![]() The UI doesn’t hurt my eyes like literally every other 3D package I’ve used. ![]() MeshFusion and the retopo tools are worth the sub fee alone. I can fly in MODO when it comes to modeling. I actually enjoy modeling in MODO due to ease of use and speed. I really wanted to make a large post about how much I detest Autodesk and how archaic their product UIs are, but I’m not gonna.Īnyway, I use MODO Indie and Blender for modeling. The second one is what would hurt most for Companies like Autodesk and that would take time. and large studios are slowly building their own tech to stop paying homage to Autodesk. Most freelancers are moving to either Blender, Houdini or Cinema4d. Nothing much you can do about it really in the short term, but in the long term they will be losing that’s for sure. The best case scenario for anyone who has the time or is starting up these days in games is Blender (even if you have to put up with an awkward interface and some shortcomings, maybe those shortcomings may not be that evident in games productions).īut yea it’s the same story with threads like these but many of us can’t help but to express some frustration with large corporations and their monopoly (just head over to Autodesk forums you’ll see some fo the fury). ![]() Just look at Cinematics at Blur today all simulated and rendered in Max which has seen little to nothing of a major update since Blizzard did their first cinematics with it for Warcraft 3 back in 1999 - 2001 (talk about artistry vs tools those cinematics from Blizzard hold up easily to this day). The studio we worked with had to get a cloth plugin to get anything production ready done in Maya and that cost as much as one Maya perpetual licence per seat. It’s internal cloth simulation (year 2002 tech) is far superior in result and approach than that of Maya out of the box one. That tells you a lot of what Max could be If Autodesk decides to put a tiny bit of investment into it. To back their false claim for the past 10 years they do little to nothing to improve animation features of Max, even with a nearly 20 year old “biped tech” in Max, it is still superior to the human ik found in Maya today. Why? because Autodesk forces the institutions into a norm corner as in Maya is now the “industry standard”. Almost all animators graduating these days are Maya oriented people. As for popularity in everyday normal workflow It is clear that Autodesk is trying to shove Maya everywhere especially in universities and other learning channels as their primary go to software for games and movies (even if it falls short on so many features that require you to either hire an army of scriptwriters or buy plugins worth more than those sold for max) they are trying to create a new breed of Maya Loyal users so they can isolate their software and put them in packages. I think max and even Softimage are still great in what they do with many respects. And so was Softimage before that and before it was chopped off by none other than the brilliant minds at Autodesk. But then again we have them in all software, some more than others. I don’t even want to start on Maya… I used that thing for years on the side in a production environment. More than I could ever say for Autodesk and their greed infested management. And I would gladly pay double that if I could for the companies behind those plugins. I had to spend 4500$ on top of max’s bloated price tag to get it to a production ready state. With that said, I detest Autodesk’s approach on both pricing and so called “innovation” in their software. For the record It is always the artist and not the tool, but that’s also half the truth, without the proper tools the artist has to work twice as hard and the results may not be as well as they planned.Īs for Max, Autodesk is not going to kill off its second largest cash cow anytime soon that’s for sure.
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