Maya LT is a cost-effective 3D animation and modeling software built for professional indie game makers. Features in Maya LT are designed to make each step of the 3D creative process faster for experienced artists and easier to learn for new users, so you can create your next hit game faster.
Gebruikersrecensies: Grotendeels positief (36 recensies)
Releasedatum: 22 apr 2014
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Subscriptions

Maya LT: One Month Subscription kopen

To be billed on a recurring basis.

$30.00 bij afrekening, wordt elke 1 maand(en) automatisch verlengd voor $30.00.

 

Recente updates Alles weergeven (7)

7 mei

Maya LT 2016 Service Pack 1 is now available

This Service Pack includes a number of important fixes.

To see the full list of resolved issues, check out the release notes on the forums here

0 opmerkingen Meer informatie

26 maart

Maya LT 2016 is now on Steam!

Maya LT 2016 adds some features that significantly improve workflows for modeling, UV creation, animating, and more.

- High-level sculpting tools directly in Maya LT
- Physically-based ShaderFX nodes
- Improved Modeling tools and UV tools
- New animation tools (SplineIK and cluster deformation)
- Updated Game Exporter tool (easier to export multiple animations)
- Viewport improvements (eg: background texture loading)
- Major UI overhaul, which also lets the UI adjust to high-res displays
- User-submitted feature requests: http://mayaltfeedback.autodesk.com

https://www.youtube.com/watch?v=_siu5R7wIbk

If you want to see the full list that includes all the bug fixes, check out the forums.

8 opmerkingen Meer informatie

Over deze software

Maya LT is a professional 3D animation and modeling software built and priced for professional indie game makers. Features in Maya LT are designed to make each step of the 3D creative process faster for experienced artists and easier to learn for new users, so you can create your next hit game faster.

Maya LT lets you model, light, and animate characters and environments for your game. It supports FBX and OBJ export so you can use a wide variety of game engines and other development tools. We’ve also included a DOTA 2 workshop integration so modders and fans can export assets straight to DOTA 2.

Based on industry-standard 3D tools used by game developers worldwide and refined continuously based on community feedback, Maya LT puts pro-level tools in the hands of indie game makers. With a proven set of 3D creative tools, artists are empowered to realize the full creative potential of their game design.

What version of Maya LT is on Steam?

The current version of Maya LT on Steam is based on the Maya LT 2016 Service Pack 1 release. It is not restricted to working within Steam game workshops and can be used to create 3D assets for full commercial games.

What can you do with Maya LT?

Work with game engines
Work with the game creation tools best-suited to your needs. Maya LT exports in the commonly supported FBX and OBJ formats so you can work with many popular game engines and development tools. Send to Unity and Send to Unreal are special options that exports your scene or model selection straight to your Unity or Unreal project folder.

Improve your day-to-day workflow
Maya LT has plenty of tools that make it faster to get your daily work done, and easier to work with team members. MEL scripts can be used to customize some of the more repetitive or mundane parts of a 3D workflow and can be saved into custom buttons and hotkeys for easy access. New cloud integrations with Autodesk 360 and Dropbox let you open and save your assets to those services directly from within Maya LT, for easier sharing with your team.

Create high quality 3D Models
Maya LT features the same great modeling tools found in Maya so you can create great-looking 3D characters, environments, or props for your game. Maya LT features great hi-res to low-res workflows so you can work with highly detailed, high-poly models and then make them more efficient for your game when you export.

Create textures and materials
ShaderFX is a visual, node-based material creation tool. That means you don’t need to manually code in HLSL, CLSL, or CgFX to create really high quality shaders. You can just drag and drop nodes, pick colors, move slides, and see your changes on the 3D model in the Maya LT Viewport in real-time. Maya LT also has features that let you easily browse, apply, and adjust materials created in Substance Designer.

Create and edit UV maps
Maya LT now has better-than-ever UVs through the super-fast unfolding algorithms found in the popular Unfold3D toolset. Artists can evaluate and then edit UVs quickly by manually refining seams, then use color-coded visual feedback systems to see where the UVs need adjusting. Nobody said UVs were super fun, but they don’t have to be a headache.

Animate your creations
Don’t get stuck on still content. Bring your game characters and environments to life with a variety of animation tools based on Maya and HumanIK animation software. Auto-generate bipedal skeletons with full-body inverse kinematics, then adjust them to fit your characters. The HumanIK system also lets you re-target your animations to similar game characters easily, so you don’t have to re-do the same animations over and over.

Work with live previews
Maya LT uses the same Viewport 2.0 found in Maya, so that you can work in an environment that closely depicts how characters and environments will appear in-game. Working in a tool with a viewport tailored for game development means less round-tripping between Maya LT and your game engine to make adjustments.

Make stuff for DOTA 2!
Like playing and adding your own cool stuff to DOTA 2? So do we! That's why we created a DOTA 2 workshop integration. We want to help modders and fans get their creations into DOTA 2 faster.

Learn and create today, prepare for tomorrow
Maya LT was created to bring the power of Autodesk 3D tools to professional indie game makers and also new users who want to learn more about 3D animation and game development. Because it is based on the widely used Maya platform, Maya LT is a great way to start modeling and animating content for your current projects while also learning tools and skills that can be used in other studios.

Systeemeisen

Windows
Mac OS X
    Minimum:
    • OS: Windows® 7 SP1 (64-bit)
    • Processor: 64-bit Intel® or AMD® multicore processor
    • Memory: 4 GB RAM
    • Graphics: Microsoft® DirectX® 11 compatible
    • DirectX: Version 11
    • Hard Drive: 4 GB available space
    • Additional Notes: Three-button mouse
    Recommended:
    • OS: Windows® 8.1 Professional (64-bit)
    • Processor: 64-bit Intel or AMD multicore processor
    • Memory: 8 GB RAM
    • Graphics: Microsoft® DirectX® 11 compatible
    • DirectX: Version 11
    • Hard Drive: 4 GB available space
    • Additional Notes: Three-button mouse
    Minimum:
    • OS: Apple® Mac OS® X 10.9.5
    • Processor: 64-bit Intel® or AMD® multicore processor
    • Memory: 4 GB RAM
    • Hard Drive: 4 GB available space
    • Additional Notes: Three-button mouse
    Recommended:
    • OS: Apple Mac OS X 10.10.x
    • Processor: 64-bit Intel or AMD multicore processor
    • Memory: 8 GB RAM
    • Hard Drive: 4 GB available space
    • Additional Notes: Three-button mouse
Nuttige klantrecensies
34 van de 35 mensen (97%) vonden deze recensie nuttig
1 persoon vond deze recensie grappig
1,840.4 uur in totaal
Geplaatst: 2 april
MayaLT 2016 broke everything.

With the release of MayaLT 2016, I've been forced by Steam to re-learn an interface that I had been familiar with for a long time, given absolutely no warning or option to revert back to Maya 2015LT. On top of that, I encountered a staggering amount of UI and usability bugs with a piece of software that, in it's 2015 iteration, was damn near close to perfect:

- Randomly my left click will act like a right click, so instead of being able to select something I can only access context menus. Sometimes, switching back and forth between tools fixes this, but other times I have to restart the software entirely.

- Undo is now horribly broken and practically useless. It arbitrarily undoes Hypershade node edits that Maya does automatically every time you adjust anything. This adds three to five extra "ctrl+z" that you have to press just to undo one action, and sometimes it completely skips the undo step you're looking for. Setting your undo cache to 'unlimited' seems to only exacerbate the problem.

- Seriously what did you guys do to Hypershade? You consolidated a bunch of tools into the window itself while still leaving them available in the Attribute Editor, so what was the point other than cutting out a fourth of the usable screen real-estate? Why did you, instead of improving upon a workflow that albeit dated, worked very well, decide to completely overhaul the material creation system and give us an interface that veterans will in no way be familiar with? Hypershade has been completely redone to be a more UE4-like node editor, but it throws you completely off your game if, like me, you've been using maya for the past eight years or more.

- F2 and F3 have been swapped. Minor annoyance but it adds up after a while

- Some tools, such as Bevel or Duplicate Face, work when they want to and not when you want them to. Bevel will sometimes act as if the mesh you're editing is made up of unmerged triangles or quads and give you horrible, broken results. There is no workaround for this other than doing the bevel yourself, edge by edge. Duplicate face will sometimes just duplicate the whole model, or whatever faces it deems worthy. It doesn't seem to matter if they're tris, quads, ngons, merged, unmerged, or anything else. I guess in the true Maya spirit it's still consistent in doing whatever the hell it wants.

- Transfer maps is gone. Really, Autodesk?

- Some tools have been moved to completely new menus, which will lead you to hunt and peck for them for far longer than any power user should. Others have also had their names tweaked slightly, so you'll REALLY have to hunt for some of them.

- Icons are very different, not just in overall UI design but in terms of what each icon shows up as. This is a personal preference, as I was accustomed to building my shelves and working by quick glances. Now I have to relearn over 50 icons. I'm sure most people won't be bothered by this but I was and still am.

I'm sure I'll keep finding more annoyances as I go. Everything I do seems to lead me into the arms of a big, work-stopping bug. After having used Maya for years I'm honestly considering switching my modeling and texturing/UV workflow over to Blender.
Was deze recensie nuttig? Ja Nee Grappig
30 van de 34 mensen (88%) vonden deze recensie nuttig
1 persoon vond deze recensie grappig
84.1 uur in totaal
Geplaatst: 27 maart
Maya LT is almost a great piece of software, but is currently held back by the exclusion of one vital piece.

First, THE GOOD:
* Having an affordable, subscription-based version of Maya is fantastic, and is way past due considering that Maya's usual price (currently $3,675 USD) may as well be a million dollars as far as most indie studios' budgets are concerned.

* Having Maya run through your Steam account, with auto-updating, is actually really convenient!

* Autodesk have been listening to feedback and gradually unlocking some of features which were (seemingly arbitrarily) removed from LT, compared with Maya proper. However, this is still only a half-measure, and they've not yet gone far enough. Which brings me to...

THE BAD:
* No Python support. This is the single biggest problem with Maya LT in its current incarnation, and is the primary reason I cannot give a positive review at this time. Ostensibly, Maya LT's sole purpose is to cater to indie developers who simply cannot afford Maya's premium price, but the lack of Python scripting betrays Autodesk's worst assumption: that indie devs somehow have less complex art pipeline needs than "real" developers. That may have once been the case, but with so many great engines (Unreal, Unity, CryEngine, Source 2) now catering to indies, the playing field has essentially been leveled. Or, it would be, if Autodesk wasn't making indie devs work with one proverbial hand tied behind their backs.

Particularly in light of the fact that Maya LT now has support for working with Unreal, it is unfortunate that some of that engine's key pipeline features (such as the Animation and Rigging Toolset) simply cannot be used in Maya LT due to the lack of Python support. The same goes for the auto-rigging script from Mixamo, which many indie developers might be using in tandem with FUSE.

* There are several other random things missing, which can be worked around. For example, they've removed the ability to create quick-select sets which would, for example, allow an animator to quickly and efficiently select different sets of controls for keying. Sure, you can still create sets which more or less do the same thing in 4 clicks that you could otherwise do in one, but... why? What is the process for deciding which features to disable?

I understand the desire for Autodesk to maintain a wall between the "lite" version of Maya and the full-cost version. Honestly, I really do. I can respect why they would want to withold certain features. By all means, keep MentalRay and all the rendering features locked away in the full-price version, so we can't use LT to make feature films. But if you want indie game developers to use your software, you must, at minimum, give them access to the Python-based tools which are vital to their development.
Was deze recensie nuttig? Ja Nee Grappig
20 van de 27 mensen (74%) vonden deze recensie nuttig
8.2 uur in totaal
Geplaatst: 30 maart
Not worth getting at all. It would be better just for you to go learn Blender if you cant get normal Maya
Was deze recensie nuttig? Ja Nee Grappig
7 van de 7 mensen (100%) vonden deze recensie nuttig
1 persoon vond deze recensie grappig
349.4 uur in totaal
Geplaatst: 12 mei
Why I'd recommend it:
It's got core Maya functionality. It has the core modeling features. It's maya 2016 without a lot of the SFX flair, so it's still a powerful program.

Why I would not recommend it:
artificial restrictions, like 100,000 poly export limit are frustrating- it meant for an 800k model I had to break it into segments and export it that way. There is no python support- I only assume this is because they either don't have the resources to implement it like they did for full 2016, they don't want it be as easy to create functionality where they haven't (like writing own exporter), or because they simply want people to go and buy the full version. I had a crash that happened every time I tried to export, save as, or import, which completely derailed my workflow and I was only able to fix by deleting my entire preference folder (why?). I have tried to maintain the correct scale for UE4 implementation, but to do so zooms the camera out farther than the clipping plane allows for, and the scale is still incredibly small even though it was set to CM (which should be 1 UU). It's probably documented somewhere but so far i have not found a fix, and i'll probably spend another hour searching for this (since I can't just manually set the export scale to 1000, it does the conversions via a dropdown selection menu).

So sorry for the tangents- these are only a couple of the problems i've had to find myself: the bottom line is i feel like i'm spending more time just trying to fix errors than be able to focus on modeling in Maya. I'm not going to continue paying $30 a month, because Blender is a better alternative at this point. I'd hope to hear from Autodesk, but contacting them hasn't been very successful.
Was deze recensie nuttig? Ja Nee Grappig
6 van de 8 mensen (75%) vonden deze recensie nuttig
1 persoon vond deze recensie grappig
63.5 uur in totaal
Geplaatst: 12 mei
I like it so far easy enough to grasp

if i had a nickle everytime i crashed i would have enough money to buy the full licence
Was deze recensie nuttig? Ja Nee Grappig