Hello Polycount. I know that I am kind of late to this party, but I want to know 'in general' which PBR texturing workflow people use Substance or Quixel? And why/what they use it for?
I already have Quixel Suite, but not MegaScans. I have only really completed one project as a test of the technology a few years back. I am still very new to PBR in general. I am planning on possible investing more into PBR skills/software. What are some of the strengths and weaknesses of each program? Do AAA studios normally use Substance now? Kind of like how Zbrush become king after a few years with Mudbox basically dead?
I would like to get more skilled at doing AAA Environments would Megascans or is Substance more versatile?
Is there another forum here which has cover this topic already?
Thanks for your knowledge and experience.
Replies
Most people seem to be leaning towards Substance but the more and more I use it, the more limitations and annoyances I find. Studios will just use what they have, just comfortable with the workflow.
I made this list at work a few weeks ago:
- Can't backface project, can only paint where the camera is facing
- No radial symmetry
- No moving the symmetry plane
- No lattice/warp deformation tools for stencils
- No easy way to project decals onto the mesh. Seriously the whole workflow of creating square textures + alpha's etc. is a bit longwinded.
- No quick way to bake layers down to improve performance, speaking of, performance isn't particularly good on my Quadro 4000M at work.
- No way to apply filters to a group of layers
- No true UDIM painting, not a big deal to me but considering how long it's been requested...
- No way to disabling tiling on stencils or projection masks
- No 3D textures
There are lots of pro's I can think of too, but I had one of those days where lack of everything in that list gave me a few hours of annoyance. They might have even fixed one or two of those things on my list but I'm stuck in SBS 2.6 not their latest 2017 version.
I'll keep using it, it's really great for doing props incredibly quick, but i get frustrated when I try to do a hero asset with it.
I've seen plenty of jobs requiring 3DSMAX experience and only 1 for Maya. 0 for every other program.
New version 4.8 is a great contender.
If you're using DDO or NDO, I've written up a pair of comprehensive tutorials that cover both programs which you might find useful:
https://quixel.se/tutorial/vehicular-hard-surface-detailing-using-quixel-ddo/
https://quixel.se/tutorial/vehicular-hard-surface-detailing-using-quixel-ndo/
Unfortunately in this case, going into Designer to augment your texture process in Painter is a herculean time commitment, and is by no means a smooth workflow between the two programs. I've banged my head on my desk in frustration so many times trying to get things to work the way I want them to. This shouldn't happen. Not between two programs that are in the same software family (Also looking at you, Autodesk!).
Quixel Suite, by contrast, is an insanely powerful and flexible set of programs due in part to the VAST array of tools and options that Photoshop brings to the table. The fact that you can literally copy and paste layers and masks between NDO and DDO is nuts. And the ability to make a selection and translate/warp details around easily is an incredible advantage. Also, 8K painting :P
Trying out 3D coat later, I keep forgetting it exists.
Comparative to DDO where authoring in 8K res where there were less waits overall. Painting was buttery smooth, changing layer parameters had no waits provided I didn't have 3DO open :P, while material and mask applications had wait times upwards of 5-10 minutes. But part of this seemed to be Photoshop's fault as well. It felt the need to try and initiate a save operation in the middle of processing materials/masks. Maybe this is an action DDO requests as part of the process? I feel like this could cut wait times down drastically. Apparently it didn't like trying to save 12gb PSB files for some reason though. Can't imagine why, hah.
Feels like it balances out though. Maybe Painter feels faster because of the smaller blips of waiting? Not sure.
On an individual asset there's no reason to pick one over the other beyond personal preference but when you're looking at hundreds or thousands of assets you'd (imo) be insane to pick quixel over substance.
https://academy.allegorithmic.com/
https://academy.allegorithmic.com/courses/06b7361bcd1b5895ecbcf7b31055a603/youtube-Qk_YRkDsJrQ