I've been using Allegorithmic's Designer and Painter for a while. At the risk of sounding corny, I really feel these programs are a paradigm shift in model texturing. I can't even imagine using anything else to texture my models. Photo-what? :D
***** I guess it depends on what you consider High resolution. A large part of that will just depend on what your video card/cpu can handle. I have loaded models with a couple million polys into the viewport in both substance designer and substance painter, and it will handle lighting them etc in real time, if your computer is up to it. 50 or 100mil poly though? I would doubt, but I honestly haven't tried. Really, with what modern game engines can handle, you might be surprised by the quality you can get out of a model with 50-100k tris and some good baked maps.
Oh shit this is beautiful. What a fantastic workflow, new possibilities not even possible in brand new software like DDO. The particle brushes look great, the lack of seams, painting in 3d view and 2d view. Easily a game changer. The dude whispering was pretty funny.
Are you planning to implement particle weathering inside Unity at runtime in the future? For instance would a clean spaceship be able to get more particle exhaust dirt as the game progresses? Or dirty particles flying from bullet holes?
This is amazing !!! I was always thinking that unity is the best friend of indie developer, in fact it is, but with all the new features am very sure that industry giants will start using unity in their new projects more than anytime before, which will open more jobs opportunities to those indie developers who want to taste the feeling of working in a tripe-A studio. My point here is that one day, very soon actually, i will look into my mom eyes and said: "I told you i wasn't wasting my time trying to learn how to create those "stupid" game!! " And then keep developing like a boss B|
Kashif Riley For anyone reading through this, just trying to get info, it does support custom shaders now (including a SS shader) as well as 4k workflow within the application. They have been updating these programs like crazy.
does this mean that after I built my texture in painter i have to copy all of those maps and rearrange them into an appropriate material in Maya? I wish you can copy all the maps and material effect into one and put them in Maya to automatically get the effect you just made in painter.
While substance painter is really cool in theory, it is (at least at this point) not so cool in practice. A lot of the tools provided didn't act the way you would expect. I tried using the fill option on the frame of a gun, and it spilled over to the slide of the gun. Tried just plain old painting on the UVs (all unique UV islands), and it kept on painting on random spots on the UVs, as if i was painting on the model without a mask. The stuff that works works really well, but most of it feels like BETA at this point, which is sad. I'm gonna check up on this in 6 months.
maybe a bit late, BUT if you press T in substance you can paint a quick mask. hit T again, you are using the quick mask. press Y to disable quickmask. hope this helped
Lynx Lynxov Unity5 is using spec/gloss not metal/rough. I thought the workflow was different. Looks like substance designer/painter is going to support that workflow, though. So it should be ok.
***** Good news. Thanks for the response and the great vids on Unity and Unreal. I absolutely LOVE substance designer and painter. You guys are awesome.
I've been listening for his voice in all Allegorithmic tuts for so long and finally I see his face ;) (no homo)
Great video as usual.
I've thought the same...no homo :D
I've been using Allegorithmic's Designer and Painter for a while. At the risk of sounding corny, I really feel these programs are a paradigm shift in model texturing. I can't even imagine using anything else to texture my models. Photo-what? :D
***** Yup, exactly. I tested this out on a model with several blendshapes and the texture looked clean.
I use to think Quixel was really awesome (dont get me wrong they are), but when I rain into Substance Painter. Holy smokes
***** I guess it depends on what you consider High resolution. A large part of that will just depend on what your video card/cpu can handle. I have loaded models with a couple million polys into the viewport in both substance designer and substance painter, and it will handle lighting them etc in real time, if your computer is up to it. 50 or 100mil poly though? I would doubt, but I honestly haven't tried. Really, with what modern game engines can handle, you might be surprised by the quality you can get out of a model with 50-100k tris and some good baked maps.
Magical is appropriate here. Its fantastic
Now ill show you how ive load MY premade textures from MY substance designer in MY special layer.
Very usefull dude ))
Glad you have it.
Oh shit this is beautiful. What a fantastic workflow, new possibilities not even possible in brand new software like DDO. The particle brushes look great, the lack of seams, painting in 3d view and 2d view. Easily a game changer.
The dude whispering was pretty funny.
what is not possible in quixel suite?
the man sit beside is teaching him everything
lol
Are you planning to implement particle weathering inside Unity at runtime in the future? For instance would a clean spaceship be able to get more particle exhaust dirt as the game progresses? Or dirty particles flying from bullet holes?
This is amazing !!!
I was always thinking that unity is the best friend of indie developer, in fact it is, but with all the new features am very sure that industry giants will start using unity in their new projects more than anytime before, which will open more jobs opportunities to those indie developers who want to taste the feeling of working in a tripe-A studio.
My point here is that one day, very soon actually, i will look into my mom eyes and said:
"I told you i wasn't wasting my time trying to learn how to create those "stupid" game!! "
And then keep developing like a boss B|
I am SO glad I bough this... any word on getting custom shader support? This would be my number 1 request next to 4k and auto colour masking
***** I can live with that. Can't wait to see what comes next. Also, will it be possible to paint textures for Subsurface Scattering?
Kashif Riley For anyone reading through this, just trying to get info, it does support custom shaders now (including a SS shader) as well as 4k workflow within the application. They have been updating these programs like crazy.
does this mean that after I built my texture in painter i have to copy all of those maps and rearrange them into an appropriate material in Maya? I wish you can copy all the maps and material effect into one and put them in Maya to automatically get the effect you just made in painter.
You can just export each channel as a finished map. As in, a roughness map, metalness, normal/height, Diffuse.
wow that's my desktop wallpaper too
i can taste the next gen in this
While substance painter is really cool in theory, it is (at least at this point) not so cool in practice. A lot of the tools provided didn't act the way you would expect. I tried using the fill option on the frame of a gun, and it spilled over to the slide of the gun. Tried just plain old painting on the UVs (all unique UV islands), and it kept on painting on random spots on the UVs, as if i was painting on the model without a mask.
The stuff that works works really well, but most of it feels like BETA at this point, which is sad. I'm gonna check up on this in 6 months.
using masking and selecting specific objects adding them to the mask before starting to paint, i have not had any of those problems
particle brushes.. nice concept!!!!
God the guy on the left is SOOOOOOOO annoying... Wes is on point here as always.
12:55 Look how the radiator get a pink dot there. Anybody know a way to disable that feature?
Otherwise amazing program
+Haoko Most likely he accidentally painted on another part of the texture map.
Owen Bartolf
No it bleeds over sometimes it happens to me to
maybe a bit late, BUT if you press T in substance you can paint a quick mask. hit T again, you are using the quick mask. press Y to disable quickmask. hope this helped
Pretty cool, Photoshop for 3D models .
"Kind of"
how do thies
Pity unity isn't using metallic/roughness
Lynx Lynxov Unity5 is using spec/gloss not metal/rough. I thought the workflow was different. Looks like substance designer/painter is going to support that workflow, though. So it should be ok.
***** Good news. Thanks for the response and the great vids on Unity and Unreal. I absolutely LOVE substance designer and painter. You guys are awesome.
好屌啊