@alexjo said:
I have been wondering. I am good at rendering in 3ds Max, but not SketchUp. yet modeling in SU is x100 easier.
Any disadvantages ?
The import of skp files works quite well. You should keep your modeling clean (orientation of faces, etc.) but this normally also applies to the work in SU, so this should be no big deal. You then should weld verticies after the import and convert the objects to editable poly if you want to work on them in max.
Personally i'm working in both, SU and max - i use SU for the main part of the project with all the numerical imput and modeling from imported DWGs. And max for the more complex or organic stuff (sometimes using a rough SU model as basis) and objects like trees, cars and furniture.
I render in Maxwell so i import everything from max as Maxwell reference into SU and render from there. I currently think about reversing this part and doing the scene composition in max because the proxy display is better in max, but i'm not sure about that at the moment...
I really love the SU snapping and inference system and the navigation. And the direct numerical input is also much better i think. But there are many situations where working in max is so much easier and faster ...and non-destructive with modifiers.
It would be great if there would be a way to link skp files in max where only the modified part would be updated with automatic welding. I tried fbx, but the objects doesn't stay the same, when the file is overwritten so the linking is not possible. A low poly plane, UVW modifier applied, deformend and with turbo smooth on top and the terrain is done with a few clicks... adjustable every time, don-destructive and deformable in real time without waiting like in SU - which starts at low poly counts of a few 10.000 or 100.000 tris.
My dream would be SU (or the major functions of SU) as plugin for max! The great snapping system and direct input combined with the modifiers, advanced modeling capabilities and the polycount/performance of max! (even if the performance would be a bit lower due to the inference engine) - and the navigation of SU inside max, but i don't think this will be possible...
...or quads and sub-d and a modifier stack with the tools of max and high poly support in SU π