I saw some old threads about this but they seemed inconclusive.
And I really could use some advice on this.
I have been very happy quixel's legacy nDO and dDO
I just finished a project that relied heavily on those 2 tools.
and now I am ready to start in PBR
I was planning to learn Quixel Suite work flow.
So I ignored allegorithmic. But I keep hearing more and more about them.
Things change really fast.
I don't know what the best pipeline is for 2015 and beyond
is it time to learn both?
is Substance really better?
is it time to switch?
or can I get by just as good with quixel?
PS I feel like I am cheating on my wife just asking these questions
Replies
Substance just feels great to me, but it does take a bit of experience to get good results out of it. It's super flexible and you can use it for pretty much anything.
I chose substance for me but quixel 2.0 does look quite sexy, I must say
They each have their own benefits. And I think it's a good idea to learn both.
Quixel's great because of its presets and the mask editor. And quixel 2 is a pretty good improvement. When Megascans eventually comes out that will be a very powerful addition as well. It's great at making individual assets look good, Quickly.
Substance is great for automating a pipeline. It's much more flexible and procedural than Quixel. downside is that you'll have to create your own material "presets".
It takes more time, but it's easier to modify your results for other uses.
For a studio I'd probably pick Substance because you can build your whole pipeline around it.
But for portfolio or personal projects I think Quixel is definitely a worthy choice as well.
I've recently, within the last 2 weeks, started learning Substance Designer (my PC struggles with Painter) and it's much more difficult, but the results I'm getting feel like they are unique and my own. I may be wrong, but there's so many parameters in Designer that making the exact same thing twice would be rare.
The Quixel section on Polycount recently held a texturing competition, and as good as the pieces were that were put forward, only a couple looked truly different. With Substance everything feels unique. Saying all that, I am looking forward to Quixel 2.0. If it offers more variation and parameters to tweak, rather than feeling like a plugin, then it could be a rival.
Quixel is very easy to pick up as it uses everything that Photoshop has to offer, it just does some of the leg work. Substance, I've found, requires patience.
Substances is 100% standalone.
As for the final result... its like comparing Max to Maya to Modo to whatever. same thing different buttons.
it would be the same as when peoples ask me about maya or blender ...
while blender is a great tool.. ( even if somehow quircky ) , if you want to work in a professional environment , you better use the tools that are part of teh pipeline.. ( and they are for a good reason )
when we talk about substance , i think that it is important to consider .. are we talking about designer or painter ?
designer is light years ahead of any thing you could do in photoshop with ddo , and it is an unfair comparaison as they are not designed to do the same thing ... why compare a super computer to a pocket calaculator ?
now , you could look into painter vs ddo ,
i would suggest to download the demos , and try them ( texture the same asset in both of them )
you should quickly come to realize wich one fit your workflow better , and have the best features :-)
ps* i dislike to deal with plugin that are tied to photoshop/maya or whatever ..everytime you upgrade to the next version ... you can't be sure that the tool would still be working
i like the suggestion to try making some
textures with both and then decide
like samuel beckett wrote in his play
Waiting For Godot
"I'm curious to hear what he has to offer.
Then we'll take it or leave it."
As far as consistency goes, Quixel is hands down the tool I'd use. The 2.0 beta is phenomenal, and the 3D painting is smooth as butter. There's nothing quite like it out there.
If you're seeing "sameness" in textures developed with Quixel products, that's on the artist producing the work - not on the product. ;-)
Edit: I realize it might appear somewhat biased, but these are my honest opinions - I'm volunteer support for Quixel, not paid staff.
Edit 2: I'm now paid staff, but my opinions haven't changed.