Maya LT is a 3D modeling and animation tool built for indie game makers. Maya LT on Steam now includes the Autodesk Stingray 3D game engine, giving you the art and engine tools you need to build your game.
User reviews:
Mixed (76 reviews) - 64% of the 76 user reviews for this software are positive.
Release Date: Apr 22, 2014

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Recent updates View all (14)

September 14

Maya LT 2017 Update 1 and Stingray 1.5 are now on Steam!

We are pleased to announce the availability of Maya LT 2017 Update 1 and Stingray V1.5 on Steam.

Please see our post on the community forum to find out more about what is new in these updates.

If you'd like to submit your feature requests and vote on other user submitted requests, check out "Ideas for Maya LT" here[].

If you subscribe to Maya LT through Steam, the app will automatically update. If you have the auto-updates turned off, we recommend staying current so you get the newest features as we add them.

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July 26

Maya LT 2017 and Stingray 1.4 are now on Steam!

What’s new in Maya LT 2017?
  • Brand new animation tool called the Time Editor
  • Updated Graph Editor
  • All-new Workspaces for organizing UI and tools
  • Improved Shape Editor
  • Viewport 2 performance improvements

What’s new in Stingray 1.4?
  • Level Sync – Send full scenes from Stingray to Maya and Maya LT
  • Visual scripting nodes added for Vive controllers
  • Support for SteamVR SDK 0.9.19 and Oculus Rift SDK 1.3
  • NavMesh improvements for AI characters
  • Edit UV scales and offset values in-engine

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

If you'd like to submit your feature requests and vote on other user submitted requests, check out "Ideas for Maya LT" here.

If you subscribe to Maya LT through Steam, the app will automatically update. If you have the auto-updates turned off, we recommend staying current so you get the newest features as we add them.

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About This Software

The Maya LT subscription now includes the Autodesk Stingray 3D game engine!
Note: Stingray is a Windows-based application.

Maya LT is a 3D modeling and animation tool built for indie game makers. Maya LT lets you model, texture, light, and animate 3D characters and environments for your game. It’s 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, empowering artists to realize the full creative potential of their game design.

Stingray is a 3D game engine built on a powerful, data-driven core architecture. It features a physically-based renderer that can produce visually stunning games and VR experiences. Stingray features an unprecedented level of connectivity to Autodesk 3D tools like Maya LT. Working with a game engine that is directly connected to your 3D tool simplifies every part of the game-making process.

What versions of Maya LT and Stingray are on Steam?

  • Maya LT 2017 Update 1 - released September 14 , 2016. Available for Windows and Mac OS X.
  • Stingray 1.5.863.0 - released September 14, 2016. Available for Windows only.

Special Note - These tools do not have revenue, royalty, or usage restrictions beyond their monthly subscription price. They are not restricted to working within Steam game workshops and can be used to create full commercial games.

How are Maya LT and Stingray Connected?

Live Linked Cameras
Viewport cameras between Maya LT and Stingray can be linked so that the movement of one tool is mirrored in the other tool. This speeds up artistic evaluation and lets you check your assets in both tools at the same time. Assets can be viewed in Stingray fully lit, textured, and animated in the context of the level.

One Click Asset Updates
When evaluating assets in Stingray, it’s easy to make changes and see the results immediately with just a single click. If you don’t like how something looks in your level within Stingray, you can make the change in Maya LT and then update it right away. The artistic iteration process has never been this fast!

Shared Physically Based Materials
Maya LT and Stingray use the same physically based shader nodes found in ShaderFX (so do Maya and 3ds Max). So you can create a material once and use it in both tools. Then, if you want to make changes, the same one-click workflows update the materials right away.

What can you do with Maya LT?

  • Work seamlessly with Stingray to make your games faster than ever
  • Work with other game engines using the common FBX and OBJ formats
  • Create high quality 3D models with no export limit when working with Stingray, Unity, or Unreal.
  • Create textures and materials for your models that can be shared in Stingray
  • Animate your creations with tools based on Maya and HumanIK animation systems
  • Learn today, prepare for tomorrow by using a professional 3D tool used in game studios worldwide

What can you do with Stingray?

  • Work seamlessly with Maya LT for super fast artistic iteration
  • Build game levels with intuitive editor tools
  • Create visually stunning games using a physically based renderer
  • Add screen space visual effects to give your game a distinct visual style
  • Create gameplay using Lua scripting
  • Can’t write script? Use Flow, a visual, node-based scripting system
  • Animate in-engine with tools based on HumanIK
  • Add global illumination with Autodesk Beast
  • Create pathfinding and pathfollowing for AI characters with Autodesk Navigation
  • Create menus and UI elements with Scaleform Studio
  • Add sounds and music with Audiokinetic Wwise
  • Add physics with the NVIDIA PhysX system

System Requirements

Mac OS X
    • OS: Windows® 7 SP1 (64-bit)
    • Processor: 64-bit Intel® or AMD® multicore processor w/ SSE2 4.2 instruction set
    • Memory: 8 GB RAM
    • Graphics: Microsoft® DirectX® 11 compatible
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Additional Notes: Three-button mouse
    • OS: Windows® 10 Professional (64-bit)
    • Processor: 64-bit Intel or AMD multicore processor w/ SSE2 4.2 instruction set
    • Memory: 16 GB RAM
    • Graphics: Microsoft® DirectX® 11 compatible
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Additional Notes: Three-button mouse
    • OS: Apple® Mac OS® X 10.10.5
    • Processor: 64-bit Intel® or AMD® multicore processor w/ SSE2 4.2 instruction set
    • Memory: 8 GB RAM
    • Storage: 4 GB available space
    • Additional Notes: Three-button mouse
    • OS: Apple Mac OS X 10.11.x
    • Processor: 64-bit Intel or AMD multicore processor w/ SSE2 4.2 instruction set
    • Memory: 16 GB RAM
    • Storage: 4 GB available space
    • Additional Notes: Three-button mouse
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mixed (76 reviews)
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59 reviews match the filters above ( Mixed)
Most Helpful Reviews  Overall
89 of 102 people (87%) found this review helpful
5 people found this review funny
Not Recommended
2,298.6 hrs on record
Posted: April 2, 2015
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.
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71 of 82 people (87%) found this review helpful
4 people found this review funny
Not Recommended
555.2 hrs on record
Posted: December 19, 2014
No transfer maps. Please bring this back in an update. This is a big part of game modeling and development even for indie games.
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41 of 47 people (87%) found this review helpful
4 people found this review funny
Not Recommended
355.9 hrs on record
Posted: May 12, 2015
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). ]
EDIT: this is a clipping planes issue, that was solved by increasing the near and far clipping planes values on the camera's attributes. This was not a result of Maya LT but of my own negligence.

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.
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19 of 21 people (90%) found this review helpful
1 person found this review funny
Not Recommended
4,843.3 hrs on record
Posted: May 11
I used to advocate this program very heavily.
Now... I really don't.

For the most basic in modeling and animation, Maya LT will give you a neutered version of the full release. When the other reviews say it is half of what the full software is, IMO it's understated. I'm not sure how they think indie devs don't have use for third party plug ins, actual rendered images (not movies, but I mean come on, they have use for those too) bigger than the tiny preview frame they give you, etc.

2016 broke the program. It has consistant problems working properly now. I find myself having to close the program and re-open it every hour or so when it gets stuck on snapping vertices or some other weird quirk it digs up. Every time they update the program, my preferences are completely reset even if you tell it NOT to do so.

It's just really frustrating being forced to pay for the full Maya to get the basics that should be in LT, functioning properly or not. I've used Maya for years but... guess I'm going to have to suck it up and learn Blender, which has everything Maya LT offers *for free* and more.

PS - To the guy recommending to check out KeyShot... are you kidding? For real? $1,000 for a base rendering program when the whole point of Maya LT was to provide indie devs (many of whom struggle to find $100 let alone $1,000 for a program at any one time) an inexpensive but professionally viable option. If you have the kind of money, you can certainly afford to pay $185/mo for the full version of Maya directly from Autodesk.
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35 of 51 people (69%) found this review helpful
1 person found this review funny
Not Recommended
8.2 hrs on record
Posted: March 30, 2015
Not worth getting at all. It would be better just for you to go learn Blender if you cant get normal Maya
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37 of 57 people (65%) found this review helpful
15.4 hrs on record
Posted: June 4, 2014
Maya LT is one of the best and most user friendly modeling programs on the market right now. if you are serious about making models for games, animations, or for practice if you are just interested in making 3d art look no further. This program has vast tutorials and a huge help database to help you make your first item, animation, texture, or rig. Check those tutorials on the autodesk youtube page or for the help documination just go to their website. Don't bother with programs like fuse which is absolutly awful. this does all the things fuse does and like 100X more

Note: i want to make this clear, Maya LT is in no way or form a simple program. It is powerful and very easy to use for those familiar to it, But in order to use this program i spent 2 weeks watching tutorials and doing research. It is in no way user friendly to those unfamiar to modeling programs.

BUT if you are willing to research and learn how to use it this program is a wonderful start to your career or hobby and i would highly recomemend it. Just be prepared to do some work in order to make it work for you.
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25 of 36 people (69%) found this review helpful
1 person found this review funny
640.0 hrs on record
Posted: August 14, 2015
I like maya, but LT version has no render Engine, Bifrost, Fluid Effects, nHair, nCloth, Bullet Physics, NVIDIA PhysX and more. I like it because I love the full version.
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13 of 15 people (87%) found this review helpful
227.9 hrs on record
Posted: July 6, 2015
Easier to use than Blender. I find Maya more accessible and less frustrating.

Import a model or make your own - create a shape and manipulate it to your will. Maya's basic, most-used sculpting tools are readily available in a handy shelf. Choose to manipulate an object, face, line, or vert. Quick buttons for extrude, select edge loops, symmetry, soft selection, bevel, add divisions, multi-cut, target weld, and move snapping are all beside each other.

Press W to translate, E to rotate, and R to scale. Alt+Left-click to rotate the camera. F to focus your current selection. Mousewheel to zoom, or Alt+Right-click-and-drag. Spacebar to change camera modes. Hold right-click on a model to edit the material, including choosing a texture file. Open the UV editor and you can adjust the UVs. Skeleton system to rig your character. Change pivot points by pressing W to enter translate mode, then hold D before moving the point. Use the Outliner window to select your different objects and rename them. Export your selection to an OBJ or FBX. I use Unity and it imports Maya's models fine.

You can also retopo a high-poly model into a low-poly model using Quad Draw. Import the high-poly model, select said object and choose Make Live, then use Quad Draw on top to mark out the new quads. Shift-click within the quad points to create the quad. Hold Tab and click on a line to extend the quad. Click and drag a line or vert and link it up with an adjacent point if needed. Lacks some retopo options that 3D-Coat has, but does the job well enough.

When you can't remember where things are in the menus, Maya has a Help > Find Menu that lets you search for the menu command you desire.

There's no auto-saving so I Ctrl+S often; only crashed twice so far.

If you can handle Blender's workflow, great - free is nice. But if you're like me and want something that feels a bit more natural, and are serious about modelling, Maya LT is a worthwhile package.


Note: a recent update with Maya LT, seems you now have to go File > Game Exporter to export to FBX. For Unity compatibility, you now have to edit the settings of the Game Exporter window: expand Settings, click the cog icon, enable Edit Model Advanced Settings, scroll down to FBX File Format, and change the Version to FBX 2014/2015. Seems there's a bug with the main Game Exporter window where it says it's using one setting but actually isn't, so you gotta dive into the advanced settings to make it work.
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22 of 32 people (69%) found this review helpful
3,700.9 hrs on record
Posted: August 17, 2014
I love Maya! Maya LT is great for indie developers to create assets and the price tag is right on point. It's a small price to pay to use such high end modeling software. Blender users, software piraters, etc; convert now you won't be disappointed. The one thing I do hope they add in the near future is Python support, we desperately need to use the Unreal Engine 4 ART (Animation Rigging Tools) package, but can't currently. Hopefully it makes it into SP3 or a future update! I like the small extra features too that make exporting super easy, and exporting to Unity as well. Highly recommended
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9 of 9 people (100%) found this review helpful
Not Recommended
26.9 hrs on record
Posted: August 8
I'm ok on using it because I'm newbie.
But the steam always force me to update to the newest version, that's the problem.

I cannot open all of the shader files downloaded from internet after update the version to 2017.

It annoy me a lot.
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Recently Posted
25.5 hrs
Posted: October 5
This is an artificially watered down version of Maya. Making two different products was such a bad business decision. Why provide a lesser product for more money. Over time, having a Maya LT subscription is more expensive. Why not give people two options to pay for the same full version. Since the subscription based version ends up making autodesk more money, why not just give people free upgrades to the latest version of Maya to make it worth the option. Autodesk makes more money in the long run while keeping satisfied customers. If people want to buy one version outright, they can still do so. This product makes no sense. They're maintaining two different code bases for no reason.
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66.7 hrs
Posted: September 19
I have an older version of Maya and have been using it for a while. I thought I would try out the new Maya LT. This software should also have Stingray game engine with it. I say should because I have just spent 2 hours trying to get Stingray to launch. I have tried reinstalling, verifying game cache disabling all forms for virus protection on the system (which by the way its a terrible idea if that the only way to get it to launch). I tried steam customer support and the merrygo round of passing the hot potatoe sent me to autodesk who may of may not have an email address for customer service of thier products. Good luck finding it the iron wall of are you an idiot posts. Nothing make someone more angry than wading through mountains of "Did you remember to plug you're computer in?" garbage. I never did find any answers I would love to get a look at Stingray if it ever decides it wants to launch.

Dont get this product if you want Stingray. There is no telling if it will work on your system. Maya Lt is a good program. It has a few issues I noticed with selecting things in the viewport. Along with some lagging issues. Overall not worth the $30 a month. I would happily spend $15 for just MayaLt. Stingray I never have gotten to launch. Autodesk failed to live up to their end of the Subcription. One program (Maya Lt) with several small issues, and the other (Stingray) which wont even launch.
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1,842.9 hrs
Posted: August 18
I like Maya, but using Maya LT through Steam is pretty terrible. It keeps deleting my preferences (which is a pain), the subscription keeps running out and Steam won't let me renew them and won't tell me why. It all feels very broken.
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2,079.7 hrs
Posted: August 17
This software has all and indie developper need. Great interface and intuitive use.
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18.5 hrs
Posted: August 5
Buy this, and you'll be one Hot Tamale.
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179.9 hrs
Posted: July 31
my subscriptions expired autmatically - it won't let me renew -
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681.7 hrs
Posted: July 28
its buggy and slow, constantly eats up all of my RAM for no reason, cannot open multiple instances for checking file, having problem with steam interface (it shows running FOREVER at steam when the maya closed or crashed, so i cant open new maya as it cannot open multiple instances, forced to restart window to have maya open again)

if not i have to use this for my office i would never use this
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2,466.2 hrs
Posted: July 26
There are plenty of pros and cons to Maya LT. As a 3D artist working in game development, I subscribed to Maya LT for personal use, mainly as a modeling tool in to use conjunction with Zbrush and to make simple rigs for export into Unity. To be honest, I found going from a fully-featured version of Maya to Maya LT is a bit difficult. Although it was nice to have a familiar interface, and I completely understood the removal of rendering, I found myself constantly searching for tools that were would have made animation creation so much easier. It was when I had to use the software on a professional project with other animators that I really found the flaws in LT. The lack of rig referencing in particular made it terribly difficult to keep characters in sync, and cut scenes were an enormous pain to orchestrate without it. ATOM, connection editor, Python scripting, and even (at the time) spline IK were all things that were sorely missed. So basically, if you are a novice who wants to learn Maya instead of Blender, and are only doing small personal projects, it is fine, but I would heavily recommend against using it for anything larger.
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1,136.0 hrs
Posted: June 11
If Maya LT is for indies, why cut down the essential features like export limits and rendering when you could just limit its use via the license agreement to small studios/individuals as (seemingly) intended?

All that time and money wasted developing a separate "sorta Maya" when a tweak to the agreement would fix everything. Business size is public information, and if there's no business, the user would just be either registered a sole trader or not registered - either way you can tell that's one person in size.
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