Maya vs XSI & Setting up exporters

  • Thread starter Thread starter Dekzar
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Dekzar

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Hello everybody,

I have three questions, but before I go I ask that you please, only reply if you have something useful to contribute. Please no posts saying, "Yeah, I'd like to know that too" or something like that. It's very annoying.

Anyway, here's my first question:

I've been working on a mod for UT2004 for some time now, getting concept art together, writing the story, and so forth, but I've decided to switch to the SOURCE engine.

Now, since UT2K4 uses Maya, I've been practicing with that, and it's quite a powerful tool. However, as you know, HL2 uses XSI by default.

So my question is, for Half-Life 2 modelling, would the XSI mod tool, or a real, commercial copy of Maya be better? I dislike the idea of having to learn a completely new modelling tool, but if XSI has advantages over Maya for HL2 mods, I'd be willing to do it.



My second question is, have any of you used the Maya exporter? If so, how effective is it? Will I still have to add bones or weightmaps or something in XSI after modelling in Maya, or is the exporter powerful enough that I can completely pull XSI out of the workflow and replace it with Maya?



And my final question is, after I set up my UT2K4 exporters for Maya, I seemed to have forgotten how to do it. I've found the Maya directory with all the Source SDK stuff, but I'm not sure how exactly to set up my exporters. Can someone explain this to me, or point me to a tutorial?
For reference, I'm using Maya 6, not 4.5 or whatever that default is.


Thanks for your time.

-Dekzar
 
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