The skin modifier in max is amazingly robust. I can throw an edit-poly or even a MultiRes modifier on top of a skinned model, drag it down below the skin modifier after making edits, and the skinning remains perfect.
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…
3ds max: Splines! - normalize spline modifier which redistributes knots evenly along the length of a spline. This is so handly for so many things its brilliant. - Array tool and Spacing tool. I uses these a lot and coupled with the above modifier its a quick way of distributing items along a spline evenly. - Path deform! I…
Max - Quad menus. I have mine totally customized, so nearly everything I use is either there or hotkeyed. I keep the command panel up because it shows the modifier stack and current sub-object level, but aside from that I hardly ever actually have to click over there. Photoshop - I really like the color floater with the…
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…