I think one of the few holes is the 25k poly limit it has meaning you can't bake in Maya. It's not really an issue because I know a lot of people use xNormal anyway, it's just a little hitch if you want to keep the pipeline as inclusive as possible
I think one of the few holes is the 25k poly limit it has meaning you can't bake in Maya. It's not really an issue because I know a lot of people use xNormal anyway, it's just a little hitch if you want to keep the pipeline as inclusive as possible
Poly cap is 65,000 now. And you CAN bake in Maya LT. The polycap is simply for EXPORTING via FBX or OBJ. Also turtle is highly robust baking tool that is included in Maya LT
Here's a broad level question that a majority of people might be wondering.
What are the working differences between Maya 2014/15 and MayaLT?
Do you feel like there are any holes in your pipeline, or is it relatively comparable to that of the industry standard/student versions?
Well, at it's core, Maya LT is Maya for a cheaper price and has some functionality removed. MayaLT is geared specifically for game development and modding games so things like rendering, particles, simulation physics etc are removed. At first I was like WTF but as I use it, I realize how much I paid for rarely used fluff. I make game assets, not 20Billion dollar movies. For me its just really nice to know Ive got a workhorse like maya for a fraction of what I would be spending. My first run was to do some nice Dota assets just to get my feet wet, but im working on my own game and am using MayaLT exclusively to do my 3d. So far, ive yet to find a hole in my pipeline. I even get to ditch a few of my "extra" tools. I dont need a viewer, MayaLT has VP2.0 and SharedFX. I dont need xNormal, normal baking is built in and works AWESOME! Animation tools are available and unlike Modo steam edition, MayaLT is a professional tool able to make more than just sanctioned game assets. You can use it to make professional and distributable games with now worry of liscence issues.
To answer your question in short, I love MayaLT, its yet to fail me and I have yet to find a missing tool needed to get my items into dota, into Unity, or into Unreal.
IMHO, Autodesk is knocking it out of the park on this one. At first it was sorely limited, but the devs at autodesk are alert and fixed the issues quickly (low poly count gone, mel scripting added and a lot of other user complaints were addressed). Yea, its awesome and I love it. As for 2015, I cant wait to see what develops.
Replies
What are the working differences between Maya 2014/15 and MayaLT?
Do you feel like there are any holes in your pipeline, or is it relatively comparable to that of the industry standard/student versions?
Poly cap is 65,000 now. And you CAN bake in Maya LT. The polycap is simply for EXPORTING via FBX or OBJ. Also turtle is highly robust baking tool that is included in Maya LT
Well, at it's core, Maya LT is Maya for a cheaper price and has some functionality removed. MayaLT is geared specifically for game development and modding games so things like rendering, particles, simulation physics etc are removed. At first I was like WTF but as I use it, I realize how much I paid for rarely used fluff. I make game assets, not 20Billion dollar movies. For me its just really nice to know Ive got a workhorse like maya for a fraction of what I would be spending. My first run was to do some nice Dota assets just to get my feet wet, but im working on my own game and am using MayaLT exclusively to do my 3d. So far, ive yet to find a hole in my pipeline. I even get to ditch a few of my "extra" tools. I dont need a viewer, MayaLT has VP2.0 and SharedFX. I dont need xNormal, normal baking is built in and works AWESOME! Animation tools are available and unlike Modo steam edition, MayaLT is a professional tool able to make more than just sanctioned game assets. You can use it to make professional and distributable games with now worry of liscence issues.
To answer your question in short, I love MayaLT, its yet to fail me and I have yet to find a missing tool needed to get my items into dota, into Unity, or into Unreal.
IMHO, Autodesk is knocking it out of the park on this one. At first it was sorely limited, but the devs at autodesk are alert and fixed the issues quickly (low poly count gone, mel scripting added and a lot of other user complaints were addressed). Yea, its awesome and I love it. As for 2015, I cant wait to see what develops.