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Yeah, they have what i call intuitive modelling experience, something that`s most of the old 3D program (max, maya, maybe xsi?) doesnt have it. 3dsmax is the worst, they have the most primitive, prehistoric modelling tool to date, even a good 3rd party like orionflame and polyboost can`t do much about it.
Honestly i envy other program like zbrush. modo, space claim etc, but right now i don`t have time to learn it, and i`ve a bad addiction with mental ray :) that`s the main reason i think, because on maya or xsi, shader creation is toooo complicated and unintuitive.
Until now i`m not enoughly convinced with other solution (maxwell, vray, brazil (i don`t try v2 so i don`t know) etc) so i don`t have any choice at all.
==> to illustrate this, i have a display design that consist of 7 small booth with approx 420.000 polys, daylight lighting with some sec. lighting, 1-16 mitnet aa, final gather, 1024x768, reflection here and there, and can achieved acceptable result within under 10 minutes, on my prehistoric single core Pentium4 with 2 GB RAM. Well aside from scanline, that`s the best result i can get from advanced renderer, any other renderer can match this?
-> oh yeah, that prehistoric P4 machine, that`s my ACTUAL machine right now on my office, believe it or not :)
I might be can use other tools just to sculpt, model, or build, but i don`t want to go through the hassle of format conversion. 3ds format can`t handle polys, just tris, afaik, as so with lwo or other open platform, and buying professional conversion tool isn`t cheap.
So there`s go my rant :)
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