I agree with madnessimport. I've hardly used the new split tool, it just feels weird and not like the old one. I don't suffer from any crashes anymore though, even the split edge ring tool could cause maya to crash back in the day for me but not anymore. Same thing with boolean, although I don't use it that often so take…
Ah, sorry! Yeah I don't use the marking menus so that's not a big deal for me :O I made some changes to the scripts to retain the marking menus. For move, scale and rotate you'll want to create custom hotkeys containing the following respective scripts (because you can't edit the commands for hotkeys that comes with Maya):…
All the tools you are looking for is there, I find myself looking for Modo's tools in Maya. Building upon Rabbid_Cheeze's answer, some good modeling hotkeys. Shift + X = Extrude Z = Edge Extend V = Spin Edge B = Bevel P = Make face (after selecting vertices, preferably counter clockwise) Ctrl + L = Connect Vertices F =…
Cool beans, looks like this could be a great tool. Shall we have a Youtube and Vimeo button at the same time? :) https://vimeo.com/62611606 [ame=" https://www.youtube.com/watch?v=dqza2XP9L-A"]How to Edit and Stage an Asset in Verold Studio, by RenderLife.com - YouTube[/ame]
I first started as a blender user, i then took a 3d course and learned how to use Max, at the time, 2014, i found Max much easier and more powerful tool than blender, and i've never looked back and been a max user since.
Has anyone here recently transitioned over to Max from Maya? I learned Maya at uni but briefly used Max at a previous job, the modeling tools seem awesome. Just wondered how long it took someone coming from maya to max to adjust.
Master the navigation, you can master the universe! It's a steep learning curve, but once you get the hang of it everything is good. I pretty much do anything organic now in it. Use to use XSI for my base meshes, but the retop and zsphere tools took care of that.
Oh yeah, Carl did the influential UV Help MAXScript back in the day, a decent Relax tool before Autodesk fixed theirs. Looks like cool stuff. Similar tech has been discussed before. A search for "tesselation" will dig up more threads.
In blender there is the possibilty to maintain texel density (or texel distribution ?) via special UV unwrapping via "Follow Active Quads" and "SmartUV Project".. so the UV's are spaced accordingly to the different length of the faces like so: So i'm guessing there is something similar in whatever 3D software is used ?? Of…
If you want to dive back into the spirit of that era you'll get a kick out of the Vertex ebooks, still available to download. https://ryanhawkins.gumroad.com/ Flipping through them again every now and then over the years it's honestly kind of amazing to see how the internet (and online art communities) have devolved since.…