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I would absolutely use 3dsmax instead of Maya for games if I could pay the same price per month for a version without rendering, fur/cloth, NURBS, Lighting etc.
Right now Steam Modo is weapon of choice for pricing to features. I would still jump to indy Max in a heartbeat even if it was double the price of Modo Indy and Maya LT. There is just no comparison for games modelling and rigging.
I'm learning max in school, but I'm also learning Blender on the side, because I don't know how much I'd have to be making with Max to justify the license. And I like Max -so- much better.
If we could have tiered indie licenses based on income, like Fusion 360 (or Unity, Unreal, etc., etc.) I wouldn't even bother learning blender...
Customizable bundles would be good, too. In my case, Mudbox, Max, & Sketchbook -
I have to add to this. I'm FORCED to have to look outside of 3ds Max, because the $210 (w/tax) per month is just too high for my usage level. I trained on 3ds Max in college, and don't do enough freelance work to justify paying roughly $2500/yr. I work for a small 3D-related software company, doing training and promotional material for that app, so my main usage of 3ds Max is limited exclusively to building my demo reel/portfolio for future studio work.
I've been wasting hundreds and thousands in total...just to build my portfolio with personal projects. I cannot continue this. There is no accommodation for newly graduated students and well....Indies. Houdini Indie, Modo and Blender are my 2 options, but all require extensive amounts of time and practice to learn (learning one 3D app is difficult enough). Modo has a subscription option for $599/yr (month to month installments, but cannot be cancelled, without having to pay the balance...similar to Adobe CC's policy).
Houdini Indie is close to $300/yr, and it's basically the full FX version, w/ very minimal restrictions. Obviously, Blender is OpenSource/Free, with a subscription model ($11/mo) for the Cloud services. The Cloud service comes with lots of training resources among other things, that cannot be accessed anywhere else. So, Autodesk is completely ignoring the hundreds of thousands of "Indies" and small scale freelance artists and graduated students...for whom the $2500/yr pricetag is way too much.
I hate to necro threads, but it's really worth mentioning again, especially with the upcoming EPIC marketplace for indies charging less than steam to get your games up and out, I really hope that 3ds max catches up on the marketing thing. They are missing out on a TON of money from indie devs, might be worth considering tiering the licenses for smaller teams of like 3 or less, 3- 10, 10+.
Just my 2cents. Gonna have to go learn blender though