What anger you are talking about? Houdini doesn't have anything common with this. I'm looking from perspective of companies that have to deal with more than just Windows based stuff. So Max is no go for them, no matter which way you look at it or how many game companies are using it. And what extend it is? I know about…
I'm going to sound like a Max fanboi which is weird considering I use Maya more these days... Ok... You gathered wrong info or haven't been paying attention. It sounds like you don't use max all that often so I can understand not knowing or not caring. If you have a list of specific features that we could talk about that…
<rant start> It's amazing how people will find any excuse to justify to themself that Autodesk didn't fucked up completely 3ds max and that's the reason why they can't make it good app anymore. And they will even pay for it. It's like watching Windows 8 fanboys all over again. You can spend another 10 years fooling…
After checking out Unreal Engine's early attempts at a VR interface... I like the idea in so far as the process at least respects stereoscopic concerns at the asset building stage ( or at least level design space ) instead of considering that VR space as an afterthought. It just seems unavoidable that we should have DCC…
Max installbase is several times bigger than Maya's. This does not mean that those installations are used regurarily, as Max comes in all possible Autodesk bundles , whereas Maya comes only in a couple. And rumor spreading about Max's death was a popular hobby back then, partly even coming from inside. Don't forget that…
pretty much this. At the core there usually sits an Autodesk product. The only shops I knew of, which weren't brand new startups, and which were majority non-Max / non-Maya shops were the ones who used XSI. Which got bought too and then stuff moved to Maya or Max. I remember we were approached by some Japanese clients who…
It's always the same story for me though. The truth is, even if Blender has no real contender ergonomics wise, there's simply way too many good features and plugins available for Max to let it go. Cloth sim, MassFX, the modifier stack and excellent spline support for stock features; Rayfire, RailClone, Miauu's packs and a…
Maybe the fact that 3DS Max has similar market share as Maya where as Softimage didn't even come even remotely close to them? Remember when someone started a rumor in 2012 that Autodesk was planning to kill off 3DS Max? And yet here we are...
I think Max has been 'put aside' for game development, to a degree. In particular, to me the lack of an Indie pricing scheme for Max indicates that Autodesk isn't as focused on keeping it a primary tool for game development, compared to Maya. If/when they come out with 'Max for Indie Game Devs', then it will be back in…