Some people slate it but I like the 3ds max modifier stack, non-destructive workflows are always welcome. A nice feature in 3dsmax I use loads is the modifier sets, I know a few people who didn't know it existed so just putting it here in case someone else didn't realise it was there. It's the button on the most right…
* 3dsMax: Build in scripting environment i.e no need to install anything additional (like previous blender releases). This includes a maxscript listener that can trace most of the commands you perform in 3dsmax and a visual roll out editor to quickly wrap up a gui for your script to test. * Modo Great community that is…
hard to mention only one. mudbox: external texture files that can be directly edited, used and refreshed. stencils painting on my low res model with the normal map loaded and seeing my final result. then exporting it with FBX straight in unreal :) (this now will also apply for rigged models) ofc vector displacement…