Try to approach the problem removing the software from the process. I work in the VFX industry since last year and I can tell you that you will always find something you don't know in the software. You can access that usually on the official website and most of the times you can find also video tutorials. Most of the things you search are in the user documentation. If you read the manual you can understand what sampling is, what BXDF is and how shading works in general. Arnold is a Monte Carlo Path Tracer and many render engines work in a similar way. I would suggest you to read the manual to understand much more than just Arnold. Many things work in a way that doesn't make any sense for a single user.Īrnold in particular is an unbiased render engine and it works with high end product in mind. Its this surprising underdog story I am rooting for.Īs a user of most 3d packages over 20 years, I am glad blender and its community is around, if autodesk pisses off its users 200 more times, maybe it gets its day in the sun.Īn important part of what you are saying is that Maya and especially Arnold are softwares made mainly for production. I think its nature has given rise to a cult of support and pride for sharing its capabilities so it gets more attention and support from developers. Or what they know is locked up by who paid them to do it.īlenders free software, and new* on the scene for professional viability. If someone knows how to make one of those, they are likely employed without time and or can make a living off of charging for that knowledge. Raw Tutorials for it would be entire courses, and that stuff takes up a lot of time to make. Its customizable nature is why its an industry staple. Studio versions of it become decently augmented with custom tools and interfaces. Maya's pretty fucking raw and awful out of the box for direct to new user experience. If you want a personal theory as to why it feels theres more for blender, I'd guess its a combination of the demographic of its users and free vs paid for software and the type of work for side projects versus NDA proprietary solutions. And there's paid courses, a quick search shows 2000 courses for maya topics on udemy. There's a lot of books irl published for Maya. Feel free to DM if you want a more comprehensive list or to just chat about Maya. Maybe you're not looking for the right things or in the right places. I've been using Maya Professionally since 1999, and have used everything from books from the library and PDFs shared by floppy disc to online tutorials and courses, never had a problem. You just want to learn modelling? UVs? Shading? Rendering? Rigging? Animation? FX? Python? Pipe? etc etc etc In terms of for and by the community, some of the big ones are: Īs for "learn Maya professionally", what do you mean? Take a course? Learn on the job? Use community tutorials? Maya, like Blender and C4D is BIG. Maya, by the way, is free if you're a student, around 300 a year for an indie license. But I have never had a problem finding community tutorials for any aspect of Maya (even before I started working for Autodesk). So those are the two big ones, and from the sources themselves.
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