Wow that was a long post. Where do I start? To begin with, Polyboost is a plugin, not a native toolset. Without it, max is just as efficient or inefficient as Maya. Why do you think Carl Mikael Lagenkrantz developed Polyboost? He was simply sick and tired of waiting for the developers to come up with obvious soluitions to max’s modeling tools.
3ds max is by no means a holy grail when it comes to modeling tools. People tend to forget that it’s not all about tools. It’s the workflow that makes an application. In all honesty there is no one application out there that is the leader of the pack when it comes to efficient and artist friendly modeling. Years ago Mirai was very very close.
In my opinion Autodesk software engineers should very seriously consider taking a few top notch modelers and bring them to the drawing board before they add ANY more modeling tools to either max or Maya. The whole modeling paradigm needs to be redesigned in both apps because they both suffer terribly from tool functionality and usability. This might not make any sense at this point since the core of both softwares is pretty old and would require some serious re-writing. I would invest some resources into those ideas, research them very carefully and have them ready for the next generation of software.
Target weld is really just a drop in a bucket when it comes to fixing some of the modeling tools in Maya.
Pre-selection highlighting in Maya? A perfect example of a great and incredibly useful tool, but very poorly executed. No raycasting, no paint selecting.
Furthermore, if certain ideas from the modeling paradigm were implemented in Maya, things such as rigging could be made even easier, but thats up to Autodesk to figure out:)
Enough has been written on these boards about this and other topic so I won’t go into details.
Cheers:)
.lets see whats next.