Because some studio's use 3dsmax, and others maya? or XSI, or whatever! same goes for zbrush and mudbox It might do the same thing, but diffrent studio's use diffrent packages. you have to adapt to the package the studio your working uses. they have built all the export tools etc to that specific suite of programs.
One other thing that movies tend to have that games haven't adopted yet (maybe soon) are muscle systems and sliding skin. There are few muscle systems available out there, 3dsmax has one that was part of CAT but works on any object. Maya has the Maya Muscle system, I think its included if not it should be.
Ok, last word of advice. Import each mesh into 3dsmax one at a time. Make sure your highpoly and lowpolies are correct. A lot of times, I think my highpoly is correct and then i get weird baking errors. So i import them back into maya and usually, i've exported something incorrectly.
Maya and 3dsmax are pretty much the standards but, again, the fundamentals are software agnostic. Theres also a HUGE community based around blender with a lot of quality content on YouTube which also helps get your bearings. Once you learn the basics of modeling, it takes a couple weeks max to apply them to a new program
Well, have you tried the "polygon transparency sorting" option since you're using maya 8.5 ? I don't know if it's working with high quality rendering but you can give it a try. Prior to maya 8, yeah, maya did only object sorting, while 3Dsmax does poly sort for ages... :)
A Mac is hardware from Apple. Generally it runs Mac OS, but for the last few years you install several operating systems on them. I can boot my mac into Apple OSX, Windows 7, or into OSX and run windows 7 in a virtual machine as windowed or fullscreen. I run 3DSMax in a window in OSX.
I have nothing to add except hidden triangles in Maya drive me bat sh!t nuts. Being able to control hidden edges in 3dsmax and not have it re-triangulate, is very helpful when rigging. I'll have to read up on the info MoP posted sounds like it might be pretty helpful.
High poly model of a shotgun tutorial found here http://www.polycount.com/forum/showthread.php?t=100984 I shall continue to post as I do more, had a few issues using Maya for some of the things shown in the tutorial as it is done in 3DSMax but it was easy enough to translate the skills to Maya Comments and criticism…
I've been researching a lot about rock workflows and mixing a procedural approach into them. I've found some good sources: http://www.blenderguru.com/tutorials/how-to-make-a-realistic-asteroid/ http://saschahenrichs.blogspot.com.br/2010/03/3dsmax-environment-modeling-1.html But i would like to find out more. Do you have,…
i know there is creasing in maya with its crease set editor, but i cant get it to look as nice and precise as how max does it by adding smoothing groups and turbosmoothing it. is this just a limitation of maya? Id like to subdivide my geo without adding a ton of edge loops and make it look as nice as how 3dsmax does it.