I know there's many ways to make textures and I just wanted to know what other people's opinions are on making textures and to clear up any assumptions I have. I more talking about materials to be applied to world geometry rather than making them for models/uv. So here is a list of what I think are the different ways.
Bitmap2Material
Basically just taking a photograph and running it through a program like B2M or Crazy Bump.
Pro's:
- Quick and Easy
Con's:
- Lack of control
- Lack of consistency
Photoshop "hand-painted"
Hand Painting a material to either looked stylized or adding textured photos to make it look real
Pro's:
- Good control of shape and colour
- Good control of height maps / layering
Con's:
- Time consuming
- Requires artistic skill / strong knowledge of material properties.
Substance Designer
Pro's:
- High levels of control
- High levels of variability
Con's:
- Large Investment to create original substance
- Time Consuming.
Zbrush Bake n Paint
Pro's:
- High levels of control and high levels of quality
Con's:
- Time consuming
- Requires mad skills
To be honest I want to invest my skills in hand painting height maps / base colours in photoshop and using alpha layers and the like to build up realism in the texture. Despite photographs being based on real life the textures often end up washed out some "over-exageration" in the texture seems to work better in game environments. I also love the zbrush method it creates beautiful textures but for instance I have to make ~30 world textures in 6 weeks among other duties and that method isn't going to cut it.
So my question is do people in Industry still paint textures or is not worth investing time and effort, or do people prefer procedural textures these days? Any advice would be awesome, thanks.
Replies
There's no real answer here, it depends entirely on the game aesthetic and the established pipelines.
More companies are exploring Substance these days but I know a lot of artists who still hand assemble in Photoshop after initial bakes.
even great hand painted Artists like Justin Meisse use 3D coat I believe.
Handpainting is a totally different beast.
I can both agree and disagree with this but just my opinion. PBR exists because there are rules/principles that materials have to follow such as energy conservation and BDRF. I can see creating organic/natural textures like stone and grass as handpainted in Photoshop but Substance Designer has specific PBR utility nodes such as Albedo and Metallness validation which is very useful for materials that blend metals and dielectrics. As Substance Designer is procedural you have control over every aspect of the material properties as well. For me the thing is I could create textures in PS but being able to use a color map to apply multiple full PBR materials to individual areas of a single shader mesh is something I've yearned for. Your point about learning them all is sound advice. I have all the substance/quixel programs and photoshop and for me it's about using each for what "I" feel theirs strengths are as well as the best ways to use them together, which can very with each model. Zbrush is my new found love though. I slept on it because for the longest time I figured it was a strictly sculpting program, comparing it to Mudbox. Boy was I wrong! Between Nanomesh, Fibermesh, and Dynamesh, I was sold.4R7 is "literally" God's gift to digital artists however I wouldn't just completely drop modeling in Maya as I am deeply rooted in polygon modeling. Zbrush is that next step up for me, opeing the door to be able to easily create convincingly complex models. As an artist I can be very particular about feeling like a program "does it all for me" as there is extensive knowledge and skill required but if there are features that can help speed up the process I think anyone can in any field of art or design would gladly welcome it.