Does anyone know what kind of default lighting setup Maya has for shading objects in the viewport? I've got a bit tired of Blender's somewhat odd default settings on its solid OpenGL lights to shade objects. Maya's one looks a lot better to me. I already have a Maya's gradient colors ;) These are Blender's default OpenGL…
Everything is changeable in those settings, it's just that eyeballing the Maya's default lighting while adjusting isn't so accurate. To me it looks like Maya has only one solid light, no specular highlights and a semi dark grey diffuse color. But I'm not sure about the orientation. Normally I model with that Blender's…
In the Solid OpenGL lights settings, click on the lightbulb next to the bottom 2 of the 3 lights. Then, click and drag on the ball on the top light until it's close to the center (Maya's light is actually a little bit above the center, so center the light and then drag it up a little.) Change Specular to black and change…
What does maya's default lighting look like? If you can't change the settings above to get the lighting you want you could always have blender set-up in GLSL mode and add the lights yourself. Also creating a default material could help somewhat.
What viewport are you using? Generally speaking Viewport 2.0 is best for this type of stuff. Most people avoid using the default lights. Just create a light and the default light is effectively disabled. You can also create a lighting setup to your exact wants/needs and save it as a default scene file. Then when you create…
VP2.0 using DX11 is pretty amazing for viewport modeling and viewing. You can also use the new Shader FX, DX11, or CGFX shaderss depending on what you are doing to get a virtually perfect redition of your model as it will be in your game engine. It takes some time to learn but the results are worth the effort imho. In…