From: sandy Cleghorn
I want to know what things cant I do in Maya ?
The short answer is there's absolutely nothing you can't do in Maya. It's one of the most powerful programs ever written, capable of performing literally almost any task you could think of having a computer do. I even did my taxes in it once (no joke).
Of course, making it do things it's not set up to do out of the box requires knowledge of MEL (Maya Embedded Language). If you know MEL, and you're a good scripter, all you'd need is a copy of Maya and a giant robot and you could conquer the world. But since you probably don't have a giant robot, let's not talk about that.
I take it what you're really asking about is creating sculpties. As far as that goes, the rules are the same in every program. Each sculpty must have the correct number of vertices, must be a single contiguous surface, and must have a perfect UV space. These are the rules of sculpties themselves, not of whatever your modeling application of choice might happen to be.
The reason extrusions won't work for sculpties is that when you extrude, you change the number of vertices, and you destroy that perfect UV space. Sculpties require absolutely uniform topology, which, generally speaking, is the exact opposite of what extrusions generate. This will be equally true whether you're using Wings or Maya or anything else.
To get into some Maya specifics, the first thing to know is that Maya's sculpty exporter differs slightly from most in that it is optimized for NURBS surfaces, rather than for polygons. You can use polygons if you really want to, but it's more difficult, and the resulting sculpty geometry is less predictable. If you have no prior experience with NURBS (which you wouldn't if your only other modeling program is Wings), it can take a little getting used to. It's very easy once you get the hang of it, but in the beginning you'll need to employ some patience.
For most objects, you'll start with a NURBS sphere, with 16 sections and 15 spans. From there, you can deform the sphere into just about any shape you can think of. This is similar to what you're used to in Wings, since you'd start with a sphere there too, but you'll notice very quickly that NURBS surfaces behave differently from polygons. With NURBS, you're dealing with curves, not with facets. The feel is more organic and fluid, less rigid.
Go through the NURBS modeling tutorials in the Help to learn the basics of how it works. Also, learn to use deformers. They're essential to modeling at speed.