I've got CS4 EX, which was an upgrade from CS2, I will never touch CC, not until they let us continue to use the apps after the sub ends (which is what epic have done)
I was able to get Photoshop and Illustrator for cheap in college, but those versions are pretty old so now I mainly use Firealpaca and Krita for paint, Inkscape for vectors and Blender for 3d. I paid for Zbrush, but considering at the time it was $500 with free updates I consider it a good deal.
Yep, on the monthly $20 fee. Hate it, will end up paying thousands in a few years, so that's more than we used to pay for a license that would last thru 3-4 years of use. But it's the best out there, just another cost of doing business.
MMM Gotta pay for Maya, Zbrush, Photoshop..3d artist tools are exepansive...-_-
Only if you're working in a studio. Otherwise you can just pay $1500 ($900 around Christmas) for Modo plus CC subscription. Compared to paying ~$3500 for Maya, $800 for ZBrush, another ~$200 a month to get updates for Maya, and the CC subscription.
Of course I think a studio would usually pay for that stuff for you, so...
MMM Gotta pay for Maya, Zbrush, Photoshop..3d artist tools are exepansive...-_-
Its certainly not a cheap line of work IF you choose do to go with the most expensive tools out there, but they are far from being a requirement.
To note, being more expensive doesnt necessarily mean better in what kind of assets it can pump out.
Modo for example is more than half the price of Maya, yet arguably a far better modeler among other things.
Zbrush is cheap considering its functionality and lack of charged updates. Sculpting exist in Modo as well as other applications such as blender and 3d coat. So depending on choices made with primary 3d application, you wont need to buy zbrush (though its useful and the best out there), its not a requirement for making good game art.
And as its already been pointed out, there are many alternatives to photoshop. In a way, photoshop has been becoming less relevant for texture painting over time, many tools are filling its place, whether it be substance designer or just painting directly onto the meshes themselves. I find Krita a great (free even, unless you buy it on steam) alternative for some of the functionality Photoshop does, in fact I find its brush system superior in many ways.
So the point is you could technically accomplish great art and hit all major areas of the pipeline without spending any money at all (blender, krita/gimp..ect) or by spending only a fraction of what you would if you went the (maya, zbrush, photoshop) rout.
One thing to note though is that ndo and 3do only work with Photoshop right? With that in mind and the new ndo2 and 3do2 things coming out, I'd say that Photoshop will be pretty important with some of the newer asset workflows. Not a requirement but definitely useful.
I do own a full license of the CS6 suite, but switched to other software about 18 months ago. Currently I no longer use any Adobe software for my personal and professional work - I can't stand the subscription-only model.
Besides, I achieved a much improved texture workflow with a combination of Krita, Photoline, and 3dCoat now. Krita is hopefully about to receive a 3d model opengl preview, and other 3d texturing improvements in the new GSoC.
And I am very happy with Photoline as a general image editor replacement for Photoshop. The overall layer workflow is arguably superior to Photoshop, with "virtual layers" that are basically cloned instances of other layers and layer groups.
What's more, layer masks and groups behave like layers themselves, so with instanced layer masks you can cascade changes you make instantly in real-time throughout the project. Unlike Photoshop's awkward smart objects that cannot be edited in place nor update in real-time and require a save.
Since PL supports full adjustment layers and layer effects (and also includes a built-in simple procedural texture generator), these can not only be applied to regular layers and groups, but also to layer masks and groups! Photoshop's layer masks pale in comparison, and seem very limited.
And textures can be organized in pages as well (virtual cloned layers/masks can be used in other pages). I also own a license of Filter Forge that runs without a hitch in Photoline for almost unlimited texture effects. Most regular plugins work in Photoline. Ndo and Ddo do not, however.
Krita can be used like a plugin in Photoline, so it is easy to work with Krita in combination with Photoline. Gimp also works as a plugin with Photoline ( both via PL's app link). And Photoline's footprint is very small, and can be installed on a portable drive.
Finally, for direct 3d painting on a model I use 3dCoat. Photoshop's 3d mode is too limited and awkward to use anyway (in my opinion). 3dCoat blows Photoshop's 3d painting out of the water. And that is aside from all the other 3d goodness that 3dCoat offers.
Photoshop is kinda crappy as far as basic painting goes, but I would desperately miss a lot of the photo-manipulation features, especially since I only use it for cleaning up textures in my pipeline anyway.
Content-aware fill, spot healing, layer blending, Dodge/Burn etc...
Photoshop is kinda crappy as far as basic painting goes, but I would desperately miss a lot of the photo-manipulation features, especially since I only use it for cleaning up textures in my pipeline anyway.
Content-aware fill, spot healing, layer blending, Dodge/Burn etc...
...which is why I switched to Photoline for image manipulation - it has all those things, and especially the layer blending is much better than Photoshop: in Photoshop you can only set the opacity of a layer from 0% up to 100%. In Photoline from -200% to +200%!!! That means you can double the effect of any layer blend mode, or even reverse the effect easily.
And, like Photoshop, it is one of the only image editors that supports "blend if" - but Photoline's implementation ("Color Filter") also supports blending in HIS (Hue,Intensity, Saturation) mode, aside from grey and rgb.
The painting option in PL are more limited, though. Krita works really well for that type of work.
I have disliked some of the things that Adobe has been doing, and since I'm not really working professional with it anymore, I dropped it completely.
I'm doing okay with GIMP now, though still have to get used to the floating windows system.
I have disliked some of the things that Adobe has been doing, and since I'm not really working professional with it anymore, I dropped it completely.
I'm doing okay with GIMP now, though still have to get used to the floating windows system.
you can change the style to something that looks like photoshop
ps.:
bought cs6 and it will be most likely the last version i purchased if they cling on to their subscription model (and cloud crap)
My laptop came with Adobe photoshop elements what basicly covers my needs in terms of image editing but I imagine that someone who works with textures, professional photo and can afford it sure should buy photoshop.
The only reason I would still use Photoshop is for ndo2 and ddo. My question is what are the disadvantages in terns of features with cs6 and elements or cc
The only reason I would still use Photoshop is for ndo2 and ddo. My question is what are the disadvantages in terns of features with cs6 and elements or cc
I know ndo and 3do are photoshop plugins, but I thought ddo was standalone? Otherwise I guess I'm out of luck and will have to skip out on trying to use it once ddo2 comes out.
A lot of people are intimidated by the Substance Designer/Painter and prefer to stick with Photoshop/dDo/nDo2 as it gets the job done. That's just sad really.
Agreed. Especially seeing the nice connections for substances in Unreal and Unity (and apps like Modo and Max). Photoshop is quite limited in workflow compared. The indie pack is a bit of a no-brainer.
photoshop can become less important as your workflow grows, and I honestly think some apps do it better for less money, theres substance painter, 3D coat, manga studio/clip art for hand painted textures or drawing, hell even zbrushes polypaint with spotlight can be pretty powerful in the right hands.
you can change the style to something that looks like photoshop
ps.:
bought cs6 and it will be most likely the last version i purchased if they cling on to their subscription model (and cloud crap)
Lol, I googled it and found an article about it, and read the first comment, which was exactly my problem, that I wanted to have all my stuff inside one window. I kept clicking between them and focus on the program in the background, what was annoying. All joy now, need to read the article properly when I get home, as there was a bunch of good hints and plugins I wanted to use.
Replies
http://www.adobe.com/products/catalog/cs6._sl_id-contentfilter_sl_catalog_sl_software_sl_creativesuite6.html
You just have to take a roundabout way through Products > Creative Suite 6 > Photoshop CS6 > Buy CS6 in order to get there.
Of course I think a studio would usually pay for that stuff for you, so...
Maya - Try Blender
Photoshop - There are many free alternatives depending on your needs/taste
Zbrush - Cheap comparatively and worth every cent
Its certainly not a cheap line of work IF you choose do to go with the most expensive tools out there, but they are far from being a requirement.
To note, being more expensive doesnt necessarily mean better in what kind of assets it can pump out.
Modo for example is more than half the price of Maya, yet arguably a far better modeler among other things.
Zbrush is cheap considering its functionality and lack of charged updates. Sculpting exist in Modo as well as other applications such as blender and 3d coat. So depending on choices made with primary 3d application, you wont need to buy zbrush (though its useful and the best out there), its not a requirement for making good game art.
And as its already been pointed out, there are many alternatives to photoshop. In a way, photoshop has been becoming less relevant for texture painting over time, many tools are filling its place, whether it be substance designer or just painting directly onto the meshes themselves. I find Krita a great (free even, unless you buy it on steam) alternative for some of the functionality Photoshop does, in fact I find its brush system superior in many ways.
So the point is you could technically accomplish great art and hit all major areas of the pipeline without spending any money at all (blender, krita/gimp..ect) or by spending only a fraction of what you would if you went the (maya, zbrush, photoshop) rout.
Besides, I achieved a much improved texture workflow with a combination of Krita, Photoline, and 3dCoat now. Krita is hopefully about to receive a 3d model opengl preview, and other 3d texturing improvements in the new GSoC.
And I am very happy with Photoline as a general image editor replacement for Photoshop. The overall layer workflow is arguably superior to Photoshop, with "virtual layers" that are basically cloned instances of other layers and layer groups.
What's more, layer masks and groups behave like layers themselves, so with instanced layer masks you can cascade changes you make instantly in real-time throughout the project. Unlike Photoshop's awkward smart objects that cannot be edited in place nor update in real-time and require a save.
Since PL supports full adjustment layers and layer effects (and also includes a built-in simple procedural texture generator), these can not only be applied to regular layers and groups, but also to layer masks and groups! Photoshop's layer masks pale in comparison, and seem very limited.
And textures can be organized in pages as well (virtual cloned layers/masks can be used in other pages). I also own a license of Filter Forge that runs without a hitch in Photoline for almost unlimited texture effects. Most regular plugins work in Photoline. Ndo and Ddo do not, however.
Krita can be used like a plugin in Photoline, so it is easy to work with Krita in combination with Photoline. Gimp also works as a plugin with Photoline ( both via PL's app link). And Photoline's footprint is very small, and can be installed on a portable drive.
Finally, for direct 3d painting on a model I use 3dCoat. Photoshop's 3d mode is too limited and awkward to use anyway (in my opinion). 3dCoat blows Photoshop's 3d painting out of the water. And that is aside from all the other 3d goodness that 3dCoat offers.
So, in a nutshell: no more Photoshop for me.
Content-aware fill, spot healing, layer blending, Dodge/Burn etc...
And, like Photoshop, it is one of the only image editors that supports "blend if" - but Photoline's implementation ("Color Filter") also supports blending in HIS (Hue,Intensity, Saturation) mode, aside from grey and rgb.
The painting option in PL are more limited, though. Krita works really well for that type of work.
I'm doing okay with GIMP now, though still have to get used to the floating windows system.
you can change the style to something that looks like photoshop
ps.:
bought cs6 and it will be most likely the last version i purchased if they cling on to their subscription model (and cloud crap)
As for the rest I use MSPaint
http://youtu.be/SDc9sns01J0
I know ndo and 3do are photoshop plugins, but I thought ddo was standalone? Otherwise I guess I'm out of luck and will have to skip out on trying to use it once ddo2 comes out.
Agreed. Especially seeing the nice connections for substances in Unreal and Unity (and apps like Modo and Max). Photoshop is quite limited in workflow compared. The indie pack is a bit of a no-brainer.
Lol, I googled it and found an article about it, and read the first comment, which was exactly my problem, that I wanted to have all my stuff inside one window. I kept clicking between them and focus on the program in the background, what was annoying. All joy now, need to read the article properly when I get home, as there was a bunch of good hints and plugins I wanted to use.