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Did Maya 2024 Just Change 3D Modeling?
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- เผยแพร่เมื่อ 16 ส.ค. 2024
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In this video, I will share with you some exciting updates about the latest version of Autodesk Maya 2024. Maya 2024 is packed with several new features and improvements that will make your 3D modeling workflow faster, more efficient, and fun. The new updates in Maya 2024 are designed to give you the tools you need to bring your creative vision to life.
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I hope that the lessons will be translated so that we can fully understand
Hello sir, i want to try your free trial class but when i enter my email and password it says "invalid" and when i click on forgot password and write my email i did not get any message on my email. I hope you will reply.
Short answer: No they didn't change 3D modeling but good to see some new implementation and some catching up happening!
After 20 years of using Maya, I'm done. I've got a solid year of Houdini under my belt and begun to dive into Blender. Maya is almost the same year to year with zero substantial changes, whereas Houdini and Blender are constantly being improved. I will never give autodesk money again.
Yes Totally agree blender is progress *99 Faster
True. I also use Houdini in conjunction with Blender and I think that this is the best, most convenient, combination for work. I also recently tried Clarisse for rendering complex scenes and my head just exploded at how cool and simple it is. You should try if you didn't already.
Similar situation here. I started using Maya when it was version 2. Took me a while to peel myself away because I really love the app, but just got tired of being left behind by the competition. I'm forcing myself to use Blender and Houdini now because that combo has the most ambitious devs.
I used to be a Maya user but switched to Blender and never looked back
Are you a 3D professional, or hobbyist?
That's exactly how I am used to model in blender and 3ds max. Now Maya is catching up. GG Maya.
when i saw the booleans i had 3ds max flashbacks
laughs in 3d CAD..
@@GazzaBoo Yes I agree, 3d CAD is going to be better choice for this kind of work, like Moi3d..etc.. But they cannot render the object like in the video thumbnail, you'll have to export it to either blender for free rendering solution, or keyshot or any other rendering software, so I do it in blender or 3DS Max if I want to render with Vray.
@@waterlemon5434 Did you see Max 2024 boolean?
@@GazzaBoo Yeah I was just about to be like "so they finally implemented some Inventor functionality?"
So they added basic HardOps, Boxcutter functions from Blender..
pretty much but youre paying waaay more for the same
Yes, because other 3D software has never had boolean operations. I started using 3ds Max 9 as a teenager back in 2006, it had booleans, and non-destructive modifiers. It's nice Blender exists, but in a way, it's sad. In the last 20 years, in many ways, the industry hasn't really innovated. We've just seen incremental improvements from Autodesk, and Blender / community members copying features over. It's nice that it's free to use, but if you look closer, nothing much has changed. The biggest improvement in all these years I've seen is the automatic retopology tools that are offered to crunch polys. Nice for sure, but then there's things like Nanite that make that less necessary in some workflows.
Nice video!
I have been a Maya user since 6.5 when it was still alias maya ... I have also sold this and other software and what is funny to me , is these fanboys for whatever program their championing.
Blender is nice , but so is Maya ...it is just a tool.
And each tool has its pros and cons...I have seen things in MODO and C4D, which I would've loved to see in Maya ...but when I looked deeper into both, there was a ton missing that IS in Maya ...and has been since like the early 2000's .
I also like Blender, if only to keep the paid software manufacturers in line ... but I think it gets a pass often, simply because it is free ... if you had to pay a similar amount to Maya or Houdini , I think you'll find that both get similar critique (on perhaps different aspects of their feature set) .
Long story short , just use what you're comfortable with, just understand it's but a tool.
Totally agree with you !
nicely said.
We’ll said 👏🏾👏🏾👏🏾
That ai round shader would be nice if you can "bake" it down into a lowpoly mesh similar to what is done in MODO! cool tips, the autoretopo stuff exists in zbrush, the boolean toolset looks promising too! i think the boolean toolkit combined with the retopo would be really good for production purposes, i don't know if maya 2024 "changed" 3d modeling since these features exist in other programs already, but they certainly are keeping up!
I just recently graduated from college and I just wanted to say that you're videos have helped me better understand 3D modeling. The new tools look like they're going to be really helpful.
Glad I could be a part of your 3d journey!
Which school pls
@jlmussi what course should look for when I want to go to college to learn 3D modeling.. and any recommendations of good colleges
@@joshuayawson5236 Full Sail University
@@joshuayawson5236 Some Graphic Design degrees cover 3D modelling. I studied Graphic Design but went a AR/VR route which dipped abit into 3D modelling. Got basics of working with 3D software and engines like Unreal or Unity.
I'm not sure what's actually new with the boolean features. Looks like everything shown here could have been done in Maya 2023. And the Arnold rounded edges node has been around for years; disappointing they still haven't added an angle setting because I believe the rounded edge is only applied to edges at 45 degrees or greater.
I appreciate your work, @jlmussi, but this video just reminds me that Blender is absolutely killing Autodesk with their development and new features year-to-year.
Many studios and Artists are still using 2018 and 2020, there is not much of a need to switch yet, is more headache than actual improvement if you have the whole bunch of people doing something at the same time.
Autodesk probably decided to make fun of the users.... They would rather fix the problems with version 23. I just want to use obscene language criticizing their crooked work with 23 Maya.
wait wat? topology's NEVER been an issue for me with hard surface, non-deforming, non subdividing models. unless your model ends up with non planar polygons, it renders just fine. don't remember how maya deals with it but even with non planar polys, most software just triangulates such faces at render time anyway and is only an issue insofar that you don't get to decide how edges are placed in that step.
hell, before the relatively recent obsession with topology, this was the default workflow for hard surface.
imo, don't fucking worry about topology unless you have to fucking worry about topology.
all this new thing seems to do is add a robust boolean layer system. but hardly revolutionary.
"imo, don't fucking worry about topology unless you have to fucking worry about topology." say it again and say it LOUD
The only time you need to worry about Topo is if you handing the geo off to a rigger. Then you really need to worry about every UV, normal, edge loop and vertice. BUT, as a lighter, you hand me geo that does not light well, I will send it back down the pipe.
@@JWPanimation Most people commenting here never worked in proper pipeline workflow where 100s of people need to share the files/work with each other.
Everything here has been in other software like Houdini, Blender, and Modo for years. I guess good for Maya users?
Its great stuff but I think they're just too late. I've already learned and transferred over to Blender in this time.
For your profession, or for hobby? Because very few people who claim to have switched to Blender mention how it’s going at their place of business, especially people working in the larger or more successful VFX, animation and advertising studios.
@@brendancoots Most of these blender fanboys have never worked in an actual studio production.
@@dannybcreative People have been saying "Blender will surpass this and that software any day now" since I started in the industry in 2017, and yet Blender still only really excels in one thing, modeling, it's been 6 years since then and Blender is still only good as a modeling software in a professional environment, and even then you'd most likely be better off with Max either way.
I love Blender for how it forces other softwares to make improvements and how it makes 3D accessible to the masses, but it ain't truly replacing anything anytime soon.
@@MCDesign199 “Replace” is subjective. In many studios throughout the world Blender has become the primary 3D tool. It fits into pipelines that also utilize Houdini, ZBrush, Nuke, etc… To replace a primary app in a pipeline is a very expensive undertaking. Maya has been the main player for so many years that many studios have significant financial investments into it in the form of custom coding, plugins, tools, etc. Rewriting all of that would be insanely expensive. Then training the staff in the replacement app would not only be costly, but would slow existing production and cause missed deadlines. So, replacing an app like Maya in a pipeline isn’t so simple. Not because a newer app isn’t capable, but logistically it doesn’t make sense. Still it is happening albeit very slowly.
Then, on the other hand. Blender is joining pipelines right along side apps like Maya. This is a fact and as mentioned, Blender has found its way into pipelines at companies large and small. So it doesn’t need to replace anything just jet to be utilized. From there it’s only a matter of time. You mentioned 2017 as a metric but you have to admit Blender today is a very different app compared to Blender even 2 years ago, let alone 2017. The speed at which it’s evolving is unmatched by any app in its class. This is why I believe we’re going to see significant adoption in the near future.
Granted, there are many hobbyists who believe Blender will replace every app in a pipeline, or at least they wish it. But professional users know this isn’t the case and are happy to run Blender right along other specialty apps such as Houdini, ZBrush, Substance Painter, Nuke, Fusion, etc… In this manner it’s no different than Maya except for the price tag and in my opinion, stability. Yes I find Blender to be more stable than Maya, or really any other 3D app I’ve used. That stability accounts for so much.
You don’t have to agree or see it my way of course. To each their own. Use whatever tools you prefer. I’m working with a couple of studios that are using Blender as their 3D tool and I see the amazing work they’re doing. That’s good enough for me and I’m happy to be part of the team. Blender is more capable than many think because people can’t seem to drop their egos and brand loyalty enough to explore other options. I believe this is the main reason for the hostility on display by so many.
It's interesting to see how Maya is trying to 'emulate' procedural workflow with dedicated editors, one of the best examples being this Boolean toolset. When every other serious 3DCC application is going for a more unified structure, this "Editor for this and Editor for that" approach sadly still ensues in Maya. Due to its procedural nature, this Boolean based modeling workflow is what one can very easily build on his/her own for free in Houdini and also in Blender, even without the use of Geo Nodes. Maya's code and methods are lagging behind the times, and it seems that Autodesk is on a constant roll to try and catch up with these nift additions. Then again, Maya still has one of the best Animation tools out there and is a great environment to animate.
I’d like to see them rolling out a stable version for once. Not one in which crashing is the main feature.
Its just embarrassing at this point. The whole thing is a duck-taped disaster which keeps getting more things taped on top.
“Another year, another bug”
This looks awesome. Been waiting for these Boolean improvements using stacks.
20+ years to get an average retopologizer.
Maya is really behind the curve on these things, I haven't stepped outside Houdini for years, not even for modelling. Also, the round corners shader has been around for at least a decade hasn't it? I can't believe I pay for Maya only to use it as a bloated scene converter whenever I receive Maya files.
That example at the begining, saying it'd take hours... not the best one... Lets see, start with a box, extrude out, shrink one side, create a tube, flatten all vertices on one side edge then scale each half to it's own side, connect, delete face so it can attach to the box easily later, inset on the box bottom and it's back face, extrude the bottom ones, create a new big tube, for the giant far part, and at this point try to boolean it together with your box, depending on boolean RNG it might go well and only take a minute to clean up, if badly then maybe five or so minutes tops. Then go and select ends on the tubes and connect/bevel inwards to create the slight inset on them, cross connect and box top face polygons and inset, and bamn now just select carefully and chamfer the various parts of the mesh... bit of cleanup and turbosmooth. So ya, that example could be at a rough if you know the design from the start thrown out in like... 10-20 minutes? Less if you have a good plugin or tool for chamfer on the edges, my ancient copy of 3dsmax is crap there so that's where the last five minutes for me would be in cleanup of topology before turbo or subdivide would be applied.
Maya catching up to what Modo had back in 2016, and now Modo is leagues ahead with curve booleans. Good thing I never had to go back to Maya since I got introduced to Modo.
Yeah, the Groboto technique has worked really well in Modo.
Blender hardops users looking at that topology like "whats wrong?"
Right lol
@@dannybcreative I’ve used hard ops I think it’s pretty nice. Personally I prefer Houdini. I don’t do rapid prototyping tbh I’m not out here making random shapes for renders. I use concepts and follow them so it’s just faster in the long run to use good topology from the start.
@@dannybcreative oh yea I agree 100% I’m just pulling 60-80% of the user bases arm who think that this topo is fine in all use cases. If you knew who I was a couple of years ago I hated topology and used crude means to make my shapes but once I learned it I started to love how smooth the process was regarding a full game assets pipeline.
Ask Blender users how many years did they use this features)
Did they fixed basic problem with Relfection function, which can't update her status when turn on?
Did they fixed basic problem with remembering last selection? Hate that thing
Did they fixed basic problem with no ability to shift+select edges+vertecies and do connect component?
Did they fixed basic problem with manipulator remembering last selected axis and no ability to deselect? Oh, after 10 years they solved this
And this only the begining from a newbie. All of this starts from Maya ~2012. Well...thanks for new problems and new features!
I am switching from Maya to Blender and my first impressions are: Wow it is not crashing all the time, render mode in viewport is really useful and modifiers makes everything so much easier. These functions are in Blender already. Maya is very strange software - I like it a lot, but often using it is like using software from Dial-up modems era.
pure truth. it was very unusual with navigation, but everything else quickly became familiar and convenient.
and unlike Maya this is very flexible soft. I'm already using it for about a year, and now I thinking "WHY THE HELL I suffered, struggled and lost so much time with Maya!!! for what? because of the mythical 'Maya is an industry standard'? fuck this!"
@@super-six-four so shall I continue learning Blender?
@@super-six-four are studios hiring Blender Artists?
@@themeticulousdot Yes and no. Depends on what you want to do. Maya is still king when it comes to rigging and animation. Houdini is when it comes to VFX and Z-Brush is when it comes to sculpting.
If you want to specialize in either one, you're better off learning the industry standard. If you want to do something/anything else, (like becoming a generalist) Blender is a good start.
Despite what fanboys want you to believe, the industry tools won't go away or be replaced by Blender - if anything, Blender will be added to the toolbox.
AFAIK industry tools still make up the majority in job offers, but this is highly dependent on the industry and the use-case.
My recommendation: learn the fundamentals of 3D and Art in general and then try to become tool agnostic in the long term.
@@themeticulousdot studios hiring ARTISTS, in most cases (!) they don't really care what tool u're using. but i think, to know both - maya and blender is very good for anyone.
i think lightwave 3d did it in 2015 or 2018, also blender does that too
vanilla blender has been able to do that for years in a much more convenient and enfficient way, not to talk about how fast blender can achieve this with a few cheap addons. there is no reason to quit blender in terms of modeling, much less to pay for an expensive software. so to answer your question, no, maya did not change 3D modeling at all, in fact its quite behind. what will change hard surface 3D modeling is SDF workflows once they are refined and production ready
This feels like watching an apple commercial and apple is bragging about how innovative they are by adding the same features other phones have had for years but only more polished lmao.
BINGO.
have you heard of blender before? basically can do all of it for years now
I'm going to mention what everyone else is commenting.
After many years working only with Maya on the games industry, I've begun learning Blender and I'm having a blast, merge to center works, updates are great and the modifier stack is really cool to work with, updates on maya are scarce, far from each other, and way too little. These updates you showed are basically nothing for me.
@@JohnSmith-wg3pl As someone who uses BOTH, Blender stack is awesome! I actually prefer to use blender since 3.3
exactly
So are you saying that your employer in the game industry is using Blender as their primary tool? Or are you saying that, like 95% of other Blender users, you tinker with it at home but use Maya for your day job?
Please tell me if Blender is as good as Maya/Cinema 4D/3DS Max, as a noob I dont know which software to pick
@@wallacesousuke1433 yes , its good , if you are starting in 3d just pick Blender
One of the great Maya channels.
I support many Maya channels because Maya must continue.
But especially your channel is really worth supporting!
Great stuff! Everyone mentioning how far behind maya is really dont seem to grasp the full power of maya and just how customizable it is. When maya updates or adds a new feature its usually a plugin thats been available for years that they've just incorporated into the main program. The new uv tools were a script by rocket square called uv toolkit , the sweep mesh is the cable script by wizix, this boolean system is hardmesh. Maya isnt behind by any means. If you're looking for a feature chances are its already available.
The same goes for Blender. Usually maya pros have never actually touched it and so they don't know the ecosystem or how it works.
The tough part about Maya though, is once you've sunk the cost in, its going to be hard to convince yourself that you've wasted your money and free tools can do the same job now.
I hope they gave a bonus the ONE guy working to implement new features on Maya, 😅
thanks for the tutorials. Great to see Maya moving forward in modelling more.
I'm a maya user primarily and these 'updates' are mostly just becoming a meme now. All of this stuff has been in other packages for a very very long time, and the boolean to smooth edges shading workflow i really nothing new...
Yep, what they did actually for the update is just adding a attribute editor UI for those functions...
TBH, blender is a super awesome free 3D software and I love it, but there just a lot of Blender users always yelling about how "advance" b3d is compared to Maya. But actually Maya already has all the functions years years ago that blender just added recent years. A lot of people just don't know where to find them in Maya ...
I can't wait to tinker and mess around with everything new that's being added. I just hope it doesn't crash a lot. Overall, I'm ready for Maya 2024!!! :D
'I just hope it doesn't crash a lot' --- 😁it will
@Super Six Four Deep down, I know, but I'm still Hopeful 😹🤞
Would be nice to see a video about HardOps, MeshMachine, DecalMachine and BoxCutter. Those tools provide a great workflow for boolean modelling and hard-surface :)
This seems to be a Maya channel, aren’t those just Blender add ons?
@@IyeViking perhaps he has in mind the fact that the video where the J.L. stuns/impressed from those addons, would be wonderful 😁
Although I too like to criticise Autodesk for the way they handle their IPs and licenses, I think some people totally miss the point with Maya and CG software, probably due to their lack of experience working in a big studio and within a production pipeline.
Unlike Blender, Maya never has and doesn't aspire to be an "all in one" package, it is ONE software with a very specific use in a pipeline that comprises MULTIPLE software. It still is the best software when it comes to animation and rigging, has the fastest evaluation when it comes to deformation for animation and will probably keep it's place in the pipeline for a long time. These updates are more for the entry level users/amateurs/freelances, but you have to understand that they're not the bread and butter of Autodesk, animation and VFX studios are.
Having used Maya in class and only knowing Maya 2022, these all look really good. Too bad it costs an arm, a leg, and my freedom.
Nice video. For those on a budget who don't want a monthly sub try Plasticity with a live link to Blender.
I'm genuinely surprised and confused that this boolean feature wasn't existed for Maya users.
booleans as such has existed in Maya since at least 2016
@@super-six-four It just barely worked
Blender Fanboys inbound. ETA, any minute now!
I have tried every 3d tool under 1kaud per year. Just that Maya is best for animation and little else. As as solo dev I stick to Zbrush, Blender, 3dCoat now. Houdini later on next game.
@@sqwert654 Indie artists should use Blender rather than Maya. In that segment, Blender has more features and is better optimized. I have no problem with people using Blender, What I cannot stand are the fanboys that act like vegan warrior numbnuts.
@@feizai245 How is Blender better optimized, exactly? I see low viewport framerate / stutter when loading "complex" character animations, which I don't see in Max, Maya, MotionBuilder and Unreal when looking at the same animation. Or Unity, for that matter.
@@Biru_to Blender has much better optimized Boolean, sculpting tools and modifiers that are essentials to indie studio. Its UI is also getting better and better. You can do modelling faster and easier in Blender than MAYA. Autodesk has been neglecting these for a long while and only focused on heavy lifting features and complex functions that most indies won't be needing. For a premium software, basic tools like Sweep Mesh and Life Boolean only available recently, that is abysmal. And don't get me started on the MAYA sculpting that nobody in his right mind would even think about using it.
@@feizai245 lol, essential to indie studios. I guess indie studios didn't exist before 2.7. Who in their right mind would use blender sculpting. If you aren't using Zbrush, you're probably just playing around.
So, I've never used Maya but, this video got recommended to me on my homepage and I was actually excited to see what possibly new and revolutionizing modeling tools Maya would have gotten, you know, because of the title of the video, and then it was just standard boolean with a fake bevel done in-render, which was a third-party render nonetheless.... ???
its time to move on and learn blender
Blows my mind that Autodesk owns Maya AND Fusion 360/Inventor and parametric modeling isn’t even an option in Maya. Modeling from sketches would be a game changer for hard edged parts in Maya.
thx again always learn something listeng you! 3DMODELING BEAST!!! and Maya 2024 is a beast!
New for maya, nothing new for other softwares, none the less... good for Maya users i guess
Agreed. Boolean workflow in blender IS far away from this.
But Maya is an industry standard and if you're working with it, this 2024 version is very useful.
@@David-zw2xm We're in 2023, industry standard is not a thing anymore nowadays, i've seen so many artist who worked years and years on AAA movies & games studios and are switching to Blender and Cinema4D back and fort just because Maya stays outdated as hell and still expensive & non-sense. For sculpting or Environment design or Cloth, software is important, for polymodeling any software does the job, and that's where Maya is bad at (with bad i mean slow as fuck and outdated, it's all up to the user)
@@David-zw2xm 'Maya is an industry standard' --- > my advice: don't let yourself fall for this bait - I fell for it a couple of years ago 😒
@@gurgentorosyan7002 Software plays a big role on your workflow and pipeline, you can't deny it. Mostly for polymodeling it is always up to you, same apply for Sculpting, but as you mention for Sculpting you have Zbrush right? you'll not switch to 3D coat or Blender, why? because sculpting in there is worst. If it was the opposite, you'll totally switch in a second, not because Zbrush is Industry Standard (that it is) but because it is GREAT on sculpting and have no rival. (yet)
Jesus, Maya only now have this tools? This is in MODO since 2017 or something like that.
Damn! I was not expecting that topo... I'm also shocked you made it with booleans. That's exciting!
awesome video, thank you! :) PS. I like your background images from TWD :)
About time Autodesk. One reason I moved a lot of my hard surface modeling load to Blender a couple of years ago. This is great when projects aren't constrained by topology flow.
Still light years behind Blender and Hard Ops.
For the context, I used Maya for years before making the switch.
JL Mussi is the hard surface GOAT! Thanks for all the awesome videos!
People can complain about maya all they want but it doesn't change the fact that it's considered the industry standard. Anyone that says otherwise just has something against it.
Standards are very low these days
So they added exocide into maya, that’s about 150$ worth of an integration but the author made it available already so that’s not very intuitive… unsubdivide is something software has done for years now so that’s not new. Bevel shader also something that’s been done for years now… another 1500$ please… um no. They must really think their customers are dumb. No wonder they went full subscription based their R&d team is out of ideas
to get a money from me, their main idea should be TOTAL REWORK of Maya - from scratch, saving only extra-convenient PIE-menu.
they transferring old problems with ancient core from 'release' to release. that's ridiculous.
I didn't see much there that couldn't be accomplished in 5+ year old versions of MODO. Good to see Maya is using stacks here though.
sorry to be that guy, but in shader bevel was a thing in blender cycles for years now
Quad draw on smooth preview live surfaces will be very handy. Unsmoothing, where have you been all my life!?
I use 3Dcoat for that... then back to maya
Nice to see Maya trying to keep up with other DCCs out there.
Blender+hardops+boxcutter is still miles ahead though.
Here I am wondering if blender will come with addons like hardops/boxcutter, yet maya just got booleans? Yikes…
And what else blender is amazing at? Oh wait... :D
@@povilaslondon Sculpting? Still miles ahead of Maya. Procedural modelling? Better. UVs? You grab ZenUV and UVPackmaster and it blows maya out of the water.
I was a Maya user for years btw, anything that isn't rigging/animating blender does better.
I'll definitely be messing around with this update. I just installed it today.
Blender improves constantly and is free. Maya you have to pay lots and updates are scarce.
Yeah, but Sadly Maya has the bear hug on 'industry Standard", but the good thing is new comers , new studios and such are using Blender more and more, new pipelines, new integrations, to the point we can see them on big Budget movies, this keeps Autodesk execs awake at night, for sure..
Yes Blender is the future, even big Companies are going to spend money to help develop Blender to a more of a standard Program in the gaming, animation and film industry.
@@dollmaker365 People have been saying "Blender is going to replace everything soon" Since I started in the industry in 2017, and it still isn't anywhere near any actual professional software in it's respective specialisation (Bar modeling, Blender is really good at that, but still comparable to Max, not better)
Until Blender can do FX better than Houdini, Sclupting better than Zbrush, Rendering better than Redshift, Moonray, Vray, Mentalray or Animation better than Maya, it won't be replacing anything.
Nice! Can't wait to use them all!
Eh...fine, nice to see but the stuff Blender has is so much better. I'm a Maya user, and this is just unimpressive in comparison. I hate using blender. But I'm tempted to switch more every day.
The new Boolean things on Maya blender had that long go lol😂
Great video. Cant wait to try it out. 👌🏻
But Blender already can do that ). And steel it is great to hear overview on your channel!!!
is there a parrot in here? I've read this comment 5 times already.
It "would of tooken me" a long time, too.
Thank you for explaining the features but your intro literally had me crying laughing. Brilliant!!
Folks, I'm a Blender user, myself, since 2.4x (honestly, I can use any 3D software available, by now, after almost 15 years), but we don't _always_ have to chime in about Blender in _every_ video where someone just showcases or prefers using Maya. The constant one-upmanship is kinda silly. We're the only community who does this. 😅
damn i didn't know maya was so good! might have to move from blender over to you guys
The actual breakdown of the objects shown in the thumbnail begins at 5:30 in!
Ridiculous click bait title. 'change modeling'? Boolean modeling, rounded edge shader, unsubdivide.... These are all ancient tech that have been in programs for years. It's hard to belive people still model in Maya in 2023 😂
unsubdivide in blender sucks, it doesn't retain corners, creates triangles, messes up shapes, blender doesn't have good retopoly options, maya has lot of advantages when it comes to create something professional, that's why it's been used in industry for decades, you just can't say it's bad without even touching it.
multiple live surfaces instead of combining meshes is really nice too
"They just changed 3d Modeling" "This is a game changer" "Why this will redefine the industry" "Why this is a big deal" "You NEED to watch this" bla bla bla
That's just an edge-rounding shader that's existed in other apps for years. A misguided video title
To those who complain year after year about lack of new features from Autodesk, most likely improvements sneak under the radar.
Wow. Autodesk is actually improving and adding features that are useful? Someone call the papers! It's about time! I've been contemplating switching to Blender, but I'd rather not.
This seems like a few good additions on top of the plugins available. The de-smoothing especially is awesome for my workflow.
They have to. How do they constitute charging for the software if they don't?
Check out Houdini. Once past the Mount Everest learning curve, the software is about as close to 3D magic as you will experience in your lifetime.
As per usual the Blender evangelists are brigading this video's comments, as they do with every video or article on the internet about any 3D software other than Blender. But here's the key issue - will knowing Blender get you a job? Unless you're content just being a hobbyist (which is totally valid), you need to learn the tools that companies you want to work for are using. So how many companies actually use Blender as their primary 3D tool? Probably less than 5% of all design studios, VFX houses, animation studios, game studios, ad agencies etc combined. And there are very, very good reasons for this that have nothing to do with cost or neat tools/features.
And you say wjat every maya fan say everytime once amd again. This is not a debate about getting a job. This is a debate about how good blender is and about the fact that autodesk should evolve their tools better and faster, as theie software is not free and is industry standard. Im a 3ds max and Blender user and I am lately using only blender. Its just more fun and evolves so freaking fast that I wouldnt use 3ds max anymore if it wasnt because of Datasmith importer to bring my models into Unreal
Companies hire people based on talent, the program used usually doesn't make much of a difference. Yes, you will have to use the software that is used inside the studio, but this does not really affect your hiring.
in your speech I recognize myself a year or two ago 😁😁😁 pure truth.
i also couldn't stand all these Blender cultists until my patience with the Maya fight wore out and I was forced myself to try Blender.
Well ,Blender is the future and now it's gonna be the actual "INDUSTRY STANDARD" ,what Maya is right now is doesn't even deserve to be called so ,but people do call it for it's in use by companies since the very start ,nothing else ,it has nothing special and Blender is far more superior .Blender has the quality of a paid software but Maya doesn't
this comment is valid about 5 years ago, nowadays not so much
They need to do something about that ugly UI. It still looks like something from 1998! Argggggggg
I've been a maya guy for many years, took time to switch to blender, but that title makes me kinda laugh cause I see now how far behind maya is in term of pure modeling tools, I don't see how maya will ever change 3D modeling honestly knowing how many years it has to update ^^
MODO & blender have done great booleans and rounded edges for a while. Late to the party on that one.
It's good to see them to join it though. ;)
Ironically neither of them were new to that party either.
So, to answer the question posed in the title: No, no it did not.
i think this is the quad remesher , they have same ui and function
Your meme game is strong my brother.
So...Maya has what Zbrush/Houdini have had for years...well done Autodesk...well done....:) I kid, I kid. Great vids man, keep'm up!
Hi I’m hew to maya or any 3D software can you do tutorial on the mandalorian helmet or clone trooper helmet thank you 😊!!
How can you "pack" with only several new features? Have you seen Max 2024?
2024 is probably the best update in a while.
Also what do you think of Adobe's and Nvidia's text to model generator?
Woooow! I need It maya 2024!
Sooo Maya just included what Blender had for years? Damn.
Maya is a great tool for many things, but at least when it comes to modeling it feels super outdated. I do love the knife tool in Maya though. Wish Blender had a similar knife tool to Maya.
UV unwrap and clean up tool also great ), …
@@3akorInOfTime UV unwrap in Blender is super simple and easy! though, can't say the same about showing CHECKERMAP w/o using addons or getting into nodes 😁
exactly what i was thinking. hell, even roblox has had booleans for years, granted they arent live booleans but still cmon. 🤦
If you’ve been using Maya you would know that all these tools have been there for ages, they just got better. Booleans and the smooth tool (used to be called Reduce) has been there ever since.
You must be new to 3D ;-)
Thank you
I switch to Houdini. But damn they were too late with this shit
I imagine I could get similar results in a similar time frame with Plasticity. In fact when I saw the thumbnail I thought this was a Plasticity 3D video, and wasn't until I read the description that I saw it was Maya.
Maya needs a feature like grid modeler in blender.
PSA to any new 3d artists: This channel is what got me through university with a 4.0 and for that I am grateful. JL is great at what he does; HOWEVER, maya is a dying old man thats over complicated and bloated with broken features. BLENDER is the future in all ways. If you absolutely have to learn maya then I highly recommend JL, again, he's awesome and entertaining. But if you dont I would steer clear and do everything you can to learn in blender. YOU are the industry so if you use blender then it becomes industry standard.
Except for rigging and animating go ahead and use maya lol BUT for hardsurface and general modeling your life will be easier in blender
Blender cannot handle a lot of boolean operation as can do Maya. Second Blender cannot handle big scenes as Maya can. If Blender wanna be industrial standard, they should begin using industrial standard hotkeys. P.S. Yes you can switch to the industry standard hotkey from settings but Blender developed by his own hotkey system in mind.
@@johnykallisto6488 how often did you use Blender)))???
@@johnykallisto6488 Hotkeys aren’t an objective measure of good or bad in this case, if anything I’d argue that blender has much better and more useful hotkeys than Maya. Ive never heard of any Boolean issues but I can look into that. And as far as large scenes go are you referring to complexity or geo density? If the latter I can attest to better frame rates and performance in blender vs Maya when dealing with dense geometry
i learned softimage at uni in 2003, until softimage was killed around 2015 i was cursed in that i could only work for companies that used softimage, there were about 6 big companies in UK who used it, so you could never apply to ILM or Dneg etc, then softimage died and we were forced to learn Maya and suddenly the were 1000s of jobs we could apply for,
youre right, Maya is old, bloated, badly designed, and blender is free, full of amazing features, has a great community, but if the industry hasn't adopted a software yet you should be careful if you need to pay rent
bro
"Turboreverse" exist in max since 2012 (to undo meshsmooth)
"Quadremesher" exist in max since 2019
"Key hydra" is available in max since 2017, as well as boxcutter for blender, with all that bolean features and more
"vrayedgetex" (roungedge) exist since 2015 as well as in corona and many more rendering softwares
Which feature of maya is changing 3D modelling then if all features shown in your video already exist in other softwares since years?
The answer of the title of your video is simply : no :)
Vray had a faux chamfer edge option a decade ago. It's a decent render cheat but only in engines that support it
Basically this is what £ds Max is doing for ages now. Well done Maya
Exciting stuff man!
great video like always but i haven't see the update for 2024 maybe in the USA butt not CA ..I need those Booleans tool set . cheers!
They didn't change modeling at all; they are far behind Houdini and Blender in adding modern tools and UIs. That boolean toolset looks like a 20 year old GUI mess. I've used Maya since early 1998, but I have hardly used it since switching to Blender in late 2019. RIP Maya, Softimage and Lightwave.