A car or an entire game level can easily exceed the limitations, someone could even use Maya to model and then export the result to be rendered in Blender, for example. Also, if I don't want to bake my mesh inside Maya? There are many reasons you don't want to have those kind of limitations.
About the 100K limit. The one thing I find myself doing is exporting huge high poly files (over 100k) for baking with xNormal and Faogen. I don't understand why it exists. I'm sure there is some financial/marketing reason but it makes it almost unusable. I guess a workaround would be to export the mid poly model with edge…
I would like to know more about the enhanced "Mudbox" like sculpting tools. Autodesk should scrap Mudbox and integrate it into Maya :poly124: For indie game studios that want an integrated modelling and animation package, Maya LT seems like a good deal. However, if you're a freelancer that doesn't do animation, or a studio…