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Topic : "OH NO!" |
gigatron member
Member # Joined: 27 Jun 2002 Posts: 347 Location: Canada
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Posted: Mon Jul 01, 2002 5:06 pm |
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Just a 'feature' that 3dsmax5 sports haha (accident thaught was funny :
3DSMAX 5 comes out July 28th...
[ July 01, 2002: Message edited by: gigatron ] |
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Impaler member
Member # Joined: 02 Dec 1999 Posts: 1560 Location: Albuquerque.NewMexico.USA
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Posted: Mon Jul 01, 2002 5:26 pm |
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HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA! |
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[Shizo] member
Member # Joined: 22 Oct 1999 Posts: 3938
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Posted: Mon Jul 01, 2002 5:41 pm |
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I don't know if this is funny or not, somebody tell me.
And you forgot to say what's going on on that picture, what did you do? |
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gigatron member
Member # Joined: 27 Jun 2002 Posts: 347 Location: Canada
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Posted: Mon Jul 01, 2002 5:43 pm |
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:X its a UV map all pooy ;_; |
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Frost member
Member # Joined: 12 Jan 2000 Posts: 2662 Location: Montr�al, Canada
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Posted: Mon Jul 01, 2002 6:25 pm |
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Urgh... I'm REALLY switching over to Maya.
Myself and a colleague of mine worked with some people at Discreet on a few items we thought needed work, and even though they will be integrated in Max5, it appears they will be integrated poorly.
So, I am planning on changing our development to one Maya based. Anyone know of any drawbacks or problems with Maya with regards to triangle mesh modeling, multi-channel UVW mapping, multi-channel vertex normal and editing, keyframing and such?
I already know we'll be facing the interface-of-death and their way of calling things... |
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Awetopsy member
Member # Joined: 04 Oct 2000 Posts: 3028 Location: Kelowna
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Posted: Tue Jul 02, 2002 6:28 am |
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sorta seems like discreet has dropped the ball lately..
almost everybody is jumping over to lightwave or maya or even softimage...
Softimage has abrand new interface out.. not sure what its called but looks pretty cool.
would love to give it a try. |
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egerie member
Member # Joined: 30 Jul 2000 Posts: 693 Location: Montreal, Canada
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Posted: Tue Jul 02, 2002 12:14 pm |
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How about Houdini 5 ? |
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Proclone junior member
Member # Joined: 26 Jun 2000 Posts: 15
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Posted: Tue Jul 02, 2002 1:53 pm |
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Maya is awesome for low poly (triangle) mesh modeling. It's also a dream to lay down UVs and supports as many channels as you want.
Not sure about vertex normals but Maya is one heck of a lot better than Max for everythign I've seen it do so I wouldn't be surprised if that worked well too... as far as editing goes I've begun to think of Maya as the near perfect mix of Max and Lightwave.
What I mean is that you have all of Max's nifty history oriented features (except more powerful) but you can still organize things using layers and edit using the "brute force" method to a certain extent.
Anywho, my 2 cents after using Maya 4 for almost a year. |
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Frost member
Member # Joined: 12 Jan 2000 Posts: 2662 Location: Montr�al, Canada
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Posted: Tue Jul 02, 2002 3:10 pm |
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Thanks for your input Proclone! |
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Lunatique member
Member # Joined: 27 Jan 2001 Posts: 3303 Location: Lincoln, California
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Posted: Tue Jul 02, 2002 5:39 pm |
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After switching to Maya, it became apparent how asinine Max's UI is. Once you get used to Maya, you wouldn't miss Max at all. Much deeper and a lot more control in your hands.
And if anybody argues the point of Max's Meshtools plugin, Maya's got the Bonus Game Plugin, Power Poly Tools, Connect Poly Shape..etc.
Max does have great rendering options though, with Max 5 coming out, and a small army of 3rd party rendering solutions.
[ July 02, 2002: Message edited by: Lunatique ] |
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Frost member
Member # Joined: 12 Jan 2000 Posts: 2662 Location: Montr�al, Canada
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Posted: Tue Jul 02, 2002 7:34 pm |
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I'm into high-end real-time 3D, not really interested in any rendering tools in fact. It's gotten to the point where Max is limiting our real-time asset generation by supporting single, non-editable normals per vertex -- I know Maya has editable vertex normals, and I can only hope they have ways of storing multiple vertex normal channels.
Thanks for your input Lunatique. |
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gigatron member
Member # Joined: 27 Jun 2002 Posts: 347 Location: Canada
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Posted: Tue Jul 02, 2002 11:36 pm |
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When I got a copy of 3dsmax r5 to test, i was a bit disapointed i was expecting a bit more, even though there are some awesome new features i still have uvmapping as much as always :P I dont belieave that uvmapping should be a task that takes SO MUCH time, should be simplified to increase productivity :/ I mean I havent tested uvmapping on an organic model with 3dsmax yet, but like, my robot (which is non organic) just doesnt give into a cylinder wrap or anything of that sort :/ I've been pretty happy with 3dsmax making game models but... uvmapping just plain sux :/ I dont know much about maya but if im not mistaken in sheridan (where i plan to go) for the computer animation program they use maya (and XSI?) So ill see whether to try maya this summer
[ July 02, 2002: Message edited by: gigatron ] |
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edraket member
Member # Joined: 18 Sep 2001 Posts: 505 Location: Rotterdam, The Netherlands
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Posted: Wed Jul 03, 2002 12:18 am |
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Toolsets my ass. If discreet would make their software work properly it would be a big step. It's fine for realtime stuff. But if you have heavy scenes it just fucks up way too often.
I've worked with it for five years and I am so sick of it that I quit my job. In two months I will be a student. And I doubt I will ever touch Max again. |
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gigatron member
Member # Joined: 27 Jun 2002 Posts: 347 Location: Canada
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Posted: Wed Jul 03, 2002 4:13 pm |
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Wow alot of anger towards 3dsmax! I've mostly modeled realtime models :/ I think the highest poly count scene i did was like 60k before it started to crack (then again was on my old computer). Hmm well as a matter of fact I just installed Linux (I am more then happy... plus i got vmware just gotta configure my other win install to work with it) im gona give maya a shot, how hard is it to install maya on linux? |
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Icannon member
Member # Joined: 13 Sep 2000 Posts: 597 Location: st.albert, AB, Canada
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Posted: Thu Jul 04, 2002 6:21 pm |
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I think max is one motherfuck of a capable program. All it really needs is some of the history\modeling features found in maya and a few other packages.
btw, a question about maya..
subdivision modeling: is there a way to edit your control mesh and see the higher-poly model take form at the same time, as opposed to editing your mesh then sub-dividing later? i'm very new to maya and am currently using the free educational version (which crashes all the time on my pc at home but runs nicely on my mac at work). spanks. |
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Lunatique member
Member # Joined: 27 Jan 2001 Posts: 3303 Location: Lincoln, California
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Posted: Thu Jul 04, 2002 10:40 pm |
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The free version doesn't have sub'D as far as I know. I thought it was Maya Complete, not unlimited?
Download the "connect poly shape" mel script from highend3d.com. That'll solve all your sub'D problems. And yes, it IS sub'D calculated in the Catmull-Clark algorithm, not fancy meshsmooth as some people say it is.
Most people use CPS script because they get tired of the slow response from the poly proxy mode in Maya's sub'D. |
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Icannon member
Member # Joined: 13 Sep 2000 Posts: 597 Location: st.albert, AB, Canada
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Posted: Fri Jul 05, 2002 5:39 pm |
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ah, thankya |
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