I could use a bit of advice. I’m quite familiar with Maya’s hard surface modeling tools, but recently I’ve also wanted to explore the non-destructive workflows present in Max.
It’s come to my realization that to really leverage max you should be able to script your own small macro scripts/tools, and make them context sensitive so you’re not overloaded with shortcuts. I think this could be a good first step… not too difficult I hope?
Should I learn Max script… or should I learn Python/Mel and possibly create my own “modifier stack” type of workflow in Maya? Is that even possible?
Maybe I’m looking to switch to Max for the wrong reasons, and having a more parametric workflow is available in Maya through python/mel?
The only thing I’ve come across is “duplicate mesh as reference”, change deformer order, mash, these all help, but the modeling tools and community scripts available for Maya doesn’t seem as abundant in my opinion specifically for highly detailed mechanical modleing and design exploration.
I was looking at it briefly and I think houdini isn’t quite there yet with the direct modeling side? In release 16.5 I mean.
I don’t need full on procedural, I’m thinking max is the ideal mix for stuff like engines, vehicles, aircraft parts that are highly detailed? I can do things just fine in maya but I feel like there could be more to it.
No personal experience, but at my studio all our hard surface modelers use Modo, and some script it with Python. Modo seems to have become a standard for hard surfaces in AAA games. (From what I have seen.)
Thanks a bunch for the advice guys, I’ll have to do some research into every suggestion and make a choice from there. I’ve been slowly starting to realize there are advantages to each workflow, with direct, parametric, and procedural. It’s good to hear Modo is more common in games these days, it’s nice that scripting is solely with python :). Such a useful language across nuke, mari, and maya.