Is Maya a viable 3D Modelling tool for Skyrim?

Post » Thu May 17, 2012 3:35 pm

This semester in school I'm taking a course on 3d Modelling ( and animation but thats more like a foot note), more specifically we are learning how to 3D Model in the Autodesk Maya program. I dabbled in Blender but it never really caught on, partially because I was attempting to follow a tutorial on something I knew nothing about, and partially because Blender is a tough interface to understand for a noob like me. However having an instructor and using the Maya interface I have learned how to create relatively decent 3D models in the program. So naturally, after completing my assignment, I went into Maya and attempted making a simple sword model. It turned out well enough, nothing amazing, but I used the simple and intermediary tools that we were taught in the first 2 classes and crafted a fine blade. I know that I need the NIF format and was aware that this requirement had impeded my attempts to learn any version of Blender past the version that was supported by the NifTools plug in. I looked it up on the NifTools website and sure enough the latest plug in only supported up to Maya 2009 ( I'm using 2012 student edition). I also noticed that this plug in had less capabilities in Maya than either 3DS Max or Blender. So my concern is, Will I find it difficult to export my meshes from Maya; I know I could export them as a widely supported file type into something like Blender or 3DS Max and then export as a NIF. Or should I learn the Maya interface in class and attempt to utilize simlar tools in 3ds max. I don't really understand the difference in the two Autodesk programs so any explanation would be appreciated.
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Esther Fernandez
 
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Post » Thu May 17, 2012 4:04 pm

Well... I don't know much about modeling (am even newer than you)... but, what I'd suggest is downloading Max (it's free to students) and using it to do the exporting, if the Max exporter is that much better than Maya's.
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remi lasisi
 
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Post » Fri May 18, 2012 2:27 am

<<--- Video game artist and Maya user. I suggest you make the models/textures in whatever programs you want. Then worry about getting them in game, because you can always export between packages.
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Rebekah Rebekah Nicole
 
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Post » Thu May 17, 2012 6:18 pm

<<--- Video game artist and Maya user. I suggest you make the models/textures in whatever programs you want. Then worry about getting them in game, because you can always export between packages.

This is pretty much what I meant, but more informative XD
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Marion Geneste
 
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Post » Fri May 18, 2012 12:46 am

Excellent, I've fallen in love with the interface. Were learning to unwrap to a UV Map within the next few weeks so assuming there is no problem creating the UV map in Maya I should have no issues opening the file in another program and exporting as a NIF.
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Samantha Mitchell
 
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Post » Fri May 18, 2012 5:48 am

<<--- Video game artist and Maya user. I suggest you make the models/textures in whatever programs you want. Then worry about getting them in game, because you can always export between packages.
how about zbrush/sculptris? is skyrim compatible with the matcap materials from zbrush? i'd really like to use them in this game
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Iain Lamb
 
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Post » Thu May 17, 2012 7:06 pm

Throttlekitty is excellent with Maya.
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Talitha Kukk
 
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Post » Thu May 17, 2012 5:42 pm

Maya wasn't very viable for Oblivion (you could use it, but you needed to do post-work in Blender and/or Nifskope), I expect similar for Skyrim.

What I ended up doing is switching from Maya (6.5) to 3ds (2010). They're very similar, so you shouldn't have problems. Or you could model in Maya and do touchups in Max, which would be even less of a learning curve.
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Rich O'Brien
 
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Post » Thu May 17, 2012 11:48 pm

I use Maya to make all my weapons and models for Skyrim. I know Maya very well so its faster to use Maya than to relearn a crappy program like Blender.

However what I'm going to do is export my models as obj files and import them into blender or whatever, then export them as nifs.

Problem is the nif pluggin for blender is realy realy old too and only works with old versions of Blender. And I just cant get it to import a nif from skyrim.
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Curveballs On Phoenix
 
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Post » Thu May 17, 2012 2:38 pm

... crappy program like Blender. ...
Blender is most certainly not a crappy program!

@hunter2121 - I haven't ever tried Maya, but in Blender (not sure which version) I saw an option of switching interface from Blender Default to Maya. I haven't tried it, but maybe that's what you could find useful.
But as others suggested, make models in whatever you're most comfortable with and re-export from Blender.
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SiLa
 
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Post » Thu May 17, 2012 9:50 pm

Pretty much what everyone else says, do your base work in Maya, and game prep in Blender or Max.

The Maya .nif translator hasn't been updated in a long time. We do have a new developer who is rebuilding it, but doesn't expect it will be Skyrim-ready for quite some time.
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Taylor Tifany
 
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Post » Thu May 17, 2012 11:23 pm

Well, here's a tangential question... for someone who has only limited experience with Lightwave 3D, is it easier to pick up Max or Maya? I have both (frakkin' love Autodesk's new-ish free student license policy), and am looking to expand my modeling experience in Skyrim. But, all I've done so far is editing in Lightwave for Dragon Age II.
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maya papps
 
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Post » Fri May 18, 2012 4:17 am

Blender is most certainly not a crappy program!

@hunter2121 - I haven't ever tried Maya, but in Blender (not sure which version) I saw an option of switching interface from Blender Default to Maya. I haven't tried it, but maybe that's what you could find useful.
But as others suggested, make models in whatever you're most comfortable with and re-export from Blender.
Yes it is, if only because the interface is so arcane it only makes perfect logical sense to the people who created it. It's open source created by sadistic mad scientists who need an outlet slightly more attainable than constructing laser death robots that must be piloted by levers positioned at the operator's gangly monkey toes.
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Guy Pearce
 
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Post » Thu May 17, 2012 9:05 pm

Well, here's a tangential question... for someone who has only limited experience with Lightwave 3D, is it easier to pick up Max or Maya? I have both (frakkin' love Autodesk's new-ish free student license policy), and am looking to expand my modeling experience in Skyrim. But, all I've done so far is editing in Lightwave for Dragon Age II.
I'd go with Max, if only for the better exporters and more widespread industry use. I've not used new versions of Maya, but from my brief look at them they're really, really similar to Max.
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Juliet
 
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Post » Fri May 18, 2012 2:51 am

Maya is 1000x better than max. I dont know why the gaming industry doesnt use it.
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~Amy~
 
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Post » Thu May 17, 2012 8:52 pm

I always got the idea that Maya was more used for making films (It even won some Oscars), because of the hair and fluid dynamics. And 3ds Max was used to make games.
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Richard Dixon
 
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Post » Fri May 18, 2012 1:34 am

A lot of schools teach Maya and avoid Max for some reason. Max and Maya are used about 50-50 in the industry, so it's good to get the basics of both. Once you understand one, you can always port over.

(ps... Max is better :P)
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Jessica White
 
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Post » Thu May 17, 2012 8:20 pm

Honestly, I'm surprised they even exist separate from one another. Why don't Autodesk just combine them into a single modeling app?
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Matt Bigelow
 
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Post » Thu May 17, 2012 3:37 pm

blender is pretty awesome imo, i guess you just hate it because the interface is different.
i have found it to be very simple once you learn the keys. and in modeling its like everything is right at your fingertips.

i have both and i use both. the only problem i have is that they don't translate to each other. you have to export everything as .obj :(
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His Bella
 
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Post » Thu May 17, 2012 3:44 pm

3dsmax, all the way. If we're lucky, the CK will even come with its own plugin, fingers crossed.
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Ellie English
 
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Post » Thu May 17, 2012 4:57 pm

a very sixy quote goes a little like 'its not the tool, its the craftsman'
get comfortable with whatever you can get. im sure it will work out.
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mollypop
 
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Post » Thu May 17, 2012 7:51 pm

Currently you can download the xml update for nifskope, export the model to .obj or 3ds, edit it in your favorite Maya, Blender, or 3dmax, save it and copy the mesh data over top an existing model in nifskope and save it as a nif. While this method doesn't allow you add anything without a .bsp utility, it is possible to alter existing models and get them back into the game. I have been toying around with techniques because I have noticed the current meshes are pretty low poly compared to 3rd party ones used in Oblivion but run into problems with helm and hair rigging that just doesn't work right. I suspect once plugins are hashed out this will be a useful method for doing just what you want and using any modeling program that can import and export .obj files.
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james reed
 
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Post » Fri May 18, 2012 6:33 am

A lot of schools teach Maya and avoid Max for some reason. Max and Maya are used about 50-50 in the industry, so it's good to get the basics of both. Once you understand one, you can always port over.

(ps... Max is better :P)

Yes hes right it really does depend on the studio. One of my co-graduates just landed a technical artists job with Lionhead and there they use Maya mostly as its better for animation but carry a license for max also. When i did my degree in games art we were taught Max simply because its harder to first pick up than Maya, a trial by fire with regards to learning.

Now I understand Max inside out and find all my skills are cross transferable between packages, I have no issues with any 3D software thanks to how well my tutor taught me. I fast realised that the end goal in my learning was not to just push buttons but actually understand the process behind what I was doing.
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Celestine Stardust
 
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Post » Thu May 17, 2012 2:58 pm

ugh, I certainly hope I can find a game company that uses Maya. I spent 2 years on my own learning max, then the fundamental class of my 3d school. Now I've spent half a year getting used to maya and forgetting max to an extend, would hate to go back again :/
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Adam Baumgartner
 
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Post » Thu May 17, 2012 6:01 pm

I use both maya and max. How I look at it is, max for hard surface modeling and maya for rigging and organic modeling. Once you learn maya it is easy to go between the both of them.
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Ilona Neumann
 
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