I've been learning lately how to do projection painting and texturing in Mudbox.
But I still find myself coming back to Photoshop. My brain is almost hard wired to just look at a flat UV island. And my nice brush sets and the ease of using color/level adjustments to edit textures on the fly makes it too hard to move away.
This is kind of a hard one to answer considering that even when doing the bulk of the lift in Substance or Quixel, I still do thing like bake prep/review, decal placement, and post texture corrections (like color space) in Photoshop. Quixel especially means that you're using both anyway.
Also I'm working on a project where none of these (outside of PS) will work given the low-rez texture size. I do occasionally use Krita for texture painting as well, since the brushes can be a little more flexible then PS.
Substance painter is my main app right now but I still use Photoshop and 3DCoat as well. Photoshop to fix and create masks for Painter, 3DCoat for 'old school' hand painted work.
Still use photoshop as my main. Though being able to paint on the mesh is super appealing, I just can't give up the control I have in photoshop to use subtance painter, and quixel is a little too clunky for me to adopt it regularly.
Photoshop, but that's purely down to the fact that it's what we use at work. Whenever I do stuff outside of work, it's always with Substance Painter or Designer.
I basically started out with Substance. Every time I use it I fall in love with it again, just because of how powerful it is and how well it works for me. I tend to mix it up with Photoshop a lot though.
Started with Photoshop, then Quixel but now I've moved on the Substance. Although, because I'm so familiar with Photoshop sometimes I find it's quicker and easier to use their tools to get the look I need.
Figured I should probably mention why I created the post. I saw a comment that claimed Photoshop was still the core texturing app at most studios, I felt like Substance has really taken over that role for most artists (at least personally), but wanted to see if the numbers actually backed that assumption up. Can't really try poll each studio because trade secrets, and can't make it anonymous because there would be duplicates from the same studios.
I knew substance was big, but didnt expect it to be this dominant. this makes me feel more comfortable saying its the industry standard,w hich I really didnt think it was.
@Justin Meisse - If I recall correctly you can export your substance painter files into PSDs now
I agree with Oglu; combined with Photoshop does a good Job for low res and high resolution. If I were to add a tool to my arsenal it would be Mari but you can do alot with what 3D packages provide in terms of texturing, even though I know studios like the person to know Substance or Mari; as the traditional ways can be very technical.
to me this seems too general a poll. your mixing together people who need to hand-paint textures - sometimes on a per-pixel basis - and cover up seams and distortions e.g. on human skin with those who require procedurals, tiles and who might be well served with auto cavity masking and the like to get some quick wear & tear in.
perhaps all your poll results say is that the latter is what the majority requires for their day-to-day work?
After talking about it so highly since 2014, I'm glad that it finally became the popular and useful app it was destined to become. Substance Designer/Painter are great. Congrats Allegorithmic!
Back then, I had my doubts when they said they wanted to replace Photoshop, but that totally changed when they introduced Painter. Indeed, well done Allegorithmic!
to me this seems too general a poll. your mixing together people who need to hand-paint textures - sometimes on a per-pixel basis - and cover up seams and distortions e.g. on human skin with those who require procedurals, tiles and who might be well served with auto cavity masking and the like to get some quick wear & tear in.
perhaps all your poll results say is that the latter is what the majority requires for their day-to-day work?
Nailed right on the proverbial IMHO.
...and my day too day realistic material generating app suite doesn't seem to rate a mention...curious I must say?!
- Inkscape (displacement/normal, i.e. 'skinning' )
substance designer and painter. photoshop's really fallen away for me since getting good with those. I still use it for the odd task where its best and fastest for something particular or a quick image edit but that's all. Designer gives me a gods eye view of what every pixel is doing, super control and super non destructive. Painter's got far better 3d painting and whilst its brushes are a bit slower, its miles better.
You're right, I should have put Photoshop, GIMP, or other photo editing tools as one category and a second for 2d drawing tools like Inkscape, although that may have cause more confusion and wouldn't likely hit 5%. Gotta draw the line somewhere.
Pretty much use Painter/Designer exclusively now. I used to use photoshop/ndo to insert text into my normal maps, but since designer introduced the text node, I've made the switch.
A mix of Photoshop/ Substance Designer . Still Photoshop is pretty much dominant in my workflow currently. I even started to use a lot of purely SD approaches in Photoshop with Gradient maps, hi-passing depth , offsetting linked smart objects, max/min things, layer comps exporting etc. plus a lot of help from Filter forge plugin .
I could say I rather moved back from once being 90% Substance Designer for couple years back to Photoshop, after I started to use a lot of hi res photoscanned materials .
Substance Designer have always been an alien tool for me, done for some alien game industry. Everything they have done are done most weird, super overcomplicated and inconvenient way possible, including their node system. So I have never been happy with it.
I am using Affinity Photo sometimes. It has a few nice tools like more convenient mesh deform tool and also a patch tool that allows to rotate patches . Macros panel imo a bit more convenient than actions in Photoshop. Nice frequency separation . Those things make AP a nice tool to make photoscanned materials, especially depth channel, tillable. A thing I am struggling with Substance Designer's "make it tile" which is imo messing the nature of the depth channel pretty a bit. Other than that there is nothing special about it.
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But I still find myself coming back to Photoshop. My brain is almost hard wired to just look at a flat UV island. And my nice brush sets and the ease of using color/level adjustments to edit textures on the fly makes it too hard to move away.
Also I'm working on a project where none of these (outside of PS) will work given the low-rez texture size. I do occasionally use Krita for texture painting as well, since the brushes can be a little more flexible then PS.
Designer/Unreal nowadays.
@Justin Meisse - If I recall correctly you can export your substance painter files into PSDs now
perhaps all your poll results say is that the latter is what the majority requires for their day-to-day work?
thomasp said:
perhaps all your poll results say is that the latter is what the majority requires for their day-to-day work?
Nailed right on the proverbial IMHO.
...and my day too day realistic material generating app suite doesn't seem to rate a mention...curious I must say?!
- Inkscape (displacement/normal, i.e. 'skinning' )
- GIMP (handpainted materials)
Substance Painter for other stuff including more realistic textures.
I could say I rather moved back from once being 90% Substance Designer for couple years back to Photoshop, after I started to use a lot of hi res photoscanned materials .
Substance Designer have always been an alien tool for me, done for some alien game industry. Everything they have done are done most weird, super overcomplicated and inconvenient way possible, including their node system. So I have never been happy with it.