
are all-in-one solutions, I prefer to use dedicated tools. And although Max or Maya or Blender, etc.
" There are often different ways of achieving"Īnd yes, all roads lead to Rome. But I never said ZBrush was the tool to do that :) I wrote : RizomUV (the absolute killer for unwrapping anything). Retopo with whatever tool you like (perso I go for Maya / 3D-Coat).
Poly model hard surface or sculpt organic shapes with ZBrush without the hassle of thinking about the wireframe. And I don't know anyone who uses UV-Master for a final version of an asset/prop/character. What I was getting at was : Unwrapping is usually done after ZBrushing. Maya is generally used more for animation/rigging, but Max can pretty much do the same stuff. There isn’t a significant difference in rigging that I know of. Remember, the queues for roles are long, so if you don’t know the software, you won’t get the chance to join them. Learn both and you double the list of companies you can work for. There isn’t a huge advantage learning one over the other. Many Max artists are huge fans of the modifier stack. Max’s advantages lie in many of its sophisticated modeling tools. UVs: no need to add a modifier to see UVs. Materials: the Max multi-material system is flawed. Python has been supported longer, so there are more resources for scripting. MASH networks for procedural modeling (eg chain modeling). If you want a list of particular exclusive Maya features, I can list a few: Just pick one, it doesn’t matter too much! In fact, if you want an industry job, chances are you’ll need to know both because the preference is split from company to company.