mainly workflow for me - even as a novice i can script and bend blender in ways i did never manage with max or maya, making for a very smooth way of modeling that is my own, not a bunch of cobbled together scripts i do not really understand the inner workings of (double-tap and long/short-press hotkeys, all sorts of crazy…
It's beside the point because it's a custom python script, hair splitting aside! You're implying the transition is as easy as mastering a programming language. Isn't that honestly a fallacious argument...?
As i said before, the archivz industry alone can hold max. But, i witness that the art community enthousiasm is now leaning towards Blender because people are making tools and scripts for Blender and not for Max anymore. Ofc it's free, open and more and more complete. Are people sick of Autodesk management ? Looks like.
Yeah I knew about those too :) It's not a *toggle*, though. Anyway this is really getting off topic now... I just want to say heralding Blender as the end-all-be-all solution is not a balanced view, in my opinion. Transitioning from a package like Max that benefits from a myriad of advanced commercial scripts created over…
I wonder how you're doing some parts of this video, are your marking menu's or IVE's not showing up? What display settings do you have for the grid that makes it show up like that? and what tool are you using to do the chamfer since in 2017 it just creates 4 polygons. I could script Maya to make it work like that quite…
nobody claimed that, ut pior is one of those folks doing this transition despite his ages using max and maya your excuses sound more like lazyness, which is fine i am also too lazy to learn blender :D but your toggle question sounds like something that can be scripted easil and put to a shortcut, which is how show end…
This is because of dynamics stuff and not so much because of modeling....but then there is MASH (can be used for modeling purposes too) and Bifrost seem to go in the right direction so that might also change eventually...we'll see how though. As for modeling and since you are very modeling orientated i would still…
I'm an ex-Max user but there are plenty of reasons people should still use Max: Best Splines in a software out there Plenty of plugins and scripts thanks to it being the most popular Simple to understand non-destructive edits thanks to it's modifier stack (Which still outclasses Modo's procedural stack, though it's…
i think i have heard this one since about the year 2005 ... every year. the big one in my opinion was simply that they took the shortcut and bought NEX. insta-poly-tool-upgrade. it all still feels so really slow to work with though, you can almost follow any input on it's journey from keystroke through layers of scripting…
I personally don't have that much problems with Maya or Max workflows, I guess I'm fairly comfortable with either one of them, from modeling to rigging and animation, scripting, and fx. Some things are faster in Max, some things are faster in Maya, in some cases it's not a direct comparison, as one can give you advantage…