maya, with a lot of my own pyhton scripts, than nightshades uv editor, xnormal PS cs6 with QSM and my own custom scripts and actions. tend to be a bit more of a technical user, so when i hit a snag somewhere i just program my own solution.
That's not a valid argument anymore honestly, for example, both Max and Maya still in 2012 or 2013 don't have a global modifier panel, which allows you to globally change stuff. Example: Modifier Zorb. It's a simple yet free script that anyone who will be stacking modifiers globally will need access to, yet 4 grand…
Modo + Seneca's scripts (So many that I have many still to discover, knife screen and mesh cleanup are most used). Interested in learning the basics of blender just so I can quickly set hard edges by uv borders, since you can't easily do so in modo. The various file save scripts/actions for photoshop are pretty damn useful…
there are no optimal conditions, why do you think autodesk makes multiple 3d packages, and why everyone of them has a ton of people who make there own scripts and solutions. thats like a guitar player asking for the optimal guitar for all genres.
I will have to agree with passerby. Extra tools will definitely make you faster but especially when starting out I believe you shouldn't depend on these tools. Being too dependent on some of these tools isn't always a good thing as you could work at a studio that may not use them. With that being said here's what I use.…
Technically, no, you didn't ask "what's the best" but you DID say: "Thanks, but I would really rather start under optimal conditions now, that way I don't have to transition.' Which is functionally the same thing. I dunno ... I use: Modo with Seneca's scripts ZBrush XNormal Photoshop Headus UV Layout Hope that helps! It…
The problem is that there's no one answer for everyone. For example - some will swear by UV Layout, and others will like Roadkill, and others will say that the built in UV tools are best with ScriptXYZ installed.