Home Technical Talk

Traditional texturing vs 3d Painting

polycounter lvl 11
Offline / Send Message
Jay_117 polycounter lvl 11
Looking to see what this community thinks about traditional texturing tools like photoshop vs 3d painting such as zbursh polypaint or mudbox texal engine and which one people use most. Also the pros and cons about 3d painting vs photoshop traditional method.

Replies

  • jeremiah_bigley
    Offline / Send Message
    jeremiah_bigley polycounter lvl 15
    I think it is a good tool to have in your arsenal... but I don't think 3d painting is quite where it needs to be to really be fast and efficient. Because photoshop has been around for so long... there are so many tricks, brushes, and tools that make it infinitely better for texturing EVEN IF you are painting in 2d.

    Now, that is not to say that 3d packages wont one day get there...
  • sprunghunt
    Offline / Send Message
    sprunghunt polycounter
    Jay_117 wrote: »
    Looking to see what this community thinks about traditional texturing tools like photoshop vs 3d painting such as zbursh polypaint or mudbox texal engine and which one people use most. Also the pros and cons about 3d painting vs photoshop traditional method.


    It's hard to get the same level of detail just by using something like zbrush to texture on its own. Most people I know use both zbrush and photoshop together.

    The good thing about using a 3d program to texture is that it's easier to see what you're doing and match it up to features in the normalmap. It also makes up for a lot of difficulties you'd normally run into like texturing across UV seams.

    I know in the film industry a program called mari is very popular (http://www.thefoundry.co.uk/products/mari/) as it can handle very large models and is a bit better than other programs in terms of painting features.
  • Jay_117
    Offline / Send Message
    Jay_117 polycounter lvl 11
    Though the problem im coming into is having seams even after generous amount of padding when texturing in photoshop but i was looking at mudbox gigtexal engine and its workflow in this video which shows a bit of integration with photoshop and its layering system. Might one to check it out. [ame="http://www.youtube.com/watch?v=iLqt39YxSvE"]Autodesk Mudbox 2013: New Features - YouTube[/ame]
  • Hang10
    I think both 3D painting and 2D painting are good for texturing but combined are great. Like above painting across seams and lining up colors for normal maps is great then bring in the color bake into PS to touch up and add on to it.
  • oglu
    Offline / Send Message
    oglu polycount lvl 666
    use both workfows...
    i use mudbox to feed my Ps...
  • Jay_117
    Offline / Send Message
    Jay_117 polycounter lvl 11
    Thankyou for everyone's response on the topic.
  • Sage
    Offline / Send Message
    Sage polycounter lvl 20
    I'm not sure what it is with 3d paint programs but some things as useful and holding shift to get straight lines, shift clicking, these other programs won't integrate that into their tools. Photoshop has a lot of cool things that make people want to use it. If photoshop had an easy way to work on 3d models, like if it had symmetry, and a good 3d paint system the other tools would lose. If 3d programs had easy to use selections, cloning areas, layers, etc. Just simple easy to use tools without the crazy setup or clunky feel then adobe would lose.
  • Justin Meisse
    Offline / Send Message
    Justin Meisse polycounter lvl 19
    my studio just bought all the character artists 3d coat licenses. I have a personal copy as well because it's a floating license, $350 isn't bad and they usually have $100 off sales - I was using my own license at work until they decided to give everyone a copy.

    3Dcoat also connects to 3dsmax and photoshop pretty seamlessly - I typically switch between 3d painting, editing the layers in photoshop [ctrl+p] and projection painting in photoshop [ctrl+alt+p].
  • cptSwing
    Offline / Send Message
    cptSwing polycounter lvl 13
    dustinbrown summed it up quite well :)

    (haven't used either 3dCoat or Mari, though)
  • thomasp
    Offline / Send Message
    thomasp hero character
    mudbox is the clear favourite here. despite being somewhat buggy (but at least not unstable) it has proven indispensable for blocking out textures, painting on tricky UV's and cleaning things up. good paint tools (smear/smudge brush badly missing tho), convenient to use alongside photoshop and generally quick to pickup.
    it does baffle me though that you don't have the option to just paint on the UV layout in 2D in there.

    anyway, the most time texturing by far is still spent in photoshop, there are tasks that are just so much more convenient in 2D and - assuming you can do a decent UV layout - you don't actually have a huge benefit from painting the surface in 3D most of the time.

    mari i found disappointing. useful more as a texture patch management software for complex assets than a painter. not the best paint feel to begin with, clunky gearhead interface, annoying workflow requiring projecting constantly - i would not want to work like that. i also had it crash suddenly when dragging a brushsize slider and doing similarly simple stuff. nah.
  • Justin Meisse
    Offline / Send Message
    Justin Meisse polycounter lvl 19
    oh, you guys should at least try the 3dcoat demo, when I tried the mudbox demo I decided I didn't like it pretty quickly - I can't recall what I didn't like about it right now but if you're looking for the ultimate painting app (that's affordable) then give 3dcoat a try.
  • Jay_117
    Offline / Send Message
    Jay_117 polycounter lvl 11
    Mari is more for movies then games its meant to pack large textures not really for games. Body paint never touched it and as far as 3d coat seen it really cool features but trying to stick to what mostly likely your going to see in a game studio.
  • jgreasley
    Hi,

    I'm Jack Greasley, the product manager for Mari.

    thomasp, sorry you found your trial disappointing. Just so we can watch out for the problem you described, could you tell me which version, OS and GPU were you using?

    Although Mari originally came from the film world, we do have some people using it for high end games work. A couple of the standout demos from E3 had levels painted either entirely or partially in Mari (NDA prevent me from saying which ones alas)

    We are just about to release Mari 1.5 which has some updates specifically for our games customers, including overlapping UV support, DDS texture support, live normal map painting and editing and real time shadows.

    This is a really interesting discussion to us as we're always trying to improve Mari's support for different asset types.

    Thanks
  • cptSwing
    Offline / Send Message
    cptSwing polycounter lvl 13
    ^ Cool of you to stop by..
    thomasp wrote:
    it does baffle me though that you don't have the option to just paint on the UV layout in 2D in there.

    Ah but it does! I was thrilled when a colleague showed me, since I had been sorely missing such a feature as well.. its called "Flatten to UV Space" in the Mesh menu. Feel like an idiot for not noticing it earlier.
  • Bigjohn
    Offline / Send Message
    Bigjohn polycounter lvl 11
    I went through every 3D painter on the planet. Our studio was looking to introduce one for our current project. We ended up going with 3D Coat. It's the most game-appropriate thing. I'll try and add a bit of information other than what was already said.

    Mari - This program is pretty damn good. But it has basically zero tools for game development. It's obvious it's film oriented. Right off the bat, it doesn't have layers. You can do some layer-like process where you introduce another material on top, and can apply a mask to that one, so you get pseudo-blending. But it's nowhere close to Photoshop-like layers. This makes it useless on the spot unfortunately. But the rest of it, the actual painting engine, I thought was superb. They have a buffer canvas like Bodypaint which is excellent. The brush engine was decent too.

    They say they're adding layers in v2. If they do, and if they have all the powerful layers that Photoshop has, including adjustment layers, then I can see myself even replacing Photoshop with Mari for character work.

    Bodypaint - This is probably the best tool, but it's way outdated at this point, and expensive. It's still at $1k. Doesn't support normal maps. But it has a paint buffer, which is awesome, and pretty good layer support. It takes in PSDs, which is nice, and also supports Photoshop brushes. Of course, since it's outdated, it doesn't support adjustment layers or fill layers. That plus the price meant we didn't go for it.

    3D Coat - Doesn't have a paint buffer exactly. But it does do projection painting by sending a screenshot into Photoshop. You can also send the layers over to Photoshop. Again, no support for adjustment/fill layers or layer groups, so that means it can't replace Photoshop (and besides you need PS for projection painting anyway), but the price tag was low enough that we went with this one.
  • jgreasley
    Bigjohn wrote: »

    Mari - This program is pretty damn good. But it has basically zero tools for game development. It's obvious it's film oriented. Right off the bat, it doesn't have layers. You can do some layer-like process where you introduce another material on top, and can apply a mask to that one, so you get pseudo-blending. But it's nowhere close to Photoshop-like layers. This makes it useless on the spot unfortunately. But the rest of it, the actual painting engine, I thought was superb. They have a buffer canvas like Bodypaint which is excellent. The brush engine was decent too.

    They say they're adding layers in v2. If they do, and if they have all the powerful layers that Photoshop has, including adjustment layers, then I can see myself even replacing Photoshop with Mari for character work.

    Hi,

    Thanks for the feedback. We are certainly introducing a PS style layers system in 2.0, which we believe should actually be a fair bit more powerful than the PS one (adjustments, groups, advanced masking etc.)

    As I mentioned above, 1.5 (in beta at the moment) has a bunch of support in there for games people, and the combination of that and 2.0 layers should address most of the issues you raised.

    We're working pretty hard at making Mari more accessible to more people, so please keep and eye on it and give it a test run every now and then.

    Jack
  • Bigjohn
    Offline / Send Message
    Bigjohn polycounter lvl 11
    Sounds good. I'll definitely check back with it when 2.0 comes out. I'm usually in charge of choosing our pipeline and which programs we'll use, so that'll be an interesting moment. I've been thinking about going for a more pure 3D workflow for a while now, but it has never been possible before (still isn't at the moment).

    BTW, how does one get on the Mari betas?
  • Benton
    Photoshop CS4 Extended and CS5 Extended have 3D painting tools. It is quite clumsy, but you can use all your 2D photoshop tools on the 3d model, switch to the 2D texture map to make some changes, etc. There is nothing like using the clone stamp tool to clone a texture from a 2D image onto your 3D model. It is very clumsy, it saves all your changes into a temp diffuse file and you have to keep save as'ing it but you basically get Photoshop's 2D tools for a 3D model. Really amazing, and interesting that you guys have not mentioned it yet. I still do a lot of my texturing in 2D but it really is great for texturing stuff in 3D. You can load up a picture of someone's head, cut out the mouth, put it on top of the 3D model, align it with the warp tool, then merge it onto the diffuse map, it works over seams and everything. If you have CS4 or CS5 Extended you really need to check it out.
  • Cathodeus
    Offline / Send Message
    Cathodeus polycounter lvl 15
    I just moved from the video game industry to the film industry.

    I was using Max, photoshop, and zbrush while making games.

    I'm now using Maya, Zbrush, mari & photoshop.

    For me replacing photoshop is just impossible ! Even if mari is cool and a great software.

    I tried to do everything inside mari at first but immediately i found myself wasting tons of time for things that could be done inside photoshop in few seconds.

    Mari is nice if you prepare a big library of textures and decals than have to create lot of assets with it. I think that if you just have 2 texture artist inside your team photoshop is still really good. But if the project you're working on need lot of assets and lot of persons than mari can be good.

    My two cents ...

    Ps : The problem with mari is that artist waste a lot of time zooming inside one part of the 3D object. While with photoshop you got a better vision of the entire texture.
  • Ruz
    Offline / Send Message
    Ruz insane polycounter
    zbrush is king for me, polypaint and spotlight are awesome along with touching up in pshop.
  • Bek
    Offline / Send Message
    Bek interpolator
    Does anyone have any comments on Modo's painting tools? Haven't tried the painting/sculpting side of the program yet myself. Zbrush polypaint works quite well for me, although combining polypaint layers using the spray stroke seems to be buggy - like the other layers restrict / alter the polypainting you're doing now. Might just be a quirk of the spray / colour spray stroke though, haven't investigated it too much.
  • thomasp
    Offline / Send Message
    thomasp hero character
    jgreasley wrote: »
    Hi,

    I'm Jack Greasley, the product manager for Mari.

    thomasp, sorry you found your trial disappointing. Just so we can watch out for the problem you described, could you tell me which version, OS and GPU were you using?


    hi jack,

    nice to see you having these forums on the radar! hope you weren't deterred instantly by my comments :) what i described happening when trying mari was when running whatever version was the most recent downloadable trial one in october 2011 (1.3v2?) on an nvidia GTX 570 on windows 7.

    ultimately i didn't give it another run in recent months since the basic workflow struck me as not suitable for what we're doing mostly - blocking, enhance baked-in lighting and fixing up textureseams - everything that's not possible or painful in 2D. mudbox' layers and photoshop-compatible blendmodes, no-frills interface and ability to just doodle on the mesh without having to project/commit all the time were reasons we went with it.

    i can imagine that when working on ultra-complex assets with hundreds of texture patches and the aim to keep it all in one app, mari will turn out to be the superior solution though.

    btw: when you guys devised mari - was studiopaint 3D an influence by any chance? some interface bits and ways of operation seemed familiar.

    cptSwing: i'll try that monday first thing but from the sound of things this means you can only paint on a flattenend version of your texture in the UV window?
  • cptSwing
    Offline / Send Message
    cptSwing polycounter lvl 13
    Sorry, missed your question last time around. You basically see a flattened version of your mesh in the regular viewport, with specular/normal/etc working as they should. It's pretty useful.
  • RedRaven
    Offline / Send Message
    RedRaven polycounter lvl 10
    I've always found 3D coat great for re-topology.
    I've wanted to get into it as part of my texture workflow along with photoshop, but so far I've found the tools a bit confusing sometimes.

    I've seen some good stuff come out of it.

    Does anyone know of good videos or articles detailing the painting tools of 3D coat and how best to use them? Tutorials are always a bit scarce it seems.
Sign In or Register to comment.