Very cool. Honestly, you make it sound like Substance Painter is the way to get started. It's rooted in someone's traditional sense of painting textures and complex enough to be a decent middle ground. Alchemist if you need to bang stuff out and Designer when you're ready to dive deep. Thanks for the video!
Honestly, I think the Substance Suite is by far the most powerful set of texturing tools an artist can hope for right now. With the amount of flexibility and power that comes with the combination of Painter/Designer, one of the only glaring downsides is the price tag. I've used a ton of texturing tools over my career, and nothing has come close to the level of options and freedom that the Substance Suite offers.
This fetishism with making everything free is out of control. I know you mean well but if it's that much better than the free alternatives- which it is or games studios would use the free alternatives- then it's not really a negative that you have to pay for it. Yes it removes the accessibility for non-professionals and indies but we still have the free options. It's amazing that those options exist but there's also a place for pro options to upgrade to when needed. We all need to stop deriding companies for charging for their work. I'm willing to bet the same people whining about paid software would balk at someone asking them to provide art on a project for exposure. And I really don't buy the argument that subscriptions are greedy. When you do the math the perpetual/upgrade model was never that different and I'd argue that subscription models make the pro tools more accessible than ever and allow for a faster development cycle than in the past.
Fantastic video, mate! Im definitely going to head into alchemist now haha. Quick note as a Houdini User in the industry- DO NOT get into houdini as your starting 3D software, it will put you off of any other 3D software. DO NOT get into it if you're not technical with your art or struggle with technical side of art. It's FANTASTIC for people who love a challenge, are open to coding in a (kinda) new language and have a very strong will hahaha. Houdini is a software that will misguide you into thinking that you know what you're doing one moment, and the other moment telling you that you dont deserve to touch a computer xD It's a complicated, challenging and very realistic simulation and procedural modelling tool. It's a powerhouse. But dont touch the very complicated, high end stuff until you know what you're getting yourself into.
@9:55 you meant to say designer not painter. Great video! I am pleased to say I knew / understood all of this and just need to practice the programs. Also 69420 subs congrats! Been here a long time :)
If I understand it right, Blender can also sorta replace Painter as well; just might need a bit of manual setup with the nodes to get painting to affect the mix of materials.
I just don't know the what pipeline to use or follow..... I mean, what is the standard practice? Model/Sculpt in Blender, and instead of texturing assets there, do you go directly to Substance Painter and then to game engine (unreal/unity) ? Also, do you build your texture atlas / texture maps in Substance Painter so that your assets are optimised for game engines?
I'm really thinking about getting into Substance Painter(actually I use the program frequently in my free time but I'm planning on crossing the hobby line) so now I'm trying to save some money to get the 3D coloring book. Can't wait to learn to create such beauty I see in you videos :)
Hey, I saw that a lot of artist from blizzard are using 3dcoat as their hand painted software, I wonder where can I get a good courses/tutorials for 3dcoat and does the coloring book suite 3dcoat as well?
In my trip learning blender I realized that toplogy is really important for texturing and animating. With these texture painting softwares should I care about topology too?
always and probably ever will be, unless polycount will be so unimportant that you can just vertex paint your 30mil poly exported zbrush model. (no UE5 Nanite doesn't fix this)
@@alexgeeves7096 hey there! Haha I didn't remember I asked this a year ago until you answered. Yes, I realized that now since I never stopped learning, thank you for your answer :)
Hi there! You make so many videos on stylized texturing and texturing in general, can you please help me understand which software would be the best choice if I am a motion designer using Cinema 4D and I DON'T want to do UV unwrapping (at least manually) and just want to paint over my 3D models like a 2D artist who uses Photoshop/Procreate to create digital paintings. Please, if possible make a video about this rather than always focusing on game-artist because they require retopologizing and UV unwrapping. I basically want to paint over my 3D models (FBX/Obj files) like one would paint over real-life objects. Is BodyPaint a good choice for that? I look forward to your response. Thanks for reading!
What I don't understand is how painter works scale of textures. Unless you have a crazy high pixel density, it just looks blurred. It's the opposite if you were to scale a texture let's say directly inside of UE. Has anyone noticed this? Is this normal behaviour?
Great explanation on the confusing 3d software from Adobe! I agree with your groaning when you said it is NOT included in the All Apps subscription. It's corporate greed at its worst, and I think they should rename the All Apps sub. to "Most Apps, except for the new apps we have to invest a lot of $ to play catchup." I'm deep down the rabbit hole with learning AI, but 3d has always interested me and I used Strata's 3d program for a couple of years and loved it. While watching your video, I started thinking that 3d modeling might be the next BIG THING that everyone wants for their video content, similarly to video content creators salivating at the possibility of using Sora. Do you think this is true? If so, and with further research, I may allocate an hour a day to start with Adobe Substance Painter. (Ten minutes later) I signed up for your Coloring Book Teachable program...It looks like it will save me oodles of time!
While watching I was thinking, I don't see much on these programs. Later, you mentioned not many people do tuts on them. Looks efficient to me. Great beats in the background also
You said that blender could somehow replace SD, and I did think so when I first know SD. But now(with blender v3.6), I would admit that in the field of texure/material designing, SD is still the best one, since there are too many built-in templates there, which are lacked in blender.
I'm not so happy with the 2.8 onwards versions of Blender due to the "waste of time" relearning where everything is around the UI, but I still love it. Even more so, Blender has the Export UV layout option that allows you to export the unwrapped result of your UV map so you can use the layout to create the whole painting. Not as great as painting directly (which Blender also allows, but you need 4K textures to have a decent result), but you have the accuracy the external tool can provide.
maybe but this was the reason more big business and professional artist try Blender out. It still has a long way to go until it can everything that is expected of a common modeling toolkit, at the same pace and as comfy like professional software does.
@@CptBlaueWolke Some update into the newer versions, I still struggle with my old machine, so that's definitely an outdated machine issue I have. Been doing more with Blender than I have ever done in over six years. I agree with it having a long way to go, but being free and so light and straightforward, Blender will be at the top of its game in the industry pretty soon.
@@navsimmer yeah nothing against blender, it's much more fun working in it then maya or max, but I doubt that it will be the new standard. Maybe in Indie studios, but most big ones will probably stick to their software, as there are some quality of life things, that lead to using less steps to get the main result. While that doesn't sounds much, it still adds up to the time needed and time is key in AAA the more great looking quality you can achieve in less time the better. Also Big Studios have the money to afford autodesk, and get the invested money subtracted from their taxes, so it's a zerosum. But with Ubisoft and Blender around the corner we will see how blender develops :)
Hello, I hope someone can help me. I play a game called rust I just bought substance painter to try and help me make better skins. I was just using the defuse.png file in Gimp and it wasn't that bad... Example if I take the defuse.png of a face mask paint on it copy a texture to it whatever if there is a part of it I don't want to show up be clear or see through I just use the wand and paint over it in alpha and when I load in the skin it looks like that part is missing how do I do that with an obj file in substance painter can someone please link a easy to follow video. thank you for your time.
My substance painter seems to zoom-in when I hit the middle mouse button. My middle mouse button is used to rotate, I don't have any keys telling it to zoom when I click it. It's fairly inconsistent too ( sometimes it zooms in 1 unit, sometimes it doesn't zoom at all and rotate as normal). Does anyone know what the issue is?
Maybe check your settings (in edit, beside file). Maybe they were changed at some point. In shortcuts if you scroll down there's a heading called mouse shortcuts
@@LannasMissingLink Yea that's where I looked first. I only have rotate camera as middle mouse button, nothing that says zoom. I really think it's a bug because it doesn't happen all the time. Sometimes I press the middle mouse button it does nothing, and sometimes it zooms.
Saying Substance Painters user Interface is confusing and hard to use is always baffling to me. It has one of the clearest and streamlined UIs around. It shines in that regard. Its UI is efficiently geared to the task it is made for and I would really be curious to hear from people who have that complaint what exactly they find "confusing". Sometimes it is not the app itself but a basic undersranding of the process that might stand in the way and makes it feel as if the UI is to blame. The only thing Painter misses is a "make awesome texture instantly" button, but you wont find that in any app. The interface must be learned, like everything else. Once you get it it is mindblowing how well it is done and thought out. Developing such a UI is nothing trivial for developers. But people still complain, even if they get spoonfed gold, but have to do any further digging by themselves.
its undeniable that the camera is shit though, who the hell thought it was a good idea to make your mouse pivot around whatever you happen to be hovering over, has literally never been useful, Blender's camera by comparison is worlds better, if I could use blender's camera in substance painter it'd be vastly easier to make good textures. the lack of an easy centered orthographic view is a huge problem, in blender you just have to hold alt and middle mouse + swipe your mouse and it centers to front/top/bottom/left/right orthographic views which is especially great for easy polyfil, in substance you have to press f6 to go into orthographic... and there is no real way to quickly center views like in Blender.
The 3D artists coloring book is a very nice series of tutorials. However, I have had it for quite a while and have never seen anything added. So new additions every few weeks could be misleading.
Procedural textures with nodes and algorithms, sounds like .kkrieger with more nuance. For those that don't know what I am talking about, .kkrieger was an Fps game that was created in the demo scene around 2004 and was significant due to it's small file size of 97kb or 97,280 bytes. The reason I bring this up is the genius way they were able to fit the game into a small size by only storing primitive models, and more to the topic at hand, only 3 algorithms for textures: Cloud noise, Cell noise, and a fathered mask. with these three algorithms and some modifiers, such as color twist blur ect, they could make the textures at run time instead of storing in a file. The madmen that made this game stored the steps to make the texture instead of just making it and saving the textures. Either way, I hope you can see the connection I am trying to make now.
Though these are incredible pieces of software, I have one more very important con-point for all Substance products: They are owned by Adobe and therefore subscription only.
@@icantthinkofaname2722 You're correct. You can still buy it on Steam without a subscription. Though I wouldn't want to open Steam every time I want to use Substance, it is a good alternative. But I have a feeling that it won't be on Steam for eternity, considering Adobe wants to sell their subscriptions.
I'd like to use Substance Suite, but i can't afford to buy all those programs, since i'm not making money out of it right now... And it's kinda frustrating to me. Nowadays programs are free to use for indie, and you only but the "commercial" program when you make revenue. This would be a better option for Adobe, since people who don't have money to buy their software, will probably either end up not using them (so, using probably Blender and other PBR programs to make textures), or surf the internet for a Cracked version of the program.
One question I have: Do you necessarily need Substance Designer to be productive with making textures in Substance Painter, or can Substance Painter work efficiently even without Designer in your workflow?
As an artist, I love Painter but I cannot fathom Designer. We have a senior artist that lives and dies by the Designer and Unreal workflow, but I just find node workflows to be tedious and love layering systems like Photoshop. I really enjoy using Mask Tools with Blender, but whenever I can, I prefer to paint directly on my assets. This video is an awesome guide, and I will definitely begin looking into Alchemist as it really seems like something I would really enjoy using in my workflow. Thanks for everything!!!
It's a bit of a hurdle to learn Designer, but once you know how to use the program it actually feels pretty relaxing to use. Sometimes I'll spend hours just goofing around in the program, seeing what weird materials I can make. It's a fun program to use because of the amount of experimentation required to something interesting, though at the same time also frustrating if you are looking to make something SUPER specific.
I feel like I got clickbaited, I hoped for an explanation on how to reach the result in the thumbnail, but you didn't even mention it. Could you please at least tell us who made this piece?
@@user-jt337 у нас это слово используют без изменений. Так же как сорян от sorry :) т.е. определенный порядок действий для достижения результата. Т.е. хайполи->лоу поли-> запечка-> текстурирование и т.д. второе слово так и переводиться изменение, корректировка.
If you’re an old head then Painter is easy and Designer is hard. The reason is because Painter is layers-based like Photoshop and Designer is node based.
Its not 'a software', its 'a program'. Equally there is no such thing as 'softwares' as it is already plural. Would you say "Hammer is just one of many hardwares out there." ? No.
I would suggest to substance painter that once the material/texture is hidden the user cannot modify its layers even if its selected as long as its hidden.
Substance Alchemist is ONLY there to use if you do a sub; which does NOT suit the hobbyist or casual user, paying for software you use maube once a month is a rippout yes I know they need to mak moeny and they are mainly into pro's BUT many a you persons hobby has become a job and the cost to learn or access can add up fast with sub's. A yearly pay out won't get you Substance Alchemist, it MUST be a sub or at least was last time I looked :-(
The software is ahead of the garbage thats done in movies currently. Stories full a idology that dont mean anything. Fix your stories and software will do great work again. Ed; I disagree, if you know phtoshop for years sdesigner shouldnt be a problem
Best intro ever, i feel after all this years still like this little jedi 😂😂😂
Junior 3D Artist:
Master Skywalker, there are too many of them, what are we going to do?.
Skywalker:
*Notices he's in the Blender artists room*
Thanks for featuring my work! @9:35
I would add that using substance designer is very handy to know if you want to do environments mainly without unique uv's
Thats a great point, super efficient
Very cool. Honestly, you make it sound like Substance Painter is the way to get started. It's rooted in someone's traditional sense of painting textures and complex enough to be a decent middle ground.
Alchemist if you need to bang stuff out and Designer when you're ready to dive deep.
Thanks for the video!
Honestly, I think the Substance Suite is by far the most powerful set of texturing tools an artist can hope for right now. With the amount of flexibility and power that comes with the combination of Painter/Designer, one of the only glaring downsides is the price tag. I've used a ton of texturing tools over my career, and nothing has come close to the level of options and freedom that the Substance Suite offers.
This fetishism with making everything free is out of control. I know you mean well but if it's that much better than the free alternatives- which it is or games studios would use the free alternatives- then it's not really a negative that you have to pay for it. Yes it removes the accessibility for non-professionals and indies but we still have the free options. It's amazing that those options exist but there's also a place for pro options to upgrade to when needed. We all need to stop deriding companies for charging for their work. I'm willing to bet the same people whining about paid software would balk at someone asking them to provide art on a project for exposure. And I really don't buy the argument that subscriptions are greedy. When you do the math the perpetual/upgrade model was never that different and I'd argue that subscription models make the pro tools more accessible than ever and allow for a faster development cycle than in the past.
@@CritelliArt fam calm down
can you add the art station of the projects showcased on the video?
I am going to wait for the all in one package, Substance Abuser, or I could wait until Epic Games buy Adobe.
Adobe: And I took that personally
Fantastic video, mate! Im definitely going to head into alchemist now haha.
Quick note as a Houdini User in the industry- DO NOT get into houdini as your starting 3D software, it will put you off of any other 3D software. DO NOT get into it if you're not technical with your art or struggle with technical side of art. It's FANTASTIC for people who love a challenge, are open to coding in a (kinda) new language and have a very strong will hahaha. Houdini is a software that will misguide you into thinking that you know what you're doing one moment, and the other moment telling you that you dont deserve to touch a computer xD
It's a complicated, challenging and very realistic simulation and procedural modelling tool. It's a powerhouse.
But dont touch the very complicated, high end stuff until you know what you're getting yourself into.
@9:55 you meant to say designer not painter. Great video! I am pleased to say I knew / understood all of this and just need to practice the programs. Also 69420 subs congrats! Been here a long time :)
Glad you've been along for the ride!
If I understand it right, Blender can also sorta replace Painter as well; just might need a bit of manual setup with the nodes to get painting to affect the mix of materials.
Yes thats true, you can get a nice handpainting setup after some setup in blender. I Believe Grant Abbitt has a few tutorials on the topic
I love the intro!!
Everyone needs an Anakin in their lives
@Rico Mansos It means the start of the video.
I just don't know the what pipeline to use or follow..... I mean, what is the standard practice?
Model/Sculpt in Blender, and instead of texturing assets there, do you go directly to Substance Painter and then to game engine (unreal/unity) ?
Also, do you build your texture atlas / texture maps in Substance Painter so that your assets are optimised for game engines?
Model - Unwrap in Blender too. Unwrapping is needed before texturing in SP.
@@MikeMike-wc8on I think u can also unwrap in SP
I'm really thinking about getting into Substance Painter(actually I use the program frequently in my free time but I'm planning on crossing the hobby line) so now I'm trying to save some money to get the 3D coloring book. Can't wait to learn to create such beauty I see in you videos :)
Looking forward to having you join our little community :)
Thank you so much for the breakdown of all software. This really helps me to understand which one i wish to start with for my projects. Love!
yes i have one important question with Substance Designer you able to exports thos material in popular game engine like unity and unreal for example ?
Amazing video!
very nice and usefull explanation.. Congratulations and Merry Cristmas!!!
Really super good and quality based video, especially for beginners.
Hey, I saw that a lot of artist from blizzard are using 3dcoat as their hand painted software, I wonder where can I get a good courses/tutorials for 3dcoat and does the coloring book suite 3dcoat as well?
In my trip learning blender I realized that toplogy is really important for texturing and animating. With these texture painting softwares should I care about topology too?
always and probably ever will be, unless polycount will be so unimportant that you can just vertex paint your 30mil poly exported zbrush model. (no UE5 Nanite doesn't fix this)
By the time you bring assets into substance painter its topology and Uvs should already be sorted out
@@alexgeeves7096 hey there! Haha I didn't remember I asked this a year ago until you answered. Yes, I realized that now since I never stopped learning, thank you for your answer :)
@@lucianovillalba5565 ahah I'm glad you continued learning, goodluck!
Thanks for helping me get these straightened out. Houdini is free to learn, though.
Hi there! You make so many videos on stylized texturing and texturing in general, can you please help me understand which software would be the best choice if I am a motion designer using Cinema 4D and I DON'T want to do UV unwrapping (at least manually) and just want to paint over my 3D models like a 2D artist who uses Photoshop/Procreate to create digital paintings. Please, if possible make a video about this rather than always focusing on game-artist because they require retopologizing and UV unwrapping. I basically want to paint over my 3D models (FBX/Obj files) like one would paint over real-life objects. Is BodyPaint a good choice for that? I look forward to your response. Thanks for reading!
3D Coat is the best handpainting program out there.
I agree, 3DCoat seems so be better for handpainting (you can also paint with Smart materials using brash or paint without UV in 3DCoat)
Ah btw now there is 3DCoat Textura - application focused only on the texturing aspect of 3DC - with much smaller cost.
What I don't understand is how painter works scale of textures. Unless you have a crazy high pixel density, it just looks blurred. It's the opposite if you were to scale a texture let's say directly inside of UE. Has anyone noticed this? Is this normal behaviour?
Texture settings -> switch from 128x128 to 4096x4096 (8k is also possible of your one of THAT Guys) - you don't "scale" texture, that would be tiling
Very informative video. Thank you!
Whats the difference between the Substance suite vs Marmoset Toolbag?
hey i need to know how to remove parts of my model or how do i make it invisible please help me
You need to make a multi - UV maps in your 3D software first.
Did you make a music video for Enzo?
Great explanation on the confusing 3d software from Adobe! I agree with your groaning when you said it is NOT included in the All Apps subscription. It's corporate greed at its worst, and I think they should rename the All Apps sub. to "Most Apps, except for the new apps we have to invest a lot of $ to play catchup."
I'm deep down the rabbit hole with learning AI, but 3d has always interested me and I used Strata's 3d program for a couple of years and loved it. While watching your video, I started thinking that 3d modeling might be the next BIG THING that everyone wants for their video content, similarly to video content creators salivating at the possibility of using Sora. Do you think this is true?
If so, and with further research, I may allocate an hour a day to start with Adobe Substance Painter.
(Ten minutes later) I signed up for your Coloring Book Teachable program...It looks like it will save me oodles of time!
I checked - everything is clean
How is it compared to quixel? Like can someone tell me why one would choose quixel over substance and vice versa??
is 3d sampler the replacement for alchemist??
While watching I was thinking, I don't see much on these programs. Later, you mentioned not many people do tuts on them.
Looks efficient to me. Great beats in the background also
Anyone got a link to that Substance Designer castle material @6:04?
I gotchu: www.artstation.com/artwork/48la94
@@StylizedStation Thanks! That's a work of art!
Wow i was looking for this video and you just posted it yesterday. Guess i am lucky.
I read your mind 0.0
Thanks a ton this was very much needed :)
Thank god I found this channel
You said that blender could somehow replace SD, and I did think so when I first know SD. But now(with blender v3.6), I would admit that in the field of texure/material designing, SD is still the best one, since there are too many built-in templates there, which are lacked in blender.
The fact that Mari wasn't even mentioned in both the video or the comments is beyond me.
I'm not so happy with the 2.8 onwards versions of Blender due to the "waste of time" relearning where everything is around the UI, but I still love it. Even more so, Blender has the Export UV layout option that allows you to export the unwrapped result of your UV map so you can use the layout to create the whole painting. Not as great as painting directly (which Blender also allows, but you need 4K textures to have a decent result), but you have the accuracy the external tool can provide.
maybe but this was the reason more big business and professional artist try Blender out. It still has a long way to go until it can everything that is expected of a common modeling toolkit, at the same pace and as comfy like professional software does.
@@CptBlaueWolke Some update into the newer versions, I still struggle with my old machine, so that's definitely an outdated machine issue I have. Been doing more with Blender than I have ever done in over six years. I agree with it having a long way to go, but being free and so light and straightforward, Blender will be at the top of its game in the industry pretty soon.
@@navsimmer yeah nothing against blender, it's much more fun working in it then maya or max, but I doubt that it will be the new standard.
Maybe in Indie studios, but most big ones will probably stick to their software, as there are some quality of life things, that lead to using less steps to get the main result. While that doesn't sounds much, it still adds up to the time needed and time is key in AAA the more great looking quality you can achieve in less time the better. Also Big Studios have the money to afford autodesk, and get the invested money subtracted from their taxes, so it's a zerosum. But with Ubisoft and Blender around the corner we will see how blender develops :)
Hello, I hope someone can help me. I play a game called rust I just bought substance painter to try and help me make better skins. I was just using the defuse.png file in Gimp and it wasn't that bad... Example if I take the defuse.png of a face mask paint on it copy a texture to it whatever if there is a part of it I don't want to show up be clear or see through I just use the wand and paint over it in alpha and when I load in the skin it looks like that part is missing how do I do that with an obj file in substance painter can someone please link a easy to follow video. thank you for your time.
is these app exist for Mac OS? Can I use my MacBook ?
Would you recommend your 3D Coloring Book course if I'm mostly just interested in making photorealistic textures?
No, the coloring book focuses on stylized textures.
9:53 my friend also oftenly got confused by these two names
My substance painter seems to zoom-in when I hit the middle mouse button. My middle mouse button is used to rotate, I don't have any keys telling it to zoom when I click it. It's fairly inconsistent too ( sometimes it zooms in 1 unit, sometimes it doesn't zoom at all and rotate as normal). Does anyone know what the issue is?
Maybe check your settings (in edit, beside file). Maybe they were changed at some point. In shortcuts if you scroll down there's a heading called mouse shortcuts
@@LannasMissingLink Yea that's where I looked first. I only have rotate camera as middle mouse button, nothing that says zoom. I really think it's a bug because it doesn't happen all the time. Sometimes I press the middle mouse button it does nothing, and sometimes it zooms.
is substance a mix of alchemist and designer wow
Saying Substance Painters user Interface is confusing and hard to use is always baffling to me. It has one of the clearest and streamlined UIs around. It shines in that regard. Its UI is efficiently geared to the task it is made for and I would really be curious to hear from people who have that complaint what exactly they find "confusing". Sometimes it is not the app itself but a basic undersranding of the process that might stand in the way and makes it feel as if the UI is to blame. The only thing Painter misses is a "make awesome texture instantly" button, but you wont find that in any app. The interface must be learned, like everything else. Once you get it it is mindblowing how well it is done and thought out. Developing such a UI is nothing trivial for developers. But people still complain, even if they get spoonfed gold, but have to do any further digging by themselves.
I'd say it's a little harder since they've moved so much around. But asides from that, I agree.
its undeniable that the camera is shit though, who the hell thought it was a good idea to make your mouse pivot around whatever you happen to be hovering over, has literally never been useful, Blender's camera by comparison is worlds better, if I could use blender's camera in substance painter it'd be vastly easier to make good textures. the lack of an easy centered orthographic view is a huge problem, in blender you just have to hold alt and middle mouse + swipe your mouse and it centers to front/top/bottom/left/right orthographic views which is especially great for easy polyfil, in substance you have to press f6 to go into orthographic... and there is no real way to quickly center views like in Blender.
After looking this video it's very useful and I have subscribe your channel
So is it safe to say that if you want to be an environmental artist it is imperative to learn and get good with Substance designer?
So the software called substance painter has a clunky painting feature? Doesn’t anyone think that’s kind of odd?
Cool video. What time took you to put all these clips together?
The 3D artists coloring book is a very nice series of tutorials. However, I have had it for quite a while and have never seen anything added. So new additions every few weeks could be misleading.
Thats a good point! New CB tutorial coming tomorrow :)
Very handy! Thank you!
can i chamfer razor sharp edges in substance painter with painting textures when imported from 3ds max?
depends.. you need some way to paint perfect 45° normals to these razor sharp edge, though also only für 90° angles i think. Otherwise no.
Procedural textures with nodes and algorithms, sounds like .kkrieger with more nuance.
For those that don't know what I am talking about, .kkrieger was an Fps game that was created in the demo scene around 2004 and was significant due to it's small file size of 97kb or 97,280 bytes. The reason I bring this up is the genius way they were able to fit the game into a small size by only storing primitive models, and more to the topic at hand, only 3 algorithms for textures: Cloud noise, Cell noise, and a fathered mask. with these three algorithms and some modifiers, such as color twist blur ect, they could make the textures at run time instead of storing in a file. The madmen that made this game stored the steps to make the texture instead of just making it and saving the textures. Either way, I hope you can see the connection I am trying to make now.
This is super interesting, I'm definitely going to look into this
Though these are incredible pieces of software, I have one more very important con-point for all Substance products: They are owned by Adobe and therefore subscription only.
Actually no, you can buy them on Steam (at least last time I checked)
@@icantthinkofaname2722 You're correct. You can still buy it on Steam without a subscription. Though I wouldn't want to open Steam every time I want to use Substance, it is a good alternative.
But I have a feeling that it won't be on Steam for eternity, considering Adobe wants to sell their subscriptions.
@@icantthinkofaname2722 thank you kindly good sir
No love for quixel mixer?
I'd like to use Substance Suite, but i can't afford to buy all those programs, since i'm not making money out of it right now... And it's kinda frustrating to me. Nowadays programs are free to use for indie, and you only but the "commercial" program when you make revenue. This would be a better option for Adobe, since people who don't have money to buy their software, will probably either end up not using them (so, using probably Blender and other PBR programs to make textures), or surf the internet for a Cracked version of the program.
hello! i know a website where u can download designer and alchemist for free :3
One question I have: Do you necessarily need Substance Designer to be productive with making textures in Substance Painter, or can Substance Painter work efficiently even without Designer in your workflow?
You don't need Substance Designer to work with SPainter
thanks it really works no bs didn't have much faith :)
As an artist, I love Painter but I cannot fathom Designer. We have a senior artist that lives and dies by the Designer and Unreal workflow, but I just find node workflows to be tedious and love layering systems like Photoshop. I really enjoy using Mask Tools with Blender, but whenever I can, I prefer to paint directly on my assets. This video is an awesome guide, and I will definitely begin looking into Alchemist as it really seems like something I would really enjoy using in my workflow. Thanks for everything!!!
It's a bit of a hurdle to learn Designer, but once you know how to use the program it actually feels pretty relaxing to use. Sometimes I'll spend hours just goofing around in the program, seeing what weird materials I can make. It's a fun program to use because of the amount of experimentation required to something interesting, though at the same time also frustrating if you are looking to make something SUPER specific.
I saw your Reddit post about making your 3D coloring book “free, forever”, but it appears that’s no longer the case?
What happened to MT4 ???
that Intro is relatable XD
it is downloadable software?
It’s insane how expensive the apps are.
its free if you are a student
@@JanBroder well I mean I want to get a degree that involves using the app so I’ll probably use the free version in school
I just bought Painter outright on Steam. It's roughly the cost of a years subscription, but at least you get it outright
very helpful video thanks for no bs
I feel like I got clickbaited, I hoped for an explanation on how to reach the result in the thumbnail, but you didn't even mention it. Could you please at least tell us who made this piece?
The artist name from the thumbnail is "Qi Sheng Luo" Cheers mate! - www.artstation.com/artwork/mq0lLa -
@@yorchtanuz Ahh thank you very much!! :D
Information of thumbnail plz?
Actually most of game artist’s baking textures in Marmoset
0:11 pipeline adjustments регулировка трубопровода xD
Да я пытался перевести так и не понял что это значит, можешь подсказать ?
@@user-jt337 у нас это слово используют без изменений. Так же как сорян от sorry :)
т.е. определенный порядок действий для достижения результата. Т.е. хайполи->лоу поли-> запечка-> текстурирование и т.д.
второе слово так и переводиться изменение, корректировка.
Personally, I would much rather use the Shader Editor in blender.
true, but not everyone use blender and you have better control of materials and artistic choice when painting directly onto a mesh.
hmm, you completely did not touch on the cost factor of these softwares.
excuse me but...I'm not good at english so could you guys explain the meaning of the intro meme please.
back in my days it was B2M.
Okay, so:
Painter: Bespoke
Designer: Generalized
Alchemist: Scans
Bro. That’s crazy he cut all those kids to charred nubs. I can’t believe that, that’s one of the darkest things ever shown in a “kids movie” lol.
You could say like Substance Designer is to Substance Painter as Adobe Illustrator is to Photoshop... kinda
If you’re an old head then Painter is easy and Designer is hard. The reason is because Painter is layers-based like Photoshop and Designer is node based.
Its not 'a software', its 'a program'. Equally there is no such thing as 'softwares' as it is already plural.
Would you say "Hammer is just one of many hardwares out there." ? No.
Would be nice if they didn't cost a bloody absurd amount.... just like photoshop and maya (being industry standards as well)
"So just learn it" ight got ya lol
I would suggest to substance painter that once the material/texture is hidden the user cannot modify its layers even if its selected as long as its hidden.
Substance Alchemist is ONLY there to use if you do a sub; which does NOT suit the hobbyist or casual user, paying for software you use maube once a month is a rippout
yes I know they need to mak moeny and they are mainly into pro's BUT many a you persons hobby has become a job and the cost to learn or access can add up fast with sub's.
A yearly pay out won't get you Substance Alchemist, it MUST be a sub or at least was last time I looked :-(
I hate that this is 3 separate software packages. Alchemist especially. That should just be part of Painter or Designer.
The intro had killed me xD
Bro the beginning of the video hahaha
using this star wars scene was cruelty
Спасибо :)
Just came here for the meme in the preview video haha
I like the beginning hahahaha
cool
Well I have a poor graphics card so I stay with 3dCoat
That intro XD
"Alchemist" ::rollseyes::
Great explanation! There is however no such thing as "a" software; I'd suggest saying "a program" instead.
Starting 😂😂
Very expensive program for beginner.
i thought this was a game lol
I do a little trolling and got painter free
The software is ahead of the garbage thats done in movies currently. Stories full a idology that dont mean anything. Fix your stories and software will do great work again.
Ed; I disagree, if you know phtoshop for years sdesigner shouldnt be a problem
Oh nonono PepeLaugh