True Fact: Blender beats every single one of them hands down in every way that I can think of. :)
True Fact: Blender beats every single one of them hands down in every way that I can think of. :)
Maya has a one up on the character animation tools, with addons like Studio Library for a pose library, though now Blender 3.0 in October(ish) will have a very similar feature. And there's others like lattice in the graph editor that Blender does not have yet.
Houdini is awesome for node based procedural animation and simulation, now Blender has Geometry Nodes, as a step in that direction...
Pretty sure Blender is going to be best in class, or very, very, close for basically every portion of 3D cg work within the next 5 years.
I think one of my favorite things still to this day about Blender is how heavily customizable the UI is. How easily you can recreate your favorite workspace layout from whatever software you're most comfortable with. I still tend to set me up a tab with a Lightwave-like 4 pane 3D view just because it's sometimes still useful to me. :)
Modeling: Maya is best, Blender is a good substitute
Sculpting/topology: Zbrush is best, Maya is runner up, Blender is a good substitute
UV Unwrapping: All the above are good at this
Texturing: Substance Painter is best, Blender is a good substitute
Animation: Maya and Blender are comparable
So as far as I understand the cool thing is, aside Blender is essentially a nearly as good replacement for Maya, and can do everything to an adequite degree for high quality production.
The only things Blender is decidedly not an equal substitute for is Sculpting compared to Zbrush and Texturing compared to Substance Painter.
Again, I'm not an expert, but I think the above is roughly accurate.
(It's cool that it's arguably the best in some areas even if that's a controversial argument, I think the same true of Python.)
I’m a VFX artist who loves Blender but unfortunately they’re not even close when it comes to animation, even less so rigging (the process of making a 3D mesh animatable). Maya allows for much more sophisticated rigs, and to have them perform at much higher framerates than Blender, which is crucial for animation workflows.
So far Blender is a much better Maya substitute for modelling and rendering than for rigging and animation.
Wow. So you remember back when the Blender UI was a total nightmare then… Total night and day difference between then and now, that's for sure. :)
Now, everything is much more discoverable (f3 search access to most commands, things can be set to hotkeys...) and there's tons of great content on Youtube.
And yet despite all the massive improvements over the years, Blender managed to successfully keep all the stuff about it that made it great back in the beginning and simply improved everything around and over the top (and under the hood). Things like the utterly customizable interface, and the hotkeys available for everything (which are now also super configurable), just to name a couple of examples. And now we also have this nifty Eevee engine, too. Am really enjoying that one a whole lot.
As to Maya, I've personally shown Maya users around Blender and gotten quite a few "OOooh"s and "Aaah"s out of them, so I dunno… Maybe they might be easily coaxed away from Maya. I certainly intend to sing the praises of Blender to any of 'em that'll listen. ;)
I am also believe that blender is the best all-around 3d software out there, but that doesn't mean it's best for the studio or cost effective to switch.
I never used any of these enough to understand what the advanced differences were, but 3DSMax definitely seems easier to use than Softimage and Maya. I'd assume one of the reasons why softimage died was precisely for that reason.
Once you need to edit the mesh you have to “apply” that geometry and lock it in, but it’s handy to be able to go back and say “When I merge these objects the topology flows better with 24 faces around the cylinder instead of 16.”
Haven’t used it too recently, but in blender I think that still means deleting the object and making a new one to replace it.
You can see what I’m talking about in 3ds here: https://youtu.be/Dp9Ozs3HjzY?t=120
You can setup parametric primitives other ways though, https://www.youtube.com/watch?v=vaHL7jRo6mM Or putting a screw modifier on a curve... ( torus, sphere, any lathed object...)
Or there's likely a number of different ways using geometry nodes. Granted it's not currently simple and intuitive though.
Thank you for finding that! I have played with the geometry nodes some, but somehow I'd missed that particular detail. I suppose I should peek at the docs a little more often. :)