
I'm sure Maya probably has better NURBS tools. Really though, it's a matter of preference, if you can aford a comercial liscense of Max/Maya/Softimage (the cheapest of the three), go for one of them (and if you're a student, register with Autodesk's Education Community and download the free versions, I did (max 2012 and Mudbox 2012), but, if you can't aford one of The Big Three, and don't feel like getting Modo (I wouldn't advise it ATMO, since Modo still doesn't have character animation tools, no dedicated "Bone" objects that Unity will recognize), then get blender (just be prepared to scratch your head alot trying to figure it out) The only thing i really don't like about Maya, is it's material editor, I could never get the hang of it in college, and as far as blender goes.I've tried 2.3/4x and 2.5, and it just looked and felt so primitive, (although 2.56 looked looked alot more "Professional" and useable, to an extent) and the workflow.*shudders*

It does most things if you have patience and is free.Ĭlick to expand.I too am a max user, though I have used both maya (in college years ago) and blender, over the last 5 years or so. If your not looking to working professionally and don't have a big budget and are just doing it as a fun hobby you will probably be better off with blender. It doesn't help that most game job vacancies for artists come about towards the end of development when they need to accelerate asset production to meet deadlines, so you may only get hired a few months at a time since a lot of places can't afford to sustain a large workforce indefinitely, only for the length of a project. Industry standard tools are required to work at most places and no one has the money to take people off of crunch to teach someone a new app and workflow or leave them to their own devices to learn one on their own.

#FORMZ NURBS BLENB PROFESSIONAL#
It also helps if you want to work in a professional environment someday.
#FORMZ NURBS BLENB PRO#
If you use a pro tool like Maya or Max extensively there are a ton of shortcuts and helpers, neat little things that make developing assets a lot simpler. If you can't afford it Blender is an excellent choice. If you can afford it most of the pro tools are best.
