@uninspiredcup:
Yeah man, Blender is good shit.
Henning is a great source. Good dude, always puts good info out there. His Modo scripts, running Daily Spitsculpt, and now all the stuff he does through Flipped Normals, guy really lives and breathes this stuff.
He's not wrong in that article. Safest bet for aspiring artists with industry goals would just be to learn Maya. Though "industry standard" has become a meme among 3d artists at this point. The Autodesk (and more recently Houdini) clutch on the industry only comes into focus with the larger studios. And even then, wouldn't preclude one from doing work in another package. Know plenty of guys who do big studio work in Blender. I moved onto Modo years back, less common than even Blender, still never stopped me from getting work at major Max/Maya studios. Get the occasional situation where delivering an OBJ or FBX doesn't cut it, so package in Maya or Max at the end, about it. Maybe learn just enough of Maya or Max to make edits if dependencies become an issue down the pipe.
Mike Nash (rip) was one of the most sought after hard surface artists. Guy did most of his work in the rarely used and eventually discontinued Softimage.
In the realm of modeling, sculpting, and texturing, most studios will be more concerned with the quality of your work than the tools you used to get there. Rigging, animation, rendering, compositing, effects, etc. are where things become more strict.
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