I use(d) all three and I would say the modelling is not the decisive point here imo. I switched to blender for my personal stuff bc of the money and other areas like animation and scripting
That was discussed in the FWN thread here, http://www.polycount.com/forum/showthread.php?t=85809 but it was buried in a couple posts so I updated the op and added the 3dsMax script and Maya's new FWN/aw feature to the notes.
Technically that Maya feature isn't the same, Maya does a weighted average of the normal whereas that script does a comparison and chooses the larger of the two values. The two will produce similar looking results but they will differ on some curvature.
and one more... by the way any body now some handy trainmaking script? because this one is kinda buggy... as you can see it flips upside down part of the trains... weird... C&C welcome :)
AmmoCount=20 LockerAmmoCount=20 MaxAmmoCount=40 those are your properties. if you're getting into unreal script without too much knowledge of it (or coding in general) check out the eat3d tutorials on it. http://eat3d.com/unrealscript
hows this achieved? as you can see the surface is perfectly smooth now a part fell off.. how... EDIT: and i've checked, its not pre-scripted since the cylinder falls apart differently every time
They're all different fields with their own complexities. If there is one that's harder than the others, I'd suggest Technical Artist would probably be the one, given you need a handle of coding, or at least scripting as well as art.
Regarding Blender, someone developed a keymap and set of scripts for it called BMax that is designed to make it similar to 3DS Max. https://blenderartists.org/forum/showthread.php?306867-BMax-Tools-or-how-I-left-3ds-Max-)
No, I have too much invested in 3dsmax, with too many hotkeys, workflows and scripts. Modo does not really have an advantage, certainly not in viewport performance. Only Meshfusion is a feature I would like in 3dsmax.
There is a soulburn script called texmapPreview. it does a highspeed flat shaded render of your object with the procedural on it. I find it really handy for checking map scale before hitting render. http://www.neilblevins.com/soulburnscripts/soulburnscripts.htm