Lila logo

The 3D app
for games and film

  1. Model
  2. Retopo
  3. Unwrap
  4. Texture
  5. Rig
  6. Animate
  7. Build worlds
  8. Your engine

Maya-style workflow. Works with any engine, with a live link to Unreal.

In development, not released yet

This site is a work in progress: videos and images are on the way.

Lila takes its UX and workflow from Maya, then rebuilds everything else for game developers: a modern stack, real multithreading, and high-end tools across the board.

Model, retopologise, unwrap, bake, paint, rig, animate and build whole worlds in one app, then send it all to your engine. It fits a solo indie as well as a AAA studio's full production pipeline, and every part of it is built to be extended.

Faster than Maya

Timed against Maya 2026.3 on the same machine and files. Maya still wins some rows, and every result is published.

Full results and method

Click to enlarge

Your Maya team already knows it

Want to try it on a real production? Studio pilots are open: get in touch.

Model

Modeling and sculpting

Every tool is designed to save steps: snap a primitive onto a surface, join shapes with a boolean, remesh the result, and let auto-bevel pick the edges.

Clip: modelingPrimitive snapped to a surface, boolean, remesh, auto-bevel

Retopo

Retopology, by hand and automatic

A full retopology toolkit where hand tools and auto retopo work on the same mesh and hand off to each other. Draw the topology that matters, let Lila fill the rest.

Clip: retopologyPatch, strip and cylinder tools on a character, then auto region filling the rest

Unwrap

UVs that unwrap well

Auto-unwrap that gives good results, then physics-based tools for the rest.

Bake, texture, render

Baking, texturing and looks

No separate baker, painter or material generator. Bake on the GPU, paint materials onto the mesh, and render it the way it'll look in game, or better.

Clip: texturingBake, then paint rust and watch every channel fill
Still: cinematic renderRay-traced portfolio shot
Still: toon shadingCel-shaded character with tuned normals
Still: painterlyBrushwork and Meadowlight scene

Rig

Rigging

Automated rigs when you want speed, film-grade control when you don't. Bipeds, quadrupeds, insects and faces.

Clip: riggingTemplate placed on a quadruped, joints built, skinned

Animate

Animation, taken further

Animate on the joints themselves. Grab whatever control is closest to what you mean and it just works.

Clip: animationGrabbing FK, then IK, on the same arm with no switch; auto-pose from a few pins

Build worlds

Build whole worlds

Terrain, towns, walls, plants and dressed sets, generated, placed with physics and sent to your engine as instances it can stream.

Clip: world buildingTerrain erodes, a town grows over it, walls go up, a room is dressed with physics
Still: settlementA town grown over terrain
Still: masonryA ruined stone wall
Still: set dressingA cluttered room settled with physics

Simulate

Destruction and crowds

Deterministic simulations you can art-direct, baked and sent to your engine.

Scan, survey, CAD

Digital twins and big worlds

Unreal's Large World Coordinates and Cesium are both double precision, but the DCC sitting between them and the source data usually isn't. Lila is, end to end.

Still: geospatialA drone photogrammetry site and LiDAR point cloud, georeferenced, kilometres from the origin

Your engine

Into your engine

FBX, glTF and USD go to Unity, Godot or your own engine. With Unreal it's live: send a mesh once and every save reimports it, with no export and import dance.

Clip: live Unreal syncSplit screen: save in Lila, the asset updates in Unreal

Working in Lila

Scripting and extensions

Lila
parent("arm_l", "spine_03")
Maya
import maya.cmds as cmds
cmds.parent("arm_l", "spine_03")

Progress

Updated

Why Lila

Lila (लीला, LEE-laah): Sanskrit for divine play, or creation.

I adopted Maya's workflow because it's the best in the industry. Maya's technology is another story: the core and the modeling, UV, rigging and animation tools all date from another era. So Lila keeps the workflow and rebuilds the rest, pushing the technology forward in every one of those areas.

Other tools either boxed me in or treated speed as an afterthought. I built Lila so I could create content rapidly, and every tool is designed to save steps. Some are tools I wanted for years, but Maya's plugin framework held them back. Lila owns its core, so I could finally build them.

Jared Taylor, creator of Lila

Who's building it

Lila is designed and built by Jared Taylor, who architected it around what real production pipelines need.

14+ years
in Maya
12+ years
in Unreal Engine
Film and games
full production pipelines in both

Portfolio, résumé and contact

Not ready yet

Lila is in active development and has no public build. Follow along on X for progress and the first release, or get in touch to pilot it at your studio.

Windows first, then macOS and Linux. Bug reports welcome.