Thank you for your comments on my post. Its always good to hear other’s perspectives on what your opinion is.
In the interests of healthy,productive online debate;
I equally could say something to that effect on your understanding of Maya judging by your reply but I wont because I don’t know that or you.
I have been using it (3dsmax) in production since 2006, I have setup and pipelines around the program for with a minimum of 50 content staff,
across 3 continents for an MMO, so you would be wrong.
There is Nothing wrong with modifiers, alot of programs uses that concept esp for procedural content, I was referring to going in and out of a 3d object
rather than just accessing and editing what ever you want in a scene faster with a click.
I guess you didn’t read the part where i said this; “Saying that so much great work has been produced with it ( 3ds ) , similar to Maya.”
When I said “true 3d” It was in in the context that Maya is more exposed under the “hood” and that “hood” is open for artists to work in everyday. it has
more room with a transparent architecture linking to other engines, Renderers, APIs etc…
Its language and naming design reflects common graphical programming concepts not hiding anything with “custom” names to make it fluffier, so most
*importantly *and the reason for this post to assist the OP, for a young artist to be reared in such an environment is beneficial from an art
directors and programming perspective.
Yes it may be bombarding at first, but the benefits far outweigh the initial difficulty.
I never said 3dsmax wasn’t real 3D and never will,
…to suggest I would say that. I was
referring to the amount of perspective you gain with a comprehensive experience.
I guess I had better tell the marketing art ,Cinematic and tools Development guys the bad news… Thanks for your insight.