ZGameTools Baker: Subtools OBJ Batch Export video and Maya \ MayaLT Workflow http://i.imgur.com/Jz9X5EM.jpg some kind of magic, hope you like it ;) https://youtu.be/Enkc0tL_gxg
well maybe not Maya as an example... unless u know something interesting about how aggressively they are going to continue to fold mudbox and sculpting performance in future versions of Maya or MayaLT?
i like this update... http://help.autodesk.com/view/MAYALT/2017/ENU/?guid=GUID-085D05C1-CBA6-4BBD-8645-7C3B3967D626 nightshade integration bakeable deformers quaddraw updates viewport displacement
Seems like Modo is getting a Steam Exclusive edition that's aimed more at modding and enthusiasts. This might be a good alternative to MayaLT if it's a lot cheaper and allows commercial usage. http://store.steampowered.com/app/244290
Have you tried the universal manipulator? https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/MayaLT/files/GUID-84457CC5-90FE-4421-915D-D8BC1B6A0692-htm.html
Hi Quad - it worked fine in MayaLT last time I used it, so I suspect that it will work in regular Maya too. You might get a few refresh glitches though, with some random triangles turning black.
You just need to look where the focus is going, Bifrost, MayaLT and the updates are all more featured in Maya. Softimage was classed as a support package to Maya in the creation suite, despite being enough of a package to stand on it's own feet.
I know in MayaLT, Send to Unreal advantage is that it removes the export polygon limit. But after trying both, I agree with Pior. File > Export Selection, then having a dedicated folder for all FBX exports is what I use.