Hi there, i would like to open this topic to talk about some workflow that i think about during a texturing character video game creation process. I rather work as sculpting/painting on Zb, fix some maps on photoshop and use the shadering PBR with unreal engine 4. My questions are : Why, during my workflow, should i use Substance designer and what's its his strength ? instead of the unreal shadering ? What couldn't i do with unreal 4 ?
Second question : why should i use Substance painter instead of zbrush during the painting process ?
Allegorithmic' softwares seem to be very popular but i' ve tested only substance designer and it's seem to be pretty similar to unreal 4 shadering. Is there some pretty tricks that i've missed which i've to add to my workflow ?
I would like to know your huge experience in graphics design about it and make my own opinion.
Thanks
Replies
Substance Painter lets you paint several different channels at once while giving you a real-time preview of the result. With a single stroke you can paint your albedo, roughness, etc. This lets you create material presets in advance (like rubber or gold) and then quickly paint them onto the model. There's also some pretty sweet particle brushes and filters/generators to use. If you're familiar with painting in Zbrush, then watching some Substance Painter videos should quickly give you an idea of the difference between painting tools.
Edit: Also, layers! If you want to layer some red paint on top of copper metal but then change it to blue paint on gold, it would be a breeze in SP and simply unpleasant in ZB.
This was originally talking about Photoscanning vs Zbrush vs Substance, but the point still holds:
Regards.