![]() ![]() Maya LT is 30 dollars a months it has a cap as we wish not replace all the 185 monthly revenue from the full Maya Maya LT was designed for the Indie and Hobby user for the most part (not full game development for AAA, etc.) (BTW I use Knald myself and it really rocks!!) It's an extremely powerful and effective piece of software, but this annoying limit really feels completely out of of all thank you for the praises for Maya LT. Maya LT should feel streamlined and efficient, not limited by an easily lifted poly cap. ![]() There should be no cap, and shouldn't have been in the first place. Is there a reason this limit exists, or is it there just to hinder the creation process and slow things down to a grueling piece by piece export?(Often times a single piece goes over the limit so I have to wait around for the reduce tool to work or else manually delete edge loops- huge waste of time) Please just remove the cap, raising the limit to a few hundred thousand polys isn't enough for detailed HP models. This is a really stupid and flawed design choice since highpoly models are very relevant in game development and even more so with Photogrammetry meshes becoming more common (highpoly cleanup and UV's in Maya). However I can't export my highpoly model from Maya LT due to the polycount cap, so I have to resort to breaking up my model into small chunks and exporting them one by one which does the same thing but takes forever. ![]() So how come we can't do one of the most common practices in game development when modeling? Export our high and lowpoly models to an external baker/texturing software for games? Turtle is extremely slow and doesn't work most of the time, whereas a tool like Knald works super quickly and provides all the features I'd want in a baker at my fingertips, so the logical thing to do is bake there. Maya LT is designed for game development, right? ![]()
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