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Daily Reminder:

>A quad mesh from Maya WILL be tringulated in Substance Painter
>Any normal map baked out from here and put back on your quad mesh will be WRONG because Maya has retarded live triangles on quads and it just makes up it's fucking mind on which way a quad's hidden edges are turned
>Unless you're triangulating everything in Maya before baking and keeping that exact triangulated mesh as final for the game asset, your ingame asset is going to have normal weirdness and errors

>Thousands of people are using Maya and Painter together and have no idea their shit looks ass because they don't even know about it

>Infact any game that uses Maya even for character models for animation, the ingame asset will have normal errors on literally everywhere because of the way the triangles of a quad constantly readjust and change

STOP
USING
MAYA
FOR
GAME
ASSET
MODELING.

MAX COSTS THE SAME AND IS INFINITELY BETTER FOR GAMES.
BLENDER IS FREE AND IS BETTER THAN MAYA FOR MODELING IN EVERY WAY

MAYA IS FOR FILM AND FILM ONLY.
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>>681176
You know there is an export option for other file formats that retains quad information right?
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>>681178

Retard. Substance painter always triangulates a quad mesh, and it isn't synced to Maya, only Max.

Maya's triangles unless you specify them yourself constantly change, and painter will not triangulate the same way Maya would by itself.

You HAVE to triangulate Maya assets for painter. However 3DS max people can keep their quad meshes 100% with perfect bake map accuracy.

Maya is dogshit for baked textures and game meshes.
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nice to see a shitpost with some effort put in it for once
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FREEZE TRANS DELET HIS
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>>681183
>>681183

actual PTSD from when I was a student before I binned maya after the 2nd time I had to do this
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>>681176
Nice try Mr. Roosendaal, but not today.
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>>681176
>MAX COSTS THE SAME AND IS INFINITELY BETTER FOR GAMES.

3ds Max doesn't have an LT version for $30/month.
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I don't use Maya, but, isn't this solved by exporting triangulated and using MikkTspace? As far as I can tell, Painter uses the stored normals.
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Based
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>>681176
guess what faggot, blender has a similar problem. you have to triangulate your mesh before exporting in order for the textures to work properly afterwards. but if you wanna continue modelling with quads you're in tough luck because blender is too stupid to un-triangulate a mesh the right way, so you end up with stray triangles.

so this superior workflow is model > triangulate > export > ctrl z the triangulation > apply texture.
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Every software does this, not just maya.
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>>681176
>having to export to substance or mari
only decent game asset artists just use photoshop, if you A. know how to unwrap properly and B. photoshop is made for painting , substance is for surfacing.
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>>681254
Surfacing is a superset of painting.
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>>681269
no, surfacing is strictly based on using masks, and thats it. with painting you need to be able to blend properly with opacity and flow, substance doesnt even support opacity let alone actually using a color picker to pick colors. with painting you paint with with color and not masks.
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>>681254
yeah, have fun manually painting roughness maps.
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>>681273
? why would that be hard doing it manually?
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>>681271
You wanna enlighten me on what software you're talking about right now? Because the SP I use supports both opacity AND has a works-as-expected color picker. Plus the mesh isn't triangulated in any way and is left alone unless you choose to import it that way.

But I guess since you're probably the retard who made this thread, you really don't care about spreading bullshit and are happy to rail on a software for some edge case retarded shit you did with your mesh and didn't work as well as it would in your empty-ass head. Go drink some bleach and go to 3DS Max heaven or whatever you believe in post-death.
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>>681276
look buddy, for one thats not the opacity im talking about. im talking about BRUSH opacity which is why i said opacity AND flow. substance only supports flow which is not good for glazing(painting term). and I KNOW it has a fucking color picker, what i meant to say about the color picker is that you cant keybind it, you have to manually click it everytime and its just unsable. if it had a HSV slider i would prefer that to a color picker, but it doesnt.
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>>681281
>>681276
before you try to sound like a smart ass again, i know the brush has stroke opacity, but the problem with that is you cant enable pen pressure for it like you could with flow. and to put into perspective of what i mean by color sampling, Photoshop and anyother painting software have a default keybind for color picking on either ALT or CTRL.
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>>681276
>the mesh isn't triangulated in any way
It's triangulated under the hood. I had to deal with it a bit. Painter (2018) even triangulates with a different algorithm than Designer, so the normal maps aren't interchangeable, which really sucks. I'm triangulating before export (FBX export triangulation), with normals included, to avoid headaches.
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>>681281
The sliders next to the color picker are HSV, you flaming brainlet! And it doesn't have a shortcut so you hate it? Gimme a fucking break, you princess. You want some milk with your cookies too?

Great, this one slider doesn't support pen pressure. Hey, if you're gonna argue that Photoshop is better for handpainting if your UVs are good, you will hear no backlash from me, but stop comparing the two as if they're meant to compete with each other. Photoshop has DECADES of Adobe funding and backing on it that ballooned it to the position it's in now. SP by comparison is a baby, and now that it's been bought by Adobe, I wouldn't be surprised if Painter gets put on perpetual ice since you can import 3D models into Photoshop for some bizarre fucking reason.
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>>681285
>you will hear no backlash from me, but stop comparing the two as if they're meant to compete with each other.
>substance PAINTER
gee i wonder.

listen i will forgive your retardness because you dont paint and dont know the huge difference it makes to have keybinds.

and again i fucking know it has HSV like i said before you have to manually GO TO IT everytime instead of it hovering over in its own window, instead its part of the color picker for no good reason. and AGAIN ANY OTHER PAINTING SOFTWARE HAS IT DEFAULT TO ALT OR CTRL.
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>>681285
furthermore, that window IS NOT the color picker im talking about, i am talking about the eye dropper tool. its a fucking 4 step process to sample a color, when it should just be 1
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>>681287
>you dont paint
Projecting much? It looks like have a lot of time to make useless threads railing about first world problems like your poor missing keybind on the color picker so I don't know if you do that much work at the end of the day.

This is pointless to begin with. If you use photoshop and it has a keybind for a color picker, then use photoshop and forget painter exists. You need no longer be enraged by its lack of features, my princess.
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>>681292
nigga i know you dont paint because if you did you wouldnt be using substance, it is unusable to hand paint. the fact that you imply a eye dropper key bind is not needed just inforcers how much of a retard you are.
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>>681293
You can pick colors from outside the active window, it has an HSV slider, it works exactly as it should. I'm also not a spastic idiot like you so I don't feel the need to pick a new color every two seconds to notice the absence of a keybind that much.

Yeah, it doesn't have a keybind. Sorry for your loss.


>if you did you wouldn't be using substance

nigga I've heard enough, you just here to hate on a software you don't like for some petty asinine reason, just like the literal dozens of retards that flock to this board for that very reason daily. I get it, it's enjoyable. My only shame is falling for your low-ass quality bait thread to begin with.
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>>681296
dude enough you dont paint and its obvious as hell you dont, stop posting.
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>>681298
>you dont paint you dont paint you dont paint
Got anything else to say? Hang on lemme look up the keybind for posting a reply for you
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>>681299
You don't find it tiresome to have a palette ready and having to go through all those steps in Painter just to pick a different shade every few strokes?
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>>681299
relax child and go outside, brain dead clicker.
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>>681176
This is honestly one of the most retarded post I've ever seen on this board.

Sincerely,
Someone who's asked by AAA clients to use Maya and Substance to create game assets every single day and never experienced any bugs with the pipeline whatsoever.

PS. I'm a 3dsmaxfag, so don't even think this has anything to do with >muh software is better
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>>681304
No, I pick the colors I need from a reference picture beforehand and assign each one to a fill layer, which I then paint using a mask. That way I have all the control I need over the color if I later need to change it.

I typically don't need more than three shades - a neutral tone, a dark tone and a highlight. Any adjustments between colors can be done with the eraser and smudge tools. I don't paint in normal layers since you can't change the whole color afterwards, and if you want to layer stuff together, you may as well do it in a fill layer and play with the layer opacity instead. Maybe that's why autismo princess friend wants a hotkey for that as much as her baby bottle, but this process does not typically call for picking colors so much that you'd need or miss a picker hotkey.
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>>681317
>No, I pick the colors I need from a reference picture beforehand and assign each one to a fill layer, which I then paint using a mask. That way I have all the control I need over the color if I later need to change it.
you dont think i do it this way? thats how i did it too but its limiting for the simple reason of having to make artistic choices with your brush strokes. the only kind of brush you use with masks is a soft brush to blend shit, and any other for details AKA SURFACING. you dont paint with colors you just paint with fucking shitty masks. again YOU DONT FUCKING PAINT SO FUCK OFF.
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>>681318
i didn't really follow the full exchange leading to this tantrum, but I think you forgot to take your meds or something friendo
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>>681318
>you dont paint you dont paint you dont paint
Settle down princess. If I don't paint but we do things the same way, then that means you don't paint anything either. Too bad there isn't a hotkey for changing the definition of what painting is for whatever the fuck "surfacing" is or you'd have worn out the key already.
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>>681271

Why would you paint a sculpted model. That's fine for low poly stuff like that.
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>>681320
>he thinks its the same
and thats why i know you dont paint.
>>681321
???
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>>681323
Damn, your lack of self-awareness is astounding. Now I feel bad for picking on a special kid.
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>>681323

Do I have to elaborate why painting your own shadows and highlights on a normal mapped sculpted model is bad.
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>>681326
well it's only bad if you want to be truly PBR
there's a ton of stylized games out there with painted maps that use normals as well

consequently im not sure what your point is supposed to be?
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>>681326
>>681324
jesus, retards on another level.
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>>681331

He was extolling photoshop when using a content creator that respects your existing maps and uses the underlying geometry is a better option.
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>>681333
trips confirm
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>>681176
>>but who was Houdini?

stop using Max too
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>>681176
No, use the tools that your employer has in its pipeline, if you cannot you are not a professional and therefore unemployable.
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Why is LARP so prevalent on this board, and in this thread specifically?
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>tfw quad primitive is retarded is depreciated in modern GL



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