Hey everyone,
It's GDC season again and we'll have a bunch of things to unveil as the conference draws close!
First, we can finally reveal that we've been working closely with Naughty Dog for the past 3 years to help the incredible team in Santa Monica bring Uncharted 4 to life!
We'll be hosting a free session on Wednesday March 16 at 11:00am:
Texturing Uncharted 4: a matter of Substance. Fellow polycounters Brad Smith and Rogelio Olguin will share insights about the texturing workflow on Uncharted 4 and how the studio transitioned to PBR using Substance. They will show some of the incredible artwork they built for the game, I am totally geeking out about this.
Other sessionsGive life to your 3D art with MDL and NVIDIA Iray in Substance Painter on Wednesday, March 16th at 9:30am.
It's a sponsored session during which NVidia will showcase the new IRay and MDL integrations in Substance Painter.
An End-to-End Approach to Physically Based Rendering on Friday, March 18 at 10:00am.
Hosted by our own Wes - 3D Ninja - McDermott, this should be an interesting overview to what PBR is and what are the implications and new workflows associated with it.
Booth Schedule
Replies
Edit: oh no I don't think the expo pass counts according to the GDC site QQ
@Jerc Are regular expo pass holders allowed to attend?
I would suggest getting there early, it's likely to get packed pretty quickly.
Also, we may have stuff happening on our booth for people who missed the session
Give life to your 3D art with MDL and NVIDIA Iray in Substance Painter on Wednesday, March 16th at 9:30am.
It's a sponsored session during which NVidia will showcase the new IRay and MDL integrations in Substance Painter.
An End-to-End Approach to Physically Based Rendering on Friday, March 18 at 10:00am.
Hosted by our own Wes - 3D Ninja - McDermott, this should be an interesting overview to what PBR is and what are the implications and new workflows associated with it.
You'll be able to get a sneak peek at workflows from Ubisoft Montreal, Infinity Ward, Naughty Dog and a few others!
Also, free beer on Thursday afternoon
http://www.youtube.com/watch?v=1pIoA34MVBA
PolyHertz Yes smudge, clone and blur are in, no sharpen yet, but you can use a sharpen filter and paint a mask to reveal the sharpened areas.
Indik Tomorrow (or today depending on where you live)
Any chance of UDIM support?
What about 8k textures?
And i'm really interested in performance, it's pretty hard to paint on lower layers with 4k maps and GTX970, have to put all paint layers on the top.. with GTX660 same problem, but with 2k maps
They're over at GDC, and it is still before 9am over there. When they do whatever presentations later today they will probably release more information about SP2 and the changes to the live system.
https://www.allegorithmic.com/blog/substance-painter-2
not really sure what to say. I was ready to bite the bullet at $50 but I feel like I'm being charged $250 for one license. Argh. Really wish the upgrade timeline was 3-6 months. only 1 month isn't as easy to stomach unfortunately. dang.
EDIT: Sorry, just checked under my licences, and it there =D
1 - After the Painter2 trial finished installing, I allowed it through my firewall and then got a full system freeze requiring a restart with the reset button.
2 - Once back on my feet, I attempted to run Painter2 but realized that there was no dedicated shortcut for. Fair enough, I manually installed it into a "Substance Painter 2" folder anyways, therefore I know where it is if needed. I launched the unique Substance Painter shortcut I was left with, and lo and behold P2 started. I then attempted to launch P1 manually ... only to realize that it seems to have been uninstalled from my system without warning. Its folder is still there but no executable to be found. Launching the app by double clicking a .spp project now launches P2.
Am I correct in assuming that P1 was uninstalled from my system ? If that's the case, just don't do that. Forcing a paid upgrade onto your customers will only make them leave. And even if the upgrade was free it would be ill-advised anyways (bugs, incompatibilities, and so on).
If that's not the case, please instruct me on how to still run P1. As it stands it does look like once my P2 trial runs out I will be left with ... nothing ?
Was about to install but since I am not sure it will run well on my system I don't want to get rid of 1.7 before I have fully tried it out.
I managed to reinstall 1.7.3 (had to reactivate it), but at the moment there seems to be no way to evaluate P2 while maintaining a P1 install - it looks like in their current state, the two versions are mutually exclusive.
It looks like some BW generators have been removed as the effect can be achieved differently according to some posts on the official forums. That personally worries me a bit, but maybe that's just an oversight in the upgrade.
pior The install should have warned you that SP 1 would be uninstalled, it was the case on beta builds just a few days ago but it seems like something went wrong with the release build, we'll fix this issue asap and actually make SP2 install in its own folder!
xChris We sent an email to Live users explaining all the changes for the Live system, maybe it went in your spam folder? The progress bar was replaced by a mention of how much you already paid on your Account page. The way it works is that you can own a license as soon as you accumulated enough to redeem it, and you can redeem only one sofware at a time instead of the full suite at once if you want too.
Here is the full changelist of 2.0!
We will go into more details on some of these features in the coming days and weeks.
Also if anyone's curious their youtube channel has some new videos demonstrating some SP2 features