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Remove the Polygon limitation

Remove the Polygon limitation

I know that this question has already been addressed but I allow myself to bring it back because it seems important to express my feeling about it:

your Polygon limitation is totally stupid : i started to devellop my own game alone, and when i want to export some high poly model, i'm always have to watch my poly acount and sometimes i have to split my model and re assemblate it with blender. Yes i downloaded Blender only to do THIS. 

I speak with many indie devellopers and everyone says the same thing : Maya's Lt is a good idea because having all the modeling, uv's and animations tools is awesome to work but this poly limitation break completely our workflow and pay the full version only to not have it is dumb.

So my advice is you have everything to gain by removing it, because this limitation does not encourage the independent developers community to buy the full version, it only negatively impacts your reputation and pushes some of them to turn to other software.

 

I say it again with all due respect for your work: you have everything to gain by removing this limitation.

10 Comments
Anonymous
Not applicable

I agree that the limit should be removed. I want to be a good customer, and therefore I pay for Maya LT, instead of using my old student licence. I don't make any money of my models yet, just trying to build a portfolio. Please get rid of this silly limit, it is just pissing me off and slowing me down. I really don't want to start learning Modo or some other package. I like Maya, even though it has some issues. I can live with the crashes and the messed up boleans, but this limit just feels like a punishment for not buying the whole package, which I cannot afford. The money I give you every month should be enough to buy me the possibility to export my work, without chopping it up in little pieces. 

polydesu
Observer

I want to support this idea as well. The high-to-lowpoly baking workflow is pretty much common practice whether you're working on a small non-commercial personal project or developing a AAA title, and unfortunately there are more favourable bakers than Turtle out there. Having your highpoly stuck in Maya LT due to this limitation simply doesn't make any sense. I get that you guys are dead scared that a whole bunch of commercial studios will sneak LT into their pipeline if you remove the limitation, but the limitation effectively makes the software useless for most of the target customers as well.

 

I really like using Maya, and LT is a way for me to have access to it for my personal work (our studio unfortunately uses Max), but more and more I find this limitation to be crippling. If the limitation doesn't get a serious buff to well over 1 million polys or, even better, removed entirely, I'll probably not continue my annual subscription for 2019.

 

Like OP said: "you have everything to gain by removing this limitation."

Anonymous
Not applicable

As a solo dev facing a tight dead line-- Ie make money or go homeless-- buy the full version is not possible this. Limitation adds hours of unneeded work. Probably gonna switch software after this. 

If you are worried about hair work flows then LIMIT hair work flows. This is breaking a great product. 

Freedan
Participant

I just subscribed to Maya LT yesterday as I am an indie game artist and cannot afford the full version. I wasn't aware that there was a limitation on polygon count until I spent all day creating an asset, only to get an error message upon export of the high-poly mesh. This is absolutely ridiculous and has made my purpose for subscribing to Maya LT completely pointless.  Not cool, Autodesk. I will not be renewing and will be looking to other software options going forward.

Anonymous
Not applicable

Please consider this! It is really slowing down my workflow. My way of baking textures suits me well. I can't afford wasting time doing it on MayaLT just because of a silly polygon limit for exports.

gabriel.forsen
Observer

I wasn't aware of this limitation when buying my license, but I really, really wish I had been. Since a large part of what I need the program for is creating elements of high-poly models for other programs, this artificial limit could very well be the final nail in the coffin for me. At the very least it has already made me find ways to change my workflow to use Maya less by subdividing models in other programs.

Crippling your software doesn't make the ten times more expensive version more appealing, it makes your competitors in the same price bracket (or below) look better.

Anonymous
Not applicable

I will say they have increased it before. It used to be a limit of 100,000 polygons. 250,000 was a nice increase. I think you might be better asking for 500,000 polygons. Removal of limits would be great but i understand they are trying to prevent people from using it in non-indy game ways. Maybe they should do the Maya LT+ idea i saw. I would be willing to pay 50 bucks a month to have no Polygon limit. Maybe they could bring in some of their other features from the full Maya.

 

This is making this more difficult than it needs to be and pushing people away from Maya LT. It doesn't have a render engine that should be enough to keep it from being exploited for non-game related projects. 

Anonymous
Not applicable

There shouldn't be a poly limit on Maya LT for even the price they're asking for.  The reality is that things have changed since people paid thousands for a commercial license for Maya.  Many professionals I know have switched to Blender for FREE!  If I'm going to be one of the few idiots still paying $20/mo for a modeling package, don't remind me every day of how much better the guys I know who are using Blender have it over me.  This is, frankly, insulting.

ValentinN84
Enthusiast

Or better still, Autodesk should just give up on Maya LT and make Maya Indie available worldwide: https://forums.autodesk.com/t5/maya-lt-ideas/ditch-maya-lt-and-just-make-maya-indie-available-worldw...

Anonymous
Not applicable

Agreed.  In all honesty, there's only a few things in Maya LT that truly annoy me.

  1. Polycount limit
  2. Lack of Python support
  3. No XGen
  4. Odd choices for removal of features

I honestly understand the price point for Maya LT, however looking at free feature rich programs like Blender, makes it really tempting to jump ship.

 

I've been working in Maya for years now, is it too much to ask for just a little more?  You can probably raise the price to 50USD, and I feel like people will still pay.  So long as it's a full featured program.  I would think it's pretty easy to find out where it's safe to remove features, i.e. all the rendering and simulation stuff.  I feel like if you keep Maya LT to a purely modelling, rigging and animation app, for around 50USD for an indie type license, then I would imagine a lot of users would be satisfied.

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