I’ve been working for almost seven years… Maya, then Lightwave. Those two programs are not similar by any stretch.
Modeling wise Hash’s implementation is very simple, almost too simple. Any development of a complex organic model benifits from the use of subdivision/polygon technology. As good as some masters of A:M are, a similarly endowed artist working in subpatch (called metanurms/subpatch etc. ) will always work faster and can add more detail. (And for anyone who can disprove this, put your money where your mouth is
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I came to Maya first and then I believed that NURBs modeling was the way to go when modeling characters. Poly modeling was just too painful and clunky. Lightwave was foisted onto by a company I was working in at that time. Subpatch in Lightwave was amazing.
Now a heavily detailed, completely ready for animation model can be made in a day. At least that was my workflow. Maya got subdees at a lower price in 4.5. In Hash it can take a day to a week. Rendering artifacts aren’t very helpful as well. Speed and quality of render is a huge issue.
But do I care? YES I make a living off what I do. And it is an issue!
But on the other hand… I agree completely with Obnomauk. NOTHING, let me re-emphasize that again, N-O-T-H-I-N-G comes close to A:M when it comes to character setup, and animation. Admittedly I’ve no practical experience with SoftImage, but for Maya/Lightwave/Max comparisons, read the above sentence.
The character animation tools are so good, I am willing to forego quailty/speed render issues, modeling bottlenecks, and lots of bugs. We are using A:M now for a very demanding client.
BUT a caveat, we are working on cartoony characters (Which is incredibly painful to do in Lightwave…), and our backgrounds are composites to alleviate the speed problem with rendering. For the price…
Damn man do yourself a favor and get a copy. And the funny thing is anything you learn in one package is easily transferable to another package…