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>Have a pretty complicated humanoid like mesh
>Start doing uv's
>Give up halfway trought because trying to edge selection the smallest details that don't unfold properly half of the time for half a day makes me want to kill myself
>Just do automatic projection on half of the mesh, layout it automatically so no tweaking the size or anything.
>Put the mesh into substance painter (and also my first time using the program)
>start randomly coloring it
>No glitches or anything, everything works flawlessly.
>mfw

Why do people hate doing uv's so much when there is literally one button that does everything for you? Am i missing something?
>>
>>577981
>no glitches or anything

don't worry, they'll come.

also try Zbrush's automatic projection

it's still bad but better than maya's or whatever you're using for organic meshes
>>
>>577982

>don't worry, they'll come.


Like what? Genuinely curious
>>
>2017
>still not using PTEX
its like you want to fail
>>
>>577985
I don't work at Disney sadly
>>
>>577986
neither do I. I produce 3D porn
>>
>>577987
Whoa, easy there. I almost came when you said that
>>
>>577987
>>577985
How is PTEX?
>>
>>577989
honestly its pretty shit. Lots of disadvantages.
>>
>>577990
If we are talking about high budget movies then PTEX>>>>traditional texturing.
>>
>>577990
>honestly its pretty shit. Lots of disadvantages.


Like what you mongloid

>inb4 muh gaymes
>>
>>577993
>terrible to work with
>basically can only use mari, mudbox, or 3dcoat, all shit programs
>huge files
>gpu hardware doesnt support them natively, making them inefficient
>you'll need actual UVs for procedural and post processing effects anyway so you wont save any time at all
>>
>>577994
>Mari shit program

kys
>>
>>577995
pls, scrub, I use substance painter. Get on my level.
>>
>>577996
>Using the poorfag program
>>
>>577998
I bet you are one of those guys who dreams about buying $30,000 headphones, thinking they are "better"
>>
>>577999
Mari is objectively better tho, atleast it doesn't crash and choke with bigger textures
>>
>>578027
>objectively better
go back to your containment area
>>
>>578028
Nice goalpost moving faggot, how about you prove me how your ebin substance painter ideal for low budget unity games is better than the vfx standard mari
>>
>>578029
please just leave. Nobody cares about your "standards"
>>
>>578030
>Still moving the goalpost

Jesus.
>>
iv unwrapped over 100 models or so

i can tell you for a fact that manually unwrapping your models is much better than UV project
why? because UV project shrinks important islands, it also cuts a simple mesh to 100 different faces instead of keeping it as an island, that's why you have to mark borders with seams.
also when you do a perfect unwrap, you have way more space in your map because the program does not waste space, you can change the island margin to utilize 100% pixel space. with UV project the island come out tall,thin,stretchered etc. and its not taking advantage of your entire texture
>>
>>578035
>also when you do a perfect unwrap, you have way more space in your map because the program does not waste space,
>2017
>complaining about UV map space
>STILL using 0-1
>not using UDIMs
jfc
>>
>>577996
To be honest substance painter is amazing...but! Mari is actually way more capable for multitile uv workflows and large datasets...when was the last time you textured an animated object in substance :p
>>
>>578046
Mari is amazing. People don't really realize how powerful it is...
>>
>>578046
>the .0001% of the time when you will be animating a texture...
>>
>>578061
Yeah it really is awesome and handles huge multitile models with ease. You have to take your hat off to substance though. If you are working with single tile assets or multitile setups where the tiles are separate elements then it really is king. They are working on a multitile version of substance that allows you to paint across tiles without swapping texture set..when that happens it's going to be R.I.P. Mari I think. The substance guys said they are already seeing major film studios switch to substance and 90% of all major game studios use substance as their main texturing and material authering software.
>>
>>578062
By animation I mean you can bring in an animated object and view your textures during animation playback. The FXPHD guy had an interview with the foundry demonstrating it. When you see how many UV tiles are being used with realtime playback it's pretty awesome. Of course this only shines in ridiculously big projects. I think the one they demoed was Godzilla if I remember right..its on YouTube.
>>
>>577983
normal maps have a tendency to tell you to fuck off if you use auto-projection with uv's.
>>
>>578063
Sure, major film studios need to texture a lot of background assets and could really profit from using an automated Designer pipeline.
But i am not seeing Painter cracking that Hero-Asset market anytime soon.
Do you have any idea what insane resolution they use for hero asset textures?

At its core Mari is a brutally efficient Data-management software which can handle UDIMs with several 32K textures.

They guys from Allegorythmic said that texture resolution over 8K are not very likely pretty soon because of their non destructive workflow.

I don't care that much because i use and like them all.
>>
>>578146
That patreon porn guy who makes $30k a month doesn't use Mari. The end.
>>
>>578148
If you want to make 30K a month why don't deal with crack/cocaine or do investment banking?
Or sell your dickgirl-porn on patreon.
What the fuck has this to do with high quality textures and shaders?
>>
>>578149
>If you want to make 30K a month why don't deal with crack/cocaine or do investment banking?
drug dealers make less than minimum wage m8, the job is dangerous and they have to launder their money

>investment banking
i'm already heavily invested in BTC and similar

>What the fuck has this to do with high quality textures and shaders?
"hero" textures are a meme and you can clearly make $30k a month using regular textures.

/thread
>>
>>578140
If you aren't doing something for a game you don't even need a normal map you can just use the high poly model
>>
>>578151
High poly models can be quite wasteful even if you don't count sculpting or scanning output, and then you still lost the benefits of floaters and have to be arsed to actually model that detail in. No thanks, I'll just use a more detailed map or displace, even displacement is more efficient than straight-up mega meshes.
>>
>>578150
Can't /thread your own post retard. Just makes you look retarded.
>>
>>578146
Yeah I hear you, Mari can handle anything you could think of. I mean it was originally made over at Weta digital for avatar so..enough said....but :p the work flow in substance is far superior in my eyes and I have used both texturing packages extensively. I think the nature of substances is really going to change the film industry like is has with games. The current limiting factors are not being able to paint across UV tiles and the resolution. The main problem with the resolution for substance painter is the processing time at higher resolutions (losing interactivity) and the fact that GPU memory is just too small right now. Maybe in a few generations when cards are shipping with 32gb of HMB2..then we will be laughing :p
>>
>>578148
Hmmm that company called Weta who makes millions uses Mari..what's your point?
>>
>>578151
You can but sometimes it's going to be way more efficient to use normal/bump/displacement maps. It really depends on how you are rendering the final result and what your main system limitations are. You can lose a lot of interactivity with your scene when you start stacking up a lot of high poly assets. Also a lot of modern render engines will use something like the TX image format which breaks your texture into tiny tiles allowing each individual tile to be mipmapped depending on its distance from the camera. That saves a lot of memory when rendering. It's how Arnold manages to churn huge amounts of data. I had one scene with 40gb+ of textures but when I was rendering a frame it was only using 16gb of system ram and that's including multiple hair systems, millions of polygons and dynamically subdivided geometry.
>>
>>578151
>If you aren't doing something for a game
this is /3/.
we only make stuff for games.
games we never complete...
>>
>>578231
>The main problem with the resolution for substance painter is the processing time at higher resolutions (losing interactivity) and the fact that GPU memory is just too small right now. Maybe in a few generations when cards are shipping with 32gb of HMB2..then we will be laughing :p

Why the fuck are they hiding behind the hardware meme when Mari easily supports bigger textures while working on the same fucking pc's.

Fucking faggots.
>>
>>578279
Because they cache every action you make so that you can paint in 2K and then switch to 4K. All your strokes are remade in higher resolution (= resolution independent non destructive workflow).
>>
>>578295
It's hilarious that their 4k support is what makes 4k slow.
I would much rather disable the option and work at a working 4k, but I assume it's probably more complicated than that.

Also it would be cool if substances revolutionized games, but keep in mind it's a time/efficiency thing rather than a quality thing.
>>
>>578295
Stupid as fuck, who the hell does things like this

>oh my fucking god i just realized after painting my object for 5 hours that the resolution is too low, thank god i can increase it!
>>
>>578327
Literally every artist I've ever met... fuck, even many traditional artists
>oh my fucking god I just realized after painting for 5 hours that my canvas is too small
>>
>>578327
It's not really that stupid? You can output at 8k in substance Painter now but you may only need 2k for your game...maybe you decide on making a pre rendered trailer later on? Need higher resolution textures? Not a problem. Another situation might be updating a games texture resolution down the line when GPU memory increases. Another situation could be porting over a game from console to PC later down the line. It always better to not be limited.. I mean how much of a pain in the ass is it to go back and redo work that's already done because of something so stupid like the resolution being too small.
>>
>>578279
Because they are heavily leveraging the GPU which is very much limited by ram and caching to disk like Mari does isn't fast enough for the substance painter work flow. Now let's be honest here..unless you are working on cutting edge feature films...are you going to need more than 8k per UDIM? And it can't be argued that Mari is going to get you what you want faster. Substance painter has a much smarter work flow and it's going to become the VFX choice of software. Like they said already..90% of major games companies use it as their primary texturing/material authering package and it's already making an appearance in feature film. It was used on Logan (the last wolverine film)
>>
>>578509
>It was used on Logan (the last wolverine film)
not him, but is this supposed to be helping your case?
>>
>>578510
Lol the film was dog shit in a microwave but it's a stepping stone for substance painter/designer in film.
>>
>>578511
its just more payware being used. The only significant thing to happen in regards to vfx this year is Blender being used in the Man in The High Castle
>>
>>578513
How is that significant? They also used Houdini and Nuke, but nobody writes articles about that.
Its insignificant because:
a) the VFX aren't even really good (nor is the TV series)
b) it's 95% set-extensions (the easiest kind of VFX)
c) its one TV series made by Blender in an ocean of Media made by Autodesk/Sidefx/Foundry
d) you're an idiot obsessed with tools and you are blind to the actual important thing: the end result.
>>
>>578513
I don't really understand the obsession surrounding freeware... having that mentality is a big problem. Anyone who wants to succeeded will have to invest time, resources and money. If you are serious about being a 3D artist then paying for software/tools shouldn't even be considered an issue. If the freeware is the best option then of course... use the freeware! But don't avoid paying for something that might be a game changer for your work.
>>
>>578513
Oh and as far as significant things happening in VFX..go and read some of the redshift render client stories. its changed the way they work completely.
>>
>>578594
I just did and while the numbers are impressing, the actual renderings are not.
Not saying that Redshift is bad, but there is something missing when you compare it to Arnold/Renderman renders.
It renders faster, but it also looks cheaper.
>>
>>578620
That's not how renderers work retard
>>
>>578623
Please enlighten me how they work wise man.

Judging them by their end result is wrong?




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