With the Stingray game engine and Maya on the same system, you can export scenes directly to your Stingray project with no polygon count restriction.
To export FBX assets to your Stingray project
This is important if you've previously sent this mesh and its materials to Stingray. When Overwrite Materials is off, materials are only created if they are missing in Stingray, but they are not updated if they already exist. This can be useful if you have made changes to the material in Stingray and you don't want Maya to overwrite them as you update the mesh.
When exporting materials, if you enter a name for your material in the Engine Resource attribute in the StingrayPBS Attribute Editor, this name will be used as the material name in Stingray.
For example, if you enter myStingrayPBS in Engine Resource, then select File > Send to Stingray, this material is called myStingrayPBS.material in Stingray.
For example: \MyGameProjects\basic_project_01\content\models\props.
Maya exports the selected objects or the entire scene to your Stingray project, into the specified directory.
The FBX file is available immediately in the Stingray Asset Browser, and you can place the imported assets into your Stingray level. Any materials associated with the objects you send are created as separate files alongside the asset in the Stingray directory.