Jay: no pixar subd's are more then just catmull-clark. That is just a method of subdividing a surface. I cannot think of a single package that does not use CC as it's subdivision method. The pixar subd's in modo are more then just CC. The creasing works far better and is far more polygon efficient. Also, Modo's subd tool set is far more complete. Maya's subd tool set in a word is horrible. Maya's subd creasing is very limited compared to Modo's. One gross example is - you send hours creasing your model and then realize you need to make a change to the base polygon cage and what happens? You lose all you creasing information when you convert back to polygons. This one limitation alone makes Maya's subd's almost unusable. In modo you can flip back and forth without losing all you creasing. Also in Modo you crease by percentage. It is very accurate. In Maya it's either full crease or a number of partial creases each one simply doubling the last which is wasteful and imprecise.
With Max I am talking about the base package which now includes the graphite plugin tools. I am not aware of any third party plugins required to out perform maya, particularly for hard surface modeling (read more precise pivot, vert, edge, and face control). I believe you heard about this from the poor slob you assigned to running for coffee in your last gig that constantly complained about maya for it's lack of hard surface modeling abilities.
The thing you mention about stuff being under the hood I also have talked about in that you can write a specialized plugin or script to do about anything in maya. Just the average user does not have the skills and unless you are working for a studio that has deep pockets and can hire programmers to write these proprietary scripts or you can afford commercially available plugins like Nex you are boned. Also, those studio plugins are tightly guarded and proprietary. I don't count features that most do not have access too when I am comparing apps. All be it this is one main reason maya is an INDUSTRY love child. It can be made to be and do almost anything you want. But as before in your last gig that production house apparently did not have plugins to bring maya's hard surfacing abilities up to Max. Also, all these special plugins require you to first know they exist and second learn how to use them. With max and modo all the stuff I am talking about is already there and standardized.
When I am comparing modeling tools, I am comparing out of the box ready to use stuff. Not propietary scripts and plugins. Take the thing I use the most in Modo - bacground constraints - these allow me to make a surface "live" in maya terms. The difference is I can simply push another surface into the constrained surface and the verts stick. In Maya you have to fidget with the camera angle and manually jiggle each individual vert to get them to stick to the live surface! If you have ever done this with any sizable surface you know what a pain it can be. I actually had to stop for a day because my wrist started hurting and I was nearly insane from the tedium.
Can a script be written to do it the Modo way. Probably yes, and in some studio some place it probably has. Can I write one or 99% of the artists that just use maya as a tool to model? Probably not.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 17-11-2011 at 04:33 PM.