[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.




File: 1 (2).jpg (143 KB, 1600x786)
143 KB
143 KB JPG
Thoughts on this software?
>>
Also Is this 'paint on model' approach qucikly becoming the standard for making textures, ir is the tried and true method of UV extraction then photomanipulating detail on the texture in an image editor still useful?
>>
>>639947
>Also Is this 'paint on model' approach qucikly becoming the standard for making textures?
WTF dude, are you living under a rock?
It HAS BEEN the standard since the Avatar movie if not earlier.
The tried and true (wtf) method IS FUCKING ANCIENT in the year 2018.
>>
>>639950
Why are blender's texture painting features so horribly lacking then if that's the case?
>>
Pros use Mari, gamer kiddies and plebs stick with Substance
>>
>>639954
What is the best free alternative to these with profesional results?
>>
>>639953
Because it's trying to be an all-in-one without realizing no program can truly be an all-in-one. Even Maya tries this and the only things it excels at are Rigging & Animation.
>>
>>639955
There is none
>>
>>639946
the only alternative for PBR if you're a freetard like me on linux.
>>
>>639953
Lack of manpower. Not enough devs to lift the app to a professional level. This can only be solved by either a) donating loads of money to the Blender Foundation, or b) forking Blender into a product that grows based on real, industry-relevant use cases and therefore obtains the backing of big studios. In other words, follow the path of Gentoo, or follow the path of RedHat. We all know which one has ended up dominating the heavy duty IT market.
>>
I wish more DCCs started building in subs designer like functionality in.

I'm not asking that they ape the entire thing, but it would be nice to be able to do basic shit like grunge/wear maps natively, instead of bouncing maps from substance and hoping you got your values in right for your renderer - that or substance needs 3rd party renderer support.
>>
>>639972
You do realize that EVERY 3DCC has an Substance plugin, only ones who don't have this are Blender and Lightwave (and C4d's is basically trash).
Also most of the others have Renderers where this functionality is build in.

One of the reasons people consider proprietary industry tools as superior.
>>
>>639972
>>639975
What's a DCC?
>>
>>639976
Digital Content Creation, as in DCC tool.
>>
>>639975
Yeah I know about the substance plugins, but a lot of the times I don't want to bother going to substance at all. I just want more nodes in Maya along the lines of ainoise, ramps, curvature, ao etc. I know you can get a long way with just those and blend modes, but a few more nodes just for breaking up roughness easily etc would be nice.
>>
>>639946
Armory?
>>
Do you think Ptex will ever be used for games?
>>
>>640017
Absolutely not. Ptex cannot be efficiently GPU accelerated the way UV maps can. Why would you want to use that shit anyway? Retopo means completely redoing your texture map, you are strictly forbidden from using tris, and you can't split your model up into UDIM tiles to work on different parts separately. Ptex was a mistake.
>>
>>639975
>>639955
>>639954

Some of you don't seem to understand what makes Substance Painter interesting. There are three major innovations that it brought to the table. First, it runs almost entirely on the GPU. This makes it lightning fast to work with. It's able to composite dozens of layers of materials on the fly and render it in real time as you paint. There are several drawbacks including slightly jerky painting and lack of UDIMS.

The second is their vast library of included filters and presets. A lot has been said about this, but it is certainly a very successful strategy. They also built up an ecosystem of asset marketplaces, and competitions with prizes.

Finally, price. On Black Friday you can get the combined suite for $200 for a lifetime subscription. It's one of the most incredible deals in CG, given how much it can improve your results for game quality assets.
>>
>>639970
>donating loads of money to the Blender Foundation

No amount of money will fix this mess you shill

>>640025
You are a mistake, gamer kiddie pleb.

>>640028
Suck my scrotum, poorfag.
>>
File: 1533727651785.jpg (63 KB, 400x398)
63 KB
63 KB JPG
>>640044
Solid arguments, ad hombre
Case closed boys. Delete thred
>>
Hey op where can I get that model ?
>>
tried to pirate mari, but it's harder to install it than it is to land a TOD in marvel on a tournament ;_;
>>
where I can download armour for linux for free?
>>
>>639954
>>639955
I've been using Substance but I notice seams still fuck me over, especially when procedural masks and such start being used.

Is this also an issue with Mari? While I can definitely just work on the UVs being able to work without worrying about UV seams would greatly speed up my workflow.
>>
>>640028
>substance painter
>lightning fast
Are we talking about the same substance painter? Mine hangs up after some time entirely.
But after some point it just dies, usually around hour or so of work, once my project has enough layers, masks, strokes, every fucking action takes like MINUTES to go off. I can't even work on 4k native ffs I'm not even dreaming about 8k. I have to work on 2k or else it will just SHUT DOWN, and don't fucking tell me it's my rig, this shit occurs on i7\1080\32gb RAM workstation and my own shittier home i5\1050\16 are you telling me this is not enough for painter? WTF
>>
>>640849
When I hear "lightning fast" or "procedural workflow that's completely lossless" I always think there is somebody sniffing coins in the background.





Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.