Maya's SubDivs are far superior to Lightwave's. Lightwave doesn't have refinement levels in the subs, and can only accept 3 and 4 point subs, though the poly and sub modelers are well integrated. Nurbs are quite powerful, if used properly, and Lightwave is severely lacking in this category (additionally, LW's spline patching abilities border on nonexistent, and are at best very sub-par). Lightwave does have a decent poly modeler, but it is still lacking some very important polygon modeling features: fillet/edge bevel, decent poly splitting ability (really, to split a poly in LW, you essentially have to kill it and rebuild it), LW only really handles quads well, lacks any ability to smooth objects that have any non tri/quad ploys, there is no chamfer ability, the bevel/extrude/smooth shift tools have some good features but are still somewhat underdeveloped, control cage deformations are absent, and overall hard to simulate, Booleans flat out suck, edge stitching is cumbersome, no construction history function. Maya kills LW in all animation arenas, supports global illumination and caustics more thoroughly, kills LW in hard body/soft body areas, has a better particle engine, supports hardware and vector rendering, supports full fluid dynamics (this is huge), Has much more intuitive UV mapping tools, in my opinion has a better shader system, supports MEL, has built in hair/fur, built in cloth simulation, a full physics simulation engine, and a host of other features. Also, the Maya paint effects and artisan tools allow incredible modeling possibilities, surfacing abilities, and scene building effects. I have not had a hard time with the interface, and have not totally revamped it (though I have modified it to some extent). I do like many features of Lightwave, but it is falling behind the curve. It has many intuitive features, but I simply like Maya better for many things. To each his own I suppose.
Joe
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"Life is tough, but it's even tougher when you're stupid."
-John Wayne