problem is you get really biased once you invest your time into learning all the commands, or customizing and scripting one of them. like i can use max fine, but prefer maya, since i write a ton of my own scripts for it, and made maya my bitch.
I agree about smoothing groups, they really need to go. Luckily there is a script that allows you to interact with edge smoothness/hardness almost the same way you do in Maya, select an edge and set it to smooth or hard. It was written by the same wonderful genius that wrote outliner for max, who is also a member of…
The problem with that is that such studio switches are often motivated by pipeline reasons (maya being a better animation package and overall a nicer platform to develop tools for, so it seems). Yet modelers end up having to switch to it too, even tho Max is without a doubt much more stable when it comes to modeling (less…
I'm not really sure Maya is better for animation, maybe its easier to create custom tools but I'm not really sure I haven't dug into that side of Maya yet. From an animation stand point there isn't much that Maya has over Max. I think most of it is animators preference because that was the platform they where taught on and…
Ive worked on the Games industry for 12 years now as a Senior Environment artist and from my experience every place is different. some have been entirely exclusive to 1 of the other. soem have used both (project based) team 1 making Y game will be usuing Maya team 2 making X game will be on Max. and others even have it…
Hi Everyone {I'm a big fan of Polycount & have been lurking for a while now} As a long time Max user, I recently gave Modo a solid try. It is a fantastic and intelligent 3D package. Unfortunately I've decided to go back to using Max, at least for the modeling side of things. Its kinda given me a new appreciation for Max…