forcing every single thing before a crash, and a week ago i started with blender and i cant believe how good it feels to actually enjoy 3d modeling
This entire video in a nutshell:
Use Maya if you're rich, use Blender if you're broke. Happy Trails :)
Honestly, if you're just learning to be an artist, that sounds about right. The principles of good modeling and animation are independent of software. But, honestly, you'd have to be very rich to justify the cost of Maya. Last I checked, it was $4,000.
@@Austin1990 Ain't it a Bit-?
@@Austin1990 280$ a year for an indie dev
@@Hideo_Kojima_yt Ever came across a joke before? Also, it might not be 'true' but it is indeed 'not wrong.'
@@ikeepgettinbanned5525 Hah. That too.
Ah yes Autodesk dedicated support: "Somebody reported this bug 10 years ago but it's still in our latest version, we are very sorry about that"
Hehehehe, that's not how dedicated support work. They dedicate those to studios not individuals. Remember Autodesk doesnt sell to individuals but businesses
@@jomo2483 a bug is a bug regardless of who you are.
Well, Blender has bugs too, but "if you want it fixed so badly, do it yourself" is a perfectly reasonable thing to say when it's open source.
Stability!
@@ShankarSivarajan yeah except Blender usually actually fixes the bugs.
what worries me the most about the 'professional pipeline' is the cost. Blender is FREE, and as a solo artist i cannot afford so many monthly subscriptions.
The thing is that big producers won't change because it means switching all your employees to another software, so that's like an entire month with 0 productivity and a stoped project, but they still have to pay everyone. So they keep their expensive softwares. As a 3d student i am forced to use maya because i want a job in a company, if you are in freelance it's totally different as you work alone, than blender is perfect.
HMM I HAVE MAYA 2022 ITS FREE
@@CaCa-co4ec howwwwwwwww???!!!!!
There is a solution, you know^^
@@hiraikyoto7064 Educational student license or pirated.
From learning Blender one of the benefits is that everything you create you own, can use commercially etc. The problem with Maya is that everything you create is locked by the license from Maya. So you can't sell or do any commercial work without paying for the commercial license.
Holy shit. This is extremely great information to know. Thank you so much. I think I'm going to stick to Blender then.
This singular fact is enough for me to never want to use Maya unless required to lol
Is that even legal 😭 in my country we have pretty good copyright laws that are automatically applied to EVERY work a person makes even if never publicly posted so that has to be so sketchy
I have never heard of such a thing, As a matter of fact, I heard quite the opposite, for example, it is written on the Blender website that if you create a script or plugin you don't own it and it should be free, the only way to make money from it is to charge for downloading service fee the script itself is free, which is absolute crap. but in Maya everything you make is your own.
@@morname8731 I think you are talking about two different things: plugin/the program and the models/film that a person has created.
I just love how blender opens in a few seconds and you can start modeling as soon as possible
Super excited to announce my new Blender & Unreal Engine course for beginners! Learn how to create your own beautiful worlds using Unreal Engine. Fluffy trees, flowing grass and sweeping landscapes. Only $49. Forever.
Join here: bit.ly/3k5xCNH
soon i will buy some of those books I need that kind of texure similar in ghibly style
@@marksantiago22 Looking forward to you joining the community!
Mailing list for sales please.
@@MangaGamified I don't put my courses on sale sadly :(
Learn blender man, its the closest thing to big companies like pixar’s inhouse
My answer to this question is always this: depends on what you wanna do. Wanna be employed at a company? You have better odds if you learn Maya. Wanna do personal or work solo? Learn Blender. Bottom line is, skills are interchangeable, if you are a great Blender artist you can jump on Maya pretty quick, same the other way.
well said
You are right! I find very similar the shader nodes in Maya Arnold and Blender, is faster to make the change, is only find where are located options, objects, etc
I used 3ds Max for over 10 years, and transitioning over to Blender was NOT an easy feat. It was horrible enough to sometimes make me wanna tear my eyebrows out. Old habits die hard and I had to kill a lot of darlings to get there. But all it took was patience to be a beginner again and to discover a few Blender features that seemed like magic, and I was won over.
Good to know! Thank you
This comment is everything
"Maya has stability" is a funny way of saying "constantly crashing train wreck"...
Blender + Houdini is the way.
I think so too, Blender will be used in the Industrie because this is what new talent is already using. Houdini is used and will be used because its incredible good in everything thats counts at simulation. I dont even think Blender wants to compete with Houdini in this field.
@@AngryApple The problem as i see it is the constant updates and wanting to do it all.
Does people relly need grease pencil? Why isnt that a seperate branch?
This pathway is only leading Blender to be mediocre in every way. Capable but mediocre unless youre Ian Hubert who could make a blockbuster with MSPaint
@@thomashovgaard3134 thats simply not true, all these new features were born on different branches and first were only ideas.
Because of OpenSource many people can work on completly different idead, help to improve others and if these things get so great they will be implemented into the master.
Grease Pencil doesnt remove any dev ressources from other stuff because the developer wouldnt even do other stuff.
And nobody needed grease pencil, but its really nice to see and its a really unique feature no other software currently has.
The thing with blender is that so many people like you said this all the time and they were always wrong.
You cant compare the combined power and creative mind of so many artists, developers and other people to something like Autodesk.
Look how bad the UI was at first, it improved all the time and with 2.8 it is really some of the best out there for 3D in my opinion.
The old grease pencil was just for annotations but people started to draw and animate with it, some guy even made a different branch and out of these idea the overhauld grease pencil was born to actually create a drawing and 2D Animation tool.
Blender isnt like e.g. Maya were Autodesk is buying different Technologies and bloating up the software to a unstable point with a lot of bugs. Nearly all the code in blender is done from the ground up with sometimes completly different better or worse (fuck blende uv tool) aproaches.
And what so many people always forget is that Blender is OpenSource, if there is a Bug a problem or a missing feature you could do it on your own. Youre not bound to whatever the api of a given programm can give you because you have access to the whole damn programm.
@@thomashovgaard3134 I looked at it and used it and I dont like it, this is what a opinion is. Heared of it?
@@AngryApple absolutely. Couldn't agree more. Use whatever suits you the best.
My point is that I don't see blender being standard anytime soon if not they find their niche.
I'm watching this like: "Hmm, yes. interesting."
But I'm also like: "Tutorial on how to delete the cube." XD
😂
Ctrl + A
Delete
@@MacySpitfire sure, if you wanna take your light and camera with it. 😂 If you just wanna ditch the cube, click it and hit x.
@@ebonyshadow5182 well you can add it afterwards :D the funniest thing is then you delete the starting cube just to add it afterwards because you need it 😂
@@MacySpitfire I can't delete the cube. *ctrl a x* wait....where is my light!? I NEED THE LIGHT BACK! *restarts blender, figured out how to delete cube* fuck....🤣
If you love paying far too much for a 3D software that will crash randomly whenever it feels like it, go with Maya
I'm sorry, but during a job interview they'll laugh if you tell them you only know Blender. They don't care if you are from the third world and can only afford free 3D software. They expect you to know Maya for rigging and animation parts, Zbrush for modeling, sculpting, Houdini for simulation and substance painter for texturing, all of whom is given to you cheap at a univeristy.
@@bent172 tell that to my former employers who gave me a job where I mainly used Blender. Yeah I learned Maya, the Substance Suite, Photoshop, After Effects, Premiere and a bit of Cinema 4D in college but out of all of those softwares I have only used Blender, Substance Painter and After Effects professionally, and in my current job I only use After Effects so I'm not planning on using Maya in hopefully a long time
@@MntanAgreed. Saying they'll overlook someone with 3D talents because they've only used open source softwares...is like refusing to hire an illustrator because they've only ever used a certain brand of paper and ink. Your eye is what's valuable. If they want you to use a certain software, they usually train you for it. It means nothing if you only use industry standard programs if you suck lol
@@bent172 college barely covers these softwares, you only use them briefly for the course then you don’t touch them for years likely. Good luck building a good portfolio while busy with coursework and using unstable software that costs a kidney outside a university. You’re pretty much stuck with blender, period. I spend years learning 3D software and only got the opportunity every other quarter or even semester to use Maya. Now I have no friggin clue how to use it anymore it’s been too long, and I can’t afford it. Blender is my only option. Let alone keep up with the updates to Maya. I’ve used Maya plenty, but now I have no idea how to use it outside of extrude and scale. What good does that do me?
@@bent172 Tbh if you are in a third world country, you would be just pirating it
" What makes a warrior strong is not the weapon, but the warrior HOLDING the weapon."
i dunno man i dont think a swordsman can take out a k1 soviate tank
@@bradleycurtis1498 bruh lol
@Dr. Nick idk man what if their where 2 k1 soviate tanks. he wouldnt have a choice other than to fight
@Dr. Nick or you could just take a damn joke like come on man no need to be a twitter user or a reddit philosopher. lets just both agree to disagree
@Dr. Nick Sir, this is a 3D software video.
2:02 ironic how blender is the donut and almost everyone starts out with making a donut in blender
I made hammer
I made a cup
CGMatter now has The Burger Tutorial, which puts a focus not only on the basics but also a node-based workflow. It's definitely worth following up with that if you did a donut.
my first thing I built in blender was a double barrel shotgun. I used no tutorials but it took me 1 month tho.
My first blender I made a difficult cube
Don't limit yourself to one or the other. If you want an industry job you'll need Max or Maya, if you're a hobbyist or indie blender is the best free app there is, but all of them have crossover.
At the end of the day, 3d art is 3d art. It's your ability to apply and adapt your skills that is most important.
I think thats exactry the Point.
Exactly, we have to be able to work in any software, even Big studios like Disney, they have their own softwares for certain projects, so we always have to adapt and learn
That's the bottom line, but it's not that simple. There's a lot of personal values that might make people want to use Blender and other libre software. That's part of why some Blender users feel personal attacked when people attack Blender, it's about ideas not capabilities for many people.
Man Maya is 7000 R$ ON Brazil why man? thats why i use blender
Yeah, I have been using maya and blender for 4 years, I prefer blender in almost all regards but I use maya at college now so have been using maya more. You want to be taken seriously, know your maya, if you want to make crazy personal projects that push your portfolio forward, use blender or a combo of the two, for instance, you can model something in blender because it is way better at modeling, rig and animate in maya and then render in either, as long as maya is in the pipeline, you are boosting some aspect of your maya portfolio material. I don't think anyone cares if you model in blender, it is essentially the same, what matters more is rigging and animating because if the company uses maya for that then your blender knowledge doesn't matter. I heard that a lot of studios have blender installed on their machines so yeah, if you model better and faster in blender, go for it, in most cases it does not matter. There will be things they want modeled in maya for their pipeline but a lot of props with no moving parts, speed is key so yeah. I hate modeling in maya, I can do it but I feel like I am wearing lead gloves because blenders workflow for modeling is just superior, to get maya to be even close to that efficient I need a ton of plugins and even then it is still terrible. Saying that, rigging and animating, probably going to stick with maya for a while until I have dominated it better, then I will explore blender as an option. By the time I get around to that, it may be even better than maya, still won't change a big companies mind or anything but little by little theyvare making the shift because it is making more sense. And for all the maya or nothing and blender or nothing people out there, you better get more flexible because being tribalistic is backwards thinking.
EXACTLY what i needed to hear as a hobbyist just starting out as a solo developer, thnx!......such a long way to go
Another thing to mention is that even in the areas where Maya might be better, blender is still faster to work with. It takes a lot less keystrokes or precise mouse Inputs to do simple things like extrusion or bevelling and the interface as a whole is a lot more cohesive with shift/Ctrl dragging on sliders, dragging to expand multiple menus, keyboard shortcuts in all popup menus etc
Sounds about right for any Autodesk software
I'm trying to go from blender to maya to work in game studios later and oh my god, it's so much slower than blender. Blender shortcuts make everything so much easier, especially moving/scaling/rotating which should be basic. I'm so sad that I'll have to switch 🥲
In college I was using 3D Studio Max (I know this video is about Blender or Maya), and in my final year of college I decided to combine animation and programming for my bachelor thesis (basically a Facial MoCap). 3D Studio Max was giving me so much problems with connecting imported data and facial bones. I got so frustrated and decided to just try using Blender even thought my professors were telling me that Blender sucks from the start of the college. In less then an hour I successfully imported the file and combined the data with the facial bones.
So rather then trying to brute force the 3D Studio Max, I decided to delete 10 pages that had detailed description of how to do it using 3D Studio Max to rewriting it on how to use it with Blender. My professors weren't pleased that I used Blender. Still, the result was so good they still decided to give me the best grade. Now, I hate writing documentations, that can tell you how much I hated using 3D Studio Max.
Sounds like a terrible professor. It honestly sucks you had to go through that.
The fact that people who are paid to teach you with their wealth of knowledge, had a problem with you using a superior software, all because they refused to acknowledge that it was better, really makes me think they should reconsider their teaching position. Telling someone something like Blender "Sucks" with no evidence of that claim really discredits that person and what they can teach you.
Regardless of what people say, more often than not, people prefer comfort over curiosity. You will see this attitude everywhere. Your "warning lights" should go off the moment people say something sucks and have little to no experience using said tool. People attach their self worth to their knowledge, so discounting things they know little to nothing about is common place.
Its sad how close minded professors can be. Its almost as if they are getting paid by said software to teach it lol. Thankfully they still gave you a good grade.
Don't forget guys that every new update version of blender will be free as well also we can always download the daily beta and alpha updates and the experimental Branches with new features, faster physics baking, faster rendering. The development fund is now much higher than it was for blender 2.7 and below, we can't go wrong with blender :)
Not to mention all the plugins you can get for it (some paid, some free, but all fantastic with the workflow)
And the new versions of blender are true updates. I always takes the new blender versions, while I'm still using 2017 version of the autodesk products and don't miss the features of the new versions.
Blender is a software that restored my intesrest for 3d, a software that makes me excited again about the industry
After just 2 months of using maya, I can confidently say I'm never going back to it
you are never going back to blender or maya?
@@BernardoPC117 maya
Maya is amazing but extrem expensive
I spent months learning Maya just to get hired into a game studio. First month in, the whole studio started transitioning into Blender. I actually got paid to learn Blender, which is sweet.
I am never, ever, going back to Maya.
i got to move to blender because of hardware incompatibility, maya requires just the newes hardware very bad
Its funny how this video got popped up at my TH-cam page while my computer still rendering my Blender scene in the background.
SHE ATE THE BLENDER DONUT. I'M USING BLENDER
Blender Dev - What you want?
Users - More modeling tools and new Texture paint mode
Blender Dev - Take geometry nodes
Geometry nodes are _cool_ , but I agree they're not particularly useful in serious projects.
Nodes are good.
@@solaris5303 out of curiosity why do you think so? Also, Geometry nodes are still fairly new, so i feel like its true potential cannot be judged yet, since its in its early stages of development and no one has a lot of experience using it. Just to clarify I am a noob when it comes to 3D art, so I would really like to hear your opinion.
@@solaris5303 depends by your _serious_ project.
They're trying to catch up to the others and nodefy everything which is to be honest should have happened from it's creation because trying now to dig in old code and change core concepts is not going to be easy but I guess they didn't have the resources or man power to do it, that's why they started with Particle nodes then scrapped that for some reasons and started all over with Geometry Nodes then will go to the other parts(rigging, grooming, particles...etc).
My biggest concern would be performance, Blender is notorious for having bad performance in general and with complex nodes things can get worse.
Being experienced with both programs (game industry 3d artist), Blender is definitely king of modeling and tools. In that area, it's like using a tractor (Maya modeling) compared to a sports car (Blender's modeling). At least in my experience. But Maya is king of rigging and animation, and Blender has to make some major improvements to compete in that area. In my opinion. Great video!
*Edit - in summary, use the best tool for the job, and don't be a fanboy of any software. If you want to make the best, you take the best of everything.
Great summary!
Absolutely agree. Been using Maya for almost 5 years at the job and picked up Blender a year ago for home use doing concept art. Especially using the Heavypoly config for Blender, it makes modeling such a joy and a very different experience than in Maya. I'm way faster modeling in Blender than I am in Maya. When it comes to UV's, Maya has much more control tho.
Anyway if you're a 2D artist and need a 3D software to support your work I'd highly recommend Blender over Maya.
I like Blender but I wouldn't say it's king at modeling at all, I have been using Maya for the last 20 years and I just used Blender for a full project since I want to veer away from Maya due to costs (and I really like eevee and cycles), but blender does have a lot of inconveniences for modeling that are a breeze to do in maya, most of the times you have to do some extra steps to achieve the same results. I also found the extrude feature to be very inconsistent and it can even deform the model while performing the extrusion (which is not good).
UVs and re-topology are really terrible in Blender, which are a part of modeling too and are very important for texturing and rebuilding models.
Also, to do simple deformations, in Maya you select the object apply a lattice, deform and apply and clear the lattice in one go, in Blender you have to manually create an object that would act as lattice, move, rotate, scale it to fit your object, apply the lattice modifier, deform, apply the deformation and then delete de lattice object manually, if you want to perform this often it becomes tedious.
I think Blender excels at Booleans and sculpting (sculpting in maya is just the worst), also the modifiers are very interesting since they are non destructive until they are applied.
TBH, I feel the best "modelling" software is Max. It just feels super intuitive. Blender is very close to it but still needs to improve a little.
i guess you have no idea about blender rigging
I think there are important points to talk about maya that this video doesn't cover. The most recent version of maya dropped python 2 in favor of python 3, many of the plugins the video points out no longer work in the newer version. This is an effective cost for any large company using maya professionally since they need to allocate resources to upgrade these plugins and in some cases it might even be impossible because not all teams have programmers or their plugins in question might be a third party plugin. This is one of the reasons why major companies are still using older versions of maya, specially perpetual licenses like maya 2018 and below. Combine this and the fact that blender is looking more attractive and some companies are taking a second thought and moving in favor of blender. Moving to blender certainly has a cost as well, but when you compare that cost with the cost of upgrading maya or it's plugins and when you consider that blender will no longer cost you more money in the future and you now understand why many are doing the switch.
Also, I strongly disagree that maya focus and excels in modelling, it certainly excels in some parts of it, but having worked with pretty much all major 3d software I have to say that blender already took that crown years ago. Where maya truly shines is animation. That's the one thing that maya is still king and why you wont see a big shift in the movie industry in the near future.
Another thing I disagree is the assessment that maya is production focused, all 3d software are. Maya is not special in this regard, the difference is that since maya and 3ds max helped define so many standards people would always use these softwares, even if that meant dealing with all the caveats that choice might bring, that's one of the reason why maya looks the same for almost a decade. The companies simply have a different strategy, and one is not better than the other. Blender focuses on finding new ways to improve workflows, even if that means re-inventing the wheel, while maya focuses on consolidating the existing one while adding shiny new toys on the side, even if that means that using said toys doesn't flow nicely with the rest of the software. Maya can't simply change everything because professionals expect it to function a certain way while blender actively tries to change things in search of something better even tho professionals hate change for changes sake.
my two cents, use whatever software you like the most
which maya? maya 2022 only?
@@MangaGamified you mean the one that dropped python 2 support? yes it's maya 2020
They didn't really drop it you still have support for previous python version. They say so in the promo video itself. And one major thing that video somehow forgets to mention is that student version is free. And Indie license is something like three hundred bucks:) and bifrost, a huge, gigantic visual effects big deal type of thing that in some areas like Flame or explosion computation has better solvers than Houdini.
So many things wrong right there...
In production houses (unless those tiny ones with 5 people doing simple stuff) there is always a programmer, also third party plugins (specially paid ones) get updated asap for every version and at no cost.
Some times production houses wont update the software in order of not messing with current active production, they tend to do it between projects. I even do that when one of my 2D painting applications gets an update, I hold it until I'm done with the current active project just to avoid messing with my workflow if they modified a tool, that is common sense.
Would like to know where you heard "major studios" still use Maya 2018 or bellow, just curious about where you got that info.
No, Blender didn't take the modeling crown from maya because blender is not efficient at it yet, even less to be productive in most productions, not to mention UVs are pretty bad in blender and some of the modeling tools are a bit clunky. So that is mostly Blender fan boy talk.
There are a lot of things that make Maya the best solution for most productions that Blender currently can't handle, for instance I can't see Blender handling something as a fully feature heavy pixar animation character, or a movie ready Hulk character, even less something like Godzilla. I had Blender crash several times trying to load or move around one of the demo scenes, which wasn't too complex anyway and some of the topology was really messed up when I exported it to other applications.
Maya has never been the only tool used but it integrates really well with many others and it's easier to build tools inhouse to help solve problems, it also has remained consistent for over 20 years, and that is a very good thing, same happens with photoshop, it has been very consistent since it was created for a reason, the more consistent it is, the wider it will be used since you will get consistently proven results.
Blender is trying to improve it's workflow because it has been an utter mess so far and not because they want to reinvent the wheel, so they are basically trying to get it to an industry standard in order to fit more effectively and that is why there has been more people trying it out since version 2.8 and not before that. Also Blender is the one adding new shiny toys to it instead of focusing on improving what they have.
Would also like to know which shiny new toys are problematic in Maya.
The funny thing is I could bet you have never used maya before.
@@MonsterHobbieShow
Show me why modeling in MAYA is better
I was really having a bad day but this video isn't just made me smile but gave me information.. Thanks Much Love
I feel like with the new updates of blender it's really rising to a new level. Geometry nodes where such a massive addition imo.
"Sniff" : great video,
"Sniff" : i really enjoyed it very much.
"Sniff" : looking forward to the next one.
Thought I was mishearing. Sounds like he had a cold while recording this.
👃 💨
Lol
I noticed that too
@@j_shelby_damnwird It doesn't sound human. Like, it *does*, but listen to it again. Some of those sniffs sound really compressed, and they're all pretty consistent. I think this is text-to-speech AI.
oh man, this first scene. LMAO
I was laughing so hard as I was editing this week hahahaahaha
I liked and subscribed for that intro scene alone. And then it kept getting better and better.
XDD
..I have to go lol
Lol seriously lmao immediately
i learned Maya in my university, it makes me interest in 3D so much. Love that software!
After that i can't use Maya anymore since i already graduated, so i move on to Blender......because i can't afford to subscribe Maya monthly.
But wow Blender blows my mind! Still using Blender now!
I've made a short animated film entirely in Blender and a short video game's whole asset library entirely in Maya.
As I see it, the ONLY advantage Maya has over Blender is it's pipeline tools, mainly the ability to reference a Maya file in another Maya file to create a sort of hierarchy between files. This allows you to animate a character within a scene or several scenes, make changes to the character in it's original file and those changes will then effect all of your scenes.
When I was working on my short film, I had over 100 .blend files, one for each shot, and every time I wanted to make changes to any of the characters, I had to then go back and reimport them into the scenes and copy the animation frames from one iteration to the other. Blender does have similar tools to Maya via the "Link" option, but it fails to allow the user proper control over physics and other important parts of a character rig, so I ended up not using it.
Other than the things mentioned above, Blender is superior to Maya in every way. It's better for modeling, for rigging; It performs faster and crashes less often; It doesn't take hours upon hours to download and install; It starts up faster; The list goes on and on. Also, being open source means that a lot of people all around the world are constantly developing plug-ins, updates and upgrades to Blender, while Maya plug-ins tend to feel more like they're user-made patches to fix the program's issues. mGear being the most notable one - allowing for data-based character rigging instead of Maya's default asset-based rigging. A feature that Blender has by default.
Anyway, nice memes and clickbait, but this video feels like it came from doing research on Google rather than having hands-on experience in either of the programs or working in the industry.
this hierarchy where you can edit the original and it edits everything automaticaly remindes me of the game engine "godot" where it has every object being called "nodes" and nodes are contained within a scene, but you can turn a scene into a node and use it anywhere you like and whenever you edit the original scene it edits the node version you placed anywhere else, honestly an extremely helpful thing
@@nesraspongx58 Game engines tend to be very modular. Unity has the ability to create and reuse prefabs which allows you to use the same object in multiple places in your project and change it at any point.
Godot has the advantage that any node structure can be saved as a scene and then referenced in any amount of other scenes. So you can put your "level" scene inside your "game" scene and your "player" scene inside your "level" scene.
@@Shining4Dawn yeah i know about prefabs but haven't gotten the ability to use them as my pc can't easily run unity, and only used to godot, either way thanks for this explanation
but yeah just from reading your comment (and not knowing whether or not blender changed it over the years) hope it gets a similar level of integration between things
I'm making a career switch, and decided to get into 3D modeling at the lowest point in it's history, there are no entry level jobs, and my mentors have told me there isnt anything available except freelance. He originally advised me to learn maya in order to get into the industry easier, but the more I read on reddit and watch videos like this, the more I hear about maya's stability issues, as well as indie companies being almost all Blender users. Ontop of that there is the dynamic that in the early 2000s artists were ripping Adobe photoshop and that eventually set it as the industry standard, so it would make sense that as the 30+ year seniors begin retiring, and more and more kids enter the industry whenever it picks up again, that there will be a huge amount of people that grew up using Blender and it will eventually be the standard.
Great video - thanks for sharing
The real OG who uses blender in production.
i love your videos
Your videos are very educative. Waiting for more.
@@7415_Gamer hey. Can you see my Animation too. That would be Appreciated. Animated Using a Smartphone.
@@HarnaiDigital I'm doing so.
Blender is already being used in many commercial projects so I dont hesitate learning it especially because its free
Agreed 100%. I love Maya, but there’s so many things I can fix Maya-wise in Blender and it’s compatible with so many things similarly to Audacity or GIMP.
my studies are in maya but since the student lisence doesn`t allow for commercial use i use blender for private projects.
@@jamesblueking9720 what's your major
I like how he titled the thumbnail "Is Blender dead?"
just in order to tell us how Blender is taking over the industry
A moment of silence for every cube we've deleted
Dude, April, 1st was the perfect date for this video... and that thumbnail... Blender is more alive now than ever.
Blender's issues seem temporary, as advancements in performance and workflow for their tools have been exponential over the past few years. I suspect Blender will be industry standard in the next 5 years.
I've been hearing that line for fifteen years. It's not going to be industry standard any time soon, at least not with major studios. Indie studios maybe, but studios with the money to throw around are always going to err on the side of being able to quickly get support for their software when they need it. Not to mention that the schools all still teach applications like Maya or 3DS Max.
@@zackakai5173 In the meantime some major studios are recruiting Blender artists now WB animation studios are among those big names.
It is most certainly going in the direction of it being an industry standard.
I personally made the choice to learn blender over 3DSM and MAYA coming from parametric 3d design (Autocad Fusion 360) where I designed stuff for 3D printing. The advice was learn Blender from quite a few industry pros.
@@zackakai5173 blenders shortfall is 3d sculpting. which is why i use zbrush. in terms of production. blender has made incredible strides in a short period of time lately that seems to be changing the tides. alot of studios that have been around for years will stick with what they are familiar with. Similar to how southwest airlines sticks with boeing 737's because they've already had the investment towards that particular plane and infrastructure/parts supporting it and it would be difficult for them to switch.
Just because a big studio uses something. doens't particularly mean it's the best possible tool for them to use. I've seen many big companies use archaic out of date systems that they often patchwork together inorder to keep going with whatever particular niche product they have. because if it works for them and churns a profit. why change it over to something different? i can see the same thing for maya. it's all about familiarity and how comfortable you are with it.
I have 1 small, but really powerful advise. Cut the breath using some sort of audio editor or even video editor if it is capable. It's not that difficult to detect them on the audio track, but boosts quality of the audio by ton
I'm blown away that this isn't the top comment
Great video.
I learnt Maya at uni, and then learned to use 3dsMax, Zbrush, Substance and Cinema4d while working in the industry and now my whole company is switching to blender. Zbrush and substance are still too nice to give up, but I'm very happy to be out of the autodesk ecosystem.
If you are a hobbyist, Maya Indie is more expensive at $300 a year, while Blender is free, but if you are a freelancer, or want to work for medium to large studios, Maya is the obvious choice, as Blender is light years behind Maya and Houdini as far as new technologies go, tools like Houdini's KineFX, APEX and the new AI assisted animation tool, will never be implemented in Blender, because the BI doesn't have the resources to hire high calibre developers, like SideFX, the developer of Houdini can, AI is also coming to Maya, if you use Blender, you will be left behind, and you will be stuck with a software crippled with limitations and tools that are over 15 years old!
I'm learning Blender, personally. My intent is to integrate it into my digital art and eventually learn the grease pencil for animations. :D Really fun learning thus far!
I suck at it, i have azerty and nothing works
As a student who learned Maya the irony of getting an industry standard education is your skill set forces you to be proficient at those other programs. I've learned Zbrush, Mudbox, Mari, Substance Painter and the like. These are all useful to have some knowledge if you want to be useful in the industry. With that said what really matters is what you want to DO with that 3D knowledge. I'm going into 3D characters for games. All I need technically is Zbrush for sculpting, Maya for Retopo, Xgen and UVing and Substance Painter for Texturing. So find what the pipeline is for the kind of art or work you want to do and begin learning the process of doing that in the tools you will need. (You don't need to learn all of Maya or all of Blender, just what's in it that applies to your skill set)
I started with Maya since I was a student and had access to it, but I'm in the process of learning Blender now as I only have 2 months left of my student license.
I say go for it, the hardest part of the switch for me was my muscle memory of hitting ALT all the time to navigate and the changes translate rotate and scale. I recommend CGBoost free beginner course which covers all the basics and provides a handy PDF of shortcuts
@@arieltheartist3161 Thanks for your recommendation! I'll check it out when I'll be forced to jump on blender too, so pretty soon
@@arieltheartist3161 you can use industry standard
I had the same problem. Had Maya Student for a while but once I got out that license evaporated. I started learning Blender and have been using it for years now. People forget that Blender can integrate itself pretty well in most pipelines with Z-Brush and Substance Painter. Just because Blender can do mostly everything doesn't mean it shouldn't be used for one thing like basic modeling for example. There are sooooooo many ways of getting the right results. All it takes is the right add-ons or the proper learning. Not so different from Maya in that regard. The argument is so annoying lol
@@georgebohorquez8462 Thats what I do. I use Blender with addons and Substance Painter at home because its my preferred workflow
Imagine if that Agent 327 movie actually got made and the Blender Foundation like 100 million U$D. They'll be able to hire 10x the dev staff. All the other software will be toast.
There already is a movie on Netflix that is 90% made in Blender.
@@TheTattorack Next Gen and I lost my Body.
At max 2419.78 USD + tax per user per year is the cost of industry standard with Maya costing the most. Thus why Netflix probably wanted something cheaper. Blender 0.01 in the 1980s was super unstable blender 1.0 to 2.0 in the 1990s was also not that stable but more so stable. Blender 2.0 to 2.49b was a mixed bag with 2.49b being the most stable out of them. 2.5 to 2.6 was another mixed bag of being stable or not. 2.6 to 2.79c on the main branch of Blender is all stable builds as they got their stuff together and got a policy to only allowed tested on multiple systems and is stable on all with unstable code commented out builds. 2.8 to 2.92.2 is stable if you do not get the daily builds and stay away from the betas and alpha buids. Right now 2.93 beta is buggy. 3.0 alpha 3 is even more buggy than 2.93 beta with no real UI and/or functional changes from 2.93 beta.
I do think the change in the naming scheme to go straight from 2.x3 to 3.0 is marketing one requested by industry to make instead of a Blender Foundation centered one. 21 years on version 2, 10 years on version 1 and 1 year it seems on the builds before version 1. So marketing probably to move the number to 3 instead of an incremental 0.01 increase or just a letter added to the end.
I mean, they already got millions of grants. They are doing extremely well, and Blender 3.0 will probably come this year (which is FAST considering that 2.9 just came out and 3.0. is supposed to be another big overhaul again). Blender is the future.
@@fjodorf7341 Blender 3.0.0 alpha is basically what Blender 2.93.0 beta is with no improvements at all. That makes sense to me as right now you have 3.0.0, 2.93.0 and 2.83.14 all active main truck versions on the experimental site. 3.93 seems the closest to finished out of the 3 too.
"Its a very mature piece of software and with that comes stability". I used maya for 3 years and have never seen a program crash so many times while trying to do simple tasks
eventually it all snapped into place and I started learning how to add all the effects, titles, motion text. It was pretty cool to see my
Honestly, I think beginners should almost always start with Blender. No barrier to entry besides a PC, the ocean of tutorials available, as well as all the amazing online blender communities (Join our discord btw) and growing industry adoption, I think there are too many advantages that a beginner would benefit from using blender when compared to Maya.
but blender not powerful. and pass blender to maya very hard
I agree, I think you only can only, truly learn Maya with professional help, be it in a studio or at college. It’s way harder to find the resources
@@arcettin
with Blender, I regularly sculpt in the 4 to 6 million poly count without issue
I think it makes sense financially to start with Blender as it's free, but it's not wrong to learn 3D foundations Maya, 3DS Max, C4D, Modo, or even Houdini. The concepts are transferable, you just need go through the brief demystification period of the layout and hotkeys etc. The better approach would be to learn about which software packages your target studios with jobs are using, and learn those. The indie versions of Maya and 3DS Max are reasonably priced too, and I'm sure as we go they'll have to lower those prices to compete with an increasing Blender market share.
@@thenerdsherpa540 In my case Blender can "handle" drawing up to 100mil from a single multiresolution object. At that point navigation is still all right and anchored texturebrushes are still within usable means..... naturally thats not quite an everyday situation but almost all my models get a last detail pass at 20 to 60mil before I bake normals from multires.
Blender can definitely handle micro detail sculpts if you structure your project accordingly... At the end of the day the user himself is in charge of the level of detail that he's working on. If the scene lags because someone sculpts a rough prototype at 10m, its not Blenders fault. He definitely doesn't need 10m for that task and the appropriate amount wouldn't lag. On the other hand, your character can be sitting at 20mil and you can still smoothly sculpt just the nose or just a fingernail. Your character *must* sit at 50mil for poredetails to come through... The scene still wont lag as long as you dont try to cover whole bodyparts in single strokes...... Achieving detail scalable to performance is key in gamedev overall.
I cant tell if this voice is real or computer generated.. This man is an enigma
Definitely computer generated. The inflections vary between "perfect flat voiceover" and "not entirely sure what this sentence is but going for it anyway" and there's weird artifacts all over.
these voices are getting out of hand
This is an excellent video regarding this topic. As a novice 3D Artist using Blender and learning Maya, I greatly appreciate this refreshingly-professional take on this often immaturely-debated subject.
Picked up Belder just to try something new, never used 3d modeling before.
Wish me luck.
went from C4D to Blender and never looking back. Love Blender..
Forget about the software and use anything you want. Learn the techniques of 3rd art, which can be applied in any software.
Yup. Perfect the skills and fundamentals first, then choose whatever software second
I kid you not, for me, it began with SFM.
well i tried to do 3D modeling on paintbrush but it didnt worked quite well.
(no i'm not talking about paint 3D)
Back in the day I always wanted to work for Dreamworks or Pixar, something like that. I knew about Maya, 3DS Max, Houdini, Softimage, Lightwav, Zbrush, etc.. I remember Blender 10 years ago. I laughed and said to myself, that's small potatoes and I can't do what I need and want to do with Blender. I need Maya. A couple of things have changed since then.
Now that I'm actually jumping in to learn all of this stuff instead of telling myself I want to for 2 decades, I want nothing to do with corporations or huge studios. It isn't desirable to me anymore. I want to work for myself somehow, in various ways, much of it 3D related. I'm shocked at how far Blender has come and what you can do with it now. I've realized I can probably do every single thing I want to do as a freelance artist with Blender and some addons, although I would happily put down some cash for Zbrush, Substance Painter, and a few other things. Maybe even Maya, after I've made some money. I also realized that it's not how much the tool can do for me, it's what can I do with what I'm given? I had to think back to my college days of being limited to a piece of fat charcoal and cheap paper. That's all I had, but I won best of show with it my freshman year against so many other art mediums and disciplines, and all levels. Charcoal and paper.
Now, what can I do with Blender? I'll be very happy to find out.
Good luck. Im with you on working for yourself. That's a good mentality to have
Blender was the worst until it changed just a couple of years ago, so it wasn't truly that viable until version 2.8 and now in version 2.9 it started to stand out quite a bit and it can be right next to the level of other professional applications and you can create really beautiful stuff with it. I'm a maya user and now I'm transitioning to blender and so far it has been good.
Since you are not aiming to work in a studio I would suggest to use blender for sculpting instead of Zbrush (unless your goal is to be able to produce ultra realistic super detailed and polygon heavy sculptures then you must go with zbrush), and if you learn blender you wouldn't need to use maya anyway.
@@MonsterHobbieShow I don't think blender 2.6 was that bad, but then again I had pretty much half the keybindings remapped
I'm in a pretty similar boat. I learned a little Maya years ago in school with the hopes of working in games or movies but got discouraged the more I learned about the working conditions of the industry. Over a decade later I'm seeing how much this free program is now capable of and how much more accessible freelance 3D work has become. Just started learning Blender this month and hopefully I can become a freelance artist one day.
I'm just waiting for Blender's animation to mature then I'll switch - hopefully this year. I need animation in my work and I don't want to switch from blender to Maya just to animate. But god damn Blender you have my full support.
Get used to the idea that it will take another 5 years. I don't see the tools maturing without a really heavy push from the developers (as big as the 2.79 to 2.8 upgrade) that will take a lot of time. All animation tools need an complete overhaul as well as the core of the program to get the performance. This is IMHO the biggest obstacle I honestly don't see them fixing it in the near future because it is a massive problem and they lack the personal to address that.
To me, I'm really waiting for blender to have muscle system. It would be their biggest upgrade
@@RyoMassaki The core of the program was overhauled for 2.8. When did you last work with Blender?
I cannot speak to the maturity of the animation tools as I have not extensively animated with Blender. I know that they finally fixed the dependency graph, which was previously inadequate for advanced rigging.
@@Austin1990 "The core of the program was overhauled for 2.8."
The performance is still below of what Blender 2.79 could do.
Blender did not become more performant, the undo performance and general mesh edit performance got worse and they haven't fixed it completely yet.
"When did you last work with Blender?"
3 days ago.
"I cannot speak to the maturity of the animation tools..."
Then don't. They aren't mature nor comfortable and need an overhaul.
"I know that they finally fixed the dependency graph, which was previously inadequate for advanced rigging."
They didn't completely and it is still inadequate.
Rig performance is atrocious.
The good news is that it is so bad, that it can only get better, and the Blender Foundation actually hired an competent Developer who was involved in the development of Maya. Maybe my initial post was too pessimistic, but still it will take some time.
@@RyoMassaki
I am thinking about starting some larger projects in Blender 2.93, so I am listening very carefully, not arguing (FYI). I did advanced rigging and technical directing work in Blender 2.71-2.73 with older hardware. I skipped 2.80-2.89, waiting for the "deps graph" update and for 2.8 changes to become stable. In Blender 2.90, I worked on a project with cloth simulation, sculpting, compositing, and volumetric rendering. It had only 133k triangles (2.1M with subsurf), but I was working on an ultrabook with an iGPU. The sculpting was impossibly slow, and rendering took a while. But, everything else worked fine.
"They didn't completely and it is still inadequate."
Do you know where I can get more information on this? I just checked in Blender 2.90, and they fixed the issue where a bone driving a bone in the same armature was seen as a cyclic dependency. I hadn't run into anything else "inadequate" with rigs in Blender.
"Rig performance is atrocious."
Are you speaking from personal experience or from using available rigs? Blender rigs can get heavy, but so can Maya rigs. In Blender 2.71, I made a simple rig of over 300 bones just in the legs of character, and it worked fine. Using lower-weight meshes while animating is key.
Thank you!!!!! As a basic digital painter (Photoshop and SAI) I've been wanting to get into 3D and all the articles and TH-cam explanations I've come across so far have been really unhelpful - your video explained the production pipeline and what all these major 'standard industry' programs offer and how they work together. This was exactly what I needed to understand all the major programs out there, how they work together, and that Blender is the jack of all trades I should probably start on as a complete 3D newbie who doesn't want to pay thousands of dollars into multiple different programs 😂❤️ thanks again!!!
You are amazing, I just switch to soft softs and I am loving everytNice tutorialng about it. It much easier then my last program.
You should learn both and when your done, learn 3dsMax. You don't always get to pick and chose what 3d app the project uses, you have to be able to jump in and adapt to the pipeline.
I love your sarcastic video editing! Before all of you begin the shitstorm here, watch the video first, please.
I myself have learned 3D basics through Blender during ~1,5 years now, and start to see where the other softwares become handy. My first investment was Substance Painter, because it's just so much more convenient to use for baking and texturing, and lately I've been considering as a next step to invest in ZBrush, and next Maya, or at least learn the basics through trial versions. But that's only because I'm trying to get into the games industry, sooo better to know the standard tools. BUT Blender is absolutely great and awesome for learning the basics and also professional work.
Blender is really good for getting into the 3D world. I started kinda recently with blender as I wanted to make skins for steam workshop. realizing that this is what I want to do. It will be a great stepping stone as the fundamentals are there which will make transition the other softwares easier. And even if I wont transition for whatever reason, Blender can still offer the tools needed to do professional work, even if its not the industry standard... yet :P
Another thing which makes Blender more accessible is its low file size when compared to Maya. Even I am not able to make good animations inside blender, my animations for the most part are jittery, and I will now try to make more smooth animations inside Blender
Thanks for clarifying my confusion to choose which pencil ✏️
Your actually the goat, This helped so much thank you.
"Maya's Optimization" that alone made me laugh hardest in my life.
It's not wrong tbf Maya CAN handle more complex poly heavy scenes on average before it turns in to a laggy mess, than Blender can.
@@markostamenkovic8350 My experience is the exact opposite of that
I've been working with maya for a year now and it crashed like 3 times in total... So yea i really don't experience that at all. Maya is kinda bugged but looking at the complexity of the software it's understandable. Also craked versions are posibly less stabe, i've experienced that with zbrush, meanwhile my official Maya is working just fine.
Maya might not 100% stable but it's sure powerful..I think the one thing that it beats other DCCs in is that it has the best animation pipeline integration & all the rigging, Animation,Grooming & even subD modeling... are done in Maya especially for big productions(hollywood type of stuff), Blender still not yet on that level and one of it's biggest obstacle overall performance.
If it's going to compete with Maya it needs to be able to handle the same level of complexity lets say . scenes from Avengers or Pacific Rim with HighRez Characters that have 4,8 &16 k textures with tons of animation data.
When he said "victims of retopology group session",
I FELT THAT A LITTLE TOO MUCH.
Also, thanks for the blender add-on recommendations.
One sentence dialogue tells everything. "An artist holding the pencil matters, not the pencil itself''
Loved this guys voice and explanation
Blender has been used in Entertainment Animation Industries in Malaysia. One Animation TV Series called Upin & Ipin use Blender and the animation is great!! It is also used to produce Upin and Ipin movies.
I started 3d with blender 1 year ago and saw a lot of videos using maya as well, i just wanna say maya to me looks super clunky from the small things like mirroring a mesh which is 1 click in blender, to the viewport movements, switching between ortographic and perspective it's all super easy and fast in blender so i'd say while maya might be better at things like retopo or animation and rigging, for modeling itself blender looks superior to me, but at the end of the day once you have the foundations, learning a new program is just a matter of getting used to the UI and shortcuts
I've been looking to get into 3D work and I just checked maya not knowing what it was and holy shit, I thought adobe's payment model was bad
One thing I think is missed in these (VS) take downs. Is simply, that at some time in the future Blender is going to surpass all of the older established tools, simply cause of the willingness to adapt and change their code. I can agree that some toolsets are very mature in some of these, however they cater to a very specific production piepline. If/when this piepline changes, and it will, those tools will start to look cumbersome and old school.
As with every large infrastructure, at some point in their growth the ability to easily change and adapt is no longer there.
When Blender gets a proper renderfarm tool (multi machine render control) colab tools, asset version controls, and similar production tools aimed at the emerging new landscape of remote working, and smaller efficient teams. The choice of tools will become biased towards the likes of Blender.
I'm no expert, I'm only a student at some private school that happens to use Maya and other industry standard software beside it. The thing I love about Maya is that I'm pretty sure the school computers are even worse than MY personal computer (has a gtx 1060, which is like 5 generations older than what we have now) and we work in the thousands of polygons and it runs completely smoothly. Not even a SPEC of lag.
Instantly liked when I saw the intro! Haha incredible scene and connection!
Blender can do everything that maya can do, but for free. It can import houdini sims, as well as zbrush models. It also now has a built in substance painter addon. It's modelling is also far more efficient than maya in almost every way. I've been using both for about a year now and these are just my opinions and experiences.
Blender also has the fastest rendering now that 3.0 us out. It also has eevee, real time rendering.
As someone getting a 3D animation degree. I've had to learn maya, houdini, unreal engine, blender, substance painter , the adobe suite, nuke and soooo many more (still working on substance designer and brush). And it's 100% not about the software, it's about your ability to learn the foundations of software quickly because in the future someone will have invented another amazing program that you now have to learn and then being able to use the fundamentals to create more cool shit. My biggest problems when learning new programs, the shortcuts are always different, and nothing is ever named the same thing. For example, Maya calls a rectangular prism a cube, and so does unreal, but Houdini calls it a box. In Maya the duplicate button is left shift but then in unreal, it's alt for some reason? Why programs can't agree on simple shortcuts and naming conventions is beyond me.
Its like you are making different languages say yes the same. That is impossible
Personally when I think of "duplicate" as a function anywhere, I always think "alt"
maybe it's because I mostly use mac, but I'm pretty certain it's the same on Windows too
I think "alt" is the more default shortcut for "duplicate"
You really made the most of stock footage haha.
most of all I like that he is
"maya is showing incredible results"
"in video blender demo"
There's absolutely nothing you can do with that you cannot do with Blender. It s not true that Blender is for Hobbyists while Maya is for professionals. If you really know Blender, you do not need Maya.
I choose blender everyone uses it, can model, sculpt texture ANIMATE VIDEO EDITING, maya is made for not being able to sculpt
That intro was the best of the year lol
Switching to Blender from 3D Studio Max after coming across a lighting and materialisation issue, was one of the best decisions I made.
The adoption Blender has is extraordinary. I don't believe there's anything Maya can do, Blender cannot. Maybe features and quality of life, but the end result... doubtful it can't do the same.
I had to move on from 3ds Max because I wanted to do freelance work and had an educational license... Felt like the end of the world having to change to the "SO HORRIBLE AND WEIRD AND HARD TO USE" Blender... It ended up being one of the best decisions I've ever made. I wouldn't go back to 3ds Max even if they started paying ME a subscription.
Keep in mind stock blender is very different from heavily modded blender with add ons.
but all addons are accessible for anyone, since they're either free or super cheap. all the dev needs to do is just make a list of the needed addons
Omggg I love how informative yet funny this vid is! Happy modeling everybody!
one thing that people forget to mention about open source software is:
if you need an bug fix, or improvments on the performance or an new feature you can:
1)learn how to code, study the source code of the software and improve it all by yourself.
2)hire any programmer in the word to do that for you, and there are tons of people out there that already studied the code all by thenselves since its open source and they might have wanted to learn how to code, how an feature works or wanted to add an feature for personal use, there are tons of people out there who are familiar with the code, so hire then should be cheaper than hire someone to study the code from scratch.
3)if you cant afford an programmer, you can do crowdfunding to do it, or simply donate to blender foundation.
sure autodesk do pay people to improve the code of their softwares too, but you cant force then to focus on fixing an specific bug, even if you pay a lot for the direct support from the developers, part of the money will go to the autodesk CEO, stake holders etc as profit instead of going to actually hiring people to fix the issue.
Blender (and any open source softwares) give you those things at an cost closer to the cost of production (even less if you consider the help from volunteers)
Currently in college for game design and when use Maya for classwork. Luckily, it comes from our tuition. I can definitely see the use for Maya and was wondering what blender offers. Thank you for making it simple.
definitely blender,not only it is free it is much more versatile.
Buisness wise well... Not yet. But Maya should keep up.
When I was in game design school we learned and used blender and maya together on a regular basis. Blender will become a standard if it isnt already. Back in the day it wasnt but we knew it would be.
cool video it helped out a ton with starting out and composing my first soft
i know a small team of devs working on a fork of blender called dice idk much but i was told it will have a very large amount of tools inspired by maya
I would love to get to know blender more. But can't get over the edge of learning. Everytime i startup blender or try to folllow a tutorial. I'm crawling back to my warm and cosy maya blanket..
Flipped normals has a good maya to blender transition tutorial!
This is my position too. I want to learn Blender. I used it a decade ago before getting into 'industry standard' software for work, but over the years I've been craving some features from Blender that Maya just seems to lack. I'm a 3D generalist so having everything in one place also greatly appeals.
Its just...change is scary and I got so used to my Maya shortcuts and menus.
@@MrMikeBaldock code what you want in maya its pretty much the most friendly customization wise
@@picosdrivethru easier said than done, I'm no programmer and the time it would take me to become proficient enough with MEL or Python, either Autodesk may have already implemented what I wanted to make, or I could have completely moved my workflows over to Blender and furthered my own 3D modelling skillsets.
I found blender so easy to use that I don't really use tutorials for it: a lot of things are where logic would want you to look for them
My experience with maya has not been positive. It feels clunky. Crashes constantly and the history needing to be deleted is just so dumb. And ofcourse no modifiers.. none. I liked 3ds max more because of that but blender is my first choice now that i have some add ons to streamline it.
Im sure you dont have much 3d experience
Is blender dead? Blender was growing at the time this video was made and it still is. I don't see the reason to compare Blender with the rest as it is free and in its own league. It caught up with Maya and my opinion is... It is actually the best as of now. It can do way more than Maya and it is totally free. "is blender dead" makes this video sound like a total clickbait
es! Can't wait to play with the full version
You explained everything spot on! Congrats!