I like Modo a lot. For me Modo has a more streamlined feel to it than Max or Maya. Also aside from blender the price can't be beat. I've been modeling hardsurface subD props with it for a few months now and so far so good. The 401 release has been a little buggy for me, but I haven't had any more crashes than I would…
the only thing i can recomend is getting vray http://www.vray.us/free_vray_demo.shtml (sorry, only found vray for max) edit: you could also try betatesting for maya ahaha^^ http://www.chaosgroup.com/pr/20051122_01.html
Yeah I've been eyeing VRay for Maya recently, very nice :) VRay was always much nicer than Mental Ray in Max as well, it's just simpler and faster in most cases, it seems. I guess I just haven't been doing enough in-depth heavy complex rendering to ever hit on any of the stuff you're talking about, for example I've never…
My G92 Chip can't be soft-modded. Was the first thing I tried. Some other guys told me they got a GTX285 and max was running very smooth with even a 3 million polygone mesh inside. Whats about this opengl thingie? I don#t use it anymore in max.Is it still a lot in use by professionals? I'm really wondering why people are…
Thanks for the input chaps. The scene is huge (approx 9k objects not including Vray proxies) I found a script which detaches faces based on material ID which has helped to be able to isolate the material ID's into objects. Now i know that each object only has 1 ID it should be simpler.
maybe it's just want I use max for (archvis and mechanical visualization with MR or VRay) but I don't seem to have any stability problems that I always seem to read about on boards whenever there's a new release and everyone starts ranting about how terrible max is. I guess maybe it's tied more in with character animation…
Bit off topic, but still within the photorealism domain -- Eric, if you're looking into in-game lighting and shader ops at the moment, one of the best things in my experiance is to implement a full featured specularity pass instead of the vanilla crappy approximation used in most all cg. In other words, treat specular like…
its looking pretty good for a low-poly scene, but i think you're underestimating ds spec "After reading some spec sheets they all agreed a game at 30fps could hand 2048 tris onscreen at once so I wanted to keep it under 1000 tris since the characters onscreen would take up the remainder of tris" it's not 2048 tris in total…