>Oh boi a new release for nice program>Pure nothing, just procedural textures and uh vr memeShare your thoughts on autodesk's lack of imagination
>>613520I think most companies do this for whatever reason and people will probably still buy it because of '''new''' features.>Microsoft Windows >Apple OS X>Adobe CCAutodesk's lack of imagination is similar to most companies so nothing new
>>613522I agree, i miss the old days of innovative software, i just hope blender actully starts causing competition for autodesk so they actully try to make new better technologyBut dreams are only dreams sometimes
>>613520Autodesk's software stack is too messy. I've always been a Mayafag, but in my opinion: - Max needs to be the modeling software - Maya needs to be the rigging/animation software- Mudbox needs to be the sculpting software- Maya LT really shouldn't be a thing or it should at least be completely free to compete with Blender's popularity (possibly a rebrand and retooling to something Softimage related?)- Motionbuilder is legit for what it does but it could just be a mocap module bolted onto maya- remove all the extraneous crap from the softwares that don't need it at that point (maya shouldn't have modeling/sculpting tools, you shouldn't be able to rig on 3DS max, Mudbox really needs a LOT of love to even start competing with zBrush, etc.)Sounds stupid because everyone knows Maya as the thing you use to model stuff but I find this software and feature soup even more stupid and confusing. Having more distinct software lines wouldn't necessarily make everything better but I think it would go a long way to help with R&D and feature implementation.
>>613527Everyone says Maya is better for animation - but can you tell me what specifically it does better than 3ds max (besides MEL scripting requirements for rigs).Anything out of the box? I only ask because I have used max for a long time, and never Maya, but I hear that about animation all the time. Yet I personally haven't had any troubles creating the most complex rigs in Max... bipedal, quadrupedal or birds/dragons etc. I'm seriously asking... I would love to know what the deal is with it.
>>613527>- Motionbuilder is legit for what it does but it could just be a mocap module bolted onto maya They are actually trying this and it's a total fail. They can't even get humanIK to work the same in Maya as it does MoBu. Hell you can't even load a multi-take FBX in Maya.
>>613520The spline boolean thing is cool I guess because I use use splines extensively for modeling, and this would let me go back and make adjustments if need be.I don't think anyone cares about version change since most software now does rolling releases, it's not like long ago when you had to make an impression with a new version release. As long as it's fully backwards-compatible with 2018 plugins, it's fine.
>>613527every big software starts with animation toolkitso it would only make sense to merge 3ds and mudbox with maya.whats the point of having 4 different programs anyway?
>>613551>whats the point of having 4 different programs anyway?Not having one monolithic error-prone codebase or an app that wants to do everything, but fails at everything. People must understand that there never will be a "Shangri-La" of 3D applications...and that the grass is always greener on the other side.
>>613551They can't merge 3ds and Maya. One is multi-platform, the other is PC only. They also tried to merge mudbox and Maya but it didn't work out either.
>>613528I'm sure Max can get the job done, I just don't see the point in having the two software suites do virtually the same thing. It's okay for either Max or Maya to rig, but both seems like a waste of resources.Max is already known as the god modeling software and Maya is already known as the god animation software. Rigging has more to do with animation than modeling so it may as well be a Maya thing. Makes sense in my head at least.
>>613551the sense of having and knowing multiple 3d apps is good because every 3d ap will and does fuckup, choke get buggy, and knowing an additional app to carry on or solve some issue is super helpful.not to mention each software has strengths another might not so you can shape your workflow accordingly.
Because devlets at Autodesk didn't actually develop neither Max nor Maya, they just bought it from smaller companies at their first signs of distress and now are trying to look like they care and understand shit, while they obviously don't, they can't fix some bugs for over a decade because they have no fucking clue how their stolen from other companies software works.What they really should do is refactor (or even completely rewrite from scratch desu) both programs minding one programming paradigm, modularity and inter-compatibility for two of them. These programs are more than two decades old, imagine Horizon Zero Dawn being made on Quake 1 engine but with forcefully shoved in cutting edge technologies on top of old ones without ever touching them.
>>613612>desuWhat the fuck, autocorrection? Should be >desu
>>613612>stolen from other companiesDamn I didn't know Autodesk were thieves. You should ring up the popo tbqh&fwy. Maybe those dead-ass companies will rise from the grave and pat you on the back for a job well-done.
>>613619Save your smug for other occasions. Technically they bought it of course, but we all know how this is called when you buy something ready for low price and make tons money because there is no competition on the market after you bought all of your competitors' wares.
>>613612Good Point.what autodesk should do is rewrite maya LT as an all purpose tool, and lower the fees OR release it for free.if maya LT becomes open source, then the community will start adding shit like better sculpting tools or texture tools
>>613620Autodesk doesn't have a monopoly on the market.
>>613621And maybe then, autodesk might actully start caring more
>>613613everything should be desu desu desu~
>>613554Except Blender has all that and is much more stable than Maya. I've never had Blender crash on me ever.With all the money and resources autodesk has I just chalk it down to them being fucking lazy.
>>613740Anon, get real.Blender is open source and as such it is still less advanced in aspects like sculpting and simulations. That's why you put programs like Zbrush on your workflow instead of relying on the primitive tools of the program. Keep in mind maya also suffers from such problems, but at least autodesk has a point in dividing the workflow into mudbox and 3ds max.
>>613749>That's why you put programs like Zbrush on your workflowYeah, that makes sense. It makes no sense to use Maya, though.Blender is actually pretty decent for sculpting, though I'd rather use Sculptris as a free option, just because it doesn't slow down when you go into high polycounts.
>>613528maxscript < python
>>613520Their imagination is just fine. They imagined "what if with subscription model we could maximize our profits while minimizing are development". So it's not "lack" per se, just different view from user base of what they want from their app.
>>615825This.if the users want something new they should demand it, its including bugfixes
>>613520as expectedis 2019 even stable yet?i'm still on 2016 because 2017 and 2018 were too unstable to use
>>615812maya c++ api > max c++ api
man I really want blender to blow autodesk the fuck out from industry so that they finally start doing something
>>615840But they do demand it. The problem is that there is nobody listening on the other side.
>>615951"Demand it" as in shitposting on message boards?Corporations deal with projections, revenues and subscription numbers / subscription revenue flow. As far as Autodesk is concerned, everything works as intended. Why fix it if it ain't broke?
>>613520Somehow I toggle always show vertices in one of my scenes in 3DS, no idea how, how do I stop that?
How does max and zbrush compare to mayawith modeling? I feel like using maya with dynamic boolean and array commands gives me a lot of control, but i still struggle with edge flow due to the effects of the boolean. The sculpting isnt bad but the subdivision levels can bog the system down if you arent careful. Theres a dynamesh scropt which seems to help though by keeping density the same no matter how much detail you put in. With that and the bool array tools, should i be fine or am i gonna cry internally when i deal with bigger scenes involving huge creatures and machines?
>>613520I'm still using my unregistered 3ds max 2010 since it works just fine. I had unlocked 2014 but I accidentally deleted one important file when I reinstalled windows.
>>616677OP here i think 2014/16 has been so far the best modern max to use though i have 2018 on my laptop for most things
Not gonna lie, modifier stack simply shits on every other modelling solution, max could be so good if they would actually fix/rework the flex, soft body, skinning, rigging and cat toolkits but no... instead they add shit nobody asked for. People have been asking for viewport tear-off and a realistic soft body solution over 10 years ago and it still didnt happen. Atleast the autodesk family now has arnold 5.1 with gpu ipr sessions and max has a decent fluid system which are the only useful things they added in over 10 years
>>613520You not there for the amaze update that was Max 2018 . So many new features they deserve a break wid 2019
>>613527>Sounds stupid because everyone knows Maya as the thing you use to model stuffBeen using Max, modeling professionally for 10 years.
>>613527I've been modeling in Maya for a couple of years now, I was a 3ds max user prior to that. I think Maya is an amazing modeling tool now. Not the best, but far from the worst.
I just want jigglebones for max