Never modeled in Max! I used Silo for modeling way back, then blender once I made the switch. I used to work on Max/VRay pipeline for years. It gets through a lot of different things (pivots, transforms, hierarchies, animation, deformation bones, even blendShapes). That’s a bummer! OBJ definitely is not good as it does not retain object pivot.įBX on the other hand works pretty well between blender and Max. The rest will fall into place overtime (stacking knowledge incrementally)Īlso most companies here can’t work outside of 3ds max. If you have a solid understanding of your fundamentals, jumping into Max shouldn’t take more than a month (feeling comfortable) (PM for specfic scripts list, too lazy to post now,lol)įocus the first two weeks on getting use to the navigation, shortcut commands, start the process of building into muscle memory. This will be what adds the usefulness to Max, once you get familiar with the UI. The biggest thing similar to Blender addons is the 3rd party pulgin market. You can also customize Max to you liking as well. You’d get more from those groups, than Blender users who are familiar with Max.Īs mentioned above the modifier stack is useful and main tool bar tab. You’d be better served actually going to autodesk forums or third party Max forums for specifics, while still posting here. I’m not being a troll, but thats how I learned Max 20 years ago, and there is even more information and resources available now. There should be well enough information available on the web for 3d studio Max training, it should cover the basic navigation and where specific things are located. Oh… PS: “Blender rules the world! Autodesk is the Evil Empire and you are going to burn in hell you traitor”. These days it is usually Maya, Blender and Zbrush. If that makes sense.Īnd just FYI we usually manage assets in my studio between multiple software all the time. So expect to be mostly searching for where rather than how. I think you will find the workflows to be about 80 percent the same on all of the basics. All three have some kind of Outliner (Max I think it is called Navigator) but different ways to access it and use it. In general, my finding on Maya, was that there was a lot more similarity between Blender and Maya - even in certain terms and similar key shorts. And since I am already a 3D “veteran” I don’t need to be told “how” as much as “where”. And then I usually continue through a basics tutorial series or the manual until I have covered all of the basics. That tells me where the familiar tools and workflows can be found. (starting with navigation) I usually spend about a week learning the interface. And that is I usually take it very slow and crack open the manual or get a very good tutorial on the interface. Even a stint using Houdini.Īnd so the best thing I can give you is my approach to the transition phase from one software to the next, since I have done it several times. And of course I have had to learn both Unreal and Unity. Especially since, before Blender I was using LightWave. Second to that, the workflow in Max seemed completely different and the interface was also completely different and convoluted from either Blender or Maya.Īnd my experience was I was proficient in Blender first, and then Softimage and then Maya. And that is the first thing that usually gets me confused. The man take away for me as a person who was proficient in Blender and Maya was that 3D Max navigation was totally different. So I have opened 3D Max on a few occasions. And we were going from Blender - fbx - to Max. And the fact that I do own 3D Max and I had a client of my studio that required a project delivered to Max and I had an artist who primarily worked in 3D Max at my studio for a while. So I will not be able to help directly with 3D Max, but you did mention also Maya.
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