Maya = less clutter, less useless legacy stuff. Nice animation and rigging tools. Still playing catch-up as a modeler (badly). Great, easy scripting, even for a non-techy artist. Needs hours of downloading scripts from highend 3d and making your own to make it competative. Max=huge messy interface, great modeling tools.…
Honestly Kaskad, both are horrible here!! In Max I remove everything that is below the viewport, but expand the modifier panel to two columns. Also I float a few palettes for some extra scripts. I maya, same thing : I remove pretty much everything below and on the left of the viewport, and the recently added viewport…
I use and like both for various reasons. I can model faster in Max, and manage complex scenes more easily. Layer management is nicer, and there are better tools for intricate arrangements of highpoly objects. The UI is very "artist friendly", usually the default settings of tools generally do the stuff you want first time,…
I think there' some script on highend3d that does the max autobak. I've never actually used it though, I'll dig it up for you. I've been using the incremental save set to 2 increments. I hit control s every time I do some real work and it saves my file and writes a back up file then overwrites the backup file after I save…
Yeah XSI is pretty much the greatest thing since sliced bread. I have to agree that I have never quite found as good a balance between all the 3D packages (Modo included) as XSI. Lots of people love the way Maya's snapping system works. Well XSIs works just as well. In fact almost everything in XSI is just as functional,…
While I agree that artist should use the tools they are comfortable with and get the fastest and best results, they also need to be a bit demanding about that and have the skill to back up their request. It can create a bit of a headache even at the modeling phase. Lets say someone comes up with a Mel script that automates…
Asthane: I believe I did read your post, what did I miss? I've been working 65 hour weeks and things are a little blurry in my head these days when I get chance to post at home. Doing only modelling in a separate package seems expensive (a full license, just for that?), problem prone if you need to do any back and forth,…
Okay, so say you do your initial modelling in your other package of choice, then bring an obj across to the main package your studio is using and building tools for. You then add extra attributes, shader specifics, place props using a proprietary system, export it through a custom maya tool that integrates into the rest of…