![]() ![]() If you’re using Unreal in your pipeline (or Painter or Toolbag) this wont be a factor in the slightest. Maya LT is identical to Maya in every way, it just doesnt have certain features - most notably the transfer maps function and, if im reading the comparison right, in-app rendering. Not to sway your decision, however, because I love Maya But im set in my ways lol If you want to save even more money, youre in a position to take on Blender and reduce your software cost to zero. In my experience, though, small and mid-size studios dont care what you use as long as the software is used legally and you produce assets they can use. Blender isnt used by big studios because its not industry standard, and its not industry standard because big studios dont use it. Maya is still abusively expensive, which is probably the main reason Blender is on a constant upward gain in the industry, but its a catch-22. I actually use xNormal quite extensively for high-to-low poly normal map baking and AO maps, which is totally free. ![]() Most people use Substance Painter or Marmoset Toolbag, which are both good options. ![]()
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