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Can't decide - maya or 3da max?

  • RealaxFourX
  • September 14, 2016 at 9:29 AM
  • RealaxFourX
    • September 14, 2016 at 9:29 AM
    • #1

    Hello.

    I am currently working on a competitive cs:go map and soon i will start detailling. What modeling program should I learn - maya, 3ds max or blender? Hardest things I will make is sculptures, vehicles and a helicopter. Maybe animated 3d skybox model. I will do some video editing and work later on with cryengine 5 or unreal Engine 4. I am planning to study architecture or design.And is it possible for valve to see if the models were made by a pirated version of 3ds max or maya? After I will finish school, I win't have enough money to pay for the "legal" version of 3ds max or maya. What texture creation program is the best? Photoshop?

    Also, i have a limited time to learn the program, about 7 months.

    I am thinking to go with maya, but I want to hear what pros would recommend. I am working alone, if it changes anything.

  • Vorontsov
    • September 14, 2016 at 10:15 AM
    • #2

    3D Modeling - I would go with Maya, but it really doesn't matter because they are both so good. You could and should learn both, which would be a +++ in your portfolio. Remember though they are just tools.

    Sculpting - Zbrush, 3DCoat has voxel sculpting, or Sculptris which is free.

    Textures - Photoshop, Substance Designer, Substance Painter / Quixel Suite.

  • Radix
    • September 14, 2016 at 11:15 AM
    • #3
    Quote from RealaxFourX

    1 hour ago, RealaxFourX said: Hello.

    I am currently working on a competitive cs:go map and soon i will start detailling. What modeling program should I learn - maya, 3ds max or blender? Hardest things I will make is sculptures, vehicles and a helicopter. Maybe animated 3d skybox model. I will do some video editing and work later on with cryengine 5 or unreal Engine 4. I am planning to study architecture or design.And is it possible for valve to see if the models were made by a pirated version of 3ds max or maya? After I will finish school, I win't have enough money to pay for the "legal" version of 3ds max or maya. What texture creation program is the best? Photoshop?

    Also, i have a limited time to learn the program, about 7 months.

    I am thinking to go with maya, but I want to hear what pros would recommend. I am working alone, if it changes anything.

    Since you don't have the money to buy a license, you will have to use free software.

    Blender is an excellent program for 3d modeling.

    Gimp for the textures.

  • RealaxFourX
    • September 14, 2016 at 11:27 AM
    • #4
    Quote from Radix

    9 minutes ago, Radix said: Since you don't have the money to buy a license, you will have to use free software.

    Blender is an excellent program for 3d modeling.

    Gimp for the textures.

    And if I will make all models for my level with student's license modeling program, will valve be able to add my level to the next operation (a.k.a. buy the map from me)?

  • JSadones
    • September 14, 2016 at 11:31 AM
    • #5
    Quote from RealaxFourX

    2 minutes ago, RealaxFourX said: And if I will make all models for my level with student's license modeling program, will valve be able to add my level to the next operation (a.k.a. buy the map from me)?

    The student licenses are always for non-commercial work. If you want to be able to commercialize (aka Valve use your map), then I think Blender will be better for it. However I'm not sure if they can tell if your models are made with a student license (I thought the actual model files have a student signature added to it, but when exporting to SMD & MDL I'm not sure it's visible).

  • Vaya
    • September 14, 2016 at 2:23 PM
    • #6

    Valve wouldn't take map checking to that level I'm pretty sure. You might want to learn blender and gimp anyway if you have the choice.

  • RealaxFourX
    • September 14, 2016 at 2:31 PM
    • #7
    Quote from JSadones

    On 9/14/2016 at 1:31 PM, JSadones said: The student licenses are always for non-commercial work. If you want to be able to commercialize (aka Valve use your map), then I think Blender will be better for it. However I'm not sure if they can tell if your models are made with a student license (I thought the actual model files have a student signature added to it, but when exporting to SMD & MDL I'm not sure it's visible).

    So that means if I want my map to reach valve, I will need to make models with fully payed version of maya or 3ds max? Being stuck with gimp and blender sounds awfully, but it seems I won't have any other option. Unless, I could try to use student's licence and when I will learn to fully use the program, I could buy MAYA LT and remake all the models with that program in one month so it would be all legit. Do you think it would work?

    Quote from Vaya

    On 9/14/2016 at 4:23 PM, Vaya said: Valve wouldn't take map checking to that level I'm pretty sure. You might want to learn blender and gimp anyway if you have the choice.

    So you're saying one of the biggest gaming company won't check how an amateur made those models or textures more in depth to avoid getting sued?

  • Vaya
    • September 14, 2016 at 3:10 PM
    • #8

    How would valve/autodesk check? Can you check if a word document was written on a legal copy of MS office?

    We're using mainly blender and Substance designer on Solution.

  • Vorontsov
    • September 14, 2016 at 3:57 PM
    • #9

    You can use blender as a middle man and import that shit into blender and then export from blender, u know what im sayin'

    A hell of a lot % of people are using illegitimate software, don't worry but also don't flaunt it around and pay for a license as soon as you can or as soon as you "make it". Until then, if it's possible you should use educational versions of software. Now I know what a lot of people would think about this, but say little Dmitry in Russia lives in an average village (protip:it's shit) and he wants to get into 3D. There is no way in hell dat little boy would have possibility of paying up for this, but if he uses it as an educational tool or as a means to get into any 3d industry to find a job, and starts having commercial success, only then in such a scenario could dat little boy pay for licensing etc, when he's finally "made it". It may be ugly to some (not to me) but it's the truth and I can confidently say tons of people in game dev did this or are doing it right now to get there. You don't even have to be a little Dmitry from a small shitty village, you could be a poor student in a well developed country :).

    Quote from Vaya

    48 minutes ago, Vaya said: How would valve/autodesk check? Can you check if a word document was written on a legal copy of MS office?

    We're using mainly blender and Substance designer on Solution.

    Autodesk is known to do "checking". I never found a case where they did it against individuals though, only for companies developing commercial projects, and perhaps justifiably so? Maybe a little bit? You don't work in companies using illegal methods

  • Vaya
    • September 14, 2016 at 4:03 PM
    • #10

    is there something in the metadata for each model? I have no idea how they could track.

  • Vorontsov
    • September 14, 2016 at 4:05 PM
    • #11
    Quote from Vaya

    Just now, Vaya said: is there something in the metadata for each model? I have no idea how they could track.

    Yeah something similar to that, magic mumbo jumbo when you export your model(s). Though I don't know how much they use that method, as I said they usually just go to companies who work with their software and check if they are all licensed that way.

  • Harry Godden
    • September 14, 2016 at 4:08 PM
    • #12
    Quote from Vaya

    58 minutes ago, Vaya said: How would valve/autodesk check?

    Yea, I can confirm there is no way to check *through looking at the model files

    [Blocked Image: http://i.imgur.com/MVFFyaG.png]

    Blender drops this little header at the top of an OBJ file, which is commented out

    When converted to a .MDL / necessary valve formats, there is no appearance of the header anywhere.

    When exporting into an SMD then into .MDL the SMD (from blender) does not include a header at all, this is likely similar from other software (check it yourself (HxD) for other software if you really need reassurance).

  • Vorontsov
    • September 14, 2016 at 4:11 PM
    • #13

    Obviously when exporting from Autodesk software they're not going to have a nice little readable header that says:

    # this shiet was created in autodesk ileagle version mane

  • Harry Godden
    • September 14, 2016 at 4:12 PM
    • #14
    Quote from Vorontsov

    1 minute ago, Vorontsov said: Obviously when exporting from Autodesk software they're not going to have a nice little readable header that says:

    # this shiet was created in autodesk ileagle version mane

    Comments do get ignored in the compile process to source, sooo it doesn't really matter if its readable or not, just if the comment is there

  • Vaya
    • September 14, 2016 at 4:16 PM
    • #15

    when I've been software audited in the past (microsoft) they normally go: 'we suspect you don't have all the required licences, can you prove you do'

    I'd assume it would be the same for autodesk,


    This is not important though- valve don't care if you have the licences for windows/autodesk/whatever for your map. They like your content they'll add it. If it turns out later that you're a filthy pirate that's not thier problem- it's an issue for you to resolve with autodesk directly. All Autodesk can do is fine you too- they can't get you to retroactively destroy your models or anything like that.

    http://www.autodesk.com/company/licens…stions#section3


    P.s - I should probably add that I personally recommend you pay for any software you use

  • cashed
    • September 14, 2016 at 4:39 PM
    • #16
    Quote from RealaxFourX

    5 hours ago, RealaxFourX said: And if I will make all models for my level with student's license modeling program, will valve be able to add my level to the next operation (a.k.a. buy the map from me)?

    Valve don't buy maps. This is the purpose of the workshop and operations. Essentially, when you create work in hammer it is owned by Valve. When chosen for an operation they give a percentage of the "pass".

    Prior they would purchase the "IP" from the creator/s. ie. Mirage

  • tr0nic
    • September 14, 2016 at 9:00 PM
    • #17
    Quote from cashed

    4 hours ago, cashed said: Valve don't buy maps. This is the purpose of the workshop and operations. Essentially, when you create work in hammer it is owned by Valve. When chosen for an operation they give a percentage of the "pass".

    Prior they would purchase the "IP" from the creator/s. ie. Mirage

    What about Cache?

  • -HP-
    • September 14, 2016 at 9:29 PM
    • #18

    Try both, use each for like a week or so and then make a decision.

  • biXen
    • September 15, 2016 at 3:38 PM
    • #19

    Now that Maya has a fantastic renderer included it is actually affordable on a project rental basis. Not if you don't earn any money of course, but if you plan to live off this it's a small gamble. Legal Photoshop and Maya would be a must. I ended up buying Modo Steam version but haven't learned it yet, Modo seems quite different from other tools (also in many good ways). And might be more suited for a guerilla person/studio than Maya or 3ds (at least before Arnold was included).

  • cashed
    • September 15, 2016 at 3:58 PM
    • #20
    Quote from tr0nic

    18 hours ago, tr0nic said: What about Cache?

    My guess would be that it gets payments like operations still. FMPONE still updates it. If Valve bought it, they would be doing them themselves.

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