Sonarpulse, on 29 June 2012 - 12:05 AM, said:
OK, yeah I said blender was better based on licensing issues, and the animation thread demonstrating a consensus that moving to blender was worth the pains of conversion.
That said, I didn't know that for static models and an eventual collada target import/export both ways is pretty good. My main experience with 3ds Max is with the A Path Beyond game in my sig where importing/exporting to work in another tool (animation or no animation) is very lossy and something to be avoided.
If everything (besides animation) than can be done 3ds Max and supported in Collada can be imported with equal finesse to blender, then I take back what I said. Blender is better for avoiding licensing issues and all that. But for making static models you should be able to work in 3ds Max, if that's what you are more comfortable with, and not worry about the team finding your work less useful in the long run.
Nonono.

I didn't migrate because of the team. i migrated before that, because I wanted, back in that time, to go PRO with 3D - indie gaming. So yeah, Blender had the best licensing, and it's an awesome software. You just have to know how to use it.

It really doesn't gets behind any of today's top commercial 3D softwares - Autodesk's

And it never stops its development. I love Blender and I really have no regrets about migrating, only happiness!
Yeah. I'm former a C&C Generals Modder myself- Tidal Wars, still help out there where I can - , and all of EA's work, at least for C&C required the use of 3ds. That's why I first started with it, when I began modding. BTW, your game is prety awesome. I loved to just go and watch your updates with awesome models and textures.