I honestly think you are worrying too much about the wrong side of the issue. Focus on the quality of your art first and foremost. If you are great at what you do, recruiters and Art Directors are not going to care about which program you've been using. Also keep in mind that while MayaLT is cheaper than regular Maya, it…
This is my first showcase thread: Here I will post my WIP of the The Hobbit recreation project. I do most of the models myself (Others will be credited) Honest feedback are welcome! (And feel free to join the project) Tools: Mudbox, MayaLT, Sculptris, Photoshop, Substance Painter, UnrealEngine and NUKE.
Im having trouble with filling a hole on a simple polygonpipe, using MayaLT 2016 version. I only get a "// Result PolyCloseBorder1" message. I also tried to select the inner egdes, but getting the same message. Whats cause this? Dosent "mesh>fill hole" work on pipes?
I finished modeling a food set a while ago and I wanted to optimize it by having the textures be in one large texture atlas of all the textures, rather than several of large texture files. The issue is I have no idea where I should start, or how I would go upon doing it? Some concerns I had are: * I don't want the model…
Check out the bake deformation tool in Maya LT 2018 : http://help.autodesk.com/view/MAYALT/2018/ENU/?guid=GUID-8B68FF4A-E9BC-44E9-B0D9-53CFE0C008FC This will approximate deformers on a skin cluster that you can export to game via fbx. The trick is though that you need bones to match to drive the changes - so this may not…
@Mstankow : I have to refute this one. Nothing far behind about it. http://area.autodesk.com/th.gen/?6/7hfs0-c5q6q-7a7u9-bp4h2:982x982.jpg Nuff said. @perfect_paradigm : MayaLT is supposed to be following that method. More frequent smaller updates. If it proves popular who knows if they wont spread the philosophy. Looks to…
you can also use transfer attributes to do this - https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/Mesh--Transfer-attributes-htm.html This is how I would usually do custom normals for trees and plants.
I have created some geometrys with the CV curves and extruded them with a polygoncube. Then I merged the curves, but when I try to rotate the merged curves they all rotate in different ways like shown here: Is there a way to avoid this? I know there is a topic on this for animation (rigging), but in this case its modeling.
Have the reduced version and original in the same scene, add the joints to the new mesh and copy skin weights from the original. https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-7D895BB0-1522-4388-96E0-4245127F90AB-htm.html
hey Fansub, if you need some one to test out your mel script in MayaLT, just ask me, your script is taking a really nice progress even if i don't model hard surface meshes and even more in maya, the twist feature is looking really great :)