This thread was opened for opinions on everything related to Hash inc. Except, of course, their lingerie preferences 
I dont think of this discussion as a waste of time. In fact, it will do the opposite to those with open ears and minds, and I’m not referring particularly to those using or were using A:M
Even though it looks like a big flame war, Answers to many questions can be distilled from it, be you a developer, or an end user.
The features we asked for weren’t large ones. I figured since we know what we’re doing, and we know how the software works, You’d think That what we’d asked for would be necessary and helpful, and actually improve the product. it is, after all, the A:M user’s images that complete the sale online and at trade shows.
Anti-aliasing is not a peice of voodoo code. Neither is Radiosity, or Subdivision Surfaces, or UV-mapping, or any other features you can find in a programming student’s Graduate Thesis.
This code is practically free to hash, either online, or through colleagues. people have literally been offering Martin Hash their programming experience. Does it fall on deaf ears? who knows?
only by examining the track record can we find out if it worked in the past.
Oh, to have such a smorgasboard of data and assistance to build your work on, instead of inventing everything, all the time…
We have open discussions on the Messiah:Studio list all the time. Some people whine and complain, some defend, many sit back and tap the delete key. But in this industry(and you all know it) negative critisizm is still productive. Surrounding yourself with Yes-men and excluding everyone else will not make the end product better.
Knowing what people dont like is just as important.
if you thought Hash was a small company, take a look at PMG. The programmers frequent the list and join in the skirmishes just as much as anyone else. They built the software around the artists, literally. and while they can’t get all of the features implemented, they do have a good idea on what goes first.
it really helps to have artists in your team when you make these tools.