
I run into less technical problems with Modo so I prefer it as a core modeling solution.Autodesk has launched 3ds Max 2021.3, a feature-loaded update developed to improve modeling efficiency and creative output for artist workflows. If you're missing something in your workflow, chances are someone already makes a script for that in Max. What Max lacks is often compensated for by a rich community of 3rd party scripts. They are still usable and get the job done with some training. There are also weird things like "one-click" operations that aren't really because they produce buggy or ugly results even when used as intended, something I rarely run into in Modo. UV tools are present and accounted for but the implementation has never been great. You will have to buy 3rd party scripts that do the job if you need tools like that. Max is notably lacking in procedural modeling tools as those become more popular. I can build detailed cities in Max without much issue. The modifier stack is still a great feature similar to an adjustment layer stack in Photoshop. It is a package many users wish Max and Maya would steal more tools from. Modo also has many very cool 3rd party tools to help make modeling very fast and easy. Modo is highly customizable and has an extremely powerful macro system that can make repetitive tasks into a single click. I've always used Modo to create cool assets instead of cool scenes. It also isn't great with very dense meshes.

Modo has in my experience never handled large scenes well.

The UV tools are great and work flawlessly most of the time. Modo also has procedural modeling tools which are still pretty new, but complement the core modeling set well. What makes it amazing is having detailed, live control over how your meshes intersect compared to other systems.

It is unbeatable for efficiently creating amazingly detailed props and has tools like Mesh Fusion that Max and Zbrush can't match after years of trying.

Modo has better UV and modeling tools than Max out of the box.
