To me, maya and 3ds are very good soft for make 3d model
But not easy to learn? 3D coat?
You should first learn first the basic in 3d,
After you will choose your 3d soft more easily
Best
Newlc
I am new to this field and I have been experimenting with several programs:
1. 3D-Coat
2. Maya
3. 3Ds Max
If you have experience with these. What do you thinks is best to learn and why? Easy to learn and why?
I know there are very different in price so that is not the point since I am a student and I can get them a discounted prices.
To me, maya and 3ds are very good soft for make 3d model
But not easy to learn? 3D coat?
You should first learn first the basic in 3d,
After you will choose your 3d soft more easily
Best
Newlc
3D Coat what?...that what I said when a friend suggested. We work on project together and put all 3 side by side. Well he did most of it since I am newbie in this area. I was very impressed by how good 3D Coat is...you can download a free version here. http://3d-coat.com/
The new version is out 4.5 I have been playing with it for about 1 month.
Choose one and learn it. Maya and Max are the standards but there are other tools emerging in the market. Honestly though, they're just tools. You don't really need to worry about using a nail gun vs an impact hammer if you don't know how to build a house if that makes sense.
Maya is different from Max which is different from blender, etc. but you can always learn how a tool does the thing you used to do in another tool so what you really want to do is just pick one and learn how to model. Doesn't really matter because you're what decides if modeling is easy or hard. I started in Max ages ago but now I work in Maya simply because past jobs have used it and it's what I know best now and re-learning Max would take a week or two but then I could model just fine in it. Skills is what you want.
If you want a Direction, start in Max or Maya. Again, those are kind of the industry standards but go with what feels right. Good luck.
Choose between Maya and Max.They are the best and good starting point.
Well, it's really up to you according to what you want to create. This said, I think that "traditional" box and subdivision modeling is a good starting point, before jumping in the "sculpture-retopology-painting" workflow offered by 3D-Coat or Z-Brush, because traditional modeling will make you learn the fundamentals first, like the do's and don'ts of topology flow, UV unwrapping and so on.
The choice of your software will also depend on what you want to do and your budget : Max and Maya are industry standards, but they are quite expensive. You can also think about C4D, Modo or Lightwave for modeling and rendering, especially if you focus on hard surface.
If you're on organic modeling, then 3D-Coat can be the way to go.
I would suggest not to choose your tool because it is or not famous and industry standard, but if you are comfortable with. Once you have the basics and a good knowledge of your package of choice, then you will perhaps want to add other softwares to your toolbox.
As an example, I use mainly Lightwave for hard surface modeling, some texturing (roughly final nodal fine-tuning) and all my animation and nearly all rendering tasks, 3D-Coat for organic modeling or some prototyping I will later rework in Lightwave, also for UV unwrapping and 30% of my texturing tasks ; substance painter and substance designer for 60% of my texturing tasks.
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