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Why do we like Substance Painter again? The UI is horrible...
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surely cannot be worse than zbrush
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>>580658
it is worse since its not even designed for a tablet
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Fixed it, now emailing Allegorithmic with our suggestion
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>>580671
still not optimized for tablets. ACtually looks worse. Kys.
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>>580656
>3 and UI problems...
just give up people. 3dcg is not your thing.
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>>580656
What's so bad about it? learned how to use it after watching just a couple yt videos. its got to be the simplest 3d soft I've seen yet aside from mudbox.

>>580658
No way, ZB is on a whole other level
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I don't wanna be that guy but the marine's shoulders need to be waaay bigger.
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>>580676
>What's so bad about it?
it was designed for mouse and not tablet. Its shit on a stick.
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>>580671
>Blunder for texture painting
You've got to be kitten me
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>>580656
Try Mari and tell me about the Tablet optimized user-experience. (no really, do, i would like to hear your opinion)
Yes the UI is shit, the rest is good, i forgive them and maybe they'll do it better soon.
Not something you'll ever get from Pixologic.
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>>580671
Underrated post, would be funnier if you shopped the zbush UI though
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>>580656
>Why do we like Substance Painter again?
the UI is shit but for that knid of procedural shit do the job faster, that's why
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>>580680
Mari is godawful. The UI is actually worse than substance.

We can only pray that the next iteration of Zbrush gives better texturing
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>>580677
don't you heared man? it's new chapter of second founding, blood angels
they're called Bighead Marines,
and they are dirty all the time. some say that,if they won't start cleaning their armor, mos. def. nurgle will claim them
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>>580678
wow
substance is totally shit now
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The only problem i have with substance painter is that its impossible to make holywood cgi tier textures in it because the fucking program chokes to death if its not something on video game level.
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>>580684

Did anyone see some speed painting action with Mari anywhere?

Hard to judge when I don't see someone who's good with it actually produce something great.
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>>580732
>Hard to judge when I don't see someone who's good with it actually produce something great.

How about you watch every blockbuster movie with CGI ever
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>>580656
Considering how badly this space marine is modelled, im pretty sure you dfind every gui horrible, because you cant use any program at all.
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>>580656
That auto edge wear is terrible, do people seriously think this looks real?
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>>580678
desu, most of the people that are good at using painter do the majority of the work in the layerstack and not by hand painting.
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newbie here. is it worth getting substance painter?

I have been handpainting ALL my models in photoshop and results I see online of substance painter looks much better.
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Whining about UI has got to be /3/'s very own meme
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>>583402
perception: 10/10
deductive reasoning 0/10
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What about Quixel?
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>>583403
well sometimes its true..
okay most of the time its just whining, its actually only true for Zbrush
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>>583404
THIS
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>>583402
OH god yes. It will save you so much time and people only care about how good something looks. Not how you made it.
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>>583402
Two words: NO. SEAMS.
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SP Vs Quixel Vs Mari Vs Modo's texturing Vs ???

Who wins?
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>>583460
That's just not how it werks
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>>583463
But it is. You can just paint over the seams anon.
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>>583463
It paints on the model and translates it to a part of the corresponding UV, so yeah, it doesn't create seams.
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>>583465
>>583466
Obv it doesn't create seams - the seams were created in the unwrap. Are you this delusional?
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>>583469
Are you retarded? Seams are created because the texture projected on the UVs doesn't match up between the seams. If you are painting across it with a software like Painter, you are painting in 3D and crossing the seam there is no interruption and the texture connects smoothly, so you don't see the seam. You can do this in photoshop too but it's a huge pain in comparison.

Are you retarded? Do you know why seams show up on textures?
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>>583469
>>583475
I think you're both using different terms. The top guy is talking about the seams you make on the model before UV unwrapping that controls where the UV map splits, and the bottom guy is talking about inconsistencies in the texture across different edges.

You're both valid.
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>>583475
Thats just not how it werks, again. The only solution is PTEX. See this for a true industry pro's gripes with your shitty 3d uv based painting

https://www.fxguide.com/featured/ptex_the_other_side/
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>>583480
>The only solution is PTEX.
there is also texture dilation and it existed since the 90's.
you lose 10% texture space for none visible seams, that's a fair trade
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>>583482
causes normal and displacement map issues. Discarded.
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>>583480
Ptex huh? That's pretty neat.

https://www.pluralsight.com/blog/film-games/understanding-ptex-is-it-the-future-of-texturing

tl;dr of it seems to be that it's one unique texture per quad so it's not trying to fit all the faces onto a single 2D plane without overlaps or distortion.

Wonder how it looks not on a model, just a bunch of random blocks I suppose. So no editing it in Photoshop or something, has to be on the model to see it all connected since there's no real 2D projection to open in typical 2D editor. Not bad with the proper texturing tools.
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>>583484
Sure it's unavoidable, and I'm not gonna say it's perfect or better than Ptex, but part of the UV mapping skill is hiding the seams of the UV map and thus the normal / displacement issues in places you won't notice, like behind an ear, under the hair, in the mouth, or an area that's going to remain largely unaffected by those maps like perhaps a section of the neck or back where the map can be faded out either entirely or at the low frequency level to retain small ridges that won't distort and would be unnoticeable if there's little to no detail there to begin with.
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>>583486
looks like you're backpedalling. First you said 3d painting with UVs was perfect across seams, and now you say its not? Haha I'll stick with best of both worlds - 3d painting with PTEX in Mari 3.
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>>583487
Oh no, I'm a different guy popping in that saw someone having UV issues and thought I'd give some information on how to handle seams without switching over to a new system that isn't available in every 3D modelling program yet, despite being apparently open-sourced.

Someone's working on a branch of Blender that supports Ptex in Cycles but I wouldn't hold my breath.

https://wiki.blender.org/index.php/User:Nicholasbishop/Ptex

You know, I think this would all be a lot easier if we had names. xD
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>>583455

zBrush's UI is pretty backwards but it's still the most popular with sculpting artists so it can't be *that* bad. Mudbox has a normal UI and you'd think people would prefer it, but that's not the case. Mainly because once an artist is used to a UI they don't give a shit about it anymore and will focus on what has better sculpting/retopology tools, pipeline integration, etc. .

I say whining about UI is /3/'s very own meme because i've noticed that 3D software usually has a rather steep learning curve. And in most of the cases with these threads, it's someone having a hard time learning a new program and blaming their lack of patience on the UI.
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>>583497
>Mudbox has a normal UI and you'd think people would prefer it
They did, until Autodesk bought them and killed it off (not officially, but they started cannibalizing parts to half-assedly add to other Autodesk program and slowed meaningful updates to a crawl).
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>>583484
sometimes yes. but i regularly see people post weapons and characters with 4k maps and they have perfect mapping.
and trust me, im a guy that nitpicks and will notice straight away if a metal material is shallow or detailed, some guys are pretty good at handling seams to the point where you don't even see it
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>>583508
you rarely if ever see displacement mapping in games.
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>>583497
I don't know why, but what really surprised me when I started learning 3DCG was how easy it is to learn new software. I only knew Adobe package and some DAWs (unrelated), so maybe I'm just used to learning new programs, but I felt at home with 3ds max in like a week, after that it took me a couple of days to me comfortable in every program, from Blender to SP and Quixel to SpeedTree to Zbrush. (World Machine is still kinda hard for some reason, though).

Was it the same to you guys?
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>>580656

get you ultra wide monitor and UI is freacking smooth awesome.
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>>583527

I started out learning 3dsmax as a kid and i'd say the UI was easy to "pick up" in only a few days, but actually learning how to properly do things like modelling, rendering rigging etc. took many years. I'd never feel like i "know my shit" - there's always new technology and tools popping up, even though the base "how to CG" knowledge is there.

After using Max for many years i tried Blender 2.4 and although the UI was very clunky and uncustomizable, i enjoyed how everything i knew from Max carried over to it one way or another. Btw, i think the main reason some people here like to diss Blender is because being open-source isn't a priority for most of them so there's no apparent benefits to using it instead. The UI argument is just an excuse.
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>>583527
i use blender for the majority of my work, but i want to start using modo because of the cool plug-ins and stuff. i also feel comfortable with stuff like sp2 and zbrush altho i sculpt with a mouse because i don't do alot of sculpting to begin with
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>>583527

Substance Designer is extreme black magic.
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>>583527
No, most people really have to fight to come to a (mental) place where they can learn easily.
It took me some years.
>>583540
There is a lot of valid criticism floating around about Blender if you ignore the shit- and hate-poster. UI is a very solid one, don't give me that Bullshit about excuses.
I use Blender since 2 years almost and i love how fast it is, but the UI is still shit and needs lots of improvements.
>>583575
nah man, Designer is white/grey magic.
If you want to go extreme black magic you have to become an Apprentice of Houdini.
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>>583605

I see "UI improvements" being thrown around loosely and most of the time it's in reference to some very specific preferences of the person saying it. Things like "I want this to be done like it is in Maya because i'm used to Maya"...
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>>583653
EVERY 3D software needs constant UI improvements.
Blender just needs some more.
The fact that 2.8 and 2.9 are all about a better user interface should tip you off that even the BF is on that train.
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>>583543

Modo is great but I hate the Foundry. Worst company ever. They will harass you if they think you own a pirate copy, and even if you don't they will charge you "investigation" fees that can cost up to $9000. Look it up on google, these guys are fucking dicks.
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>>583658

Yes I agree. I left blender 3 years ago to use Maya, but now I'm back on Blender and it's way more useable than it used to be, I can actually work without having to take notes for every single thing that I learn. It's still far from perfect but 2.8 will take care of a lot of problems.
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>>583833
Yeah, they are total assholes. Being mean to pirates is one thing, fucking over your customers is another.
"investigation" fees.
Nice try Foundry.
They make an accusation? They have to prove it.
If they charge you, you reject that claim, and demand a proper title they won't get unless a judge sees the proof. At least that's how it works where i live.

>>583836
I can't wait for Blender (literally), i am back on Maya as my main DCC and learn Houdini so that i can do more complex stuff.
But i am still using Blender and C4d.

polygamy beats monogamy any day.
blessed is he who can choose.
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>>583846

Yeah, the foundry can kiss my shiny balls. I'll only buy Modo if another company ends up owning the software.

About Blender, well I used to be the biggest Blender hater on earth. I was always shitting on the software for being free and "amateurish" but like most haters, I didn't even know why I really hated it. Maybe because of it's community (which I still hate). But the software itself is just amazing. Rigging is a breeze, rigify is great for people who hate rigging, animation is very good too. It's not going to become the industry standard anytime soon but it's a fantastic tool for indies and freelancers.

I tried C4D a couple of times, I really liked it... until I tried importing my model inside Unreal. C4D doesn't export smoothing groups, so I can't use it for game developement, which is a bummer. The modeling aspect of C4D is really interesting, you can model some really cool stuff just with a few clicks in the parameters without even touching the mesh.
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>>583895
Ha, i always knew i hated Blender because of the annoying fanboys. When i watched a couple of HardOps Videos i got hooked and started to learn it. Now I try to keep an neutral position, meaning beating on the haters and fanboys equally.

Blender is an useful tool in my tool-set, shits going to be extra awesome when Eevee fully works.
I am still learning rigging and stuff, i need to get my Maya skills up to date so i'll focus on that in the near future.

I'll never got comfy with Modo, nor with Max. I kinda liked XSI, but never had the chance to learn it really (RIP).
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>>583908

What do you think about Maya 2018 so far? I think it's way more usable than 2017, there are less UI glitches. I'm still waiting for the bonus tools, it's taking forever. I don't understand why they don't add them natively to the software, especially the curve to tube (which every other 3d packages do by default).




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