MayaLT is really accessible, I used to use component editor for skin weights but they dont have that in LT.. they just have paintweight tool. Everything else is pretty much the same and the export process to Dota 2 is super easy. I recommend it!
Hmmmm, definitely something to consider, for now I would only be working on existing hero-sets (IE things that the importer will munch on). I appreciate the perspective. I really enjoy using maya but I am sure I can cross-function to another software set if needed. For right now to build out my skills and speed of…
Hi there Haftoof - I asked myself the same question while transitionning from studio jobs to being an indie. MayaLT seemed like a viable option, therefore I subscribed to it for several months and worked on a few Dota2 projects with it. From a toolset point of view it's pretty viable as it has most of the regular Maya…