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WHY does Maya LT have a polycount export limit??

WHY does Maya LT have a polycount export limit??

EoinOBroin
Participant Participant
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Message 1 of 22

WHY does Maya LT have a polycount export limit??

EoinOBroin
Participant
Participant

Maya LT is designed for game development, right?

 

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. 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. 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). 

 

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. There should be no cap, and shouldn't have been in the first place. 

 

Maya LT should feel streamlined and efficient, not limited by an easily lifted poly cap. It's an extremely powerful and effective piece of software, but this annoying limit really feels completely out of place. 

Accepted solutions (2)
11,391 Views
21 Replies
Replies (21)
Message 21 of 22

Anonymous
Not applicable

wow I just ran into this 250k limit.

 

That is a very surprising line to draw from a software perspective. Obviously the functionality is there to export 250k its just blocked?

I swapped to maya LT because I'm primarily using it for rigging and skinning character assets. I use separate external tools for modeling, texturing and rendering. So I thought LT would be a good option to fill a gap in the workflow.

 

Due to this one decision LT doesn't suit my needs.
The full version is far too expensive to use for just rigging. I'll not be using autodesk products anymore or recommending them to my colleagues

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Message 22 of 22

magillaGuerilla
Collaborator
Collaborator
Check with your local reseller, there are Indie licenses of full Maya for
close to the same price as LT.

--
*Cameron Crichton*
*Subzero Media Productions*
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