terminology might differ a little bit and there are a few tools in 3dsmax that don’t exist in blender and vice versa but the principles are the same and you should have no problem using it once you get used to the GUI.
You will be a better off than somebody who never saw a 3D program but you will be completely crushed by people who are fluent with 3DStudio and can sit in front of a monitor and start producing after 10 minutes of having been introduced to the colleagues.
there is a 30 day trial you can grab or a student edition if your eligible
once your used to the gui and the dif names for stuff you know
it will be fine
Yes, the modelling and animation tools are essentially the same, though the terminology may differ a bit. You can try assigning Max’s hotkeys to something similar to Blender to increase productivity as well.
Or if only modeling is a concern I do not see why you couldn’t model your objects in Blender and import them to Max later.
Industry/job wise, modelling is simply problem solving. Your TD might be like “dude, too many faces! I don’t like this edge flow, This won’t deform properly for animation” etc. etc.
Once you’ve learnt about poles/loops/edgeflow/how to use or not use triangles, it really doesn’t matter. On top of that, you’ll never need to watch a tutorial again, lol.
Once you’ve delt with modelling in blender, tutorials only become useful for learning your away around the software itself or the new tools that come with it, every model has its own challenges, like I said, problem solving.
Different software just have different approaches to produce the same result, some may be harder, some not.
Same goes for animation, there might be better tools in maya for example, but if you are a crappy animator, who produces stiff weightless animation, have a poor sense of timing and posing, or your rig is too limiting, then you will fail with either
You can go on youtube, or maybe check out digital tutors for an intro to the software (I remember these being pretty good when I was a student)
I would definitely get the trial or student version and work through some basic 3DSMax modeling tutorials. Or head to your nearest community college and take a course (they probably use 3DSMax on Dell workstations…) There are some differences, not just in terminology or GUI, but in workflow that can hang you up when you aren’t used to them. Other than that, ng-material is spot on. What you have learned about 3D problem solving will be useful no matter what software you use.
The buttons are in different places and some functions are named and applied differently, but the concept is the same. Specifically in 3dsmax’s case, you’ll find that many functions are often used as a modifier. For animation it has the “Track View” which combines Blender’s dopesheet and graph editor in one place. Linked objects are called “Xref objects” etc…
Horseshit. Except for 3DSMax’s huge library of presets, and somewhat better tutorials, back in the Blender 2.4 days Blender and 3DSMax were roughly equivalent. Blender had better UV mapping and a quicker modeling workflow, though. 3DSMax had a built-in human rig (that’s pre-rigify days, for those of you in the stands.) Blender has improved some since then, and, although I haven’t kept up with 3DSMax, I’m sure it has, too.
Moved from “General Forums > Blender and CG Discussions” to “Support > Other Software”
@Atom, by now you know the correct forums to post support questions. In the future, support threads you make in the wrong forum will simply be deleted.