Sounds like a good work flow? 3dsmax>tomaya>>to substance programs

3ds max to create buildings and modeling> Maya for animation and uv mapping since i don’t understand how to do within 3dsmax. Then applying materials within substance designer/painter.

No, if you’re doing stuff in 3ds Max already there’s no reason to use Maya, plus that’s a huge waste of money to use both programs, both are fully capable of doing the same thing.

For starting off and seriousness I like 3ds max. The program is more forgiving; instead of deleting and pressing control z a lot in Maya, 3ds max gives me the option to use a volume box and have a stack for those who use photo shop to easily go back for the majority of every modify that was done, subdivide and smoothing mods to auto generating trees and such. I’m hoping my art transition is up to far.

And UV mapping isn’t difficult, and it’s improved in 3ds Max 2017, all you need to learn is the Unwrap UVW modifier.

yes but it’s like a foreign land to me. in 3ds max.

Now that i dive deeper in 3ds max a lot of this is cluttered. And hard to find

UV mapping is all in either the UV Mapping or Unwrap UVW modifier, for modeling and animation those tools are all over the place.

This is like arguing if it’s faster to learn DVORAK to program things.
you’re going to be spending more time trying to learn to do it all in one app than just using what you know.
As someone who uses Maya at home and Max at work, I can attest to 3DS-Max’s stupid UV modifier. It’s completely hopeless.
Luckilly, I do mostly archres and hard-surface stuff with tiling textures, so I don’t really need to touch the UVs.
I’d keep with your Max->Maya->Substance workflow, for now.
Maybe try skipping either max or maya for one of the steps if you’re doing something simple, maybe you’re better at modeling in Maya than you are Unwrapping in 3DS-Max, and just go at it slow.
That will help you transition one of them out of your workflow and teach you something without it being too over-whelming for you.