Home General Discussion

Going from Max to Modo and back to Max

polycounter lvl 10
Offline / Send Message
dzibarik polycounter lvl 10
I've started learning modelling this year and began doing it in 3D Max. After fiddling with Max for 4 months I started looking for other options because I got frustrated with it. I considered Maya but chose Modo because it clicked with me somehow. Now about 6 months later I got basics of subd down and learned about modelling a lot. Looking back the main problem with Max I had was my inexperience with subd in general not Max itself (even though I still consider its interface extremely clunky and perfomance is bad). And while I still think that Modo suits me better I think I might need Max in the future to work with companies which use it as their default app. Also Max has some awesome modifiers and scripts like FFD, geospheres and so on. And modifier stack offers flexibilty I miss in Modo sometimes.

So I have a few questions before going in:

1)Which scripts and plugins do you consider essential for Max? UV tools and so on.
2)How flexible is pivot point? In Modo I can snap pivot point anywhere I want but from my vague memories I had problems with it in 3D Max. But may be I had problems with it just because I was a noob with zero experience.
3)Any general advices/recommendations?

Replies

  • Bibendum
    You can snap the pivot point anywhere in max
  • ExcessiveZero
    Offline / Send Message
    ExcessiveZero polycounter lvl 12
    I don't think plugins are essential for max, while some are very awesome and I will check out script spot from time to time.

    what I would say is more crucial to learn is how to make your own toolbars/macro buttons with the listener window, I have a toolbar going down the side which speeds up my workflow like crazy because i'm not having to scroll lists to find modifiers I use in near everything I do, its just all there one button each with a basic text label on the side.
Sign In or Register to comment.