I'm pretty much done learning with max and want to move onto something that is more made for high poly modeling (not like zbrush tho) I'm kind of confused on what to choose tho. I've heard modo, maya, and many different tools. so could you guys give some pro/con list maybe? thanks
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You say you're "done learning with max". Did you know that it's one of the most respected and efficient hard surface highpoly modelling packages being used in the games industry?
You know that Epic used Max for all their highpoly stuff on Gears of War and Unreal Tournament 3 along with ZBrush, yeah? Isn't that an indication that it's a good piece of software to do highpoly work in?
Why are you asking about Modo and Maya when you don't even seem to know much about Max?
Perhaps if you could give a couple reasons why you want to leave max, people could suggest other programs that are better at those issues.
What exactly do you think these other pieces of software have to offer?
what type of HP modelling are you doing, hard surface or organic/justnothard?
I mean, you wouldn't hire a car mechanic because he knows a lot about wrenches, right? You'd hire one because he knows how to actually fix your car.
Max can be a good package, but it's a shit for subdiv work compared to modo, because you can't work smoothly with the subdivision activated. Want more reasons? You can bake and render so fast, and if you want, you can model with a realtime* render with GI.
Just try it, and use what you are more confortable with. Here, Max users will say you "Max" because it's what they use. Don't be stuck with programs, tools are continuosly improving and it's not the same to work with TOOLS than with tools.
*almost realtime ^^
FAR more important is learning anatomy and proportion, proper edgeloops for both surface flow and proper bending, and being able to take that concept you have in your head and expressing it somehow. There's a reason it's called game ART and not game SCIENCE - because all of that is an art thing, not something Program A does better than Program B.
Same thing could apply to the sculpting apps. Yes, 3DCoat is "bare bones" compared to the other two, but a skilled artist can still make it sit up and beg. ZBrush and Mudbox have different strengths and weaknesses, and any of the three is valid as long as you have the basics down.
Combined with Zbrush and you get awesome results, provided you know what you're doing.
http://boards.polycount.net/showthread.php?t=56014
The guy next to me at work uses it, and I've seen it in action enough to put "Learning Modo" somewhat high on my list of things to do. In particular, it can handle displaying a lot more polys onscreen, can render the hi res model with GI etc in almost realtime, and you can work directly on the hi res, subdivided model smoothly and in real time.
I just finished a hi res subD vehicle model in Max, and for kicks I gave it to him to bring into Modo to see how well it could handle displaying and interacting with it compared to Max, and it was much faster and smoother. As for our systems, my computer has twice the RAM and processing power, and I think a slightly better video card as well.