Hey PolyCounters!
This question bothers me in every new project i start....
When i create a new character, there is a point a have to decide where (ZBrush, Substance Painter) i should build my details.
With details i mean tiny details like surface stuff (scratches in leather, clothing surface etc)
Some tend to create them in Zbrush, like
here:
(additional you can work with layers for a non destructive workflow.)
On the other side it is also possible to create those details in SP right? (also non destructive)
Like a tilable alphas for clothes, stamps + alpha etc
Are there some benefits over the other workflow?
Is this just personal preferences?
The only main advantage in SP is that you dont have to rebake all the maps when you want to change some details.
Because when you made the details in ZBrush, you would have to change them in zbrush, export the model again and rebake it again.
I am super-excited what you all have to say and
i am thankful for every small opinion!
Replies
to me it is more a thing of what the clients prefer, but personally some stuff i prefer to do in substance by now as it is just way quicker to iterate.
So for example when it comes to cloth I would get the primary / secondary folds from MD, then adjust them in ZBrush, use alphas to place memory folds where the movement happens (also making sure it follows the flow the movement), sculpt the transitions between primary/secondary/tertiary details and leave the cloth pattern and dirt to Substance.
With Metals I would leave the little scratches to textures. No reason to push the mesh density for these micro details.
For skin I definitely don't want to give up the control that sculpting gives me. At least when we are talking close ups and realistic skin.
Also using layers in ZBrush is absolutely key in my opinion. Especially with detailing.
You can probably do all that stuff also in Substance, but for me its also about getting a better feel for the sculpt. These details help to sell the material and get a clearer look where its going. I also use surface + alpha to mimic the material tiling patterns to see how strong my detail sculpting has to be pushed to not get lost once the material gets applied.
It really is nice to see how much great advices i got from this great forum!
Paragon use layered materials and I like how good cloth look in it.