If you are a 3D artist who creates content for games, then it doesn't matter what program you are working in, the result that you eventually got is important.
I'm an industry professional and have worked with 3D for over a decade now, and I can say with absolute assurance that most people don't care too much what 3D software you use. The far more important thing is how you approach the process and your knowledge of fundamentals, irrelevant of the software. It's obviously very helpful if you're familiar with the software the particular company uses but most places are very aware that some people just can't afford to get access to industry standard software. Also, as a side note, Blender is getting more traction in the industry every day, with more and more companies using it somewhere in their pipeline.
@@NBASFAN yes, but it doesn't matter that much for a company either. You can get most of the expenses back from taxes and the employee is much more expensive than any license or hardware
You forgot to include stability. I was a 3d student and was suposed to learn Maya and 3DMax and as a student I had a free subscription for 1 year. One day Maya crashed and decided to be impossible to start up. I tried to uninstall the program, it was just not possible to do so I had to download a Microsoft tool that uninstalls programs by force and it removed it at the end. When I tried to install it back, the install wizard was denying to do it. The funny part is that none other program from Autodesk specifically, couldn't install. I asked Autodesk for support, but they deny that my student account exist, EVEN after sending them a video of how I can download everything I had permission on with no problem on THEIR SITE. We repeated the same Conversation like in a cursed circle for 6 months Untill they got tired of me and blacklisted me and straight up ignoring me. In the meantime I used blender to pass the year in university. While my colleagues graduated with Maya and MAX, I was carried by Blender, where I also installed iy on a USB flash drive so I can carry it with me in places. . I don't dislike Maya because it's hard to learn and heavy, I despise it because Autodesk ruined my education and I wish them the same suffering they brought me.
That's awful. I am currently working on a comparison between blender and 3ds max. I'm planning on adding stability as a new category, but I would also like to include your story as part of it. If you have anymore information regarding your experience or that of your colleagues, just leave me a comment. I would love to include where you are now, and possibly other details of what happened.
Support doesn't care about for no one, they just optimize their work prioritizing quota, you're just a number to them. Once you show a noble reason to be blacklisted, they will not hesitate to do so. They all have the belief of "There's plenty of fish in the sea".
Autodesk was killed Maya, when buy it from Alias/Wavefront :// To this time point Maya was realy far front of Blender or 3ds, and similar sws. Only sws like houdiny etc can be compared with Maya
@@ZenOfKursat Not likely, Maya is still the de facto standard, and like I said, Maya Indie is only $300, while Blender is still the laughingstock of the Industry, be serious here, in over 30 years Blender never brought any innovation to the world of 3D, while tools like AI assisted animation and content creation are being developed for Maya and Houdini, something you will never see in Blender, I mean, the big Blender project for the upcoming years is layered animation, something that has been in Maya for at least 15 years, Blender is kind of a joke really!
@@gcharb2d I understand that you have some concerns about Blender and its capabilities compared to Maya and Houdini. However, it is important to note that Blender has made significant advancements in recent years and has gained a strong reputation in the industry. Let's address your points and debunk the notion that Blender is a "joke" in the world of 3D animation. 1. Blender's Innovation: - Blender has made significant strides in recent years, introducing numerous innovative features and improvements. - The Blender Foundation actively encourages and supports the development of new features and tools through its open-source community. - Blender's development is driven by a passionate community of artists and developers who continuously contribute to its growth and improvement. 2. Maya Indie vs. Blender Pricing: - While Maya Indie offers a more affordable option at $300, Blender is completely free and open-source, making it accessible to artists and studios of all sizes. - Blender's free availability has contributed to its widespread adoption and popularity among artists and studios worldwide. 3. AI-Assisted Animation and Content Creation: - While it is true that Maya and Houdini have been exploring AI-assisted animation and content creation, Blender is also actively exploring AI integration and has already implemented AI-based features, such as the AI denoiser. - Blender's open-source nature allows for the integration of third-party AI tools and plugins, providing artists with a wide range of options for AI-assisted workflows. 4. Layered Animation: - While layered animation has been a feature in Maya for many years, Blender is currently working on implementing a new and improved layered animation system. - Blender's development roadmap includes plans for a more robust and flexible layered animation workflow, which will enhance the software's capabilities in this area. --- Learn more: 1. [Cascadeur - the easiest way to animate AI-assisted keyframe animation software](cascadeur.com/) 2. [Is blender good enough for character fighting animation? - Animation and Rigging - Blender Artists Community](blenderartists.org/t/is-blender-good-enough-for-character-fighting-animation/1199696) 3. [The Future for Animation in Blender - User Feedback - Developer Forum](devtalk.blender.org/t/the-future-for-animation-in-blender/23005)
A subscription-based piece of software that could go up to over $200 a month just isn't worth it. It honestly saddens me that people never talk about this and enable companies like Adobe to take advantage of people.
@@Theblabla I work in a company where I had to educate the manager about the existence of Blender because they used to use a pirated version of Maya and sometime need to find a way to pirate the new version. Nothing they did needed especially Maya. Now the 3D team use Blender and they are Blender fanboys now.
You can have closed source plugins in blender. Your plugin can be closed source but interact with open source software. if you modify blender itself, then your advised to add to the blender source code but you don't have to do so if you don't want to. But you must say wat open source software or projects you used in your closed source project if you used any.
I am unsure, but I think since blender is licensed under the GPL v3, you have to commit private changes to the source (blender itself) upstream if you use them commercially.
Another option is to use a so-called "bridge" add-on where the code that interacts with Blender like Python is open source like the Blender license, but the actual algorithms and other parts can remain closed source. One example of this is Quad Remesher, which is basically just ZRemesher in ZBrush but as a purchasable add-on (both made by the same guy actually). The Python add-on itself is open source, but the actual remeshing is done outside of the Blender ecosystem and then imported into Blender, which is why it remains closed source. There really isn't anything stopping the industry from making commercial closed source add-ons for Blender if they take the necessary steps to protect the closed source code. Heck, we even have full on render engines like RenderMan being supported for Blender for years, yet that still remains as the property of Pixar and Disney.
Maya veteran here with 15 years of experience. I've wrestled with Maya and pulled my hair out more times than I can count because it's just filled with inexplicable voodoo. And it loves acting up during looming deadlines. It's like the Delorean from Back to the Future. A car filled with potential but is unpredictable and refuses to work when its mission critical. And I agree with the assessment about Arnold. Arnold gives gorgeous results but its slow, even in GPU mode. For this reason I started learning Blender and have found it so much easier to use. While I don't see it replacing Maya anytime soon, I think its a great alternative for anyone wanting to break into the industry.
every software made me pull my hairs out, lol. Mostly maya because it's my main software. And blender did few times but that's because I don't use it that much.
6:30 open source does not force plugins to be open source. I will admit GPL (blender is GPL) is the exception. And agpl as well, so I'm this particular case, you are right. If it was bsd, there would be no issue.
I learnt 3D animation with Maya's teachers, and learnt Blender by myself, and personally, for me, there's no way I come back to Maya. I mean, indeed, Maya has great tools... and animation layers. But once you know Blender, you can replace animation layers with NLA strips and, especially, if you did NOT choose the "Industry compatible" keymap and, slightly better, chose the "right click select" method instead of the left click, the time you save when you make a pose is INSANE! Like... it takes me almost half the time to make a pose in Blender than to make a pose in Maya. And knowing how many poses an animator needs to make for animation, it's easy to imagine the time you can save on a whole project. Simple, when I use Blender for animation, and I have to go back animating in Maya, I have the feeling that I had an electric screwdriver in hand, and someone requested me to use a basic screwdriver. This is so frustrating and this is the reason that for me, for animation, Blender wins.
@@TheNizko I'm more into short films or movies, but yes, I did. I was responsible to export animations for a movie from Blender to Unreal Engine 4 in 2022, and everything went well (it wasn't for a video game, but the next experience I'm gonna mention is). More recently, I helped a friend by making a dozen of animations for his video game he's making on Unreal Engine 5. He also animates on Blender, and exporting from Blender to UE5 still works great. Of course, there are some knowledges to have to know how to make such exports/imports, but the knowledges you need to have for that are nothing compared to the knowledges you need to have to understand how to use Maya correctly and avoid major bugs.
I'm an avid Blender fanboy and user, but Maya is easier to use and if it were free I'd use it daily. Also, there are a lot of bad Blender tutorials out there. That said, you made a great video and brought out some very excellent points.
Really? I've found the complete opposite, Maya user for over a decade but moving to Blender I found it way more intuitive and user friendly. Out of curiosity what is it about Maya that you found easier?
@@philmehrart bevels just work how you would expect; retopology is a click away; animation and rigging is a breeze. Uv work comes with very robust tools. Cylinders can be changed after you place them. The only area that I think blender is like 1000 times easier is rendering.
Yeah, I couldn't agree more. I had already made this comment on another video but I'll repost it here since I think it's relevant. In maya it takes a click of a button to activate the checker map while Blender takes an entire minute. Deleting polys takes mere seconds while Blender asks whether you want to delete faces, verts or edges even though you're in face mode already . It's also a hassle to retopo in Blender without addons. To drag and select faces on your entire mesh in Maya takes one second while in Blender you have to be in wireframe mode. Maya lets you have full control of making an edge loop while you need two functions to create edge loops in Blender. If you want to merge verts in Blender it will create a weird blotch effect and you'll have to reboot the normals or leave the edges as sharp. Meanwhile in Maya, you merge the verts and you're done. While exporting, you have to make sure "selected materials" is checked before exporting otherwise it won't work. Maya doesn't need that. If you're weight painting in Blender and forget to turn on symmetry, you have to go to each vertex group and copy paste. Maya has a mirror weights button. To go to bind pose in Blender, you have to hit "alt+g" and "alt+r" to achieve this while Maya once again has a button for this. Even simply deleting a mesh in Blender with "x" it still asks you if you want to delete when Maya simply just deletes it. Having to enable numerous addons in Blender is also repetitive as well. It's a lot. I like modeling and retopoing in Maya. Blender does a WAY better job with assembling textures on your mesh than Maya and Evee is pretty cool. I also do like animating more in Blender since the interface is a lot prettier than Maya's. Blender's top view and side view functions are amazing and way prettier in Blender than Maya's also. Blender also boots up faster than Maya. The main issue is that Blender doesn't have much. The sculpting results are the same as Zbrush but Zbrush has well over quintuple the tools. Same with the texturing. Blender barely takes up 1g of storage space while the other programs on average take up 4g so you know it's not working with much. Zbrush's navigation sucks but that's the only downside to the software that I can think of. Not to mention Blender can barely take over 500k polys compared to Zbrush that (according to an artist that worked on the dragons from Game of Thrones) can take over 14mil polys. Blender is a Swiss army knife but a Swiss army knife is no use in a sword fight.
Arnold for Maya also renders in GPU. And it's really fast. It also depends on the hardware. I have an AMD 3970X (32 cores) and both Cycles and Arnold render at the same speed making use of all the cores available.
There is a guy in the comment is like after AI there is no point of comparing the software these type of people makes me laugh😅 they don't really know much but they comment like they know everything
@@Kenxstudios I mean no one is stopping it from doing so, if anything it'd be easier to learn from blend files and using blender than placing each single vert by the AI. same thing with AI image generator not using stuff like gimp or krita, open source software, to make the image creation process more authentic and simpler to digest for the AI itself. its just that AI bros are so up their own bum, too egotistical to realize that they're trying to replace people they'll never be able to fully replace, that they cant figure out basic optimizations. not that'll matter anyways.
@IPlayKindred My comment was about AGI, not current AI systems. AGI will replace every facet of human capability. I'm a designer so I'm not exactly enthusiastic about this, but it is going to happen and a lot sooner than everyone might think.
On my opining, comparing this two programs in this video looks like two children compete which toy car is better. Even though Blender has a good potential and already very powerful functionality, Maya still beats Blender in terms of working in several programs simultaneously and creating smooth workflow( we speak about created plugins as well ): that's why Maya is a paid program. Despite of the fact that Blender can create amazing stuff, I find a lot of stuff missing in Blender which are crucial for game industry. Personally I was working in Blender for approximately 2 years and now I have Maya as my main tool for character modelling and the same stuff. I can't just return myself to Blender because devs have a lot of stuff to do to make this open-source program comfortable for game industry. By the way, sometimes a price of Maya can be not so big problem due to a student license. I use it right now and you can get it.
Great video, especially the modeling segment. I really love working with NURBS in Maya and Sculpting mode in Blender, so it's fantastic to see someone finally highlight this comparison!
Used both extensively. Maya professionally and blender for my own work. Eventually, at the rate of current development of Maya, if it stays like that, studios will have to make a super inconvenient decision to switch to blender. The UV stuff of Maya, though awesome, still works on a single core. Their new booleans are worse than before. Their bifrost, though super powerful, lacks good documentation. They took like 3 years after the release of the bifrost feature to make a fundamental video series. The only reason I and many studios still use autodesk products is because of pipelines set around those tools.
@@mmmuck Nope. Even the enterprise folks don't get that kinda support as they advertise. I've seen bunch of critical bugs that go unfixed for 5+ years. Few exceptions being companies like WETA that have their own custom MAYA.
1/nth of the price of subscription goes to support, 1/nth goes to lawyers & PR, 1/nth goes to marketing(like youtubers) and 1/3-digitth goes to development. Their support is good cause everyone's mostly paying for support. The software is just resting on it's laurels.
I was taught to use Maya as my main software for 3D modeling, animation, rendering, and lighting during my time in college. Even though there were so many problems with it, especially crashing and file corruption, It was really easy for me to do personal projects. As for Blender, I get REALLY confused. There are so many tools, buttons, slider that I don't even know what they do. Maya is pretty straightforward. Unfortunately, many hiring companies want people who are skilled in Blender. I'm still working on transferring my skills to Blender. 😅
Thats interesting to hear, ive learned blender and hated how it felt but eventually found my comfort ground with projects that i actually cared and now using blender feels like drawing on a piece of paper just with more crayons and pencil given. So far maya does interest me and might give it a shot once im done learning zbrush, im only worried if maya software has a terrible UI workflow as Zbrush is COMPLETELY the opposite of modeling and that is absolute hassle to learn
This was helpful as, me and a group of 4 other friends wanna get into game development and we weren't sure what to use, but we've seen some of these videos and finally chose blender, our first project is gonna be pretty ambitious and harsh on Unity, and ourselves, but now we're looking at ways to model realistic humanoid figures and two of us are learning animation while us 3 do realistic modelling, then we'll swap it around, just so we all have some experience at some point. And I do want to say, thank god I've been led to using Blender
Not really if your gonna do realistic humanoid figures you should be learning how to use zbrush for sculpting , and also their is this software that you can generate realistic human meshes and detail them , I think its either meta human or character creator 4. Make it easier for you since you are mostly using it for games and not trying to be artist . You can also get paid 3d models in markets
@@tttttttttttttttp12 first if you want to work at a big studio you have to have knowledge of maya and maybe zbrush, you have to spent money or maybe go to collage. second when i swtiched to maya from blender i realized Maya have alot of features and alot of them are actually better. Third Maya is made for a studio environment which means it have systems to work colabratly between people. and build extremely heavy projects that won't crush. Maya is used more on big projects, i mean look at your what ever favorite movie its made in maya from marvels to sony, Blender well be able to to the same thing it won't be as efficient as maya
You can now render by GPU in Arnold, specifying the crop size in pixels, and I personally give Arnold a point: It's much more realistic than Cycles and Redshift, by GPU it now has similar timings to Cycles in Blender, it would be great if it were could be incorporated as an external renderer within Blender, obviously like redshift, it would be paid, but it is much more accurate than Cycles
This was great! Even though I prefer Blender, one thing Maya will have over Blender, and I am sure you know this, is the 24/7 support. That alone is one of the major reasons Maya is industry standard. It's also because schools teach Maya and it has been around longer so more businesses use Maya. For Freelance like you said Blender is infinitely better but that support is a must if things break. We all know, for those that use Blender, if something breaks we are looking on the internet for 1-2 hours to find nothing on the fix and later it just fixes itself XD.
As far as i know Blender plugins arent open source by standard. Some are and some arent. Its up to the creator if they want to make it open source or not. Blender being Open Source doesnt force every plugin to be Open Source as well.
Thanks for this video I choose blender but i have never used maya because i have not the money for that where i live its not possible to make a living with cg software. There is no interest. Adobe is the big company in my country. I use blender since 2002. Just for fun and learning 3d.
The plug in point is pretty moot as there are proprietary plugins that run in blender that have their own compiled executable that blender calls on when needed, uv pack master springs to mind
Arnold is also GPU based since 2020. You can switch between CPU mode and GPU mode. It also can do mixture of both (XPU). If GPU runs out of memory (which almost never happens if you have mid range Gaming PC), it switches to CPU to finish the task.
arnold at rendering is better, it's so much flexible. Render Setup, AOVs, Light sets, Batch Renders, these are essential in industry. Arnold supports all very well, and it also supports GPU, it's not as fast as cycles, but the tools, trace sets, lights control, volumes, make up for it
Very interesting video. I started with Maya 15 years ago, but I stopped 14 years ago, haha. I really like Maya, but Blender is free, community is better... It's just my opinion.
I have worked with both Maya and Blender. Maya is far better in terms of its standard interface and options. However, I wish Maya had some features that are available in Blender
As a young animator that not gone out of school yet, I've got into several obstacles when comes to animate in Blender due to skipping the Blender guru, I decided to go to a school that teaches Blender in my country, however, there are like 3 or more academy teaching Maya but only 1 in the entire country teach Blender which quite surprise me a little bit as people often prefer Cinema 4D and Maya over Blender.
No support for Blender, studios want and need support, that alone kills Blender for the vast majority of studios, not to mention that Blender doesn't fully support industry standards, like FBX, Alembic, and USD, it sucks at VFX, and it is filled with limitations, don't get me wrong, the idea that a 3D software like Blender is free and open source is very cool, but Blender isn't built for production, not the way Maya is, which is why Maya will still remain a standard of the industry, and Blender will never become one!
Maya is integrated into a vast majority of vfx pipelines. Their support and reliability makes it stand out to blender. In the future I believe blender will be more and more integrated into vfx
you can always 🏴☠Maya and make a resume and portfolio from it, and maybe buy a sub once you're hired. It would be a shame you paid subs for years and never get hired. The only winner will be autodesk.
About Blender animation, they're working on remaking the animation systems, it's called *Project Baklava* . What I mean is, eventually Blender can win this category too.
@@lizando1326 The same thing happened to me with 3ds max, I used it for many years, but lately it became so difficult to crack, that I decided to give Blender a try and it was the best decision I made in a long time, long live Blender!!!
I use both, because both have certain things missing. For instance, Blender can inport and export in the gtTF format, Maya can't. However, big console manufacturers (Nintendo, Sony, Microsoft) all provide importers and exporters for their proprietary formats only for Maya, not for Blender. And so I end up having to use both at the same time, since I need to support all of these formats in my game engine.
yes! absolutely just use blender! that way you'll save 3d artist video game jobs for people people who actually want to work in the games industry. They thank you very much.
I am using Blender since 2.49b and I love it but i have to make a few points. Rendering- Arnold renders on GPU as well! It might not be a first option because it is industry standard engine and big studios don't use their gaming laptops for production, when you want to render big complex scene that requires 200GB of VRAM- you will use render farm built on CPUs. Cycles if very limited. It is fast but from my expierence it produces much more nosie in comparison two other engines so you have to render more samples and prolong rendering anyway and results will never be as acurate and pleasing as in V-ray, Arnold or Renderman. I would say Redshift lies somewhere in between. Obviously it depends on , what you render and for 80% cases Cycles is just fine, but when you want to produce something bigger, there some better options. When it comes to external renderers, for example Pixar made greate job when making a Blender addon but for me it still works much better in Maya's hypershade, even though I have much more expiernce in blender nodes. Moreover it is true to all of third party software. Blender is nice for doing everything in one place, it even used to have game engine built in, for those who rememer! But you will reach the point when some of those functions won't be enough. ZBrush is better for sculpting, Houdini for FX and all the procedural stuff, texture paint is way better in Mari od even Substance and Nuke is standard for compositing and that is just a beginning. So when you start to looking for bridging tools and developing your pipline, Maya will fit better and as a matter of fact it is better in most of the aspects, you have mentioned. It's like comparing race car to the old Vespa. Of course vespa will take you anywhere in the city and it's easier to use, but when you want to be the best and fastest and win a race, you will go for this shiny red car. Of course Vespa may be just fine for you and for most people, that is why many people use blender, and I am using it too. Nevertheless, Maya is better.
Thank you for your comment. Very good explanation. This fight between blender and maya goes for sometime in my head. I guess blender will always be there, and it's better to learn industry standard tools first.
I'm a Maya user and there is no way to use reflections (SSR) in realtime render viewport with "Viewport 2.0" (Maya Hardware 2.0) that is EVEE equivalent. In Blender? Just active the "Screen Space Reflections" in EVEE render tab or "Raytrace" on new versions of EVEE. All engine programs like Unity and Unreal have realtime reflections with SSR and Blender too. Why not Maya?
I have a big problem in blender. I am doing a tree and buting inside its leafs a bone to make animtion and hold shift to select the leafs and the bons and ctrl-p automatically wight and withh all leafs when I done I export fbx and add it in roblox studio but all the leafs I add in the tree I move from its place to other a d collected in one place so why this happens pls help
both win for me, im an early intermediate in blender I'd say, and only started maya yesterday and i love it alr, navigating it isnt as liquid fluent as blender but it's like substance painter, i plan to model in it and render (and btw, maya does support gpu ... Theres the same CUDA system as found in blender...) what I love abt maya is that u can reduce textures manually or automatically with just settings by default. But for me, I love both blender and now maya :)
I use both Blender and Maya, but with different purposes, Maya is overall the best software for animation, no questions there, Blender can be used as sculpting software and sketching but Maya has a more accurate and refined rendering engine, I usually import Blender created meshes to be refined and retopologies in Maya I create UV mapping and sharers and animations in Maya because it's just simply better animation tools and better and realistic rendering engine. I know that Shading is usually done in Substance painter but only if I have money to buy that lisence I would use that one for texturing.
I personally think if you have money then use both. Not only do you get Maya’s advanced tools and blender’s easy workflow but you also get the best results. It speeds up the workflow
On the other hand, I really do not appreciate that you skipped a LOT of qualities with Maya. Heck, the reference editor witch is a super tool, the set project that allows you to simply keep everything well tidy up unlike Blender who's, I admit, is cool on paper (creating a .blend file that allows you to have everything tidy up too in folders) but it's kind of messed up since it's better to just use the file explorer. Also, the quad draw witch is why Maya is a better tool for retopo than Blender. Also the fact that people are wondering why Maya is kind of unstable. That's because Maya is stocking EVERY LITTLE INFOS in it's scene, from the little modifications to the big ones, wtich allow to just ctrl Z to the max. Even the modelling part. You can even preview the smooth on the rendre engine: Arnold, instead on the maya scene, witch save a lot of calculations from the software. Also just in general, modelling on Maya is smoother than Blender, just a simple thing like changing the origin of the object on Blender is pain cuz you have to put it with the cursor's position. To summarize, Blender is way less accurate than Maya, in like, general. Also, Blender gots too many shortcuts compared to maya, it's kind of confusing sometime. But I got to admit that Blender's Eevee is amazing for stylized and 2D like renders, also the GPU helps, unlike Maya who is just a dying horse with GPU.
Yeah this is the whole point of maya, at large scale its still easy to use and modifiy hundreds of scene files with one users input, the reference system is its most valuable feature as well as the fact the scene can be read as text, so if a guy has to change the color of a prop thats shared by hundreds of scenes he can just change it in a reference file once and it will update across thousands of scene files, Im not sure even Blender can do this yet without opening everyfile to do a change like this, maybe it can but maya is king with scene file changes across thousands of files with one change.
Thank you for your comment. I didn't get into all of those things because I didn't want this video to be too long. This video is meant to be informational but not the end all be all. The results I drew are from my own personal experience so you're welcome to disagree. Thank you for taking the time to add to the conversation.
These videos are hilarious. They’re both amazing. Maya is cheap for indy developers. I prefer Maya but I use both. Sculpting in Maya is useless though.
Some of this isn't quite right. Setting a project in Maya is necessary since it often relies on external files being referenced into the mb or ma file, such as image textures or reference images, or multiple different scenes, and so on, but Blender keeps everything inside itself. In Blender, you go to File > External Data > Automatically Pack Resources and everything is stored inside the blend file as it's loaded in (with the exception of strips pointing to external data in the VSE, for obvious reasons). Same with scenes, all inside the blend file. Blender stores an entire copy of the file inside itself as well, which is arguably Not a Good Thing for certain reasons, but does allow for unnoticed auto saving in the background, as well as 256 undo steps. Maya has no concept of modifiers at all besides smooth preview, which makes modelling very tedious by comparison. Boolean workflow is all but worthless in Maya, as everything is permanent, unlike Blender where booleans can be transformed at will. And changing the origin of an object doesn't require the 3D cursor at all, though that has it's own uses for precision. But you can just hit ctrl > period/full stop or go to the Options menu in the upper right hand corner and tick on Origins in order to access the pivot. You don't need to use shortcuts if you don't want, everything is in the menus and toolbars.
to clarify: you CAN use GPU on arnold to make renders as fast as in cycles, but it is not optimized yet and have some limitations compared to CPU-rendering
@@interactiveontariobuilding9196 Honestly, if you can afford Maya and you know you will make a lot of money, use it. But if you're broke like me, then Blender is probably the safer option.
You forgot the most important point, proprietary software like Maya is a dead end technology, it can only get so good when it's primary objective is to make money, Blender is an Open Source program which means it's trying to help the end user accomplish their goals over any monetarily consideration. This fundamental flip in philosophy means that inevitably Blender will be the superior product where Maya will only stagnate and acquire useless features as time goes on and money drys up. The only reason anyone should use Maya is because their Job requires them to, and even then you should know how to use Blender because it's the future.
@@hound_of_justice Isn't what Maya if not Autodesk is famous for? making fairytales like Marvel? If Maya replaced an older app / analog, it will also be replaced.
The argument is very simple: illustration: A group of very wealthy and talented people offer to give you a free meal = Blender A group of very wealth and talented people offer to give you a meal for 1000s of dollars = other software for some it doesn't matter but for most Blender
As a game dev that went from four years of blender and upgraded to maya a few months ago, relearning hotkeys sucked ass, but i fucking love maya lol. it just feels and looks like a high quality software, everything just works. seeing behind the scenes of big games and seeing them using maya also is a good sign too, i was expecting this video to just be another uninformed blender circlejerk video but i'm glad to see you explain why blender isn't quite there yet. Think of blender like a doctor at the hospital, just your average doctor that generalizes most practices, and then think about zbrush, maya, substance, etc, all being specialist doctors, that specialize in their field of study, blender is a jack of all trades but master at none, while the others are masters at their craft and not much else lol
your missing out on the fact the blender has addons that simulate the same industry standard plugins and can in some cases have more features that are very helpful. as well as full driver support
You're right! Blender does have a ton of awesome addons that mimic, in large part, what industry standard plugins can do, however, many studios buy subscriptions to X-particles, Ziva, or Thinking particles so they want employees to use that respective addon. That's why I mentioned it and why it's so important
Blender being open source doesn't necessarily mean plugins need to be open source: plugins can be compiled, proprietary binary libraries that Blender can call into through a Python interface. The real reason big plugins won't migrate directly from Maya to Blender is because they're built around the way Maya works; there's also no guarantee that something that a plugin (or the way you use it) relies on in Maya would have a 1:1 equivalent in Blender without adding huge amounts of work beyond just what the plugin itself does internally. So there's just no business incentive to justify paying for the amount of developer hours it would take to rebuild Maya plugins in Blender, not to mention supporting its further development, keeping up with not only Blender's changes but also feature parity with the Maya version of the same plugin.
You're completely missing the point with Blender being open-source and thus, incompatible with proprietary plugins. Blender's license requires that any modification of *Blender itself* must be released as open-source, but plugins are interfacing with Blender via it's Python API. Python is a scripting language which can interface basically into anything, nothing forbids plugin developers to provide a Python interface for their plugin or toolkit and keep it closed-source and just provide the binaries. Blender being open-source is a huge advantage not much in terms of being free of charge, but that it doesn't belong to a company or a person and any improvements made to it cannot be monetized or closed, they must be open too. So, nothing like recent Adobe or Unity license terms and price changes can ever happen too.
You should scroll back up and hit the like button so this can spread to more people!
BOTH ARE CRINGE SFM FOR THE WIN
@clausbohm9807 very unstable, not optimized, a few features of Bifrost for example are not working in GPU
Blender has Metaballs by the way. Rather Nurbby. lol
@@Duggleftforthemilk*For you. Not for everyone.
You should scroll back up and hit the SUBSCRIBE button so this CHANNEL can spread to more people!
If you are a 3D artist who creates content for games, then it doesn't matter what program you are working in, the result that you eventually got is important.
Well it does matter which software you use if you care about efficiency, speed, performance amongst all.
@@hound_of_justice efficiency comes with long usage
it deosnt matter if you have infinate money.
well for animation nobody can beat Maya.... like super topnotch quality ILM or pixar quality
That's a load of shit.
I'm an industry professional and have worked with 3D for over a decade now, and I can say with absolute assurance that most people don't care too much what 3D software you use. The far more important thing is how you approach the process and your knowledge of fundamentals, irrelevant of the software. It's obviously very helpful if you're familiar with the software the particular company uses but most places are very aware that some people just can't afford to get access to industry standard software. Also, as a side note, Blender is getting more traction in the industry every day, with more and more companies using it somewhere in their pipeline.
Also depending on your company budget. Autodesk licenses aren’t cheap.
@@NBASFAN yes, but it doesn't matter that much for a company either. You can get most of the expenses back from taxes and the employee is much more expensive than any license or hardware
@@3dbob891 small studio don't get that much back tho.
Do you have anyone that knows how to use unrealengine and code ?
What's your tips, where I start to learn, if I'm newbie and I'd love to be a pro designer?
0:35 Learning Curve (Blender)
1:18 Commmunity (Draw)
2:25 Blender Problem no-1-plugin
3:23 Consideration
===
3:43 Modelling (Draw)
4:18 PlugIt,Xmod(maya) & Hard ops, Boxcutter(blender)
4:27 Maya's NERB(Non-uniform rational B-splines)
5:20 Sculpting
NERB(Maya), Sculpting(Blender)
===
6:04 Animation (Maya)
6:21 Blender can't use industry standard plugins
===
7:10 Rendering (Maya)
7:25 Cycle vs Arnold
7:55 Cycles(Blender GPU Based), Arnold(Maya CPU Basedk)
===
8:20 Price (Blender)
9:13 Quote from Pro Maya 11 year
10:37 Quote Summary
===
10:52 Summary
Blender(5) Maya(3)
Winner: Blender
rendering : blender not maya because its gpu based
I have an RTX 3090 so Blender seem to be the valid choice. 😊
I genuinely don't get why under "community," the focus was more on addons rather than... the actual community. That's just odd.
@@LuigiDOTexeI agree, but a huge role of the blender community is based on developing add-ons.
You forgot to include stability.
I was a 3d student and was suposed to learn Maya and 3DMax and as a student I had a free subscription for 1 year.
One day Maya crashed and decided to be impossible to start up. I tried to uninstall the program, it was just not possible to do so I had to download a Microsoft tool that uninstalls programs by force and it removed it at the end.
When I tried to install it back, the install wizard was denying to do it. The funny part is that none other program from Autodesk specifically, couldn't install. I asked Autodesk for support, but they deny that my student account exist, EVEN after sending them a video of how I can download everything I had permission on with no problem on THEIR SITE. We repeated the same Conversation like in a cursed circle for 6 months Untill they got tired of me and blacklisted me and straight up ignoring me. In the meantime I used blender to pass the year in university.
While my colleagues graduated with Maya and MAX, I was carried by Blender, where I also installed iy on a USB flash drive so I can carry it with me in places. .
I don't dislike Maya because it's hard to learn and heavy, I despise it because Autodesk ruined my education and I wish them the same suffering they brought me.
This is were i least expected to see someone villain origin story🤣😂 sorry you had to go through that, really sucks
Wow! Thank you.
That's awful. I am currently working on a comparison between blender and 3ds max. I'm planning on adding stability as a new category, but I would also like to include your story as part of it. If you have anymore information regarding your experience or that of your colleagues, just leave me a comment. I would love to include where you are now, and possibly other details of what happened.
Support doesn't care about for no one, they just optimize their work prioritizing quota, you're just a number to them. Once you show a noble reason to be blacklisted, they will not hesitate to do so. They all have the belief of "There's plenty of fish in the sea".
does any company nowadays not have a half-assed support system
It blows my mind every time I see one of these comparisons that a free, open source package is even in the same conversation as Maya. Great summary!
If Autodesk makes one huge price slipup with Maya... You already know where everyone's running to. XD
Autodesk was killed Maya, when buy it from Alias/Wavefront :// To this time point Maya was realy far front of Blender or 3ds, and similar sws. Only sws like houdiny etc can be compared with Maya
Maya Indie is $300!
Maya has already missed that train. Long live blender3D. RIP maya.
@@ZenOfKursat Not likely, Maya is still the de facto standard, and like I said, Maya Indie is only $300, while Blender is still the laughingstock of the Industry, be serious here, in over 30 years Blender never brought any innovation to the world of 3D, while tools like AI assisted animation and content creation are being developed for Maya and Houdini, something you will never see in Blender, I mean, the big Blender project for the upcoming years is layered animation, something that has been in Maya for at least 15 years, Blender is kind of a joke really!
@@gcharb2d I understand that you have some concerns about Blender and its capabilities compared to Maya and Houdini. However, it is important to note that Blender has made significant advancements in recent years and has gained a strong reputation in the industry. Let's address your points and debunk the notion that Blender is a "joke" in the world of 3D animation.
1. Blender's Innovation:
- Blender has made significant strides in recent years, introducing numerous innovative features and improvements.
- The Blender Foundation actively encourages and supports the development of new features and tools through its open-source community.
- Blender's development is driven by a passionate community of artists and developers who continuously contribute to its growth and improvement.
2. Maya Indie vs. Blender Pricing:
- While Maya Indie offers a more affordable option at $300, Blender is completely free and open-source, making it accessible to artists and studios of all sizes.
- Blender's free availability has contributed to its widespread adoption and popularity among artists and studios worldwide.
3. AI-Assisted Animation and Content Creation:
- While it is true that Maya and Houdini have been exploring AI-assisted animation and content creation, Blender is also actively exploring AI integration and has already implemented AI-based features, such as the AI denoiser.
- Blender's open-source nature allows for the integration of third-party AI tools and plugins, providing artists with a wide range of options for AI-assisted workflows.
4. Layered Animation:
- While layered animation has been a feature in Maya for many years, Blender is currently working on implementing a new and improved layered animation system.
- Blender's development roadmap includes plans for a more robust and flexible layered animation workflow, which will enhance the software's capabilities in this area.
---
Learn more:
1. [Cascadeur - the easiest way to animate AI-assisted keyframe animation software](cascadeur.com/)
2. [Is blender good enough for character fighting animation? - Animation and Rigging - Blender Artists Community](blenderartists.org/t/is-blender-good-enough-for-character-fighting-animation/1199696)
3. [The Future for Animation in Blender - User Feedback - Developer Forum](devtalk.blender.org/t/the-future-for-animation-in-blender/23005)
20 years of Maya - I switched to Blender last year. It finally came into it's own.
Fun fact: After all those years, Maya is still running with only one heart of the CPU.
Are you serious??
@@muhammadabdulsalam602 they are forced to btw
which one have better playback is better for animation?
@Red_Paper6495 why?
🤣🤣🤣😂
A subscription-based piece of software that could go up to over $200 a month just isn't worth it. It honestly saddens me that people never talk about this and enable companies like Adobe to take advantage of people.
It's simply because everybody pirates it.
@@Theblabla I work in a company where I had to educate the manager about the existence of Blender because they used to use a pirated version of Maya and sometime need to find a way to pirate the new version. Nothing they did needed especially Maya. Now the 3D team use Blender and they are Blender fanboys now.
@@lilingtonlil168No way a company that actually uses Blender!
You can have closed source plugins in blender. Your plugin can be closed source but interact with open source software. if you modify blender itself, then your advised to add to the blender source code but you don't have to do so if you don't want to. But you must say wat open source software or projects you used in your closed source project if you used any.
I am unsure, but I think since blender is licensed under the GPL v3, you have to commit private changes to the source (blender itself) upstream if you use them commercially.
Another option is to use a so-called "bridge" add-on where the code that interacts with Blender like Python is open source like the Blender license, but the actual algorithms and other parts can remain closed source. One example of this is Quad Remesher, which is basically just ZRemesher in ZBrush but as a purchasable add-on (both made by the same guy actually). The Python add-on itself is open source, but the actual remeshing is done outside of the Blender ecosystem and then imported into Blender, which is why it remains closed source.
There really isn't anything stopping the industry from making commercial closed source add-ons for Blender if they take the necessary steps to protect the closed source code. Heck, we even have full on render engines like RenderMan being supported for Blender for years, yet that still remains as the property of Pixar and Disney.
Maya veteran here with 15 years of experience. I've wrestled with Maya and pulled my hair out more times than I can count because it's just filled with inexplicable voodoo. And it loves acting up during looming deadlines. It's like the Delorean from Back to the Future. A car filled with potential but is unpredictable and refuses to work when its mission critical. And I agree with the assessment about Arnold. Arnold gives gorgeous results but its slow, even in GPU mode. For this reason I started learning Blender and have found it so much easier to use. While I don't see it replacing Maya anytime soon, I think its a great alternative for anyone wanting to break into the industry.
every software made me pull my hairs out, lol. Mostly maya because it's my main software. And blender did few times but that's because I don't use it that much.
Use Redshift! Or RPR xD
Dude, this. The ability of maya to seem to just go nutso during deadlines and critical moments is bonkers wild. It's literal black magic.
I liked the presentation: balanced and informative. It flows well too.
6:30 open source does not force plugins to be open source. I will admit GPL (blender is GPL) is the exception. And agpl as well, so I'm this particular case, you are right. If it was bsd, there would be no issue.
I learnt 3D animation with Maya's teachers, and learnt Blender by myself, and personally, for me, there's no way I come back to Maya. I mean, indeed, Maya has great tools... and animation layers. But once you know Blender, you can replace animation layers with NLA strips and, especially, if you did NOT choose the "Industry compatible" keymap and, slightly better, chose the "right click select" method instead of the left click, the time you save when you make a pose is INSANE! Like... it takes me almost half the time to make a pose in Blender than to make a pose in Maya. And knowing how many poses an animator needs to make for animation, it's easy to imagine the time you can save on a whole project. Simple, when I use Blender for animation, and I have to go back animating in Maya, I have the feeling that I had an electric screwdriver in hand, and someone requested me to use a basic screwdriver. This is so frustrating and this is the reason that for me, for animation, Blender wins.
Me too. Autodesk software is too difficult to learn and master.
Do you use blender to create animation for games?
@@TheNizko I'm more into short films or movies, but yes, I did. I was responsible to export animations for a movie from Blender to Unreal Engine 4 in 2022, and everything went well (it wasn't for a video game, but the next experience I'm gonna mention is). More recently, I helped a friend by making a dozen of animations for his video game he's making on Unreal Engine 5. He also animates on Blender, and exporting from Blender to UE5 still works great.
Of course, there are some knowledges to have to know how to make such exports/imports, but the knowledges you need to have for that are nothing compared to the knowledges you need to have to understand how to use Maya correctly and avoid major bugs.
@@TheNizko yes, im using for 3D TVC and create 3D game.
you couldnt learn maya its mean you are weak not the software
7:56 if im not wrong Arnold can be both, although it is CPU automatically
agreed to all of what you said wow. Great video dude! Subbed
Thank you! I really appreciate that
I'm an avid Blender fanboy and user, but Maya is easier to use and if it were free I'd use it daily. Also, there are a lot of bad Blender tutorials out there. That said, you made a great video and brought out some very excellent points.
Really? I've found the complete opposite, Maya user for over a decade but moving to Blender I found it way more intuitive and user friendly. Out of curiosity what is it about Maya that you found easier?
@@philmehrart bevels just work how you would expect; retopology is a click away; animation and rigging is a breeze. Uv work comes with very robust tools. Cylinders can be changed after you place them. The only area that I think blender is like 1000 times easier is rendering.
“If it were free I’d use it daily” then get a cracked version.
Yeah, I couldn't agree more. I had already made this comment on another video but I'll repost it here since I think it's relevant.
In maya it takes a click of a button to activate the checker map while Blender takes an entire minute. Deleting polys takes mere seconds while Blender asks whether you want to delete faces, verts or edges even though you're in face mode already . It's also a hassle to retopo in Blender without addons. To drag and select faces on your entire mesh in Maya takes one second while in Blender you have to be in wireframe mode. Maya lets you have full control of making an edge loop while you need two functions to create edge loops in Blender. If you want to merge verts in Blender it will create a weird blotch effect and you'll have to reboot the normals or leave the edges as sharp. Meanwhile in Maya, you merge the verts and you're done. While exporting, you have to make sure "selected materials" is checked before exporting otherwise it won't work. Maya doesn't need that. If you're weight painting in Blender and forget to turn on symmetry, you have to go to each vertex group and copy paste. Maya has a mirror weights button. To go to bind pose in Blender, you have to hit "alt+g" and "alt+r" to achieve this while Maya once again has a button for this. Even simply deleting a mesh in Blender with "x" it still asks you if you want to delete when Maya simply just deletes it. Having to enable numerous addons in Blender is also repetitive as well. It's a lot.
I like modeling and retopoing in Maya. Blender does a WAY better job with assembling textures on your mesh than Maya and Evee is pretty cool. I also do like animating more in Blender since the interface is a lot prettier than Maya's. Blender's top view and side view functions are amazing and way prettier in Blender than Maya's also. Blender also boots up faster than Maya. The main issue is that Blender doesn't have much. The sculpting results are the same as Zbrush but Zbrush has well over quintuple the tools. Same with the texturing. Blender barely takes up 1g of storage space while the other programs on average take up 4g so you know it's not working with much. Zbrush's navigation sucks but that's the only downside to the software that I can think of. Not to mention Blender can barely take over 500k polys compared to Zbrush that (according to an artist that worked on the dragons from Game of Thrones) can take over 14mil polys. Blender is a Swiss army knife but a Swiss army knife is no use in a sword fight.
@@Kenxstudios agree
Arnold for Maya also renders in GPU. And it's really fast. It also depends on the hardware. I have an AMD 3970X (32 cores) and both Cycles and Arnold render at the same speed making use of all the cores available.
There is a guy in the comment is like after AI there is no point of comparing the software these type of people makes me laugh😅 they don't really know much but they comment like they know everything
they are funny
@@VectorDev frfr
Artificial General Intelligence won’t need to use either Blender or Maya to produce work as a human would with these software tools.
@@Kenxstudios I mean no one is stopping it from doing so, if anything it'd be easier to learn from blend files and using blender than placing each single vert by the AI.
same thing with AI image generator not using stuff like gimp or krita, open source software, to make the image creation process more authentic and simpler to digest for the AI itself.
its just that AI bros are so up their own bum, too egotistical to realize that they're trying to replace people they'll never be able to fully replace, that they cant figure out basic optimizations. not that'll matter anyways.
@IPlayKindred
My comment was about AGI, not current AI systems. AGI will replace every facet of human capability.
I'm a designer so I'm not exactly enthusiastic about this, but it is going to happen and a lot sooner than everyone might think.
i love how this guy has the voice of a 40 year old veteran and looks like he is still in high school. Hilarious thank you for the entertainment.
As a user of Maya for 20 years, more than half of those as a professional, I can defiantly say... BLENDER.
haha you right
On my opining, comparing this two programs in this video looks like two children compete which toy car is better. Even though Blender has a good potential and already very powerful functionality, Maya still beats Blender in terms of working in several programs simultaneously and creating smooth workflow( we speak about created plugins as well ): that's why Maya is a paid program. Despite of the fact that Blender can create amazing stuff, I find a lot of stuff missing in Blender which are crucial for game industry. Personally I was working in Blender for approximately 2 years and now I have Maya as my main tool for character modelling and the same stuff. I can't just return myself to Blender because devs have a lot of stuff to do to make this open-source program comfortable for game industry. By the way, sometimes a price of Maya can be not so big problem due to a student license. I use it right now and you can get it.
Great video, especially the modeling segment. I really love working with NURBS in Maya and Sculpting mode in Blender, so it's fantastic to see someone finally highlight this comparison!
Glad you enjoyed it!
Used both extensively. Maya professionally and blender for my own work.
Eventually, at the rate of current development of Maya, if it stays like that, studios will have to make a super inconvenient decision to switch to blender.
The UV stuff of Maya, though awesome, still works on a single core.
Their new booleans are worse than before.
Their bifrost, though super powerful, lacks good documentation. They took like 3 years after the release of the bifrost feature to make a fundamental video series.
The only reason I and many studios still use autodesk products is because of pipelines set around those tools.
they also get major dedicated support. blender is now starting to offer that with studio release editions
@@mmmuck Nope. Even the enterprise folks don't get that kinda support as they advertise. I've seen bunch of critical bugs that go unfixed for 5+ years.
Few exceptions being companies like WETA that have their own custom MAYA.
@@AyushBakshi that's what I'm saying major productions get hands on support. yes autodesk is the worst for leaving bugs in for years
1/nth of the price of subscription goes to support, 1/nth goes to lawyers & PR, 1/nth goes to marketing(like youtubers) and 1/3-digitth goes to development.
Their support is good cause everyone's mostly paying for support. The software is just resting on it's laurels.
I swear blender feels like my own children to me even though it's free my soul doesn't allow me to use it with out giving donations
I 've been using Maya from 1998...ver01. but I want to use Blender now.
I want to use it together.
According to the video...
Blender: Freelance
Maya: Studio
I was taught to use Maya as my main software for 3D modeling, animation, rendering, and lighting during my time in college. Even though there were so many problems with it, especially crashing and file corruption, It was really easy for me to do personal projects. As for Blender, I get REALLY confused. There are so many tools, buttons, slider that I don't even know what they do. Maya is pretty straightforward. Unfortunately, many hiring companies want people who are skilled in Blender. I'm still working on transferring my skills to Blender. 😅
My issue is the same. i learnt Maya and 3ds max in school. i learnt Blender later but i have never felt comfortable with it.
Blender can be hell but trust me once you get a hold of it,it's a really great Software to use as a 3D artist
Thats interesting to hear, ive learned blender and hated how it felt but eventually found my comfort ground with projects that i actually cared and now using blender feels like drawing on a piece of paper just with more crayons and pencil given. So far maya does interest me and might give it a shot once im done learning zbrush, im only worried if maya software has a terrible UI workflow as Zbrush is COMPLETELY the opposite of modeling and that is absolute hassle to learn
This was helpful as, me and a group of 4 other friends wanna get into game development and we weren't sure what to use, but we've seen some of these videos and finally chose blender, our first project is gonna be pretty ambitious and harsh on Unity, and ourselves, but now we're looking at ways to model realistic humanoid figures and two of us are learning animation while us 3 do realistic modelling, then we'll swap it around, just so we all have some experience at some point.
And I do want to say, thank god I've been led to using Blender
Not really if your gonna do realistic humanoid figures you should be learning how to use zbrush for sculpting , and also their is this software that you can generate realistic human meshes and detail them , I think its either meta human or character creator 4. Make it easier for you since you are mostly using it for games and not trying to be artist . You can also get paid 3d models in markets
if you are going to be an industry pro - MAYA = $1,875/year for 1 user
Everyone else - Blender = free
@@hamidzarts that's still a lot when you're squaring up to a free software that can already do pretty much whatever you can
In my studio we use blender for gamedev, ty for the tip tho!
@@tttttttttttttttp12 first if you want to work at a big studio you have to have knowledge of maya and maybe zbrush, you have to spent money or maybe go to collage. second when i swtiched to maya from blender i realized Maya have alot of features and alot of them are actually better. Third Maya is made for a studio environment which means it have systems to work colabratly between people. and build extremely heavy projects that won't crush.
Maya is used more on big projects, i mean look at your what ever favorite movie its made in maya from marvels to sony, Blender well be able to to the same thing it won't be as efficient as maya
@@tttttttttttttttp12 You want 3D package to be free?
If you are going to be an industry pro... you need to know both.
You can now render by GPU in Arnold, specifying the crop size in pixels, and I personally give Arnold a point: It's much more realistic than Cycles and Redshift, by GPU it now has similar timings to Cycles in Blender, it would be great if it were could be incorporated as an external renderer within Blender, obviously like redshift, it would be paid, but it is much more accurate than Cycles
This was great! Even though I prefer Blender, one thing Maya will have over Blender, and I am sure you know this, is the 24/7 support. That alone is one of the major reasons Maya is industry standard. It's also because schools teach Maya and it has been around longer so more businesses use Maya. For Freelance like you said Blender is infinitely better but that support is a must if things break. We all know, for those that use Blender, if something breaks we are looking on the internet for 1-2 hours to find nothing on the fix and later it just fixes itself XD.
As far as i know Blender plugins arent open source by standard. Some are and some arent. Its up to the creator if they want to make it open source or not. Blender being Open Source doesnt force every plugin to be Open Source as well.
I clicked cuz the thumbnail is too cold 😬🔥 only blender fans will appreciate
too cold 🧊
Best comparison ever done 👍
also. you can get EEVEE NEXT 'the updated" to bring in Ray tracing as well.
Thanks for this video I choose blender but i have never used maya because i have not the money for that where i live its not possible to make a living with cg software. There is no interest. Adobe is the big company in my country. I use blender since 2002. Just for fun and learning 3d.
Yeah - Blender and Maya is basically a personal preference at this point. If you are professional, you *need* to know both.
The plug in point is pretty moot as there are proprietary plugins that run in blender that have their own compiled executable that blender calls on when needed, uv pack master springs to mind
Arnold is also GPU based since 2020. You can switch between CPU mode and GPU mode. It also can do mixture of both (XPU). If GPU runs out of memory (which almost never happens if you have mid range Gaming PC), it switches to CPU to finish the task.
Whoooaaaa really?
You are right..... Chat GPT details sometimes go wrong... 😅🤣 I'm sure he is grabbing info using GPT.
I agree. Also, the raytracing is more precise. So that is a point for Maya.
arnold at rendering is better, it's so much flexible. Render Setup, AOVs, Light sets, Batch Renders, these are essential in industry. Arnold supports all very well,
and it also supports GPU, it's not as fast as cycles, but the tools, trace sets, lights control, volumes, make up for it
Very interesting video. I started with Maya 15 years ago, but I stopped 14 years ago, haha.
I really like Maya, but Blender is free, community is better... It's just my opinion.
I have worked with both Maya and Blender. Maya is far better in terms of its standard interface and options. However, I wish Maya had some features that are available in Blender
great video bro thank you🖤
Thank you, I really appreciate that.
I've been using blender for years. It's just the best imo.
B-Surfaces with curves is a killer modeling tool, though it takes some time to master.
As a young animator that not gone out of school yet, I've got into several obstacles when comes to animate in Blender due to skipping the Blender guru, I decided to go to a school that teaches Blender in my country, however, there are like 3 or more academy teaching Maya but only 1 in the entire country teach Blender which quite surprise me a little bit as people often prefer Cinema 4D and Maya over Blender.
Great breakdown young man. Thanks.
Glad you enjoyed it!
I say blender is fit for any use case but that’s just my opinion
include me 🤣👌
It's just undeniable that blender will be the industry standard w the growth rate it has in a few years
Really good video a lot of value 💪🏽🔥
No support for Blender, studios want and need support, that alone kills Blender for the vast majority of studios, not to mention that Blender doesn't fully support industry standards, like FBX, Alembic, and USD, it sucks at VFX, and it is filled with limitations, don't get me wrong, the idea that a 3D software like Blender is free and open source is very cool, but Blender isn't built for production, not the way Maya is, which is why Maya will still remain a standard of the industry, and Blender will never become one!
Maya is integrated into a vast majority of vfx pipelines. Their support and reliability makes it stand out to blender. In the future I believe blender will be more and more integrated into vfx
you can always 🏴☠Maya and make a resume and portfolio from it, and maybe buy a sub once you're hired.
It would be a shame you paid subs for years and never get hired. The only winner will be autodesk.
About Blender animation, they're working on remaking the animation systems, it's called *Project Baklava* . What I mean is, eventually Blender can win this category too.
I really hope so. I’d prefer not to hunt down the worldwide web to find a cracked copy of Maya
hahaha what??
@@lizando1326 The same thing happened to me with 3ds max, I used it for many years, but lately it became so difficult to crack, that I decided to give Blender a try and it was the best decision I made in a long time, long live Blender!!!
coming out , 2041
one day blender will take over the world mark my words
Blender >>>>>> greedy companies
Fact 🧐
I really don't understand
Houdini: Is the free version of me a joke?
@@charlesthomas5956 can you use it for commercial work? nope, so irrelevant
I use both, because both have certain things missing.
For instance, Blender can inport and export in the gtTF format, Maya can't.
However, big console manufacturers (Nintendo, Sony, Microsoft) all provide importers and exporters for their proprietary formats only for Maya, not for Blender.
And so I end up having to use both at the same time, since I need to support all of these formats in my game engine.
yes! absolutely just use blender! that way you'll save 3d artist video game jobs for people people who actually want to work in the games industry. They thank you very much.
I need to learn and start from the beginning of 3d but I haven't the money how to do it. Any software is good but allow to use by free?
I am using Blender since 2.49b and I love it but i have to make a few points.
Rendering- Arnold renders on GPU as well! It might not be a first option because it is industry standard engine and big studios don't use their gaming laptops for production, when you want to render big complex scene that requires 200GB of VRAM- you will use render farm built on CPUs. Cycles if very limited. It is fast but from my expierence it produces much more nosie in comparison two other engines so you have to render more samples and prolong rendering anyway and results will never be as acurate and pleasing as in V-ray, Arnold or Renderman. I would say Redshift lies somewhere in between. Obviously it depends on , what you render and for 80% cases Cycles is just fine, but when you want to produce something bigger, there some better options. When it comes to external renderers, for example Pixar made greate job when making a Blender addon but for me it still works much better in Maya's hypershade, even though I have much more expiernce in blender nodes.
Moreover it is true to all of third party software. Blender is nice for doing everything in one place, it even used to have game engine built in, for those who rememer! But you will reach the point when some of those functions won't be enough. ZBrush is better for sculpting, Houdini for FX and all the procedural stuff, texture paint is way better in Mari od even Substance and Nuke is standard for compositing and that is just a beginning. So when you start to looking for bridging tools and developing your pipline, Maya will fit better and as a matter of fact it is better in most of the aspects, you have mentioned.
It's like comparing race car to the old Vespa. Of course vespa will take you anywhere in the city and it's easier to use, but when you want to be the best and fastest and win a race, you will go for this shiny red car. Of course Vespa may be just fine for you and for most people, that is why many people use blender, and I am using it too. Nevertheless, Maya is better.
Thank you for your comment. Very good explanation. This fight between blender and maya goes for sometime in my head. I guess blender will always be there, and it's better to learn industry standard tools first.
I'm a Maya user and there is no way to use reflections (SSR) in realtime render viewport with "Viewport 2.0" (Maya Hardware 2.0) that is EVEE equivalent. In Blender? Just active the "Screen Space Reflections" in EVEE render tab or "Raytrace" on new versions of EVEE. All engine programs like Unity and Unreal have realtime reflections with SSR and Blender too. Why not Maya?
I have a big problem in blender. I am doing a tree and buting inside its leafs a bone to make animtion and hold shift to select the leafs and the bons and ctrl-p automatically wight and withh all leafs when I done I export fbx and add it in roblox studio but all the leafs I add in the tree I move from its place to other a d collected in one place so why this happens pls help
Maya on top always
Arnold now uses both GPU and CPU not just CPU. I think it is since Arnold 6.
both win for me, im an early intermediate in blender I'd say, and only started maya yesterday and i love it alr, navigating it isnt as liquid fluent as blender but it's like substance painter, i plan to model in it and render (and btw, maya does support gpu ... Theres the same CUDA system as found in blender...) what I love abt maya is that u can reduce textures manually or automatically with just settings by default. But for me, I love both blender and now maya :)
nah
Bro still gives a point to blender even if both renders looks good.
Usually, whwn i try to install blender, it doesnt load on my laptop...wgat could be the problem
Maybe your laptop is way too weak for it
Thank you, Man!
You were not fair on the arnold and cycles bro! Arnold works good on GPU and it has far better details and calculations than cycles!
I use both Blender and Maya, but with different purposes, Maya is overall the best software for animation, no questions there, Blender can be used as sculpting software and sketching but Maya has a more accurate and refined rendering engine, I usually import Blender created meshes to be refined and retopologies in Maya I create UV mapping and sharers and animations in Maya because it's just simply better animation tools and better and realistic rendering engine. I know that Shading is usually done in Substance painter but only if I have money to buy that lisence I would use that one for texturing.
IS MYA EASY TO DOWNLOAD?
Maya , Floats like a 🦋, stings like a 🐝 . 😂
I personally think if you have money then use both. Not only do you get Maya’s advanced tools and blender’s easy workflow but you also get the best results. It speeds up the workflow
you can now. 🏴☠
@@MangaGamified I am part of the team that works to find cracked maya licneses , you my friend just made a GRAVE mistake
@@EyesOf.Ignorance wdym?
Some quadruple A company once said buying is not owning. So I don't see any problem with pirating softwares and plugins.
On the other hand, I really do not appreciate that you skipped a LOT of qualities with Maya. Heck, the reference editor witch is a super tool, the set project that allows you to simply keep everything well tidy up unlike Blender who's, I admit, is cool on paper (creating a .blend file that allows you to have everything tidy up too in folders) but it's kind of messed up since it's better to just use the file explorer. Also, the quad draw witch is why Maya is a better tool for retopo than Blender.
Also the fact that people are wondering why Maya is kind of unstable. That's because Maya is stocking EVERY LITTLE INFOS in it's scene, from the little modifications to the big ones, wtich allow to just ctrl Z to the max.
Even the modelling part. You can even preview the smooth on the rendre engine: Arnold, instead on the maya scene, witch save a lot of calculations from the software. Also just in general, modelling on Maya is smoother than Blender, just a simple thing like changing the origin of the object on Blender is pain cuz you have to put it with the cursor's position. To summarize, Blender is way less accurate than Maya, in like, general.
Also, Blender gots too many shortcuts compared to maya, it's kind of confusing sometime.
But I got to admit that Blender's Eevee is amazing for stylized and 2D like renders, also the GPU helps, unlike Maya who is just a dying horse with GPU.
Yeah this is the whole point of maya, at large scale its still easy to use and modifiy hundreds of scene files with one users input, the reference system is its most valuable feature as well as the fact the scene can be read as text, so if a guy has to change the color of a prop thats shared by hundreds of scenes he can just change it in a reference file once and it will update across thousands of scene files, Im not sure even Blender can do this yet without opening everyfile to do a change like this, maybe it can but maya is king with scene file changes across thousands of files with one change.
Thank you for your comment. I didn't get into all of those things because I didn't want this video to be too long. This video is meant to be informational but not the end all be all. The results I drew are from my own personal experience so you're welcome to disagree. Thank you for taking the time to add to the conversation.
@@buda3d2007 I should also add that exporting the AOVS on blender is paiiiinnn...
These videos are hilarious. They’re both amazing. Maya is cheap for indy developers. I prefer Maya but I use both. Sculpting in Maya is useless though.
Some of this isn't quite right. Setting a project in Maya is necessary since it often relies on external files being referenced into the mb or ma file, such as image textures or reference images, or multiple different scenes, and so on, but Blender keeps everything inside itself. In Blender, you go to File > External Data > Automatically Pack Resources and everything is stored inside the blend file as it's loaded in (with the exception of strips pointing to external data in the VSE, for obvious reasons). Same with scenes, all inside the blend file.
Blender stores an entire copy of the file inside itself as well, which is arguably Not a Good Thing for certain reasons, but does allow for unnoticed auto saving in the background, as well as 256 undo steps.
Maya has no concept of modifiers at all besides smooth preview, which makes modelling very tedious by comparison. Boolean workflow is all but worthless in Maya, as everything is permanent, unlike Blender where booleans can be transformed at will. And changing the origin of an object doesn't require the 3D cursor at all, though that has it's own uses for precision. But you can just hit ctrl > period/full stop or go to the Options menu in the upper right hand corner and tick on Origins in order to access the pivot.
You don't need to use shortcuts if you don't want, everything is in the menus and toolbars.
to clarify: you CAN use GPU on arnold to make renders as fast as in cycles, but it is not optimized yet and have some limitations compared to CPU-rendering
Thank you for the clarification. I should have mentioned you can use the GPU to help speed up Arnold.
what is that movie at the start? the dragon scene
here is the catch, blender isn't industry standard, blender IS the standard itself .
lol what
@@interactiveontariobuilding9196 Honestly, if you can afford Maya and you know you will make a lot of money, use it.
But if you're broke like me, then Blender is probably the safer option.
Are you serious? The copium is strong in this one
You forgot the most important point, proprietary software like Maya is a dead end technology, it can only get so good when it's primary objective is to make money, Blender is an Open Source program which means it's trying to help the end user accomplish their goals over any monetarily consideration. This fundamental flip in philosophy means that inevitably Blender will be the superior product where Maya will only stagnate and acquire useless features as time goes on and money drys up.
The only reason anyone should use Maya is because their Job requires them to, and even then you should know how to use Blender because it's the future.
This is the never ending fairy tale by some basement hobbyists without touch with the industries.
@@hound_of_justice Isn't what Maya if not Autodesk is famous for? making fairytales like Marvel?
If Maya replaced an older app / analog, it will also be replaced.
Which one is better, a Wrench or a Screwdriver?
they have a full nurb system there are 3 types of curve systems in blender. i used nurbs in Rhyno. and blender is hitting that well.
0:04 you know what is even more powerful? PAINT 3D
Edit: wait what does Kreek’s Roblox password has to do with the vid
cheer for blender .♥️💚❤️
The argument is very simple:
illustration:
A group of very wealthy and talented people offer to give you a free meal = Blender
A group of very wealth and talented people offer to give you a meal for 1000s of dollars = other software
for some it doesn't matter
but for most Blender
As a game dev that went from four years of blender and upgraded to maya a few months ago, relearning hotkeys sucked ass, but i fucking love maya lol. it just feels and looks like a high quality software, everything just works. seeing behind the scenes of big games and seeing them using maya also is a good sign too, i was expecting this video to just be another uninformed blender circlejerk video but i'm glad to see you explain why blender isn't quite there yet. Think of blender like a doctor at the hospital, just your average doctor that generalizes most practices, and then think about zbrush, maya, substance, etc, all being specialist doctors, that specialize in their field of study, blender is a jack of all trades but master at none, while the others are masters at their craft and not much else lol
Where I have to download your thumbnail image
this is true , i mean sure blender wins , because
of the power of people , in my personal experience , most of the time blender doing the job for me
Nice one bro❤❤
Thank you, I really appreciate it!
Any smart 3d artist will learn and use both. Don’t limit yourself by choosing a side.
Getting the *411* from an 18-year-old "Expert": Priceless!
Kind of embarrassing for you since he knows more
your missing out on the fact the blender has addons that simulate the same industry standard plugins and can in some cases have more features that are very helpful. as well as full driver support
You're right! Blender does have a ton of awesome addons that mimic, in large part, what industry standard plugins can do, however, many studios buy subscriptions to X-particles, Ziva, or Thinking particles so they want employees to use that respective addon. That's why I mentioned it and why it's so important
Didn't I already see this video before ?
It's a new video, but in the same format as some of my others.
Arnold in 3ds max and Maya are both CPU and GPU so this comparison is very strange. It looks like you haven't used any other programs really.
I don't know what they say anyone blender is the top for me its so cute 😍
great video bro
Blender being open source doesn't necessarily mean plugins need to be open source: plugins can be compiled, proprietary binary libraries that Blender can call into through a Python interface. The real reason big plugins won't migrate directly from Maya to Blender is because they're built around the way Maya works; there's also no guarantee that something that a plugin (or the way you use it) relies on in Maya would have a 1:1 equivalent in Blender without adding huge amounts of work beyond just what the plugin itself does internally. So there's just no business incentive to justify paying for the amount of developer hours it would take to rebuild Maya plugins in Blender, not to mention supporting its further development, keeping up with not only Blender's changes but also feature parity with the Maya version of the same plugin.
I really want to do some 2d animation but it just freezes! Now I have nothing to do. Other than just drawing.
You're completely missing the point with Blender being open-source and thus, incompatible with proprietary plugins.
Blender's license requires that any modification of *Blender itself* must be released as open-source, but plugins are interfacing with Blender via it's Python API. Python is a scripting language which can interface basically into anything, nothing forbids plugin developers to provide a Python interface for their plugin or toolkit and keep it closed-source and just provide the binaries.
Blender being open-source is a huge advantage not much in terms of being free of charge, but that it doesn't belong to a company or a person and any improvements made to it cannot be monetized or closed, they must be open too. So, nothing like recent Adobe or Unity license terms and price changes can ever happen too.
And the winner is…….. HOUDINI, by a knockout!
Sad but true. 😂
I don't get it? you can have the three. 🏴☠
blender is more intuitive to use from experience. i used maya before and the control scheme is a night mare
This!! Who is the retarded that designed that software controls and ui wtf
I think the point why a free software and damm expensive software are compared these days😮