Ive watched a lot of basics tutorials but none of that mentioned about the side button for rectangle selection. So how does it work? its just temporary meaning after release you can continue with live selection or its an alternative for keyboard "0" (dont have that kind of mouse right now to try it).
Also about the polygon tool: how do you pick up those components without "drawing"?
the spacebar switching would have been more usefull if it worked between different selection tools as well I guess.
Maya its quite a heavy package for my needs when Im mostly interested in modeling and a bit of motion graphics . Almost all the modeling tools of Maya can be Mirrored by C4d (in fact by any other package) but I dont need more anyway. A couple of tools give better results in C4d like the insert loop (or loop cut). In Maya (and Im pretty sure in Max as well) the loop will stop if it meets anything else than quads. Cinema 4d has this neat option that lets you to decide if it stops or not at ngons or at poles. Maya Multicut tool on the other hand is basically a 3 in 1 tool ( connect, knife and insert loop) and it has a lot of control and interactivity with hotkeys. Prolly C4d has some other nifty features that Maya doesnt but they not really that important. The only thing that seemed to crippled me was these selection tools and modes but if that mouse button works like Im expecting then things will be more pleasing.
The way Maya handles history and non- distructive modeling is yet again a sufficient reason to keep away hobbysts and artists. And that Node system looks like something archaic. Not having these stacks/modifier stacks like all of the other packages do makes it like an alien modeling environment. That modeling toolkit panel they introduced to make the UI more suitable for modeling is mostly for the very beginners. You still need to rely on the combination of shortcuts, marking menus, shelves and menus to achieve even some common modeling tasks which is ridiculous.
Interface style wise its quite clear that beginning with the 2016 edition Maya pretty ripped off cinema 4d UI style with the color coded icons. The other UI elements are flat which is exactly to my liking. Modern flat design might be a fad but its here to stay and it kinda works on more complex UI ( adopted by Microsoft, Adobe, Autodesk, Jetbrains, Techsmith etc). Wish C4D adopts this style as well or/and makes its UI more consistent with the Adobe products (they have a strategic partnership anyway). Interface Layout-wise Maya is crippled by this node system and no matter how many efforts they'll be putting to make the the UI more user friendly all will be hampered by it. Otherwise we must admit that currently Maya 2017 is the 3D package with the most fresh look.
Motion graphics wise I currently barely scratching the surface in both programs. The MASH procedural animation integrated in Maya seems very powerfull Heard some guys here in C4D cafe saying that is more powerful than Mograph. If its not I suppose it has all the chances to be with a huge company like Autodesk behind which seems it wants to make Maya its flagship product for media and entertainment. It seems they are throwing anything at use in Maya these days while Max is neglected. There is not enough learning material for MASH and I doubt artists will jump over to Maya for it so I decided to stick with C4D.
Speaking about development, the Maya's 2017 recently update 3 brought some significant improvements to its UV editing tools which were among the best of those built-in anyway if I understood correctly. On the other hand it seems the UV editing is less forgiving in Cinema 4d/Bodypaint. When was the last time they had a serious update? Is anyone still doing Uv's in C4D? Ive searched for tutorials but they are very basic or very old. This is the only thing that prevents me to definitevely stick to C4D for my modeling basics. If the Bodypaint development wouldnt be so uncertain I could still have some patience.