I'm going to be moving over to another project soon they only use 3DS Max but I haven't used Max is a long long time.... As a Maya user primarily I'm not sure what key differences I need to worry about when moving over to Max for hard-surface modeling. I understand majority of everything is transferable knowledge wise, but…
NURBS in Max isn't as deep as Maya, IIRC. It's been a long time since I've looked though so things may get have changed. Hard surface is usually done with OoenSubdiv these days. Lots of advances in Max to check out, especially the new Chamfer modifier workflow. Max's biggest strength over Maya is the modifier stack. It has…
MAX also has real measurement tools, which are useful if you’re modelling a real world object or to a scale and it has functional mirroring tools. It’s great for hard surface. It’s no MODO but it’s also not the price of a small car. i usually use a combination of MAX and Maya depending on how complex the model is, the more…
We will be using the 2021 version. So I assume whatever the latest update is for that one. I assume the stacks would be like with Maya where after awhile you need to delete history to remove the nodes as it gets very slow over time. I've also used Blender which uses a modifier list, just not sure how similar it is to Max…
You don't have to collapse stack frequently. Most model I have seen always have a few modifiers on the stack. You can go pretty crazy. But, usually you don't need to.since Edit Poly could hold enough operations in a modifier. Also performance wise Max is far better than Maya for most operation.
The whole point of the stack is to use it. While you might collapse modifiers because it makes sense to, you don't want it cluttered for things that have served their purpose and can be safely collapsed, like UVWUnrap or reset Xform, and when you are using tricks with the stack to quickly do something (like auto boolean…