Blender vs Maya : Basics & Modeling


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In this Blender vs Maya tutorial I want to point out how some basic stuff can be done with these applications. I focus on beginner topics like

* Navigation in 3D viewport [00:23]
* Transform 3d objects with Move, Scale and Rotate [01:19]
* Object and edit mode [04:07]
* Edit geometry (vertices, edges and faces) with Extrude and Insert Edge Loops [06:43]

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#Blender
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36 responses to “Blender vs Maya : Basics & Modeling”

  1. I used both blender and Maya but eventually chose maya lt. I feel that is the best for indie development because it's doesn't have features and windows that are not relevant for game engines.

  2. You sucks. You even don't know Maya and try to compare Maya and Blender. You even does not use "G" key but instead, you extrude by pressing button again 😀 You even does not know fucking CTRL+E key for extrude in Maya. Also you search for insert edge loop in menu but you can click shift+right click in edge mode to open marking menu and then select Multi cut. When you select Multi Cut just press CTRL to add edge loop. If you want to put that edge loop(with multi cut) to center of two edge loops just press middle mouse button instead of left mouse button, it automatically find middle of two edges. If you assign shortcut to the connect tool, you will never need insert edge loop tool. When you activate connect tool in Maya, you can adjust number of loops by dragging middle mouse button(but press also ctrl for more sensitive adjustment). Lets say you want to adjust pinch and slide of edge loops, you dont have to go menus, just press ctrl+shift+right click so that you can see marking menu and change pinch and slide. There are many tips like this in Maya but most of the people does not know these and they think that Maya is bad. Hell no, it is just your ignorance.

    I created some marking menus for Maya and a shelf, so I rarely need to go to menus to find a tool. My workflow really fast with some customization. As I said, you need to know shortcuts and some features of Maya + a little bit customization. Then you will see how beautiful Maya is.

  3. Good video, but it seems that you intentionally try to make Maya look like a slower program, when you model in Maya, you look clumsy and wait a long time to perform an action, as if you did not know how to handle the program, nor do you use the keyboard shortcuts and you go to the icons very slowly, the video is suspicious, I'm sure you know perfectly well how to model in both programs, but being in maya you act like it's slow, I do not understand why you do this

  4. My perspective is this. Are you doing this as a hobby? Then who cares which you use? Are you working with or hoping to work with a professional team and be competitive? Then know the software that's appropriate for that, and it's likely Maya, the industry standard between the two. Some people use multiple apps. I don't know why there's even a this vs. that in this day and age when you can 'access' wink many. I use the one that I learned in college and can troubleshoot best in with fewer tutorials. For me that's Maya. In other words, if someone wants me to model something real quick, I can do it in Maya without having to source a ton of tutorials for the basics. If you can do that in Blender, 3DS Max, Cinema 4D, Lightwave, great for you.

  5. Blender is a powerful and robust software. I started with Maya but forced myself to learn Blender for cost reasons. I made a few alterations to make Blender more like Maya such as hitting space bar to move between viewport angles. I now prefer Blender to Maya. Blender is great and only getting better with every update. Hats off to the devs of Blender!

  6. Maya hotkeys =
    Scale : R
    Move : W
    Rotate : E
    Extrude : Cntrl+E
    Scale multiply vertex : O
    Bevel : Shift + right click (tools box bevel)
    Booleans : Shift + right click (tools box booleans)
    Animate : S
    Select faces : Q
    Poly modes : right click
    Move pivot : D+V
    Move vertex to another vertex : V
    Change camera : Space

  7. Moving along a plane in Blender
    Shift click the axis on the gizmo or use the shrotcut G → Shift X or Y or Z
    Same for rotation and scale.
    You can accumulate the different gizmos by shift click
    You can accumulate the editmode's selection modes by shift click

    On Maya, you can do a "ball rotation" (don't know hw to call it :P) by clicking between the lines of the gizmo. You can do the same rotation in Blender, but only with the shortcut R R.

    The future 2.8 Blender version will come with a new gizmo similar to Maya (and will change dependaing on the tool used, i.e. extrude), the default "main action mouse click" will be set to left click (yay). So your video will be outdated soon. 😛

    And sadly, a lot of cool stuff and user friendly things of Maya actually exist in Blender, but are not turned on by default. Like pie menus. I hope one day someone will check all Blender's parameters and addons and change the default behaviors of Blender in order to make it more user friendly and most importantly more close to what's already "by default" in almost all other main 3D softwares.

  8. As a long time Blender user learning Maya I must say Maya feels ultimately slower and clonkier than Blender. I can do vertice editing and modeling so much faster with Blenders hotkeys than Maya's (quick) menus and need to use onscreen arrows to move/rotate etc. Maya almost feels outdated in that regard.
    But I guess Maya is easier to understand for those beginners that haven't tried any 3D modeling software.

  9. I learned on Maya but forced myself to learn Blender because its free. I changed Blender to be more like Maya in terms of viewport management and now I prefer Blender. Once you learn the UI – its very intuitive.

    I actually control the viewport using a FPS WSAD type of control in Blender and I love it.

  10. I don't know Maya well, but it seems like Blender has better modelling tools… with the 3D cursor, there's no need to screw around with snapping, or guessing about where an onscreen widget is. There's several different ways of manipulating things, just by changing the pivot point. And I don't think Maya can inset faces, shrink/fatten, or offset edge loop. Moreover, Maya doesn't place it's edge loops in the center, it's just harder to use and less useful to boot.

    More than anything what I hate about Maya is how little control I feel I have, how uncertain I am about where anything actually is. Using the mouse to do stuff is slow and innacurrate. In Blender– g x 3 and bam! I know that my object has moved exactly 3 units in the x direction. No more, no less. When I need to find the center of anything, I just select it and snap the 3D cursor to the center… in Maya I just have to guess. I hope I've just been taught badly!

  11. Just so you know, in Blender you can also restrict things to planar movement (rather than axial) by pressing Shift-[Axis] rather than [Axis]. Then, the corresponding axis will be excluded from transformations instead of included. (That's the only function, as far as I saw, which you only showed for Maya)

    Looks like the difference really is a Modes work flow (in Maya) vs. a Shortcuts one (in Blender)
    Either makes sense but I think I'd slightly prefer Blender's way on this, most of the time. It kinda depends on how repetitive your tasks are.
    For instance, switching to add Edgeloop mode in Maya is great if you have to insert several loops right now. But if you only want one loop (or a few evenly spaced ones along the same face loop), switching back and forth seems a little overkill and having the context switch be initialized by a shortcut and then ended by ending the action seems more sensible to me. – Learning those shortcuts certainly causes quite a learning curve, so in that sense it might be a little harder to get started, but once you're in, I think Blender might allow for somewhat faster working.

  12. Blender seems so much more advanced. Each bone has three parts, Maya has two (I don't know if this really effects anything though or makes it better however), and Maya doesn't even have as clear an indicator for proportional editing. I'm right the soft selection is proportional editing in Maya right (actually I may have been watching a vid of 3dstudiomax.

    Autodesk should've smelled the change that was coming and priced things realistically finally. I shouldn't have to pay over $1k in 2017 to make 3d shapes.

  13. More videos like this! 🙂
    I'm a blender guy and love it but I would also like to see how Maya works. And as far as what I already know and what I've seen in this video is that I couldnt work easily with Maya I think. It seems a little bit too unefficiently in handling I guess

  14. Hello jayam, i have a problem, i made a animation in Blender and when i import to Unreal engine it says and error "múltiple roots" i been looking the solution as insane but the solutions doesnt work and are not very good explained, plz make a video solving that error, thank you

  15. Dont forget about Houdini 16.5, it offers some great time saving features when creating game assets through procedural generation of assets from inside the game editor. Have a look at the Houdini Apprentice a free version.

  16. Great video, showing how basic operations are accomplished in both programs. They both have their strengths and weaknesses, but understanding that they are both great programs, is the lesson of the day, and the concepts and logic are similar in 3D modeling regardless or the software utilized.

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