I took it into 3D Coat and smoothed out the cornes. And back into MayaLT for .fbx export: UnrealEngine render: I know the shadows is abit wierd, but I just imported it for testing purposes. What do you think?
Working on this as a quick piece before I go back to an older piece. Concept: Daniel Comerci 3d app: MayaLT -just wanted some feedback on the grip and if the proportions are working. I have to polish and refine out the high poly but I feel like the grip is off.
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.
hello everyone, this is my first Full Character. I used MayaLT, 3DCoat and Substance Bundle everything on Steam. the textures and the rigg is not finished. this is the first time i rigged a character, are the controlls ok? need some critique to get better and better. :o ) sorry my english is bad!
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.
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.
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?
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 :)
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
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 :/