Mayas modeling tools still are in need of being updated and many of the users complaints are valid. Maya's modeling set 20 years ago was state of the art. But for the love of god 20 years have gone by and Maya's modeling tools have remained virtually unchanged.
It is almost a curse that Maya has good animation and dynamics because the developers seem content to let Maya's modeling tools languish sighting "but we have great animation tools". In fact I have an internal marketing document intended to defend Maya against Modo and that is the extent of the argument they put forth "When confronted about Maya's outdated and inferior modeling tool set remind the customer of Maya's superior animation and dynamic tools".
I can understand people arguing that new packages like modo have an advantage because all their tools were written recently. But then why have packages like Lightwave and Max that have been around just as long a Maya managed to get their modeling tools out of the dark ages! Little things like distribute edges, make planar, loop and ring pattern selection, true action centers and falloffs, better pivot orientation control, background constraints, just to name a few. No not only do none of these exist but we still have to deal with bugs that have been around in Maya since version 4!
For hard surface modeling Maya is a pain in the ass to work with and I genuinely hate modeling in Maya. If I was not addicted to the user interface I would switch packages in a minute. All I find maya really good at is creating basic geometry to feed to zbrush and creating crappy all positive geometry models, you know, the ones where you just cram lots of boxes into other boxes.
You really want an exercise in frustration just try to build a surface model with holes and fillets and rounds. When and if you can get the crappy nurbs tools to work, then you have to play with surface tessellation for hours to hide seams. It's a waste of time!
You just have to spend 10 minutes in Rhino to understand how worthless Maya's nurbs are. You just have to spend 10 minutes in Modo to understand how useless Maya's subd's are! So what is left polygons? Just look at the polygon tool set in Max to see how dated Maya's poly tool set is!
Studios continue to use Maya because for every seat they spend thousands of dollars adding custom addons like nex that should be standard tools in Maya or they use custom in house addons to add the missing functionality or they just use maya for animation and have started using other packages with modern tools for modeling.
Maya's modeling tools are outdated and need to be updated. Also, if they do not intend to properly support nurbs and subd's do us all a favor and remove them rather then piss on us and try to convince us it's just raining!
You want proof! Try to model this in Maya! https://dl.dropbox.com/u/5501128/subd%20gun/ACRLow01.jpg
I have been part of this site for years and have never seen a model even close to this done in Maya! This is all unified subd mesh, not boxes stuffed into boxes! Not pure organics where you don't have machined edges with tight corners. Try to get the negative spaces modeled within a unified mesh in Maya and not destroy your surface continuity trying to spread out all the control edges throughout your entire mesh! Go ahead model it in Maya and tell me how that works out for you! And this is not even a particularly difficult form as it conveniently has many planar surfaces. Add something with lots of compound curves and the difficulty in Maya increases several orders of magnitude.
I tire of this argument from people willing to live with mediocrity and defend AD and the previous owners Alias for allowing the modeling tools to become so completely outdated. I love the user interface but the modeling tools are weak.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 08-08-2011 at 06:28 AM.