hello anons, I want lo learn 3D modeling and animation , should I start with Maya? pic not related
>>559757
sure
Start with stick in dirt and master that
Then move to pencil and paper
Then move to oil on canvas
Then take your first digital steps with a mastery of ms paint
Then master photoshop, 3d and 2d modes
Jump fully into the third dimension with google sketchup
Take a step up with mastery of blender
Bring yourself into the future with mastery of maya
Become one with the polygons in zbrush
Transform into the Mechanized Singularity with houdini
Create your own software, polygons move and flow around with ease at your fingertips; movie studios worship you as The VFX Diety
At least that's one way id start
>>559790
>Jump fully into the third dimension with google sketchup
This is bad advice, OP at this point you should really be learning to sculpt with real clay, only THEN can you move on to sketchup and so on
>>559757
Sure, If you like paying $12,000 for your software
>>559860
Are you legitimately this retarded?
>>559855
Ah that's the crucial step i was missing, thanks anon
>>559790
bullshit. he's fucking with you. just make a goal and work toward it.
>>559757
Try Blender! It's free, similar to Maya (although there's not as many features), and there's tons of free models online. It's relatively easy to learn too.
>>559900
whats so good about blender? its just a piece of shit
>>559916
It's free. Proper license of Maya costs thousands of bucks.
>>559916
Do not listen to this retard. Choice of software doesn't really matter, since skilled artist will be able to make great things both Blender or Maya. Blender is hated mostly by idiots who cannot learn bunch of ACTUALLY MORE PRODUCTIVE keyboard shortcuts, while Maya has a bunch features that help in modelling BY STANDARD, while blender might require enabling an addon, etc.
Blender is good for start, it has big, friendly community, that will teach you whenever you need to know about 3d related cgi from modeling to pbr. Try Maya when you'll conquer the basics and will plan on working in the industry. If you plan living off freelance then you can stay with Blender/Zbrush combo plus some pro texturing soft like Substance Painter.
>>559953
telling you from experience that employers don't hire anyone who uses blender. not because it will damage their workflow, its because they don't understand which programs does what, and they are not willing to take risks.
>>559953
Oh my god lol.
Mayanon here. I worked with Blender this weekend to port a model to SFM and holy FUCK. I wanted to shoot myself. Rigging and weighting a character is so insanely complex and fucked up. People talk about how Blender is great because it has hotkeys. Who the fuck cares? I assign hotkeys to everything I need in Maya and download create3dcharacters preferences so everything is lightning quick.
Nothing about Blender makes sense. Not node-based so you have to learn different techniques for every single little thing you want to do. Weight painting in Blender is a fucking disaster. Mirror skin weights is fucked. Normalizing is fucked.
Get your hands on MODO. It's the best. Support the developers by purchasing the software
>>559991
Key word there was skilled artist
>>559991
I've gotta agree with you about the weight painting, in blender there is a lack of tools for it whereas Maya is a program build for animation.
If you don't like pirating and don't have the money to spare on Maya though, then blender is a decent enough tool to test out to see if you like 3dcg.
You could think of it as someone testing out GIMP before they go off and buy photoshop, sure photoshop is a more developed and industry standard software but if they aren't willing to get used to gimp then they have no business doing image editing.
>>560901
you are just shit and need more time on the program
at first i thought that blender had missing features until i started to dig in a little more and find what i need
>>560914
Compared to Maya, Blender has a lot of features missing. Don't be a fucking Blender-fanboy and insist otherwise.
>>560926
>Compared to Maya, Blender has a lot of features missing.
This is an ok opinion, unlike
>blender is complete shit garbage because I can't figure out how to do X in it
>>560926
im not a blender fanboy. im just saying i have years experience with the program and i can't really say there are any "critical" features missing.
i have done rigging,weight painting, texturing,retopology, sculpting and i didn't find anything that would hold an artist back to the point where he must switch. but i do have my criticisms towards blender. i usually write them down when i have the chance
>>560914
No, I'm not shit at Blender and I believe you misconstrued my intent when I posted that there is a lack of weight painting tools compared to Maya.
There is objectivley a lack of weight painting tools compared to Maya but you CAN still weight paint just fine in Blender.
I have done a lot of work with both Maya and Blender just as I have GIMP and Photoshop and I still do.
Both programs have very objective strengths and weaknesses and not recognizing those is bordering willful ignorance.
Yes, you can make great pieces of art with both software and I favor neither over the other but to tell OP that one is better than the other just because you have more experience in one or the other is shameful and you should feel bad.
>>560914
Show me how to cleanly mirror skin weights on asymmetrical topology you shitposting blender cuck.
>>561407
>mirror skin weights on asymmetrical topology
if your topology is not symmetrical why are you looking to mirror weights? don't you see how stupid this question is.
also rigging is the one thing i don't do, so i probably don't know the answer. but are you gonna really say blender is shit because you are too lazy to weight paint some bit of your model with mirroring it? get a grip
>>561425
> Herp derp why would anyone want to mirror weights on a model that is only 98% symmetrical