There aren't any major differences that I've found. The only real difference is that in 3dsmax you can assign bits of geometry to multiple smoothing groups. In Maya everything is assigned to one group and you can break edges or not. Multiple smoothing groups explained: http://www.fgiservices.com/Smoothing/Smoothing_05.html…
Smoothing groups can do a few things that hard edges can't, but generally I think they're a pain in the arse to use, when all you wanted was a hard edge. I'll look into that script, Eric!
EricChadwick: Thank you! Will be trying out that script ASAP. =) Vig: "Auto break edge at angle" could that be something in the line of Maya's "Set Normal angle..."? Basically you just type in a degree angle and that determines what edges will be hard and which ones will be soft.
Vig: Smoothing normals don't carry along groups of faces AFAIK, only along neighboring faces/verts. If you remove a smoothing group from a face on a sphere, for example, only the neighboring faces are affected. Normals are either 'smooth' or 'broken', there is nothing in between that is automatic (though normals can of…