I'm a modeler/programer and I'm looking to improve 3ds max modeling tools so I'm asking you fellow modelers a few questions. 1) What frustrates you the most using 3ds max as a modeling application? 2) What existing tool do you like the most? 3) How much would you pay for modeling 10x times faster and having 10x more…
I agree a better UI would be great but I don't know how much can I modify max's UI with the SDK. Right now I'm focusing on creating some useful modeling tools. Yeah max's modeling tools are great and I don't intend to replace them, but there is room for other more task specific tools.
The tools are technically all there... they're just slow, hidden, obfuscated or more effort than they're worth to use. The UI's horrendous, the selection detection method is infuriatingly bad, the UV tool set is a complete joke (up to 2011 at least). Max never sheds any weight - there's so much crap left in there that's…
The tools are great. its the ui lags, and the control scheme are what let max down. What alot of folks on PC do is condense the modeling tools into what Perna calls 'smart functions' take similar tools and merge them into context sensitive functions. look at silo if you want to see this done well.
I realize this doesn't fit into modeling tools but it is a close neighbor. Either in 3ds or preferably in an external program, so non-3ds users could buy it. [ame]http://www.youtube.com/watch?v=gw3M9ZuQJqk[/ame] "Using 2d physics on Uv shells I believe uv packing can be automated with a much better result than current UV…
honestly i have barely any problems with the max default toolset. as a hard surface modeler quad chamfer would indeed make my life much easier, but now that i have max set up the way i want it, i can produce clean subd meshes quickly using just the default max 2009 toolset. so i agree with the rest. if you are going to…
I'm with others here. I like the tools available. I hate that they are all over the place. Ribbons, caddies, command panels, quad menues, separate hotkeys for Editable Poly and Edit Poly modifier. You posted the quad chamfer tool, but I don't want to pay $5 for one tool. I'd rather pay more for a unified set of useful…
For now I'm staying in max, later maybe I will target maya, softimage, modo. What I am missing in other applications is max's modifier stack, I will say the modifier stack is max most useful feature. Maybe there is a way to build a modifier stack in other application? I will do some tests when I will finish the tools and…
IMHO the Max modeling toolset is pretty much feature complete. Aside from a UI overhaul as others have mentioned it doesn't really need much in terms of added functionality. If you really want to make money writing plugins the Modo community is pretty starved for them atm. Recoil was just released by a single developer at…
I switched tools from Maya to 3d Max and have to say that Max's tool set are far preferable to those of maya. That being said, I really don't get what the point of the ribbon was. My only complaints with the tools are in its UV editor (which Maya's are superior in every way) If it wasn't for Textools i'd probably just…