Hi all,
I thought I'd reinvigorate this thread since I've been using 3dsmax 2020 for some time now.
Viewport performance has improved, but to be honest the program is still essentially a headache to use, due to poor development choices and bad coding.
Here are some of the most annoying things that frankly should not be in a product that costs as much as MAX:
1. Closing a project and not saving it still results in a minute or more of the program just sitting there 'not responding' until it eventually closes. Why has this weird behaviour persisted since MAX was first released?
2. Multisubmaterial dialogue does not expand, and we need to scroll up and down instead. Why?
3. Layer manager, when putting a selection to a different layer the destination layer expands, which is very irritating when there are lots of objects in there, because we have to scroll up, close the layer and re-select when working in the layer window. TIP to your developers: Keep things static unless the user has selected an option to 'open the layer stack' when moving objects to a new layer.
4. Isolate mode (same problem as above), when isolating an object max resets the viewport to 'zoom extents selected'. WHY? its extremely irritating having to re adjust the view every time we isolate especially when working at a sub-object level. Again stop changing things by default and make this an option that can be toggled somewhere please.
5. Pro-optimser is broken - multires still better in the realworld. Pro-Op frequently reverts to 'invalid' status for no reason in large scenes which have it applied to multiple objects. Multires does not do this and also retains UVWs by default. Despite being possibly more efficient in the geometry decimation How can a new feature be worse in every other way??
These are just 5 things picked from hundreds. Please remember that whilst you make your millions of dollars, there thousands of people like me who work with this tool every day, and lazy development like this makes our projects far more painful than necessary to work on whilst increasing production time, user frustration, and project instability in the process.
Working In Unreal I have a new metaphor for 3dsMAX. Every project is a journey, and the first part of that journey must be made in MAX, a nasty uncomfortable, unreliable old banger, that gives me anxiety every time I drive it. Nevertheless I must drive it in order to get to the next car which is a top-of-the-range Tesla waiting for me several miles down the road.
The irony here is that the rusty old banger costs me thousands of dollars to keep running each year, whilst the Tesla is completely free. Only in the weird and wonderful world of software development is this madness even possible!