So I've read through this thread and debated if I really wanted to put in my 2cents or not. (Feed the troll or not)
I'll give you the benefit of the doubt, not that I think, given your responses already that you will give much creedence to it but I will try.
First, I'm very perplexed as to what you hope to accomplish by your post? Ok, you believe that Maya is too expensive. First that is a very subjective statement in itself. Too expensive compared to what? Other 3D programs of equal capability? What are you comparing Maya too?
Softimage - "He's dead Jim"
3dsMax - basically the same price
Houdini - about $2K
HoudiniFX - aobut $4.5K
Modo - about $1.5K
Lightwave - about $1k
Cinema4D - about $3.7K
Blender - Free.... but you get what you pay for.
Vue - about $1.7K (great for landscapes, not good at all for object modeling)
Rhino3D Bundle - about $1.7K
SketchUP - about $600 (great architecture modeling, not so good otherwise)
I'm sure I misssed something but in general this is the list of the major products out there. Seems to me the ones that cost less also offer a lot less. The ones that cost more, (Houdini FX) offer more. Cinema4D, which is about equal, IMHO, offers less especially when you throw in the animation capabilities of Maya and physical simulation (Cloth, muscle, XGen and Dynamics, etc.)
Back to what you hope to accomplish. What are you looking for? Seriously? Do you honestly believe that:
a) your post is going to unleash a groundswell of support from the user community that has been and is currently using Maya?
b) Autodesk management is going to fall all overthemselves and say, "Gee, someone who is not willing to make the investment required to get into the 3D animation business thinks our prices are too high. Lets fire all of our R&D staff so we can lower our price and make it more economical!"
To point b. You peaked my interest so I did a quick look between Adobe and Autodesk looking at R&D as a percentage of revenue as well as marketing and sales. AD last fiscal quarter did around $617M. R&D was about 30% of gross revenue (That actually surprised me. That is quite high comparatively speaking) Marketing and Sales was just under 40%. Adobe for their fiscal year ending Nov 2014 did $4147M. R&D for them was right at 20% (More in line with my personal expectations). Marketing and Sales for Adobe was just like AD at 40%. Adobe, for their products, produces software that costs in the hundreds of dollars and they have a customer base that numbers in the millions. AD, for their products, produces software that costs in the thousands of dollars and they have a customer base that numbers in the thousands. These are substantially different markets with substantially different products and substantially different customers. There is a reason you don't see, sans Blender, an equivalent Maya product that costs $299. The R&D expense along with the M&S expense for the market you are wanting to support will not sustain a viable product that can only bring in $299 a license. The difference in the products can directly be seen in the difference in the cost of the R&D required to develop and sustaing the products. This is also a major contributor, along with the substantially lower TAM (Total Available Market) that contributes to a much higher price for the product.
I also don't know if you understand things such as market elasticity but this is a measure of if you drop your price by X% in your particular market will you pick up enough customers to justify the price reduction? If you don't, then as a business, all you are doing is loosing money by reducing your price. Take that to the limit and it's called a going out of business sale. I would suspect that all of the viable (that is to say profitable companies) that sell 3D software in this market understand the elasticity of this market very well. While the list is small, there is competition. New companies always will start (Luxology) and the old established one's cannot sit back and light cigars with $100 bills and stay viable for long. The point is, the price is where the market is pushing it to be. There are new purchasing avenues that are coming about. Adobe has already switched to a subscription only model. It's a bold push but in terms of evening their revenue and managing a business I understand it. I may not like it but I understand it. AD offers subscriptions and for the moment still offers full out purchases. My 2cents is that over time, we will probably see more of the subscription model and less of the license model. Market forces are dictating that. The animation market is being substantially pushed both off shore and to a outsourced model. Studios that actually do the work want a flexible tool expense solution that does not strap them with a high overhead when they don't need a lot of seats. A subscription model fits this need very well. The big studios are going to push for this an us freelancers are just going to have to saddle up and go for the ride as we don't drive the demand like the big studios.
Lastly, you have been given LOTS of excellent advise by others who have responded. You apparently don't like the solutions that they have offered as well as you give the impression you really don't like the product. You have a choice. Use Blender, Gimp and everything open source. That is an excellent way to go zero cost and get yourself started. If you have the talent then the tool should not make a difference. It may require more work and in some cases, a LOT more work. That is part of the price you are paying in time for 0$ software. In the end, I don't employ a carpenter because he/she uses Stanley hammers. I employ them because they have demonstrated they have the knowledge and talent to do the work I require. In the end, you will get work based on who you know. You will keep work and get repeat business based upon what you know. While you may believe that being the most knowledgeable person in Maya is your key to success I would say you are very misguided on that point. What is most important to studios (I would appreciate some feedback on this from those of you who do work on studios. Tell me if I'm all wrong on this....) is you knowledge of those things in art that don't change. Do you know how to draw? Do you know how to use color? Do you know how to use type? Do you know the pricipals of animation well enough to create realistic animations? Do you know how to properly light a scene? Do you know how to properly rig a charater? Do you know how to program? Did I mention Maya or a specific language in any of those questions? No. The reason is that the tool or the language is not the most important thing. You perhaps believe that being the "Cat's Meow" in Maya is going to give you a specific edge over other candidates on a job. You need to think about the fact that a studio may very well look at your knowledge this way. "Gee, this guy knows a lot about Maya but he uses the tool completely wrong with respect to our studio workflow. More important he appears to be very resistive to change. We'd be a lot better off hiring someone with less Maya skills and more open to learning how we do things. I say we pass on this guy."
You've been given a lot of very good advice by others on this thread. You don't appear to like or agree with anyting that has been said. I wish you luck, I truly do, but if you continue with your current attitude I believe you are going to find getting work is quite difficult.
Last 2 cents.... $1500 for a workstation sounds light to me. I'd put more $ in your workstation and go open source on your software. Get work based on your connections and keep it based on your talent. As your revenue increases you can look to getting better tools which should allow you to do more work in less time.
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