vincebagna opened this issue on Oct 28, 2007 · 29 posts
maxxxmodelz posted Tue, 30 October 2007 at 1:42 PM
Thanks, Connie. I see a much more concise reasoning in your preference now. Sometimes a "change of scenery" is just the catalyst one needs to advance themselves in some capacity. I can understand why Hex would seem a lot more efficient when doing subD modeling if you weren't using Editable Polygon objects in Max. The standard mesh objects we usually see when importing OBJ or converting primitives simply do not have all of the necessary tools to streamline subdivision surface modeling, so they need to be converted to ePoly objects first (a simple right-click menu selection will do the trick). Once working on ePoly objects, you'll find workflow just about equal to Hex I imagine, and possibly notice even fewer steps to achieve certain things. You should definitely find selecting edge loops, and connecting edge bands with loops just as easy (one or two clicks) in Max as it is in Hex.
Actually, I thought you were going to say your preference had more to do with something regarding polygon throughput, or perhaps OBJ exporting, since you're working on items for use in Poser. Both of these issues seem to create problems for some content creators once in a while, although the former has been addressed in the 2008 release apparently. :-)
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.