Well, for all you 3D people out there, here's my take on things:
Do you like working with code? Do you like visualizing your object and translating it with mathematical schtuff? Go with POV-Ray. It's a nice program, although intimidating at first. One of the main reasons why I stopped using it was because it took me a long time to do what I can do in Lightwave quite quickly. The main problem that I had, Alkiera, is that to see what you've done to your image in POV-Ray, you have to render the image. This takes time... Lots of time. Especially if your scene has several thousand objects with textures and about 20 lights. This can be a waste if you make lots of modifications to the model. Mainstream programs like Lightwave are nice because they use OpenGL to show you what you're doing quickly.
Do you like working with lots of pretty icons and NURBS (Non-Uniform Rational B-Splines), then go with Maya. Of course, Maya's interface is extremely clumsy, the tools are hard to find, polygonal modeling is pure crap, subdivision surfaces are Brita filtered pure crap, and keyboard commands are strange and the most useful tools aren't bound to them so you have to do them yourself, but all the good buttons are taken by useless tools, so it's tough to find useful shortcuts. Bah. I'm only taking the damn class to diversify myself, and because I like the teacher (who incidentally uses Lightwave - more on that later). BTW, Maya PLE is a good way to learn the interface of Maya without actually having to buy the full program, but otherwise, it pretty much sux0rz.
I don't know much about 3DS Max, so someone else will have to plug for it. All I know is that it is used quite extensively in realtime-rendered
Do you not want to spend much money on your 3D suite, but still produce quality images? Infini-D (now Carrara), Cinema 4D, Rhino, Strata, etc, are the way to go. Probably some of the better ways to get into the 3D world (I heard that Rhino is quite good) on a modest budget. Unfortunately, these programs tend to not be industry standard pieces of software
Do you like... I'm getting tired of this format. Let's get to my two recommendations if you were to use just one program: SoftImage (now XSI), and Lightwave (now Lightwave). SoftImage and Lightwave, I found are very nice programs to use with (relatively) easy to use, intuitive interfaces. Lightwave is best known for its polygonal modeling and its subdivision surfaces (pioneered by Ed Catmull of PIXAR), and this is indicated by the fact that one can switch quickly and cleanly between the modes by simply pressing "tab." Lightwave stands out as the only non-object-oriented polygonal modeler of the"Big Three" which also includes Maya and 3DSMax. One quickly realizes the power of Lightwave's polygonal modeling simply by looking at Zombat, Onyx, Weepul, and Sparky's work. Unfortunately, NURBS are completely non-existant in Lightwave.
SoftImage/XSI is not as well known, but its advantage is that it is a jack-of-all-trades with strong NURBS, Subdivision, and Polygonal modeling. It takes many of Lightwave's best Polygonal and Subdivision tools and features, and adds in Maya's NURBS stuff, making it a strong modeler in many respects (I was just starting out 3D when I learned it in school, so my opinion might not be as high as it could be now that I've immersed myself in the world for the last year and a half). Interesting side note: SoftImage is the only major software program that contains all five major curve types: Linear, Bezier, Cardinal, B-Spline, and NURBS. Maya only has Linear and NURBS, and Lightwave to my knowledge only has Linear and B-Spline. Bezier curves really only show up when animating. SoftImage, also is a very strong animating program, so that's why when you watch the Star Wars: Episode II, DVD, and you're wondering which program's interface you see when Yoda is being animated, you're watching the ILM animators using SoftImage.
See what you get when you take animation classes with teachers who have been in the business for years, and have keen minds for trivia?
To nwa728, having looked at Mechanisto, and used Lightwave, I can tell you that Lightwave being a non-object oriented will throw you off at first, but if you want to get into the industry, it'd probably be the better choice. I saw a Japanese anime last night where they used Lightwave exclusively to animate.
If I had the choice, however, I'd use Lightwave to model (as it's such a powerful polygon modeler, you can get a lot of work done quickly, precisely, and without bunches of headaches), export to Maya to texture (while it's Polygon modeling sucks, its UV mapping is pretty nice to use. I need to play around with Lightwave's and I might change my opinion, but for now...), and export to SoftImage to animate.
Matrix
------------------
"Nothing is fool-proof to a sufficiently talented fool."
(url="http://"http://htf.mondominishows.com/valentine/main.asp?seed=7375&serial;=214877")The funniest valentine I've ever gotten.(/url)