Substance painter is currently ( 16-6-2015 at 13:12 +1 Berlin time) on sale for 40% off. is it worth it? I've checked the features and it looks like an excellent tool for texturing my characters and further utilizing PBR textures.
Substance Designer and Painter are both 40% off currently. It's a flash deal. I'm wondering if I should get it or wait for a bigger discount on a daily. $100 is still a lot.
I'd actually say Substance Designer is a more useful product if you had to chose one. But both Painter and Designer have been incredibly useful for me, I hardly use Photoshop any more. Worth purchasing even at full price, but if you can get a discount definitely take advantage of it.
I've been waiting a for Substance Painter to go on sale for awhile now (note: wait till Christmas/summer before you buy any software). Words can't explain how amazing and helpful this software is for 3D artists. In my opinion it's far superior to Quixel suite.
Check its EULA. It's for those making less than $10k.
Actually, the limit has been raised to $100k a couple months back. There was still an outdated document that wrote $10k when you installed the application, but it really should have been $100k. It's been fixed now. Sorry for the confusion.
You can read the current EULA here : http://store.steampowered.com/eula/273390_eula_1
No, painter doesn't require designer. It comes with a selection of smart materials and if you buy some from other people or download them off the net, you'll have plenty.
I mean, Painter is for unique assets. If you're looking to use tiling textures on your stuff then Designer is likely the better investment.
No, painter doesn't require designer. It comes with a selection of smart materials and if you buy some from other people or download them off the net, you'll have plenty.
I mean, Painter is for unique assets. If you're looking to use tiling textures on your stuff then Designer is likely the better investment.
I'm primarily looking for asset creation, so that is good to know thanks Warren. Where does 1 find these materials ? Gumroad ?
I wish I could provide more info but since leaving Epic my email got dumped and I forget to save that piece of information. But he's on the forums here so search around, you'll find the links.
Picked up Designer, really excited to learn it... but where to start? I'll be digging around the internet for learning material, but has Polycount compiled a place for Allegorithmic tutorials somewhere on the Wiki?
Allegorithmic has some decent Youtube videos, there's a few guidelines that I like to have.
1. Work in black and white as long as possible, it's quicker/cheaper to generate, and it's less messy to add it all in the end.
2. Try to group nodes and think in layers, it's very easy to get messy with your graphs, but try to think of each effect or look you are going for as their own group or layer. Have a dirt group, small rock group, medium detail group, small detail group, rust group, etc, if any of those groups get big or important enough, you could refine it into it's own node to reuse.
3. I like to start with making a height map for the texture, it helps get your normal map and look established more quickly, and you can use the height detail to drive the rest of the texture.
4. Keep organized, try to keep things non destructive, and expose parameters instead of doing tiny tweaks in the graph.
Replies
ow that's not a problem atm..
get it now if you want it.
You can read the current EULA here :
http://store.steampowered.com/eula/273390_eula_1
I mean, Painter is for unique assets. If you're looking to use tiling textures on your stuff then Designer is likely the better investment.
I'm primarily looking for asset creation, so that is good to know thanks Warren. Where does 1 find these materials ? Gumroad ?
https://gumroad.com/l/UOMLJ
I wish I could provide more info but since leaving Epic my email got dumped and I forget to save that piece of information. But he's on the forums here so search around, you'll find the links.
Timer's running folks! 11 hours left and counting.
Their business model confuses me a little :P
1. Work in black and white as long as possible, it's quicker/cheaper to generate, and it's less messy to add it all in the end.
2. Try to group nodes and think in layers, it's very easy to get messy with your graphs, but try to think of each effect or look you are going for as their own group or layer. Have a dirt group, small rock group, medium detail group, small detail group, rust group, etc, if any of those groups get big or important enough, you could refine it into it's own node to reuse.
3. I like to start with making a height map for the texture, it helps get your normal map and look established more quickly, and you can use the height detail to drive the rest of the texture.
4. Keep organized, try to keep things non destructive, and expose parameters instead of doing tiny tweaks in the graph.
I'd want to throw my unanswered question here if you don't mind. How is Painter for hand-paint style? Has it gotten better?
Steam: http://store.steampowered.com/app/273390/