As interesting as Modo Indie is, if you want to have a common standard modeling program with all the modeling features in Maya without the price of Maya; MayaLT is the only option, regardless if you're in game dev or not. Atleast you get MEL scripting, Modo gives you no scripting ability & no polygon limit.
http://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/MayaLT/files/GUID-9BCE8B23-6DA6-4C7F-B897-7E25D6E8A865-htm.html They changed some of the names, Local is now Parent, and holding down R doesn't show the new Parent mode, in LT at least :/
You are right! And this is by far the worst UI design I have seen in 2017: I have to change the filetype dropdown to FBX in order to see these "File Type Specific Options". For prosperity, Maya doc on this topic: http://help.autodesk.com/view/MAYALT/2018/ENU/?guid=GUID-0CD41066-4C27-48AE-9776-366DB11B4FDF
userSetup runs before plugins are loaded, that's why it can't find FBXImport I don't think there's a way to change that. You might want to try setting an alternate default scene instead. https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/File--New-Scene-htm.html
Deform isn't a tool, it's a sub-menu at the top of the application. Make sure you're in the modeling mode (top left) then look for the deform drop down menu at the top, then non linear, then bend.…
Hey Folks, Maya LT 2018 is out today. Here's what's new: http://help.autodesk.com/view/MAYALT/2018/ENU/?guid=GUID-64D7BC61-6C6B-4D64-A4FF-98D6545C2889 FYI Our release dates for LT will often be variable as things need to re-tested in LT after going into Maya. Cheers, Laurence Cymet Maya LT Product Manager
I have made a very simple model of Lake-Town in MayaLT from The Hobbit movies. Now Im wondering how one would do the UVing for texturing in Substance-Painter. I have watched the tutorials, so I know how to do Uving now :) Heres the model: The question: Will it be better to texture one mesh at the time in Substance-Painter…
I would gladly trade rendering for an increased export limit. Outside of assigning materials I do all of my texturing/ baking work in an external program. That being said, I've got around 2 days into the modo demo and I love almost every thing about it. It has the modelling speed of Blender with the stability of a…
Ah okay - thanks for the infos everyone :) I think I will give the 3D Coat demo a shot. @Thomasp: Yeah I see that about Marie Indie. Mesh, UDIM and exchange limitations are really pretty crippling, unfortunately. Especially the Steam account node lock. Maya LT at least can exchange with any MayaLT. It seems like 3D Coat…
if you are looing for a way to view your assets in game, you dont really need to go "in-game". MayaLT has Viewport2.0 which is a realtime viewer built right into your viewport (like marmoset only built in). If you use ShaderFX, you can leverage anything DX11 supports. You can even create your own custom shaders and export…