5 hours ago, Tiny Giraffe said:Oh, well fair enough when I do switch which would you recommend I use?
I think Maya is the best bet in general. I'm pretty sure it's the most popular package for this kind of thing, and it seems to have the best support by major game engines (Unreal, Unity) as well. That said, your best bet is to look at teams/companies that you're specifically interested in, and see what they use.
I also don't think learning a new package is quite as critical as some people would want you to believe.
7 hours ago, Scouting Ninja said:Blender is not recognized by many of the large companies, it's reputation is improving but it is going to take some time. So you will need to get experience with Maya or Max before applying to a large company. 3Ds Max has a student license.
I started at my current job (which is in fact at a very large company) with essentially negligible Maya experience (I didn't have a personal copy of it and still don't) but many years of experience with Blender, and I picked up Maya without much conscious effort just by being around people who are comfortable with it, and now I use it every day.
I'm more of a technical artist, so I'm more comfortable with the API/design of Maya than I am with the actual hotkeys, etc. needed to model efficiently, but I can model in it without completely embarrassing myself. For more advanced modeling/texturing I usually jump back into Blender. I don't think anyone really cares what package you use as long as a) you actually get your work done, b) your work is good, and c) you're willing to take on the responsibility of making sure your stuff plays nicely with whatever the rest of your team uses.
That said, learning another package can only increase your usefulness. On the other hand, if you need to choose between either learning how to use Maya or having a good portfolio (even if it's Blender-only), focus on your portfolio first.