[=Vega+;139914]
My advice to new UE4 users is:
Use Maya LT. (As opposed to Blender)
When we first started in UE4, we were using Blender for modeling. Our artist was more experienced with the Autodesk products from previous work, but we didn’t have a license for Maya and what we saw was that it cost thousands of dollars. So we learned Blender to try and keep costs down (we are a small startup company with very limited funding.)
Blender (while admittedly an excellent modelling software) has been a huge headache. Nothing seems to import correctly on the first try. Everything from meshes to UVs constantly come in broken through the export / import defiencies. Finally someone told us about Maya LT, which is targeted toward indie game . It is basically Maya but without the stuff game artists don’t need as much, such as a photorealistic renderer, cloth / hair / fur, particles, and some of the shaders. These things could be useful for cut scenes, but overall Maya LT has been exactly what we needed.
The main benefit to Maya is that it works so darned well with UE4. Everything imports perfectly on (usually) the first attempt. It looks the same way it did in Maya and works the same. Rigs and animation just work when imported, which has been a life saver. ALL OF FOR $30 / month / seat. We have saved probably hundreds of hours in the last 3 months using Maya over Blender. If I value our hours at $25 /hour (cheap) then we have spent $180 to save at least $5000.
So, all of to say: I highly recommend Maya LT. With UE4 at $19, Maya LT at $30, and Adobe CC at $30, and Visual C++ Express at $0, we are paying $79 a month for an amazing suite of tools that does basically everything a game developer needs to do. Even the smallest Indie should be able to pay $79 / month if you are serious about making games.
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How do you bypass the 65K polygon limit on FBX transfer? My character alone would exceed limit. If there is a way to bypass , or Autodesk would be kind enough to up limit, I can seriously considered…until then…
That, & lack of proper renderer (come on Autodesk), & a sidenote that Autodesk charging us much higher than NA have me on the fence.
Edit: Cannot believe , less than a minute after I posted , I got news of Autodesk announced lifting polygon limits on Maya LT!
://area.autodesk/products/features/mayalt
Edit 2: Sigh. Why Autodesk, why!!!.
I did a check & discovered Maya LT do not support Maya script, which I will use quite a bit, & also because of that, it cannot export mesh to Zbrush using GoZ, as GoZ required Mel script.
I was going to order Maya LT…almost…
Edit 3: Holy shii,
I read through the new features and found that Mel script are in!
*New Support for MEL Scripting
Reduce the time you spend on repetitive and complex tasks with MEL script. The built-in Script Editor eliminates manual coding and makes learning MEL easier by displaying scripts that correspond with any action taken within Maya LT. Scripts can be saved into buttons and hotkeys to quickly achieve a desired result.*
Guess I need a trial version to see if everything works.