hopefully they wont change it, but right now you can export a .fbx directly to an unreal or unity project which will ignore the poly limit cap. you can then do whatever you want with that fbx. If they do decide to take that work around out I'm going to switch to a full version of modo and never look back at autodesk.
hopefully they wont change it, but right now you can export a .fbx directly to an unreal or unity project which will ignore the poly limit cap. you can then do whatever you want with that fbx. If they do decide to take that work around out I'm going to switch to a full version of modo and never look back at autodesk.
Does maya LT support the Xnormal exporter? Can you setup cages?
Awesome, thanks. What about MODO Indie, how does that compare?
from what I have seen it is very similar with the limitations with the exception of being able to export directly to unreal or unity to get around the polycap limit. for me maya lt was the better buy since I could technically get around the absurd polycount export limitations.
Maya LT supports MEL scripting right? Just no Python? Modo Indie doesn't have any scripting support. I hate to give Autodesk kudos with their all sub nonsense just around the corner but it looks like Maya LT is the best deal right now.
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Does maya LT support the Xnormal exporter? Can you setup cages?
I don't know about using their specific cage format but I've exported OBJ files from Maya LT that I used as Xnormal cages.